Author Topic: Jump Command  (Read 7963 times)

Deathlike2

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Re: Jump Command
« Reply #15 on: October 18, 2008, 05:16:59 AM »
I forgot to mention the Ancient Sword (and often forgotten Mute Knife/Mage Masher) in my quick list.

Monsters tend to die from Jump anyways and the weapons that inflict statuses are often not equipped at the points in time to notice such behavior.

 :edit:
Almost forgot about the Piggy's Stick...

Here's some reference pics..

Double Jump in action:


Status afflicted:


It's the only damned enemy in the Lunar Ruins that would survive the attack and would get affected by Piggy:


 :edit:
Oh yeah, there's also the Assassin Dagger too..
« Last Edit: October 18, 2008, 09:58:41 PM by Deathlike2 »
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Deathlike2

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Re: Jump Command
« Reply #16 on: November 09, 2008, 06:25:59 AM »
As a followup to some Jump testing, I was curious as to why the Blood weaponry did so well with Double Jump.

After some testing, it seems like this command double's Kain's innate hit rate for both Jump and Double Jump

Jump and Double Jump's hit rate:
(level/4)*2 + weapon bonus

From this analysis, this makes the Blood Spear a better overall weapon than the Blood Sword (the only lone case where that seems to matter).

 :edit: I originally thought this bonus went to Double Jump, but it applies to Jump as well.
« Last Edit: November 09, 2008, 07:01:56 AM by Deathlike2 »
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Dragonsbrethren

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Re: Jump Command
« Reply #17 on: November 09, 2008, 02:56:23 PM »
I've noticed that the blood lance tends to hit more with jump before, but I really just thought it was a coincidence (I rarely have him attack with it).

Deathlike2

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Re: Jump Command
« Reply #18 on: November 09, 2008, 03:15:17 PM »
Double Jump makes the Blood Spear incredible.... we're talking about ~6000+ damage under optimal conditions (well, minus the exposable racial weaknesses).
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Deathlike2

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Re: Jump Command
« Reply #19 on: November 26, 2008, 02:06:36 PM »
Small  :bump:

Similar to Hide, the following timers continue to run while Kain is in the air (under Jump status):

HP Leak
Gradual Petrification
Count/Doom
Poison

Those timers could possibly elapse before Kain lands, but the latter three statuses final stage won't be inflicted until Kain lands.
The only exception to that is if Kain makes the final blow to kill the last monster (as that takes precedence).

HP Leak's timer keeps running but Kain can avoid taking that damage while under Jump status...
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Grimoire LD

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Re: Jump Command
« Reply #20 on: September 11, 2012, 07:53:11 AM »
As with the Focus/Power Command the Jump Command seems split into two commands, 06 and 1E


80 06 00 80 00 0E (Jump Attack charging)



0x72D4B8 - Atttack Algorithm?


80 1E 00 10 00 0E (Jump Attack)

When used manually the 1E Jump Attack has none of Jump's peculiarities. It does not deal double damage to flying monsters, it does not deal double damage, period, I don't believe it has the accuracy boost that the normal command has, in short it just seems to be the animation for jumping back down.


Deathlike2

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Re: Jump Command
« Reply #21 on: September 12, 2012, 03:57:08 PM »
Double damage to flying monsters is an aspect of most spears. The exceptions are the Blood Spear/Lance and Abel's Lance.

Blood Lance would "appear" to do less damage against certain monsters, but it's the monster's "Absorb" bit is "Drain" resistance. So, if you use the Blood Spear vs a Behemoth or Wicked/Evil Mask, it would do more damage than the Red Dragon (Red Dragon absorbs Fire).

This is also the general reason why the Blue Dragon is more resistant to the Dragoon Spear or Bow+Artemis Arrows than the Dragon Whip/Whisker.
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Grimoire LD

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Re: Jump Command
« Reply #22 on: September 12, 2012, 05:12:24 PM »
Hmm, I did not know that. Interesting note about Jump, I had assumed because you were aerial that it automatically made the attack Aerial in addition to the x2 damage, that would appear to be wrong then.

I hadn't realized that the Blood Lance worked in that manner, I knew it had a few racial weaknesses, but I didn't realize that if the enemy had an Absorb Elemental that it would deal less damage. That finally explains that oddity with the Dragon Lancer and and Artemis Arrows dealing less to the Blue Dragon, I always found that to be quite bizarre, thanks for the information.

Deathlike2

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Re: Jump Command
« Reply #23 on: September 12, 2012, 06:40:48 PM »
I found out a bit on the extra accuracy when I had been testing Jump on a Behemoth (and EvilMask). The damage dealt didn't entirely match up with my math. Remember the Blood weapon series has low accuracy... so I had to account for some other stuff. Eventually I finally understood why the Blood Spear was superior to the Blood Sword (Jump is the #1 reason).
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