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  1. #31
    Player
    SnowVix's Avatar
    Join Date
    Apr 2019
    Posts
    764
    Character
    Charming Tulip
    World
    Cactuar
    Main Class
    Sage Lv 100
    Quote Originally Posted by Daniolaut View Post
    I feel TP should be restored.

    The more TP you gain from using weapon skills or using auto attacks, this builds your charges.

    Or something more engaging. Combat has become more simple with its removal. I would like to see more customization and depth added, not more things taken.
    that would be a completely different system, so it's not "restoring TP" to do that. Now it's certainly not a bad system, but it's not TP.
    (0)

  2. #32
    Player
    Ilenya's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,508
    Character
    Aurora Vlondett
    World
    Balmung
    Main Class
    Arcanist Lv 100
    I mean, at a glance, that sounds similar to the old TP system and FFXI's TP system.
    (1)

  3. #33
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    TP would have worked much better if it was a different game. Instead of weaponskills being big attacks, they became your normal attacks, which made TP your stamina bar, but if they wanted to do that the refill rate wouldve had to be closer to some action/hack and slash games, where you burn it down quick for a moment, and it refreshes lightning fast. This wasnt the case with TP in ARR - since it was a resource that barely ever drained in short lived fights, but it started to show in prolongued fights. If it was used as a technique resource for a really big hit then it would make more sense to do it like it was originally done. Weaponskills, just basically were basic attacks, with auto attacks just being there instead. There wasnt any meaningful reason to use TP outside attacks either. If it was more treated like a resource in the sense, you would probably have things like shelltron spammable, or downright cd to block stuff rectively at a hefty TP cost, not to mention probably some way to roll out of aoes or dodge on command.
    Theres nothing inherently wrong with TP as a stamina gauge in and of itself, its just how they handled it that made it akward.
    For instance, Sprint couldve been a toggled stance, which depleted your TP as you moved, not dumped it all instantly - to begin with.
    (0)
    Last edited by ADVSS; 11-13-2020 at 08:08 PM.

  4. #34
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by ADVSS View Post
    TP would have worked much better if it was a different game. Instead of weaponskills being big attacks, they became your normal attacks, which made TP your stamina bar, but if they wanted to do that the refill rate wouldve had to be closer to some action/hack and slash games, where you burn it down quick for a moment, and it refreshes lightning fast. This wasnt the case with TP in ARR - since it was a resource that barely ever drained in short lived fights, but it started to show in prolongued fights. If it was used as a technique resource for a really big hit then it would make more sense to do it like it was originally done. Weaponskills, just basically were basic attacks, with auto attacks just being there instead. There wasnt any meaningful reason to use TP outside attacks either. If it was more treated like a resource in the sense, you would probably have things like shelltron spammable, or downright cd to block stuff rectively at a hefty TP cost, not to mention probably some way to roll out of aoes or dodge on command.
    Theres nothing inherently wrong with TP as a stamina gauge in and of itself, its just how they handled it that made it akward.
    TP would have worked if the classes and jobs reliant on it had be designed with a sustainable rotation, a regenerative rotation and a high cost burst rotation in mind. The sustainable rotation would have been the rotation that dealt the greatest dps in the long run natively as you wouldn't run out of TP while using it, the burst rotation would have the highest average dps while performing it but would drain TP fast enough that it could not be sustained for long, and the regenerative rotation would regain TP quickly but have low enough dps that cycling between the burst and regenerative rotations would deal less on average than the sustainable rotation.
    (2)

  5. #35
    Player Veis_Alveare's Avatar
    Join Date
    Apr 2019
    Posts
    678
    Character
    Veis Alve'are
    World
    Coeurl
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Ultimatecalibur View Post
    TP would have worked if the classes and jobs reliant on it had be designed with a sustainable rotation, a regenerative rotation and a high cost burst rotation in mind. The sustainable rotation would have been the rotation that dealt the greatest dps in the long run natively as you wouldn't run out of TP while using it, the burst rotation would have the highest average dps while performing it but would drain TP fast enough that it could not be sustained for long, and the regenerative rotation would regain TP quickly but have low enough dps that cycling between the burst and regenerative rotations would deal less on average than the sustainable rotation.
    Ignoring the potential button bloat there this would just mean using the sustainable rotation for whatever the minimal amount of time in a fight would be.

    It's like any job with resources, you want to end any given fight as close to zero in everything as you can. If you kill a boss while you have 70 esprit and 2 feathers on DNC you feel bad because it's bad.

    This suggestion would basically only impact decision making as far as figuring out the breakpoints for native TP regen based on potential fight timing. You'd then figure out how much of your burst rotation you can feasibly do before hitting zero and... boom, just a different kind of set in stone rotation.
    (0)

  6. #36
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    TP would have worked if the classes and jobs reliant on it had be designed with a sustainable rotation, a regenerative rotation and a high cost burst rotation in mind. The sustainable rotation would have been the rotation that dealt the greatest dps in the long run natively as you wouldn't run out of TP while using it, the burst rotation would have the highest average dps while performing it but would drain TP fast enough that it could not be sustained for long, and the regenerative rotation would regain TP quickly but have low enough dps that cycling between the burst and regenerative rotations would deal less on average than the sustainable rotation.
    Basically yeah pretty much. The problem with TP starvation in this game is that we see more and more dps checks, to where winded out fights would become really hard, and some unwinded fights would just take forever that last 20-10% They really arent hiding the fact that dps checks are per usual, and that would just make things downright difficult with how TP was initially done. They gave most dps invigorate, but it was just a bandaid for the situation, esp for high tp use jobs like monk, you go all out and hope the gas doesnt run out. Either like you said, regenerative soft rotation, or just smashing down on the TP with small pauses fully refreshing it at super speed, probably some of the only ways it wouldve worked without completely forcing BRD into every raid group.
    (0)

  7. #37
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Veis_Alveare View Post
    Ignoring the potential button bloat...
    Buttons would not necessarily be bloated as each rotation should be using different ratios of the same set of buttons.

    ...there this would just mean using the sustainable rotation for whatever the minimal amount of time in a fight would be.
    The sustainable rotation would be the job's greatest average dps rotation. You would want to maximize use of it not minimize it.

    The burst rotation would be a short term dps gain in exchange for a dps loss while you recover from it.

    It's like any job with resources, you want to end any given fight as close to zero in everything as you can. If you kill a boss while you have 70 esprit and 2 feathers on DNC you feel bad because it's bad.
    Which is why the burst rotation should be mostly on demand but resource expensive. You would use it in things like dps check phases, add phases and during final phase enrage checks. Right now pretty much all rotations are sustain rotations with no increased resource expenditure burst rotations.

    This suggestion would basically only impact decision making as far as figuring out the breakpoints for native TP regen based on potential fight timing.
    That would completely depend on the needs of the fight.
    (1)
    Last edited by Ultimatecalibur; 11-14-2020 at 01:58 PM.

  8. #38
    Player
    Ilenya's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,508
    Character
    Aurora Vlondett
    World
    Balmung
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    The sustainable rotation would be the job's greatest average dps rotation. You would want to maximize use of it not minimize it.

    The burst rotation would be a short term dps gain in exchange for a dps loss while you recover from it.
    Wouldn't this just be "Sustain until Burst needed, then back to Sustain"? Or are you implying a third rotation for recovery period?
    (0)

  9. #39
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Ilenya View Post
    Wouldn't this just be "Sustain until Burst needed, then back to Sustain"?
    That would depend on the Burst rotation's TP deficit (the amount TP spent exceeds the TP gained) and how neutral or recovering the Sustained rotation is. A Burst rotation would not necessarily need to 0 out your TP each time it is used. It only needs to be not sustainable enough that continually using it is bad in the long run.

    Say you have 1000 TP max, a 6 GCD Burst rotation that deals 25k dps with a TP deficit of -400, a 12 GCD Sustained rotation that deals 20k dps which is completely TP neutral (gaining and losing total 0 TP) and a 6 gcd Regenerative rotation that deals 15k dps with a TP gain of +300. This would give you 2 free floating Bursts in a no downtime fight, but also allow for 2 additional bursts (and a slight dps gain for the fight) if you do the Regenerative rotation twice at appropriate times or take advantage of other TP recovery abilities.

    Or are you implying a third rotation for recovery period?
    The Regenerative rotation would also be there for if you died (if death set your TP to 0) or if failing a mechanic ate all your TP.
    (1)
    Last edited by Ultimatecalibur; 11-18-2020 at 05:17 AM.

  10. #40
    Player
    Sophie_Lo's Avatar
    Join Date
    Jun 2019
    Posts
    80
    Character
    Gryne Ghota
    World
    Mateus
    Main Class
    Warrior Lv 90
    The short and sweet? No. No, MP is never going to disappear, and its silly to even entertain the idea that it will, for multiple OBVIOUS reasons.
    (0)

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