Since I am a noob, I guess this thread belongs in here.
Inspired by some curiosity and the fact I didn't see any test about it, I wanted to perform a test to discover (supposing the test will be successfull) how TP bonuses for WSs are managed by game mechanics.
For example the modifier. We know the bonuses we get at 100, 200 and 300% TP. What happens, say, at 150%? You get something in between 100 and 200, or you get the 100% bonus because you haven't reached 200% yet?
This goes for WS which have a damage increase with TP, for those that increase crit hits or accuracy or others, I wouldn't know how to test.
When the WS reports "Damage increase with TP" or something like that, I think this line refers to the different damage multipliers that you get.
So, how to perform such a test? I have ideas and questions, please help me create a perfect scenario for this test:
1) Which WS?
Since my main job is Monk and all H2H WSs are at least 2 hits, I wanted to use Staff WSs, probably Full Swing? My Staff skill isn't capped yet (217ish?), but since I'll be going to fight low level enemies, I won't get skillups and hence this shouldn't become a variable in my test
2) Where to test?
I was thinking to test with very low level enemies, like in Ronfaure or Gustaberg. This way I won't have problems soloing them, it will be quick to kill, and I will minimize miss rate. Any cons in fighting such low level mobs? Their range outside should be level 1-5, and since there is such a big level difference between my level and theirs, this range shouldn't constitute a big variable over my total damage (which will probably most likely be always capped, or close to that)
3) Which setup?
Avoiding any item granting me Double Attack, Triple Attack etc. Kick Attack won't be an issue because I will be using Staff. About the Staff... I was wondering if I could use something with very low damage but very low delay as well (like Treat Staff II, only 2 damage?). Would that create problems, not allowing me to reach caps etc?
I was considering to sub Samurai for Meditate, always keeping Hasso and any other ability down, so that that won't change my basic stats. Lots of +haste gear to be able to engage another enemy asap.
4) Minimum number?
What is the minimum number of killed enemies you suggest to have a consistent result?
I was considering killing some with around 100% TP, some with around 150% TP, some with around 200% tp.
5) How to analyze?
I would be creating a macro saying in /p or in /echo how much TP I have the second I use the WS. Then I would be logging the text, filtering only those lines along with the consequent damage line. This way I should be able to see how much TP I had, and how much damage that TP produced.
Supposing I manage to get a consistant number of kills, I should be able to see if at 150% TP I have a sensible difference compared to 100% TP. If there is a difference, it means the TP modifiers are applied to the damage formula in a progressive way (so in theory each single TP you get, can virtually produce more damage). If there is no such difference, it means the modifiers are applied in a scaled way, so using WS at 199% is the same as using it at 100%. (at least for the category of WSs I described above).
Any comment? Any suggestion? Tell me what's wrong in what I wrote and how can I create the best possible conditions to perform this test.
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