In the case of dual-wielding, because n is generally high (well over 10), the store TP "tiers" are not as long. But what about the variability of TP return as a result of the off-hand hit and any other extra hits after the first? Doesn't that affect n?
Who cares? Even if it's not 95% of the time given 95% hit rate and depending on your double attack rate, the vast majority of the time n will be what you expect it to be. If you are aiming for a 5.0 TP/hit setup, most of the time you will require only 18 hits after a WS to reach 100 TP. Just because you might miss the off-hand hit doesn't mean you throw up your hands and dismiss the effect of the store TP or any additional quantities of store TP that might actually have a significant effect.
It is true that the number of required hits to attain 100 TP can take on three or more values depending on what the TP return of the previous WS actually is. As a consequence, even relatively small changes in store TP (for a given weapon combo and level of dual wield), will lower the average number of hits to reach 100 TP.
With that in mind, how does one illustrate the effect of changes in store TP on the rate of damage? First, let's examine the effect of changes in TP per hit on the average number of hits to reach 100 TP.
Because actual TP return from a WS is a random variable, the number of required hits to attain 100 TP, given that TP return, is also a random variable with an associated probability distribution. This was illustrated briefly in an earlier post analyzing the viability of the Tsukumo/Perdu Blade katana combination. For the case of 4.7 TP per hit, there is one probability distribution, and for the case of 4.5 TP per hit, there is another.
Given a three-hit weapon skill (like Blade: Jin), it is fairly straightforward to show how the probability distribution of the number of required hits to attain 100 TP changes with the amount of TP per hit, as shown in the following table. Since the double attack rate, hit rate, and dual wield delay reduction affect these, it is necessary to state them. I will use 15% double attack rate, 95% hit rate, and 40% dual wield delay reduction.
Probability distributions of the required number of hits to 100 TP (three-hit weapon skill)
TP/hit | 24 | 23 | 22 | 21 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | Avg. no. hits |
4.0 | .0933 | .8877 | .0165 | 23.69 | |||||||||
4.1 | .0092 | .1534 | .8372 | 22.84 | |||||||||
4.2 | .0025 | .0933 | .8877 | .0165 | 22.75 | ||||||||
4.3 | .0002 | .0092 | .1534 | .8372 | 21.84 | ||||||||
4.4 | .0933 | .8877 | .0165 | 21.75 | |||||||||
4.5 | .0027 | .0965 | .9008 | 20.77 | |||||||||
4.6 | .0025 | .0933 | .8877 | .0165 | 20.75 | ||||||||
4.7 | .0092 | .1534 | .8372 | 19.84 | |||||||||
4.8 | .0025 | .0933 | .8877 | .0165 | 19.75 | ||||||||
4.9 | .0002 | .0092 | .1534 | .8372 | 18.84 | ||||||||
5.0 | .0025 | .0950 | .9025 | 18.77 | |||||||||
5.1 | .0025 | .0933 | .8877 | .0165 | 18.75 | ||||||||
5.2 | .0002 | .0092 | .1534 | .8372 | 17.84 | ||||||||
5.3 | .0025 | .0950 | .9025 | 17.77 | |||||||||
5.4 | .0019 | .0727 | .7080 | .2173 | 17.53 | ||||||||
5.5 | .0027 | .0965 | .9008 | 16.77 | |||||||||
5.6 | .0025 | .0950 | .9025 | 16.77 | |||||||||
5.7 | .0025 | .0933 | .8877 | .0165 | 16.75 | ||||||||
5.8 | .0002 | .0092 | .1534 | .8372 | 15.84 | ||||||||
5.9 | .0025 | .0950 | .9025 | 15.77 | |||||||||
6.0 | .0025 | .0933 | .8877 | .0165 | 15.75 | ||||||||
6.1 | .0019 | .0727 | .7080 | .2173 | 15.53 | ||||||||
6.2 | .0027 | .0965 | .9008 | 14.77 | |||||||||
6.3 | .0025 | .0950 | .9025 | 14.77 | |||||||||
6.4 | .0025 | .0933 | .8877 | .0165 | 14.75 | ||||||||
6.5 | .0018 | .0727 | .7080 | .2173 | 14.53 |
Here, I emphasized the probability of the most common outcome (required number of hits to attain 100 TP). Generally, 0.2-0.4 increases in TP per hit are "likely" to reduce by about 1 the average number of hits to 100, which will improve your rate of damage ever so slightly (being that WS damage is a low proportion of total damage). The question is how much store TP is sufficient to attain such increases.
To give an example, without any store TP the Senjuinrikio/Perdu Blade combination corresponds to 4.5 TP per hit before any store TP. The average number of hits (not average number of required hits) to 100 TP is 20.77, with 20 the most typical number of hits to 100 TP after Blade: Jin. With Rajas Ring, the TP per hit rises to 4.7 with a modest decrease in the average number of hits to 100 TP (19.84).
Of course, it is the average number of rounds to 100 TP that is needed to estimate the increase in rate of damage from increases in TP per hit from store TP. But I needed the above probability calculations to obtain a weighted average of required number of rounds because hits in excess of 100 TP do not contribute to increasing weapon skill frequency. These results are shown below, along with the average time to 100 TP (given 250 delay with 40% dual wield reduction) based on the average number of rounds to attain 100 TP.
Average time to attain 100 TP in the long run
TP per hit | Average no. of rounds | Average no. of hits | Average time (s) |
4.0 | 10.84 | 23.69 | 45.17 |
4.1 | 10.45 | 22.84 | 43.55 |
4.2 | 10.41 | 22.75 | 43.39 |
4.3 | 10.00 | 21.84 | 41.65 |
4.4 | 9.96 | 21.75 | 41.48 |
4.5 | 9.51 | 20.77 | 39.61 |
4.6 | 9.50 | 20.75 | 39.57 |
4.7 | 9.08 | 19.84 | 37.84 |
4.8 | 9.04 | 19.75 | 37.67 |
4.9 | 8.62 | 18.84 | 35.93 |
5.0 | 8.59 | 18.77 | 35.79 |
5.1 | 8.58 | 18.75 | 35.76 |
5.2 | 8.17 | 17.84 | 34.02 |
5.3 | 8.13 | 17.77 | 33.89 |
5.4 | 8.02 | 17.53 | 33.43 |
5.5 | 7.68 | 16.77 | 31.98 |
5.6 | 7.68 | 16.77 | 31.98 |
5.7 | 7.67 | 16.75 | 31.94 |
5.8 | 7.25 | 15.84 | 30.21 |
5.9 | 7.22 | 15.77 | 30.07 |
6.0 | 7.21 | 15.75 | 30.04 |
6.1 | 7.11 | 15.53 | 29.61 |
6.2 | 6.76 | 14.77 | 28.17 |
6.3 | 6.76 | 14.77 | 28.17 |
6.4 | 6.75 | 14.75 | 28.13 |
6.5 | 6.65 | 14.53 | 27.71 |
To map store TP to TP per hit, I will use the example of Senjuinrikio/Perdu Blade, which has 4.5 TP/hit without store TP. Since I already specified some damage conditions in the Tsukumo post, I will use those to illustrate the relationship between increasing store TP and increasing damage per second.

While it is necessary to know the proportion of auto-attack to WS damage (which itself is determined by a variety of factors, some not very well understood) to determine how efficient jumping from a lower tier to a higher one is, for this specific example, equipping a Rajas Ring without any other store TP is about a 1.6% percent increase in damage per second not accounting for the other bonuses. Store TP is actually doing something, it's just tedious to quantify how much.
Of course, there aren't many store TP options for ninja, and those that are available are generally good all-around options. Perhaps someday there will be a way to reach 16 store TP without assuming high opportunity costs, such as accuracy food with store TP or other good all-round pieces of equipment comparable to Usukane Sune-Ate.
We can also see that, far from doing "nothing," Samurai Roll can provide a substantial increase to damage over time for dual-wielders, assuming the weapon skills aren't feeble. As store TP increases, obviously the ratio of auto-attack to WS damage approaches parity (albeit slowly), so it is inappropriate just to assume that auto-attack damage will always be something like 66% of your total damage in a WS-spamming situation regardless of store TP.
Notwithstanding possible factors such as time to execute a weapon skill (both human reaction time and any possible in-game delay), the good Samurai Roll totals (2, 8, 9, 10, 11) can increase damage per second up to 7-12% given the above conditions, and that is already accounting for the effect of double attack. Compare this to a warrior with a 6-hit setup. To get to 5 hits, a samurai has to be present (store TP +10) and while the increase in WS frequency is theoretically 25% without any double attack, roughly speaking the percent increase in damage per second will be less than 12% with non-trivial amounts of DA.