BlShadowDragon wrote:
Just a though but mobs dont follow the same rules the we do.
Whats to say a mob cant use a tp move b4 having 100% tp.
Maybe a mob gets a random amount of time to wait b4 it can use another tp move.
Ive seen more than just goblins spam moves. Courels also like to spam their paralize and silence moves back to back.
I do know that a bst pet has to wait for its tp to get to 100 b4 it can use it but then again thats based on bst's sic and the mob isnt using its moves naturally.
Maybe during that next FFXI event in Texas someone should ask if mobs can use tp attacks b4 100% tp. That would end the debate :P
My gils on the random wait time not tp and that tp only adds to the effect of a move, same for ws.
Just my 2 gil.
Mobs definitely don't follow the same rules on tp, but I think they still need it. I'm not sure on the suicide gobbie bomb, but the other ones are all TP based (and require 100% TP) I think.
Mobs gain TP faster than most of the posters are giving them credit for. This only applies to mobs that are not pets, mobs that are pets gain TP like we do pretty much.
I think mobs gain TP in the following ways:
1) TP from the mob hitting you (usually 7-8% per hit or so)
2) TP from you hitting the mob (somewhere around the TP you get + a small percentage)
3) TP from spells cast on them. I believe it is 10TP per spell cast on them.
I base this on:
1) seems like common sense they get TP for hitting you (which might be wrong), percentage is based off of what my pets usually get per hit (formula could be quite a bit different)
2) I used an Eft in Bibiki Bay while waiting on the manaclipper.
a) charmed eft
b) used <pettp> to check it's tp which was 0%
c) used leave
d) hit it with my axe (I got 7% tp)
e) immediately charmed it
f) used <pettp> to check it's tp which was 10% (note: this doesn't match the 5% the other poster listed)
3) Again used an Eft in Bibiki Bay.
a) charmed eft
b) used <pettp> to check it's tp which was 0%
c) used leave
d) cast Dia on the eft
e) immediately charmed it
f) used <pettp> to check it's tp which was 10%
Mobs seems to decay TP at 10% per healing tick (and they are always healing after any DoT effects wear off). I base this off of getting hit with TP attacks on mischarms from mobs with >100% tp. If I leave a mob with >100% tp and try to charm it and fail, it usually uses a TP attack on me. If I leave a mob with >100% tp and leave it alone for a bit (a few healing ticks), I never get it with a TP attack and if my charm succeeds, the mob has TP but less than 100%. This also matches the TP decay on natural pets (jug pets operate differently).
So, I think I can explain at least some of the examples that people have sighted (NM excluded since they make their own rules).
Bomb toss immediately even though nobody around
possibility a) Mob was attacked/attacking someone else, but up TP and hasn't lost it yet. Mob hasn't been healing because it still has a DoT effect on it that isn't doing enough damage to be obvious in it's HPs. People that were involved HP'd.
possibility b) Suicide bomb only isn't a TP attack
Dream flower/other tp attack spamage for the following scenario
tp attack, hit, hit, tp attack
2 attack rounds by mob with 2 attacks each = 4 x 5% = 20%
3 melee x 2 rounds each = 3 x 2 x 10% = 60%
2 enfeebles/nukes on mob = 2 x 10% = 20%
and you have 100% with just 2 attack round by everyone and a couple spells. Add in a double attack by a melee and you easily have 100% tp total.
To explain Galant's experience with soloing a mandy either requires that he cast a lot of spells on the mandy in that time frame (somewhat unlikely since he was asleep all the time) or mobs get tp for getting hit for 0 dmg (which goes against what is commonly believed). I'm not sure what to think there.
I personally have had 0 experiences that cannot be explained by the TP gain rules outlined above and the TP attacks requiring at least 100% tp. I'll have to do some more testing when the servers come back online (which should be about now).
With a kraken club, it's entirely believable you could be giving the mob a lot of TP. Whether that matters or not depends on the mob and your party (or just you if solo).
Edit: got on the server so I did some more quick tests with an impish bat in toro... canal.
In all cases, I charmed the bat, waited until it had 0 tp, took action on bat, charmed bat, checked tp. Here's the results I got (just 1 trial of each, I assume it's pretty consistent). The TP numbers on the left are the ending TP for the bat after charm (also TP gained since it started at 0 each time).
0 TP Let it aggro and hit blink shadows some.
0 TP Let it aggro and hit stoneskin for 0 dmg.
0 TP Cast paralyze which was resisted.
0 TP Missed bat with a swing.
6 TP Let it hit me for damage once.
10 TP Cast dia.
10 TP Cast Banish.
10 TP Hit with axe (I got 7 TP from swing)
25 TP 2 hits from bat, 1 hit from staff (also some misses in there which give 0 TP as shown by earlier tests above). I ended with 13 TP. So I conclude that I got 2 TP per hit + 9 TP from swing. Bat got 6TP per hit x 2 which leaves 13TP from my swing. Perhaps it is your TP gain * 1.5 rounded down?
0 TP Hit bat with treat staff II for 0 dmg.
Edited, Fri Oct 14 00:01:24 2005 by RedHobbit