fftbg:skills:jump

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
Ability NameRangeAoECTEffectRarityPrimary Roll%Secondary Roll%
Level Jump220(50 / Speed) CT (jumping)If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]Uncommon100%100%
Level Jump330(50 / Speed) CT (jumping)If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]Uncommon31%30%
Level Jump440(50 / Speed) CT (jumping)If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]Uncommon35%24%
Level Jump550(50 / Speed) CT (jumping)If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]Uncommon35%23%
Level Jump660(50 / Speed) CT (jumping)If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]Uncommon29%19%
Level Jump770(50 / Speed) CT (jumping)If armed, Damage (PA * WP); If Spear is equipped, increase damage by 50%; If unarmed, Damage [PA * (PA * Brave / 100)]Uncommon25%16%
Vertical Jump22(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)]Uncommon100%100%
Vertical Jump33(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)]Uncommon31%30%
Vertical Jump44(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)]Uncommon35%29%
Vertical Jump55(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)]Uncommon35%28%
Vertical Jump66(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)]Uncommon29%19%
Vertical Jump77(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)]Uncommon25%16%

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.

JUMP damage is subject to several modifiers. Let PA0 be the jumper's PA as displayed on the status screen.

  1. If target has Defense UP, then (PA1 = [PA0 * 2/3]), else PA1 = PA0
  2. If target has Protect, then (PA2 = [PA1 * 2/3]), else PA2 = PA1
  3. If target is Charging, then (PA3 = [PA2 * 3/2]), else PA3 = PA2
  4. If target is Sleeping, then (PA4 = [PA3 * 3/2]), else PA4 = PA3
  5. If target is a Frog and/or Chicken, then (PA5 = [PA4 * 3/2]), else PA5 = PA4
  6. If caster is equipped with a spear, then (PA6 = [PA5 * 3/2]), else PA6 = PA5
  7. Factor in zodiac compatibility:
    1. If compatibility is 'Best', then (PA7 = PA6 + [(PA6)/2])
    2. If compatibility is 'Good', then (PA7 = PA6 + [(PA6)/4]))
    3. If compatibility is 'Bad', then (PA7 = PA6 - [(PA6)/4])
    4. If compatibility is 'Worst', then (PA7 = PA6 - [(PA6)/2])
    5. If compatibility is 'Neutral', PA7 = PA6
  8. Damage = PA7 * WP (armed) or damage = PA7 * [PA0 * Br/100] (unarmed)
  • fftbg/skills/jump.txt
  • Last modified: 2024/03/25 13:58
  • by rentedred