====== Jump ====== * Physical attack * non-elemental, regardless of weapon * Cannot be Reflected * Cannot be evaded * Triggers BladeGrasp reaction * Triggers Counter Flood * Does not trigger Counter Magic * Affected by Protect and Defense UP * NOT affected by Attack UP or Martial Arts * Can only target panels, not specific units ==== Jump Abilities ==== ^Ability Name^Range^AoE^CT^Effect^Rarity^Primary Roll%^Secondary Roll%^ |Level Jump2|2|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|100%|100%| |Level Jump3|3|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|31%|30%| |Level Jump4|4|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|35%|24%| |Level Jump5|5|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|35%|23%| |Level Jump6|6|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|29%|19%| |Level Jump7|7|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|25%|16%| |Vertical Jump2|2(vertical)|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|100%|100%| |Vertical Jump3|3(vertical)|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|31%|30%| |Vertical Jump4|4(vertical)|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|35%|29%| |Vertical Jump5|5(vertical)|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|35%|28%| |Vertical Jump6|6(vertical)|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|29%|19%| |Vertical Jump7|7(vertical)|0|(50 / Speed) CT (jumping)|If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]|Uncommon|25%|16%| ==== Notes ==== The JUMP directive will leave the caster in the air for a number of clockticks. ctr = [50 / (Jumper's Speed)] This ctr value is unaffected by the 'Short Charge' and 'Non-Charge' abilities. Haste status is ignored in this equation -- a Hasted jumper will land in the same number of clockticks as an un-Hasted jumper with the same Speed. //The AI thinks SC works with jump even though it does not, so it will sometimes miss jumps if you have SC.// While JUMP is charging, the jumper cannot be a target. A jumper's CT will still increase while he is in the air, although the counters on time-dependent status effects will pause. Normal jumpers will land with ~50 CT; Hasted jumpers will land with ~75 CT. ==== Modifiers ==== JUMP damage is subject to several modifiers. Let PA0 be the jumper's PA as displayed on the status screen. - If target has Defense UP, then (PA1 = [PA0 * 2/3]), else PA1 = PA0 - If target has Protect, then (PA2 = [PA1 * 2/3]), else PA2 = PA1 - If target is Charging, then (PA3 = [PA2 * 3/2]), else PA3 = PA2 - If target is Sleeping, then (PA4 = [PA3 * 3/2]), else PA4 = PA3 - If target is a Frog and/or Chicken, then (PA5 = [PA4 * 3/2]), else PA5 = PA4 - If caster is equipped with a spear, then (PA6 = [PA5 * 3/2]), else PA6 = PA5 - Factor in zodiac compatibility: - If compatibility is 'Best', then (PA7 = PA6 + [(PA6)/2]) - If compatibility is 'Good', then (PA7 = PA6 + [(PA6)/4])) - If compatibility is 'Bad', then (PA7 = PA6 - [(PA6)/4]) - If compatibility is 'Worst', then (PA7 = PA6 - [(PA6)/2]) - If compatibility is 'Neutral', PA7 = PA6 - Damage = PA7 * WP (armed) or damage = PA7 * [PA0 * Br/100] (unarmed)