Tactical Points

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Abbreviation: TP 
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.
==Base 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
Image:Tp_per_hit.png|Post-Update TP Gain
Image:Tpgain.jpg|Relative speed of TP Gain vs delay of the weapon
Image:TPChart.JPG|Before vs. After Update
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:
* When attacking a player, TP is calculated normally based on Delay. Most enemies have 240 Delay, and gain 6.4 TP per hit.
* When hit by a melee attack, enemies gain the attacker's Base TP + 3.
* When hit by a spell that does direct damage, enemies gain 10 TP.
* When hit by a physical Blue Magic spell, enemies gain 10 TP for every hit that connects.	
==Subtle Blow==
The Subtle Blow trait decreases the enemy's TP gain per hit:
*(Base TP + 3) * (1 - SubtleBlow%)
The Subtle Blow trait also affects the TP enemies gain from direct damage spells:
*10 * (1 - SubtleBlow%)
Subtle Blow caps at 50%.
==Store TP==
The Store TP trait increases TP gain per hit as follows:
*Base TP * (1 + StoreTP%)
:For example
::A Level 75 Samurai with Store TP IV (a bonus of 25% TP) using a Great Katana with a 450 Delay would get:
::* 5.0 + [(450 - 180) * 6.5] / 270 = 11.5 TP
::* 11.5 TP * 1.25 = 14.375 rounded to 14.3 TP
* When a character with Store TP hits an enemy, only the Base TP is used in the enemy's TP gain calculations.
* Store TP also applies to the TP gained from being attacked.	
==Dual Wield==
The Dual Wield trait allows players to equip two weapons simultaneously and reduce their Delays. TP gain when dual wielding is calculated using this reduced Delay:
*Combined Delay = (Delay1 + Delay2)
*Reduced Delay = Combined Delay * (1 - Dual Wield %)
*Reduced Delay per hand = Reduced Delay/2
If they do not, calculating the TP using the Reduced Delay/2 will give you an incorrect result.
For example
:A Level 75 Warrior/Ninja with Dual Wield II and Suppanomimi (a bonus of -20% Delay) using a Maneater with 276 Delay and a Joyeuse with 224 Delay would get:
:*Combined Delay : 276 + 224 = 500
:*Reduced Delay : 500 * (1 - 0.20) = 500 * 0.80 = 400
:*Reduced Delay per hand : 400/2 = 200 delay
:*TP gain per hand : 5.0 + [(200 - 180) * 6.5] / 270 = 5.481... → 5.4 TP/hit
:*TP gain per round (assuming both main and offhand weapon don't miss) : 5.4 TP *2 = 10.8 TP/round
==Shield Mastery==
The Shield Mastery trait awards a fixed amount of additional TP when a player successfully blocks an attack with his Shield. 
*Shield Mastery I awards 1 more TP
*Shield Mastery II awards 2 more TP
*Shield Mastery III awards 3 more TP
*TP Gain = (EnemyTP / 3) + ShieldMasteryBonus
*Shield Mastery does not award its bonus TP for shielding a hit if 0 damage is taken.	
==Exceptions==
*If an attack or a spell lands for 0 damage, it awards no TP.
*Additional effects do not give TP.
*Spikes do not give TP.
*Counters give TP to the person who took damage as if he were hit normally. The defender who countered the blow gains no TP.
*Chi Blast does not give TP.
*Jump attacks give TP to the attacker, but not to the defender.
*Avatar Blood Pacts do not give TP.
*Corsair Quick Draw attacks do not give TP.
*Multi-hit weapon skills give the attacker standard TP for the first hit, then 1 TP for each successive hit that lands. If the first hit misses, but the remaining hits land, only 1 TP for each hit that lands will be given. 
** Example: 
:: A sword with 236 delay will have 6.2 TP return.
:: If only the first hit of Vorpal blade lands, they will have 6.2 TP return.
::: However, if the first hit missed, but the other 3 hits landed, it would result in 1.0 + 1.0 + 1.0 = 3.0 TP. 
*If single-handed weapons are Dual Wielded, the weapon skills gain 1 additional hit which return the same amount of TP as if 1 hit is landed 
** Example: 
::A sword with 236 and 225 delay will have TP return 5.3 TP per hand with Dual Wield II. 
::When doing Vorpal Blade, If both main hand and off hand weapons hit the opponent, the player gains 10.6 TP. If 3 consecutive hits also land, then they have 10.6 + 1.0 + 1.0 + 1.0 TP return.
*Multi-hit weapon skills only give the defender TP for the first hit and the additional hit from the use of Dual Wield. The TP gained by the defender is the amount normally gained for each strike.
==History==
*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:
**Grips, a new type of equipment for two-handed weapon users' sub slot, were introduced. Equipping or unequipping Grips would cause a loss of TP already accumulated.
*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: 
**Dragoon's two-hour ability changed to Spirit Surge, under which High Jump would remove target's TP, an amount proportional to the damage dealt.
*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. 
*** For Hand-to-Hand Weapon skill and Dual Wield users, the first two hits will give the target TP. 
** 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.
==Links==
* FFXI Calculator TP Calculator
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