A percentage indicating a character's ability to perform weapon skills. Similar to limit break meters from previous Final Fantasy games. The TP bar ranges from 0% to 300%, and a weapon skill may be used as long as a character has 100% TP or above.
TP is gained from any melee attack. The amount of TP gained is dependent on the delay of the weapon used. TP is also gained any time you take damage from a melee or magical attack. Damage over time spells, such as Dia or Bio, will only give TP if the initial cast does damage, not for the damage dealt by the status effect. Resting without the Signet on, or outside of the Conquest area will cause a character to lose TP.
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:
Delay 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
TP gained per hit is truncated after the first decimal position : say you use an Horror Voulge (Delay:489), the formulae above result in 13.27 TP/hit, which is truncated to 13.2 TP/hit.
Two Handed Delay (Sword Strap) works like Dual Wield delay and Tp is recalulated after reduction.
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 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.
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:
If they do not, calculating the TP using the Reduced Delay/2 will give you an incorrect result.
- 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:
- The amount of TP accumulated when attacking a monster has changed for both the player and the monster. (See Tactical Points/Delay to TP (pre-Apr. 2006 update) for details on the old TP gain formula.)
- Shield Mastery job trait added to Paladin, which grants bonus TP when blocking an attack with a shield.
- 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.
- FFXI Calculator TP Calculator