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Thread: TP regen

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  1. #1
    Player
    Jinrya-Geki's Avatar
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    Jinrya Geki
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    Next thing they need to do is can't use weaponskills while moving.

    Hey if I can't say Firaga, and move at the same time, then melees shouldn't be able to weaponskill while moving either.

    It's for pvp, it's only fair, and it should be implemented before pvp is even out.
    (1)

  2. #2
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    lololink's Avatar
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    Nel Artux
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    Quote Originally Posted by Jinrya-Geki View Post
    Next thing they need to do is can't use weaponskills while moving.

    Hey if I can't say Firaga, and move at the same time, then melees shouldn't be able to weaponskill while moving either.

    It's for pvp, it's only fair, and it should be implemented before pvp is even out.
    In wow mages can't move while casting but warriors could move while attacking , and mages could still defend themselve.
    Having animation lock just make the game look weird ( oh i can't move because i'm attacking ! ... ) and make the game too slow so you'll lack that dynamic gameplay , i don't even speak of raid bosses ,
    "Why didn't you avoid the flames ?
    -i was attacking ! "
    But they should also add instant spells for mages or spells that you can cast while moving .

    force the player not to move while attacking always look weird and slow the game .
    (1)

  3. #3
    Player
    Duelle's Avatar
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    Duelle Urelle
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    Quote Originally Posted by lololink View Post
    In wow mages can't move while casting but warriors could move while attacking , and mages could still defend themselve.
    Having animation lock just make the game look weird ( oh i can't move because i'm attacking ! ... ) and make the game too slow so you'll lack that dynamic gameplay , i don't even speak of raid bosses ,
    "Why didn't you avoid the flames ?
    -i was attacking ! "
    But they should also add instant spells for mages or spells that you can cast while moving.

    force the player not to move while attacking always look weird and slow the game .
    This man gets it.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
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    Gidonoidon_Sur's Avatar
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    Agilo Sur
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    Quote Originally Posted by vax View Post
    In example on a boss when tank got enough hate to keep it, a Dragoon go with full tp and spam all the ws, then because AA won't give any tp and stay away from the NM will be safe for AoE. Also, idk how will work on 2.0, but if TP regenerate faster on passive is other point to stay away.
    I think it is a bad idea fir them to reward going into passive during battle. Hitting for tp makes sense. Plus more our damage will be 100% weapon sill. What is point of auto-attack?
    (1)

  5. #5
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    Reika's Avatar
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    Reika Shadowheart
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    Quote Originally Posted by Gidonoidon_Sur View Post
    I think it is a bad idea fir them to reward going into passive during battle. Hitting for tp makes sense. Plus more our damage will be 100% weapon sill. What is point of auto-attack?
    I think it should go back to stamina + no auto attack model. . . Return of TP-less attack skills
    (0)

  6. #6
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    Wait.. not TP from auto-attacks???

    No like;;

    There was a good deal of strategy in TP from auto-attacks, or taking damage and now.. I guess we'll see.
    (0)

  7. #7
    Player
    lololink's Avatar
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    that tp system seems to be more like rogue energy systeme in wow , your energy resplenish over the time so the CD are made with the TP regen ( spam too much have a good burst but then you do little damages ) where as 1.0 was more like the warrior rage system , both are good , i don't see why it sacrifice strategy but i understand that you are worried , i think we currently have no enough information to ask for changes of this system .
    But the 3 sec CD feels to be a bad idea , it would slow the game too much .
    (0)

  8. #8
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    Velhart's Avatar
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    Velhart Aurion
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    Quote Originally Posted by lololink View Post
    that tp system seems to be more like rogue energy systeme in wow , your energy resplenish over the time so the CD are made with the TP regen ( spam too much have a good burst but then you do little damages ) where as 1.0 was more like the warrior rage system , both are good , i don't see why it sacrifice strategy but i understand that you are worried , i think we currently have no enough information to ask for changes of this system .
    But the 3 sec CD feels to be a bad idea , it would slow the game too much .
    Basically this. If you can make make a good rotation, you will always be using some form of an ability with minimal cool down. I think people are freaking out over something they don't understand. Too much FFXI in their mind.
    (2)

  9. #9
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    Quote Originally Posted by Zumi View Post
    All this info I got from watching the Special Talk Session. I realize all this could change by the time the game is actually out.

    -Yoshi's DRG has several weapon skills that take TP
    100
    100
    110
    120
    150
    200
    200

    -While in combat with enemies your TP regens at a rate of 30 tp ever 3 seconds.
    -Out of combat your TP regens at a rate of 100 tp every 3 seconds
    -There is a 3 second global cooldown for weapon skills.
    -Combos now require TP for the 2nd WS and onward.


    Single target boss fight
    Using high TP cost WS, then low cost once my initial TP is gone.
    Time | TP
    0:00 | 1000 -200 = 800 TP
    0:03 | 800 + 30 - 200 = 630 TP
    0:06 | 630 + 30 -200 = 460 TP
    0:09 | 460 + 30 - 200 = 290 TP
    0:12 | 290 + 30 - 200 = 120 TP
    0:15 | 120 + 30 - 150 = 0 TP
    0:18 | +30 = 30 TP - No WS used
    0:21 | 30 + 30 = 60 TP - No WS used
    0:24 | 60 + 30 = 90 TP - No WS used
    0:27 | 90 + 30 = 120 - 120 = 0 TP - 120 WS used

    Once you hit the bottom of your TP bar which happens 15 sec into the fight there is a 12 sec wait before you can do anything again. Causing a 9-12 sec wait to do another WS depending on how low your tp went.

    Try using exclusively low cost 100 TP WS
    0:00 | 1000 - 100 = 900 TP
    0:03 | 900 + 30 - 100 = 830 TP
    0:06 | 830 + 30 - 100 = 760 TP
    0:09 | 760 + 30 - 100 = 690 TP
    0:12 | 690 + 30 - 100 = 620 TP
    0:15 | 620 + 30 - 100 = 550 TP
    0:18 | 550 + 30 - 100 = 480 TP
    0:21 | 480 + 30 - 100 = 410 TP
    0:24 | 410 + 30 - 100 = 340 TP
    0:27 | 340 + 30 - 100 = 270 TP
    0:30 | 270 + 30 - 100 = 200 TP
    0:33 | 200 + 30 - 100 = 130 TP
    0:36 | 130 + 30 - 100 = 60 TP
    0:39 | 60 + 30 = 90 TP - No WS used
    0:41 | 90 + 30 - 100 = 20 TP
    0:44 | 20 + 30 = 50 TP - No WS used
    0:47 | 50 + 30 = 90 TP - No WS used
    0:50 | 90 + 30 - 100 = 20 TP

    After 39 seconds you start to get TP starved and have 9 sec wait between WS. In a real fight you probably wouldn't be exclusively using your 2 weakest WS.

    Now for short fights like quest mobs this is fine cause they don't last long at all and you get out of combat and get that 100 TP regen. Makes it look like the system seems great. However we didn't see any long boss fights. This only seems to be an issue with mobs that last longer then 30 sec. Although there might be abilities to regen tp perhaps? Guess we will see in beta how this plays out.

    After you run out of tp once it seems to stuffer from the same problem they had with stamina where people would be sitting around waiting for it to fill up then hitting their button. Hope they do something about this.
    Alongside the TP system changes, we will be adjusting the stats on some equipment and materia.
    I feel like the TP materia "Evenflow Materia I/II/III/IV" is going to get changed into:

    Evenflow Materia I: TP regen+1 / ACC+4~7
    Evenflow Materia II: TP regen+2 / ACC+8
    Evenflow Materia III: TP regen+3 / ACC+9~12
    Evenflow Materia IV: TP regen+4 / ACC+13~15


    So it increases the +30 TP regen a tic shown in the above quote/pre-alpha demo when engaged to +31~34, ie a double melded Evenflow Materia III adding +6 TP per tic is a 20% increase in TP regen rate when engaged. Would make the materia incredibly valuable and probably become the BIS. I wonder whats better in ARR the above scenario TP regen vs a 70~80attack glove or 50 STR etc. Can't wait for ARR!!!
    (0)
    Last edited by Tango; 09-12-2012 at 10:01 PM.
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  10. #10
    Player
    Klefth's Avatar
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    Klefth Reinhart
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    Excalibur
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    How this new battle system will most likely feel like on a gamepad:



    I really don't like where this is going now that we know a little about the battle system and the new controls and animations...
    (2)
    Last edited by Klefth; 09-13-2012 at 01:52 AM.

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