Unsho wrote:
Kazaram wrote:
https://www.youtube.com/watch?v=ThLag7ZXcKI
Made a video to show how mob tp works. Each dagger hit is 83 tp as I demonstrate, and each mob hit is 64 tp. ranged attack gives 180 tp (ammunition delay is ignored for mob tp gain though, just as it is ignored for player tp generation

).
Mobs clearly still use tp at almost immediately upon obtaining 1000tp.
Also video proves subtle blow works, used monks roll and it gave less tp. But subtle blow would do next to nothing in an xp party in the grand scheme of things anyway.
So this confirms it. Mobs are TP'n right at 1000% above 25%. They're suppose to hold tp until 3000% before they tp when their HP is > 25%
Nasomi does not read these forums. I'd say take that video to him on naschat
Not correct, above 25% HP they're suppose to use TP randomly above 1000TP (that is, to say, you could see an ability go off at 1100TP, although rare). The exacts on how SE designed this are not clear though, and would be an arduous task to figure out.
It's not something that will ever function precisely how it does on retail. I'm not sure how difficult this would be to code but a simplified version, or "band-aid" patch where this is concerned would be:
5% - Uses ability at 1100TP.
8% - Uses ability at 1200TP.
10% - Uses ability at 1300TP.
And so forth. I'm no coder, so I have absolutely no idea how hard something like this would be to implement, but this would probably be the closest you could really get to whatever the hell retail does.