Cerberus.Tacothecat said:

»then you take 1000 tp and subtract whatever you got in your ws return, so if you had 174% tp return you go 1000-174 and your tp phase will need to meet 826% in "x" amount of hits. aka "xhit"

That's not how x-hits' work, the WS counts as the first hit. A 5-hit would be WS + 4 to reach 1000.

So if you got 174% from WS and still needed 826, you would need 826/4 = 206.5, 207 TP per hit. If your wielding a 513 base delay weapon you have a 142 TP per hit base. 207/142 = 1.457, 46 Store TP. /SAM gives you 15 Store TP both in WS and in TP and you can just go from there.

Now about WS speed, this is a bit different. WS's are 2s delay and haste cap is a 20% delay with 60 delay being one second.

513 * .2 = 102.6 delay, 102.6/60 = 1.71 seconds per attack round.

2 + (1.72 * 4) = 8.84 seconds in between WS's.

Now what about a four hit, since the 5-hit only needed 46 Store TP a four hit is withing reach.

826/3 = 276 per swing for 95 Store TP needed. That's a lot of store TP but the result is.

2 + (1.72 * 3) = 7.16 So a ~23% increase in WS speed.

Now multi-attack exists and generally Store TP is traded off for MA with 1 DA being slightly stronger then 1 Store TP, 1 TA = 2 DA, 1 QA = 3 DA, as a general rule.

So if we had a 60% average MA attack rate or 1.6 attack per round it looks like this.

2 + (1.72 * (4/1.6)) = 6.3s

And if we had to go down to a 20% average MA attack rate to make the 4-hit, it would be.

2 + (1.72 * (3/1.2)) = 6.3s

But since you'd be dealing less melee damage, the actual DPS would be less.

That is the relationship between MA and Store TP, and really good DD's will spend a lot of time fine tuning their sets to reach the fastest WS speed. Also remember that Samurai's Roll brings you one level up, so a 5-hit becomes a 4-hit and a 4-hit becomes a 3-hit (near perfect roll).