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TP per hit is broken or was nerfed
https://na.nasomi.com/forum/viewtopic.php?f=6&t=9229
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Author:  Azurewrath [ Sun Mar 03, 2019 3:29 am ]
Post subject:  TP per hit is broken or was nerfed

So I'm a Lv.71 Samurai and I'm still at a 7 hit build(with the tp from previous WS). I can't remember the exact tp but I believe if I took no hits, I would be at 1024 tp at 7 hits. Or more. I needed the +6 store tp pants to be able to be 7-hit. This is with my current low (399) delay Gkt.

Now I notice I'm 8 hit regardless of whether or not I'm wearing these pants. The store tp+6 does work, but I'm just getting less tp per hit.

I get 118 tp per hit with 0 Store TP gear. I get +25 Store TP from traits, so that means without traits I'm only hitting for 93 tp per hit. That's definitely lower than it was last week.

Update: I asked a level 10 with a 420 delay Gkt and they're getting 110 tp per hit with Store TP 1 trait, so they're hitting for 100tp per hit with no traits. So Sam store tp traits definitely work.

Assuming I really was at 1024tp at 7 hits, that means I was getting 128TP per hit(103tp without traits)
So I'm getting exactly 10 less tp per hit by default

Author:  Therin [ Sun Mar 03, 2019 3:32 am ]
Post subject:  Re: TP per hit is broken or was nerfed

Delay was reduced by 30 in the last patch. Not really sure why, but it was.

Author:  Azurewrath [ Sun Mar 03, 2019 3:33 am ]
Post subject:  Re: TP per hit is broken or was nerfed

Therin wrote:
Delay was reduced by 30 in the last patch. Not really sure why, but it was.


Ah, interesting. So mobs will spam tp moves even more now on Nasomi, lol. :<

Author:  Therin [ Sun Mar 03, 2019 3:40 am ]
Post subject:  Re: TP per hit is broken or was nerfed

Seems like that's the case, yep.

Author:  HarleyM [ Sun Mar 03, 2019 3:43 am ]
Post subject:  Re: TP per hit is broken or was nerfed

FWIW, in the maintenance thread Nabutso said that the reduced TP gain is a bug. Nas evidently thought he had fixed it already, but hadn't, and was made aware of that fact.

Author:  Snickers [ Sun Mar 03, 2019 5:36 am ]
Post subject:  Re: TP per hit is broken or was nerfed

Hhow much of a buff did KC's get in this update? Wonder if anyone has bothered to do more AV's since the update

Author:  Therin [ Sun Mar 03, 2019 8:58 am ]
Post subject:  Re: TP per hit is broken or was nerfed

Yep. AV died today already.

Should be an increase of about 12-13% overall for KC DRK depending on how much HP they have (ex: at 200 damage per hit, KC DRK could do 29,384 damage optimally in 30 seconds vs 26,045 pre-patch).

Author:  Deadwing [ Sun Mar 03, 2019 9:17 am ]
Post subject:  Re: TP per hit is broken or was nerfed

Therin wrote:
Yep. AV died today already.

Should be an increase of about 12-13% overall for KC DRK depending on how much HP they have (ex: at 200 damage per hit, KC DRK could do 29,384 damage optimally in 30 seconds vs 26,045 pre-patch).


not even close

Author:  Therin [ Sun Mar 03, 2019 1:18 pm ]
Post subject:  Re: TP per hit is broken or was nerfed

Kubisnaxx wrote:
Therin wrote:
Yep. AV died today already.

Should be an increase of about 12-13% overall for KC DRK depending on how much HP they have (ex: at 200 damage per hit, KC DRK could do 29,384 damage optimally in 30 seconds vs 26,045 pre-patch).


not here to stir an argument, just actually curious as to where that 26k math/calculation came from


35-38 attack rounds in 30 seconds, 3.82 swings per round, 200 damage per hit. It's an optimal scenario because it means you didn't miss any, but it's not far off from reality because we routinely saw 20-25k from KC DRKs during DL parses on retail.

Should be an increase of about 12-13% overall for KC DRK depending on how much HP they have (ex: at 200 damage per hit, KC DRK could do 29,384 damage optimally in 30 seconds vs 26,045 pre-patch).[/quote]

Deadwing wrote:
not even close


How so, does something work differently here?

Author:  Aewyn [ Sun Mar 03, 2019 1:44 pm ]
Post subject:  Re: TP per hit is broken or was nerfed

Therin wrote:
Delay was reduced by 30 in the last patch. Not really sure why, but it was.


Delay wasn't being calculated by the system correctly, it was 500 ms (half second) too long. Oddly enough TP returns were correct per the delay reported on the weapon in spite of having their swing time calculated incorrectly.

Whatever Nas did to fix delay (I assume) screwed up TP returns.

Known bug, fix incoming etc.

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