Tactical Points

Updated TP Gain
The April 18, 2006 update changed the TP system so that weapons of various Delays would gain TP at relatively the same rate. The 5.0 TP floor was removed, and weapons of higher Delay gain TP at a rate similar to that of low Delay weapons. Shortly after the update, the players from Studio Gobli found the new TP formulas. The new formulas are:


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!width="28%" align="center" style="background:#ffdead;"|Delay !width="72%" align="center" style="background:#ffdead;"|Tactical Points
 * 0 - 180
 * 5.0 + [(Delay - 180) * 1.5] / 180
 * 180 - 450
 * 5.0 + [(Delay - 180) * 6.5] / 270
 * 450 - 480
 * 11.5 + [(Delay - 450) * 1.5] / 30
 * 480 - 530
 * 13.0 + [(Delay - 480) * 1.5] / 50
 * 530 - 999
 * 14.5 + [(Delay - 530) * 3.5] / 470
 * }
 * 13.0 + [(Delay - 480) * 1.5] / 50
 * 530 - 999
 * 14.5 + [(Delay - 530) * 3.5] / 470
 * }
 * }
 * }

Additional TP Gain
Other instances in which a player gains TP: {| border="0" cellpadding="0" cellspacing="10" align="center" width="100%"
 * When a player is hit by a physical attack, he gains 1/3 of what the attacker gained (once again, rounding down to the nearest tenth). Most enemies have 240 Delay, gain 6.4 TP, and give players 2.1 TP per hit (6.4/3 = 2.13333).
 * When a player is hit by a damaging spell, he gains 5 TP.
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Enemy TP gain
Enemies gain TP in the following ways:
 * When attacking a player, TP is calculated normally based on Delay. Most enemies have 240 Delay, and gain 6.4 TP per hit.
 * When hit by a melee attack, enemies gain the attacker's Base TP + 3.
 * When hit by a spell that does direct damage, enemies gain 10 TP.
 * When hit by a physical Blue Magic spell, enemies gain 10 TP for every hit that connects.
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Subtle Blow
The Subtle Blow trait decreases the enemy's TP gain per hit: The Subtle Blow trait also affects the TP enemies gain from direct damage spells: Subtle Blow caps at 50%.
 * (Base TP + 3) * (1 - SubtleBlow%)
 * 10 * (1 - SubtleBlow%)
 * }
 * }

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Store TP
The Store TP trait increases TP gain per hit as follows:
 * Base TP * (1 + StoreTP%)
 * For example
 * A Level 75 Samurai with Store TP IV (a bonus of 25% TP) using a Great Katana with a 450 Delay would get:
 * 5.0 + [(450 - 180) * 6.5] / 270 = 11.5 TP
 * 11.5 TP * 1.25 = 14.375 rounded to 14.3 TP


 * When a character with Store TP hits an enemy, only the Base TP is used in the enemy's TP gain calculations.
 * Store TP also applies to the TP gained from being attacked.


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Dual Wield
The Dual Wield trait allows players to equip two weapons simultaneously and reduce their combined Delays. TP gain when dual wielding is calculated using this reduced Delay. The average Delay is used in the TP calculations, and both weapons will give that TP.
 * Average Delay = (Delay1 + Delay2) / 2
 * Reduced Delay = Average Delay * (1 - Dual Wield %)

For example
 * A Level 50 Beastmaster/Ninja with Dual Wield II (a bonus of -15% Delay) using a Tomahawk with 340 Delay and a Battleaxe with 276 Delay would get:
 * Average Delay: (340 + 276) / 2 = 308
 * Reduced Delay: 308 * (1 - 0.15) = 308 * 0.85 = 261.8
 * TP gain: 5.0 + [(261 - 180) * 6.5] / 270 = 6.95, round down to 6.9 TP




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Shield Mastery
The Shield Mastery trait awards a fixed amount of additional TP when a player successfully blocks an attack with his Shield.
 * Shield Mastery I awards 1 more TP
 * Shield Mastery II awards 2 more TP
 * It is said that there is a third level of the trait at Lv.75 that gives 3 more TP.
 * TP Gain = (EnemyTP / 3) + ShieldMasteryBonus
 * Shield Mastery does not award its bonus TP for shielding a hit if 0 damage is taken.


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Exceptions

 * If an attack or a spell lands for 0 damage, it awards no TP.
 * Additional effects do not give TP.
 * Spikes do not give TP.
 * Counters give TP to the person who took damage as if he were hit normally. The defender who countered the blow gains no TP.
 * Chi Blast does not give TP.
 * Avatar Blood Pacts do not give TP.
 * Corsair Quick Draw attacks do not give TP.
 * Multi-hit weapon skills give standard TP for the first hit, then 1 TP for each successive hit that lands. If the first hit misses, but the remaining hits land, only 1 TP for each hit that lands will be given. For example, if a 5-hit dual-wielded weapon skill (6 hits total) is used and only the first hit lands, it might result in 5TP. However, if the first hit missed, but the other 5 hits landed, it would result in 5 TP. If all hits landed, the result would be 10TP. This same concept applies to single-hit weapon skills with an added hit from Double Attack.
 * }
 * }

Original TP Gain
Before the April 18, 2006 update, TP would be accumulated using the following formulas:


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!width="28%" align="center" style="background:#ffdead;"|Delay !width="72%" align="center" style="background:#ffdead;"|Tactical Points Note: TP is rounded down to the nearest tenth.
 * 0 - 180
 * 5.0
 * 180 - 480
 * 5.0 + [(Delay - 180) / 256] * 6
 * 480 +
 * 6.0 + (Delay / 80)
 * }
 * 480 +
 * 6.0 + (Delay / 80)
 * }
 * }

This TP system favored fast weapons, and penalized the slowest weapons. The further below 180 a player could push his weapon's Delay, the faster he would gain TP. The player would be increasing his attack speed while still gaining a constant 5.0 TP. This fact was exploited frequently by Thieves, who would set Ninja as their support job in order to Dual Wield low Delay daggers.

On the other hand, weapons of higher Delay gained less TP per point of Delay than weapons with Delay closer to 180. For example, a weapon with 240 Delay would gain 6.4 TP per hit, but a weapon with 480 Delay would gain 12.0 TP per hit. In addition to that, the formula used to calculate the TP for weapons with more than 480 Delay required more Delay to cause a 0.1 increase in TP gained per hit.

Links

 * FFXI Calculator TP Calculator