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	<title>Monster TP gain - Revision history</title>
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		<title>imported&gt;Casey: Verified Inhibit TP works vs nukes by using Yurin: Ichi on a flamingo.</title>
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		<updated>2024-08-23T18:39:32Z</updated>

		<summary type="html">&lt;p&gt;Verified Inhibit TP works vs nukes by using Yurin: Ichi on a flamingo.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A lot of the difficulty of fights comes not from monster auto-attack, but from their TP gain and subsequent TP moves. Controlling monster TP gain is a noble goal, and doing it properly will make many fights dramatically easier.&lt;br /&gt;
&lt;br /&gt;
Though they can also gain TP by hitting players, Monsters primarily gain TP by taking damage. Physical damage gives them [[TP]] relative to the delay of the weapon being used, after delay reduction, while magic damage gives a static 100 [[TP]] per spell that lands for damage. There are several ways to reduce the amount of TP fed, namely &amp;#039;&amp;#039;&amp;#039;dAGI&amp;#039;&amp;#039;&amp;#039;, [[Subtle Blow]], and TP Inhibiting [[Job Ability|Job Abilities]]. There are also several TP-free sources of damage, such as [[Blood Pact: Rage]], [[Quick Draw]], any kind of [[Jump]], [[Counter]], and any form of magic that does not directly do damage (like [[Poison II]]).&lt;br /&gt;
&lt;br /&gt;
== TP gained from Physical Damage ==&lt;br /&gt;
[[image:TP sec.jpg|float|right|500px]]&lt;br /&gt;
The TP gain formula for monsters are based on the weapon delay of the attacking player as follows:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; BGCOLOR=&amp;quot;#cee0f2&amp;quot; width=&amp;quot;300px&amp;quot; BGCOLOR=&amp;quot;#ffffff&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#cee0f2&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Delay &amp;amp;rarr; Base TP Calculations&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|BGCOLOR=&amp;quot;#cee0f2&amp;quot; width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot;|&amp;amp;nbsp;&amp;#039;&amp;#039;&amp;#039;Modified Delay&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|BGCOLOR=&amp;quot;#cee0f2&amp;quot; width=&amp;quot;60%&amp;quot; |&amp;amp;nbsp;&amp;#039;&amp;#039;&amp;#039;TP gained&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;amp;nbsp; &amp;lt;180&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&amp;amp;nbsp;80+((Delay-180){{math|times}}15){{math|divide}}180&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;amp;nbsp; 180~450&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&amp;amp;nbsp;80+((Delay-180){{math|times}}65){{math|divide}}270&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;amp;nbsp; 450~480&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&amp;amp;nbsp;145+((Delay-450){{math|times}}15){{math|divide}}30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;amp;nbsp; 480~530&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&amp;amp;nbsp;160+((Delay-480){{math|times}}15){{math|divide}}30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;amp;nbsp; &amp;gt;530&lt;br /&gt;
| width=&amp;quot;70%&amp;quot; |&amp;amp;nbsp;175+((Delay-530){{math|times}}35){{math|divide}}470&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is very important for players to understand what this equation means for melee. Because there is a static amount of [[TP]] added to the function of the weapon&amp;#039;s base TP, low delay weapons receive a much larger percentage increase in TP fed due to the base delay than high delay weapons, as can be seen in the graph to the right.&lt;br /&gt;
&lt;br /&gt;
This is why low delay weapon users are typically given [[Subtle Blow]] and other tools to mitigate their own TP fed, and it is also why one shouldn&amp;#039;t assume that a [[Ninja]] with 100 delay [[Katana]]s (after 50% [[Dual Wield]]) and 50 [[Subtle Blow]] is feeding less TP/sec than a [[Warrior]] with a 482 delay weapon.&lt;br /&gt;
&lt;br /&gt;
[[Weapon Skill]]s also give [[TP]], using the same formula as above and ignoring additional hits. When dual wielding or H2H, the first 2 hits give TP to the monster.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039;[[Monk]] uses [[Raging Fists]] and hits 5 times, [[Monk]] gets [[Tactical Points|standard TP]] for 2 attacks + [[Tactical Points#Proccing_Multi_Attack|10]]{{math|times}}3 TP back, but the monster gains TP for receiving 2 attacks only.&lt;br /&gt;
&lt;br /&gt;
Physical [[Blue Magic]] will use the formula for TP gained from Magical Damage, described below.&lt;br /&gt;
&lt;br /&gt;
== TP gained from Magical Damage ==&lt;br /&gt;
:&amp;#039;&amp;#039;Base Monster magical damage TP gained&amp;#039;&amp;#039; = 100 TP. This is affected by [[Subtle Blow]], [[Subtle Blow II]], [[dAGI]], and [[Inhibit TP]].&lt;br /&gt;
Very simple formula, with a few qualifications:&lt;br /&gt;
* [[Blue Magic]] gives the enemy 100 TP per non-0 &amp;quot;hit&amp;quot; of the spell that lands.&lt;br /&gt;
**[[Disseverment]] grants 500TP if all connect, for instance.&lt;br /&gt;
* Spells must do non-0 damage in order to feed TP.&lt;br /&gt;
**Casting [[Dia]] for 0 damage will not give any TP, for instance.&lt;br /&gt;
&lt;br /&gt;
== TP gain Reduction ==&lt;br /&gt;
:&amp;#039;&amp;#039;Monster TP gained per hit&amp;#039;&amp;#039; = [[floor]]( &amp;#039;&amp;#039;Base Monster TP&amp;#039;&amp;#039; {{math|times}} &amp;#039;&amp;#039;Inhibit TP&amp;#039; {{math|times}} &amp;#039;&amp;#039;dAGI&amp;#039;&amp;#039; {{math|times}} (1 - [[Subtle Blow]]{{math|divide}}100), .1)&lt;br /&gt;
:: &amp;#039;&amp;#039;Note: There may actually be multiple flooring steps.&amp;#039;&amp;#039;&lt;br /&gt;
In addition to reducing the TP given to the monster by selecting damage sources wisely, it is possible to reduce TP fed using [[Agility]], [[Subtle Blow]], and Job Abilities/Spells that gives Inhibit TP.&lt;br /&gt;
&lt;br /&gt;
===dAGI===&lt;br /&gt;
:&amp;#039;&amp;#039;dAGI&amp;#039;&amp;#039; = Player [[AGI]] - Monster [[AGI]]&lt;br /&gt;
:{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;TP Modifier&amp;#039;&amp;#039; = || colspan=&amp;quot;2&amp;quot;|  1.0 - {{H:text|Converts a number to an Integer by dropping the decimal. Unlike the FLOOR function which rounds decimals down to the lower number, TRUNC puts negative numbers at the higher number|TRUNC}} ( (dAGI + 30) {{math|divide}} 2 ) {{math|divide}} 100 || || &lt;br /&gt;
|-&lt;br /&gt;
|  || Example: || colspan=&amp;quot;2&amp;quot;| Player has AGI of 150 and attacks an opponent with AGI 100 using a 450 Delay Great Katana (145 Monster TP base) ||&lt;br /&gt;
|-&lt;br /&gt;
|  || &amp;#039;&amp;#039;dAGI=50&amp;#039;&amp;#039;, || TP Modifier= ( ( 50 + 30 ) ÷ 2 ) ÷ 100 = 0.40&lt;br /&gt;
|-&lt;br /&gt;
|  || Monster TP Gained per attack = || ( 1.0 - 0.4 ) * 145 = 87&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This term multiplies base monster TP. It caps at a maximum of 50% reduction when the player&amp;#039;s [[AGI]] exceeds the monster&amp;#039;s stat by 70. There is a minimum 0% reduction when the player&amp;#039;s AGI is below the monster&amp;#039;s stat by 30. &lt;br /&gt;
&lt;br /&gt;
dAGI results in a 1% TP reduction for every 2 [[AGI]], where -30 &amp;lt;= dAGI &amp;lt;= 70, except when dAGI is -1 to 1 there are 3 AGI values resulting in -15% reduction.&lt;br /&gt;
&lt;br /&gt;
This dAGI modifier is only used when a player deals damage to a monster. i.e. A player can increase their AGI to reduce TP the monster receives per attack, but cannot reduce their AGI to receive more TP when hit by monsters.&lt;br /&gt;
&lt;br /&gt;
===Subtle Blow===&lt;br /&gt;
:&amp;#039;&amp;#039;TP Modifier&amp;#039;&amp;#039; = 1 - [[Subtle Blow]]{{math|divide}}100 - [[Subtle Blow II]]{{math|divide}}100&lt;br /&gt;
The Subtle Blow term caps at a maximum of 50% reduction and multiplies base monster TP, while Subtle Blow II can contribute at least another 25% reduction. Because of the high trait level and possibility of merits, many jobs that get [[Subtle Blow]] traits ([[Monk]], [[Ninja]], [[Dancer]]) cap it accidentally. For those that don&amp;#039;t, there are plentiful equipment options, and some spells like [[Auspice]] or job abilities like [[Conspirator]] to help cap it.&lt;br /&gt;
&lt;br /&gt;
===Inhibit TP===&lt;br /&gt;
:&amp;#039;&amp;#039;TP Modifier&amp;#039;&amp;#039; = 1 - &amp;#039;&amp;#039;Inhibit TP&amp;#039;&amp;#039;{{math|divide}}100&lt;br /&gt;
There are only two sources of &amp;quot;Inhibit TP&amp;quot; known in the game right now. One is [[Penance]], which gives [[Chi Blast]] a 30 Inhibit TP effect, and the other is [[Yurin: Ichi]], which gives the monster 10 Inhibit TP as long as it is active. It is unknown whether these sources stack.&lt;br /&gt;
&lt;br /&gt;
== Monster Regain/Instant TP/Save TP ==&lt;br /&gt;
The final, and unfortunately uncontrollable, sources of TP are Regain, instant TP following an event, or [[Save TP]].&lt;br /&gt;
&lt;br /&gt;
=== Regain ===&lt;br /&gt;
Many difficult monsters have an innate Regain, perhaps as high as 200TP/tick. It is often overestimated how many monster have Regain due to normal [[Monster TP Use Mechanics]], but some certainly do have it. This is not to be confused with [[Store TP]], which many monsters also have a great deal of.&lt;br /&gt;
&lt;br /&gt;
=== Instant TP ===&lt;br /&gt;
Some monsters will instantly gain TP and use a TP move if certain conditions are met, like having the element of the day cast on them ([[:Category:Puk|Puk]]s), or being dealt a specific element&amp;#039;s damage ([[Apademak]]), or being hit at the wrong time ([[Yaguarogui]]). There are often strategic ways to avoid this instant TP feed, but this can be a very dangerous mechanism if dealt with inappropriately.&lt;br /&gt;
&lt;br /&gt;
=== Save TP ===&lt;br /&gt;
Though only recently introduced to players, many [[notorious monsters]] have had [[Save TP]] for quite a while. In the case of monsters, they often have 100 (or very high) [[Save TP]]. This causes back-to-back TP moves, like [[Despot]]&amp;#039;s Panzerfaust or [[Faust]]&amp;#039;s Typhoon spam. Some monsters only have [[Save TP]] following a particular TP move, like [[Amarok]]&amp;#039;s Howl move.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.bluegartr.com/threads/58070-Monk-s-roll-and-MNK-and-NIN?p=2023356&amp;amp;viewfull=1#post2023356 TP fed by extra hits (Aurik, BG)]&lt;br /&gt;
* [http://www.bluegartr.com/threads/101126-New-Job-Traits-amp-Abilities-%2812-7-10%29?p=4289292&amp;amp;viewfull=1#post4289292 dAGI testing (Rena, BG)]&lt;br /&gt;
* [http://www.bluegartr.com/threads/101018-Yurin-Ichi-and-Myoshu-Ichi-testing?p=4275651&amp;amp;viewfull=1#post4275651 Yurin: Ichi testing (fallenleaf, BG)]&lt;br /&gt;
* [https://www.bluegartr.com/threads/108198-Random-Facts-Thread-Traits-and-Stats-(Player-and-Monster)?p=6974321#post6974321 Further dAGI testing (Dasva, BG)]&lt;br /&gt;
* [https://twitter.com/long_horned/status/1271862360496435201 dAGI scaling (Gomadara, JP Tweet)] (Note: his monster AGI calculation was off by 1 stat rank, adjust by 5 AGI)&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Casey</name></author>
	</entry>
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