Note: TP displayed on a scale of 0 to 300% prior to June 2014. It now displays on a scale of 0 to 3000 (no % sign) to allow more precise display of TP values. 1000 TP is required to initiate a weapon skill.
A percentage indicating a character's ability to perform Weapon Skills. Similar to Limit Break gauges from previous Final Fantasy games. The TP bar ranges from 0 to 3000, and a Weapon Skill may be used as long as a character has 1000 TP or above. Usage of a Weapon Skill will typically deplete the user's TP fully, although a few jobs can occasionally circumvent this and retain some TP following a Weapon Skill using the Conserve TP ability. TP is also used for the majority of the Job Abilities associated with the Dancer Job, with more powerful abilities requiring a greater TP cost. This can be avoided with the use of Trance, the Dancer Two Hour Ability, or by using Jigs, which have no innate cost at the price of having no combat purpose.
TP is generally produced from successful melee attacks that hit for at least 1 damage point. The amount of TP gained per hit is primarily dependent on the delay of the attacker. TP is also gained any time you take damage from a melee or magical attack. Damage Over Time spells, such as Dia and Poison, will only give TP if the initial cast does direct damage, not for the damage dealt by the status effect. Resting causes a character to lose TP at a rate of 100 TP per healing tick, unless the character has Signet inside of a Conquest area or Sigil inside a Campaign area.
Many items, job traits, job abilities, and status effects exist that manipulate TP. The Icarus Wing is a popular medicine that immediately produces 1000% base TP for the user, allowing for an immediate Weapon Skill, but can only be used sparingly. Store TP is a trait that passively increases your rate of TP gain, whereas Subtle Blow passively decreases the rate of TP gain for enemies that you attack. Conserve TP is a job trait that will randomly activate to reduce the TP consumed by a weapon skill. Meditate produces a variable amount of gradual TP, and Reverse Flourish produces immediate TP based on stocked Finishing Moves. Regain is a generic collective term for status effects that passively and gradually bestow TP over time. Plague status gradually decreases the afflicted's TP as one of its detrimental effects. There are also means to directly reduce or drain an opponent's TP, such as the Dark Knight spell Absorb-TP, and the enemy abilities Feather Tickle and Carnal Nightmare.
Monsters can also possess and use TP. Instead of Weapon Skills, each monster species has its own set of unique special attacks that they can use their TP on. Monsters will use their TP semi-randomly when at 25% HP or above, until reaching 300% TP at which point they will use it on one of their special attacks. Once monsters fall below 25% HP, they will no longer save their TP and will attempt to use their special attacks immediately upon reaching 1000% TP. Most monsters follow this behavior, but some can circumvent it, usually Notorious Monsters. Note that monsters can gain TP very quickly when attacked by a party (see below).
Updated TP Gain
The June 2014 massively changed the TP system so that weapons of various Delays would gain TP at relatively the same rate. Single-handed weapons and two-handed weapons now gain TP at the same rate. The new formula is not yet known.
The old formulas were:
- "Two-Handed Weapon Delay -x%"(Example: Sword Strap) works like Dual Wield delay and TP is recalculated after reduction.
- TP return from ranged attacks is calculated by combining the delay of the weapon and ammo together, and using the combined delay in the standard TP equation.
Additional TP Gain
Other instances in which a player gains TP:
- 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 64 TP, and give players 21 TP per hit (6.4/3 = 2.13333).
- When a player is hit by a damaging spell, he gains 5 TP.
Enemy TP gain
Enemies gain TP in the following ways:
The Subtle Blow trait decreases the enemy's TP gain per hit:
The Store TP trait increases TP gain per hit as follows:
The Dual Wield trait allows players to equip two weapons simultaneously and reduce their Delays.
If they do not, calculating the TP using the Reduced Delay/2 will give you an incorrect result.
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- Jun. 21, 2010 Version Update
- Tactical Switch job ability added to Puppetmaster. Swaps TP of master and automaton.
- The level requirement for the samurai ability "Sekkanoki" has been reduced from 60 to 40.
- The dragoon ability "Spirit Link" will now transfer half of the wyvern's TP to its master.
- Conserve TP job trait added to Ranger, Dragoon and Dancer. Occasionally cuts down TP cost of weapon skills.
- Fencer job trait added to Warrior and Beastmaster. Increases rate of critical hits when wielding with the main hand only. Grants a TP bonus to weapon skills.
- Occult Acumen job trait added to Scholar and Dark Knight. Grants bonus TP when dealing damage with elemental or dark magic.
- Tactical Guard job trait added to Puppetmaster and Monk. Grants bonus TP when guarding against an attack.
- Tactical Parry job trait added to Ninja and Dancer. Grants bonus TP when parrying an attack.
- Sep. 10, 2007 Version Update:
- Charmed pets no longer lose TP while not in combat mode. (S-E had stated previously charmed monsters were supposed to lose TP when not in combat, by design.)
- Aug. 27, 2007 Version Update:
- Jul. 24, 2006 Version Update:
- The spell Absorb-TP was introduced; it steals the enemy's TP and give it to the caster.
- Apr 18, 2006 Version Update:
- Dec. 13, 2005 Version Update:
- Sep. 14, 2004 Version Update:
- Macro command <pettp> added to show amount of TP for pets; S-E clarified that charmed pets are supposed to lose TP when not in combat mode.
- Avatars' TP now affect some magic Blood Pacts attacks; TP is consumed when those Blood Pacts are used. (Avatar TP does not affect physical, enhancing, or enfeebling Blood Pact techniques, and would not be consumed when those are used.)
- Apr. 22, 2004 Version Update:
- Multi-hit Weapon Skills' TP return adjusted; normal TP on first hit, and 1 TP for each subsequent hit.
- Monster targeted by multi-hit Weapon Skills now only receive TP from the first hit.
- Elemental Weapon Skills changed to return TP.
- Subtle Blow job trait added to Monk and Ninja, which reduces amount of TP given to targets.
- Oct. 21, 2003 Version Update:
- TP will no longer be reset when changing weapons in the Ammo slot.