for a moment i thought it meant Shit
for a moment i thought it meant Shit
The video from PAX should have it in english if the quality is good enough.
Also worth noting is that it actually lists range right on the ability.
From the french section:
Good, another thing to catch up to modern standards.I got a little confirmation from the team in charge of the user interface.
The team works so that in ARR, a player who is disconnected from the game when he is in a team can automatically join the team again when it is reconnected.
It actually does that atm but only in BC
Was a good watch, and quite funny ^^
And finally a word about the hardware requirements compared to the 1.X version.
Interesting that the core of the 2.0 engine is similar to the Luminous Studio engine used for Agni's Philosophy. Should give it a lot of potential on hi-end PCs.
It's not really finally, they've been repeating the same thing for quite a while now. Also, you can look at the alpha registration page for the specs they decided for now.
Was this shit really mentioned already? TP just regenerates during battle? Sounds like we're coming back to a hybrid between what we have now and the original Stamina system. Not sure how I feel...Originally Posted by okipuit
Originally Posted by rukkirii
Well, we got that stuff from the video, pulling the write-up from Zumi on OF:
So yeah, it's similar to Stamina or e.g. energy for rogues in WoW or Rift.-Yoshi's DRG has several weapon skills that take TP
100
100
110
120
150
200
200
-While in combat with enemies your TP regens at a rate of 30 tp ever 3 seconds.
-Out of combat your TP regens at a rate of 100 tp every 3 seconds
-There is a 3 second global cooldown for weapon skills.
-Combos now require TP for the 2nd WS and onward.
The extended cooldowns on weapon skills were also removed, leaving TP as the single gate affecting weapon skill usage (I wouldn't consider the short global cooldown as a limiter). I think that it will be an improvement on the existing system.
Abilities get CDs, WSs don't (except the GCD).
Also, wait for the "TP regen" materias![]()
I'm assuming that's exactly what Store TP will be turned into. Considering there are already a few pieces of armor with Store TP, there's materia specifically for it, and DRG relic has it I'd imagine it's a pretty safe bet that Store TP will be retooled into TP Regain.
The only thing I like about these changes are the gear stat varieties it opens up like TP regen (above) and Max TP+.
The only thing I'm concerned about is if you can dump your entire pool in one combo, and it's only 30tp/3sec the pace is going to come to a crawl after you combo once.
I think the post you quoted makes it pretty clear that the max TP won't be modified by anything. Of course they could change their minds.
@Taco, here's some small number crunching from the same post by Zumi. Remember it doesn't include the use of any other abilities in-between or even moving or w/e:
Spoiler: show
It's entirely too early to say one way or the other. All that quote says is regardless of level, TP is capped at 1k, but the materia and gear adjustments are specified. We can't make an informed decision one way or the other in my opinion since the first part could read (and it does to me) that from 1 > 50 you simply won't see gains in TP like you do HP and MP, and that's it.
As long as there's still combos, TP wait will only be factor in a few scenarios. Missing a WS in said combo, low manning, tanking with certain hate generating WS's, etc.
Also if skill chains make a come back, combining certain WS for combo's could cause a ridicule wait on your TP to regain, but this additional damage would need to be good enough to cause players to want to use them, but diverse enough between classes so as not to have the player base adopt "these jobs only" type situations...
In ARR the TP cost is not removed in the combo. Or are you referring to something else?As long as there's still combos, TP wait will only be factor in a few scenarios.