fftbg:skills:jump

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fftbg:skills:jump [2023/03/20 13:42]
rentedred created
fftbg:skills:jump [2024/03/25 13:58] (current)
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 ====== 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
 ==== Jump Abilities ==== ==== Jump Abilities ====
-^Ability Name^Range^AoE^CT^Effect^ +^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)]| +|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)]| +|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)]| +|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)]| +|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)]| +|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)]| +|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)]| +|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)]| +|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)]| +|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)]| +|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)]| +|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)]|+|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)
  
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