View Full Version : Jump skill cap? Simple question, common words.
VKhaun
03-12-2009, 06:51 AM
I was just wondering if there was a cap on the skill 'jump', at which point you would no longer gain jump height. Say if for fun I made an 18str base human of a class that gets jump and the jump spell, with skill focus jump, and... well you get the idea. Can I jump to Jupiter or will I cap somewhere around the moon? What number, specifically, is that cap?
As a disclaimer, I DID try to find this, but the word jump is common, and 'cap' is even more common between level cap threads and cap stone threads.
Maybe if I type jump many, many times this will show up first in a search?
JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP
There, see if that works!
EDIT-- IT WORKED :D
Now I just need that answer.
FluffyCalico
03-12-2009, 06:52 AM
jump #s goes very high but the effect stops at 40. 4000 jump is still 40.
Missing_Minds
03-17-2009, 01:41 PM
The max effective value is either 30 or 40. I forget which.
Pwesiela
03-17-2009, 03:24 PM
the Max Effective Value Is Either 30 Or 40. I Forget Which.
40
Deathseeker
03-17-2009, 03:29 PM
So to add a little more to the question...if you have a toon that is strength based, should you invest anything in Jump? Seems like since the jump spell gives you 30 pts, and your Str alone probably gives you the other 10, investing in jump is a waste whenever someonce can cast the spell on you?
I tend to invest in the jump skill, but im wondering if there are other places the points are more valuable that you cant get a simple buff to overcome (like balance for example)?
Boneyard
03-17-2009, 04:03 PM
So to add a little more to the question...if you have a toon that is strength based, should you invest anything in Jump? Seems like since the jump spell gives you 30 pts, and your Str alone probably gives you the other 10, investing in jump is a waste whenever someonce can cast the spell on you?
I tend to invest in the jump skill, but im wondering if there are other places the points are more valuable that you cant get a simple buff to overcome (like balance for example)?
While you probably cant always count on someone casting jump on you, investing points into it while you could spend them on more valuable things like UMD, Intimidate, Tumble, and Balance. This is all in my opinion of course, and I'm sure someone will point out that I am horrendously wrong.
Deathseeker
03-17-2009, 04:28 PM
While you probably cant always count on someone casting jump on you, investing points into it while you could spend them on more valuable things like UMD, Intimidate, Tumble, and Balance. This is all in my opinion of course, and I'm sure someone will point out that I am horrendously wrong.
I guess to make the question more useful...is jump a good investment compared to:
Tumble
Spot (on a non-rogue)
Balance
Heal/Repair
Haggle
I assume you'd always pick UMD first if you are going that route, intim/diplo are always a priority on an intimitank/rogue, and rogue skills are always a priority on a rogue. Aside from those though, Im thinking the above are the "optional" skills on most builds and wondering how jump compares?
Pwesiela
03-17-2009, 05:39 PM
While you probably cant always count on someone casting jump on you, investing points into it while you could spend them on more valuable things like UMD, Intimidate, Tumble, and Balance. This is all in my opinion of course, and I'm sure someone will point out that I am horrendously wrong.
You, sir, are horrendously wrong.
I just don't know why yet...:D
I wouldn't max it out at creation. Add a point or two to get the initial boost, put a point or two in as you level, but there are few situations where you're really going to want it and not be able to plan ahead with pots or the spell.
stockwizard5
03-17-2009, 05:48 PM
Common Items +15
Potion/Clickie +10
Jump Spell +30 (Does not Stack with Potion/Clickie)
Morale (GH/Bard) +4
Luck (VoD/Head/Rec) +1/+2
Strength +??
Ranks +??
Self buff to 40 and forget anything more ...
Boneyard
03-18-2009, 04:57 AM
You, sir, are horrendously wrong.
I just don't know why yet...:D
I wouldn't max it out at creation. Add a point or two to get the initial boost, put a point or two in as you level, but there are few situations where you're really going to want it and not be able to plan ahead with pots or the spell.
I am wrong, I actually did put points in on my wizard. 5 of them
30+ from the Jump spell
4+ from GH
1+ from strength (I only use a +4 item I think)
5+ skill
to get me to exactly 40
on my melees I cant remember putting a single point into it though....hmmm maybe on my rogue, but it doesnt seem likely
I guess to make the question more useful...is jump a good investment compared to:
Tumble
Spot (on a non-rogue)
Balance
Heal/Repair
Haggle
I assume you'd always pick UMD first if you are going that route, intim/diplo are always a priority on an intimitank/rogue, and rogue skills are always a priority on a rogue. Aside from those though, Im thinking the above are the "optional" skills on most builds and wondering how jump compares?
Balance and Tumble definitely have their uses and I would invest in them before jump, especially if you are using a tower shield and heavy armor. You can't fight if you are on your back, and anything that help mitigate damage (falling, being slammed into the ceiling, etc...) is always useful
Demoyn
03-18-2009, 09:03 AM
I try to plan my characters to have 10 jump, but sometimes my high strength characters come closer to 15. It's always pretty important to make sure a melee character can jump over opponents so they don't get surrounded, and passing out jump to 12 people in a raid can be an expense some wizards just don't want to deal with (with extend spell it's 180 spell points).
fraktur
03-18-2009, 03:41 PM
The max effective value is either 30 or 40. I forget which.
Sorry, I have to ask. I'm a new player, been playing two weeks.
What does "40" mean?
Demoyn
03-18-2009, 03:43 PM
They're referring to the total skill modifier. If you bring up the character sheet (C) on your keyboard and click on the skills tab, it'll be the "total" number on the far left.
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