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)