Using ffxi calculator, I plugged some numbers into it for a typical setup using a war with a 504 delay gaxe and enough storetp in gear/sam sj to give them a basic 6hit, or rather a 5hit + ws tp, with a 3hit ws (15+19 storetp to achieve the basic hit build).
Without sam/hat enhancing the sam roll, all rolls except 1 and 6 remove a single hit to 100tp after ws. With sam/hat boost, all rolls remove a single hit, and 11 now removes two.
Assuming you get 11 with sam boost, you get 25.2 tp per hit. 18.3 without roll.
Going with ukon's delay, 482, and ukko's base 2hits on ws, the basic hit build remains. Pushing to 15+38 storetp gear though removes a hit. Keeping this, and using rolls without the sam/hat boost, no roll removes a hit except 11. With boost, 2 and 11 remove a hit. Base tp hit without roll is 19.8 and 26.3 with perfect roll.
This is with the ffxi calculator 4.10. It certainly does help, but not as much as we'd hope. The war in question would need specific gear and you'd need to get sam bonus and roll either 2 or 11 for it to even help, though this is assuming no outside sources of regain. Without that specific gear though and it helps a bit more (like going from tactical mantle to atheling, all rolls except 6 put you back to where that tact mantle had you before and perfect roll still pushes you up). If you toss in tact+atmacite+monarch's then any roll will likely shave off a hit to 100tp since it'd just have to tick once to cover that ground.
Now that's all for a war with ukon, how about on an emp cor?
Assuming emp gun 582delay, 240delay bullet, and /sam+loki's+rose strap for 15+11 storetp (just assume we're using loki's for tp and not using quickdraw here). This puts us at a 5hit build.
Unboosted sam rolls: only 2 and 11 remove a hit. Boosted sam rolls: 2, 7, 8, 9, 10, and 11 remove a hit. Combine with tact+atmacite+monarch's and you'll probably get an extra hit removed on some of those due to shooting time. Base tp per hit without roll is 20.9, 29.2 with perfect roll, and 25.2 with 7+boost. Again, this is with ffxi calc 4.10, haven't logged in a couple days so I can't see if it's this way in game, but it seems right (also looking at this thread from the rng forum: http://ffxi.allakhazam.com/forum.html?forum=261&mid=127897977681588297&h=50
It's still not ws, qd, ws, shoot, ws, qd, ws, shoot, ws, etc, but it's pretty close and at least useful everywhere. Still sucks that miser's will go into the pile of not so useful rolls we have.