View Full Version : Liberator(99)V and Absorb-Attri suggestion/problem
Urteil
11-09-2012, 04:37 AM
There is currently no enhancement to the effect of the dark magic Absorb-Attri when used in conjunction with my Liberator(99) which supposedly enhances "Absorb Spells" V. Having "Absorb" in the name I would assume that Absorb-Attri is a spell from the "Absorb" line. I am not asking for a single cast to absorb 6 beneficial effects, as absorbing 3-4 additional beneficial effects would be a sufficient boon from a 99 Mythic.
Nether void in conjunction with other gear that enhances Absorb-Attri should stack with the additive bonus granted from the Mythic weapon.
The weapon also has no noticeable effect on Absorb-TP and it is uncertain whether Absorb-ACC is affected as well.
The mythic scythe is obviously geared towards augmenting the magical role of Dark Knight and does so very poorly, as it does not even work with all the explicit spells stated.
The Dark Knight empyrean leg armor, "Bale Flanchard +2" offers no benefit to Absorb-Attri when used in conjunction with Nether Void. This armor offers a bonus to all other "Absorb" spells, even the arguably trite "Absorb-CHR". The absorbed effects are still 2 and should be at least 3. (Perhaps more as the bonus is +75% to all other "Absorb" spells at +2.)
This spell is not functioning properly, plain and simple. There is gear in the game that should specifically enhance the potency of Absorb-Attri, Absorb-TP, Absorb-Acc* that does not whatsoever.
It makes very little sense how Liberator, a Scythe pointed explicitly towards enhancing "Absorb" spells, and gear that specifically enhances "Absorb" spells, would augment "Absorb-CHR" and not also the incredibly useful "Absorb-Attri". Grants no benefit to Absorb-TP (that can be noticed) and that we are still unsure if Absorb-ACC can/is affected due to it being a spell that was added rather late in the 75 era.
If a community rep could pass this grievous error along to the dev team it would be greatly appreciated.
Fynlar
11-09-2012, 06:36 PM
grievous error
I chuckled somewhat
So, if they renamed the spell to not have the word "Absorb" in it you'd be totally cool with that, right?
Because if anything were to come out of this (unlikely), that's the result I would expect.
Sapphires
11-09-2012, 10:17 PM
So Urteil isn't content with his current ability to crush everyone in ballista so now he's lobbying to make his liberator even more powerful now?
heh.
Infidi
11-10-2012, 01:44 AM
It's kind of funny if you just read the bolded parts lol.
Urteil
11-10-2012, 05:29 PM
So Urteil isn't content with his current ability to crush everyone in ballista so now he's lobbying to make his liberator even more powerful now?
heh.
Lobbying for sense.
Mirage
11-10-2012, 09:36 PM
I kinda agree, actually. Perhaps the II-V boosts on the scythe should add a chance for an additional status effect drained?
II would give you a 10% chance of absorbing an additional status effect, V would add a 40% chance of absorbing an additional status effect. Doesn't sound too overpowered to me. Alternatively, it could be 4 10% chances of draining an additional status effect, so that you could get incredibly lucky and absorb 4 extra effects some times, but also be really unlucky and not absorb a single extra effect.
Urteil
11-10-2012, 10:41 PM
I kinda agree, actually. Perhaps the II-V boosts on the scythe should add a chance for an additional status effect drained?
II would give you a 10% chance of absorbing an additional status effect, V would add a 40% chance of absorbing an additional status effect. Doesn't sound too overpowered to me. Alternatively, it could be 4 10% chances of draining an additional status effect, so that you could get incredibly lucky and absorb 4 extra effects some times, but also be really unlucky and not absorb a single extra effect.
Your vein of thought is nice however,
Sounds really crappy for a level 99 Mythic, with such lackluster specific job "augments."
10% would be a bit insulting.
Other boosts are static and therefore a static boost should be granted, if we want "bonus time", cool.
Should be +1-2 guaranteed with a chance at a bonus third by this thinking.
Mirage
11-11-2012, 12:26 AM
My numbers are only meant as examples. Actual potency would need to be tested out before implementation. It wouldn't really be 10% though, unless you stopped upgrading it at the lv80 stage. 40% is the value you should be considering.
It could be made into 12.5% per upgrade, or even 15%, which would put the totals at 50/60%
Kincard
11-11-2012, 12:59 AM
Sounds really crappy for a level 99 Mythic
actually its about on par with how awful most mythics are
join the club of people who hate how crappy most mythic effects are no matter what level they are
Urteil
11-11-2012, 03:05 PM
At least most of them grant a type of static effect to the attributes listed.
I can think of many that are quite good in that regard:
Conqueror
Terpischord
Kogasramfuafg
Ryunohige
etc.
Kincard
11-11-2012, 06:59 PM
Honestly I'm under the impression they didn't add what you're asking for in the name of almighty balance once again, because if you take a look at Yagrush, they added a completely new stat onto it. I don't think any other mythic recieved that sort of treatment, even the completely worthless ones like Tupsimati or Nagi.
I made a thread asking about REM upgrades in general and haven't received a response yet. I imagine if they ever plan on adjusting the weapons they'd respond to that thread. Wouldn't be holding my breath though, unfortunately.
Urteil
11-11-2012, 08:43 PM
Indeed. fgsdfg
Damane
11-12-2012, 11:38 PM
At least most of them grant a type of static effect to the attributes listed.
I can think of many that are quite good in that regard:
Conqueror
Terpischord
Kogasramfuafg
Ryunohige
etc.
excuse me but terpsichore definitly does not do what it should do. I dont see any change needed with your weapon, fits in perfectly with all the other mythics. Non of them get a huge bonus on the augment part, ecxept for the polearm that makes jumps autocrit and yagrush that gives auto divine veil. Your augment is working perfectly fine with your absorb spells (-attribut one, but that spell didnt exist when mythics were brought into the game). Absorb-attribut didnt exist back when mythics were introduced, I dont see why they should add something new to a mythic because of one new spell. Other mythics/relics also didnt get bonuses to new abilitys/spells that were added after the lvl cap raise.
Byrth
11-13-2012, 12:45 AM
It also does nothing for Absorb-TP. Does it even work for Absorb-Acc? Why not report those?
Mythics in general suffer from poor design and haven't been fully adjusted to compensate for the 75->99 jump. Liberator failing to enhance Absorb-Attri is hardly the worst offense. See below:
Here is an overview of the mythics:
Conqueror - At level 75, it gave an extra 5% Attack (-5% Defense) to Berserk. At level 99 it gives an extra 8.5% Attack (-8.5% Defense) to Berserk. There may be other changes (see Glanz below), but if there are then they are not known. This is a good weapon because WAR is a good DD. Other than that, it notably lacks Ukko's Fury, WAR lacks a way to get 300TP near-instantly for AM3, and costs more than a 99 Ukon.
Glanzfaust - Gives +5% Attack, +3% Crit rate, and +5 Acc during Focus at level 75. Gives 5% Guard and 5 Evasion during Dodge. These bonuses go up to 30 Acc at 99, and likely 30 Evasion. Cool, but the OA2~3 only affects one hand and Ascetic's Fury needs more than damage+30% to really save it as a WS.
Yagrush - At level 75 it provides permanent Divine Veil. The level 99 version of this gives 20% Fast Cast and some measure of -Enmity to status removal spells, notably offering no benefit over the level 90 version.
Laevateinn - +10% damage to Elemental Seal spells from 75 to 99. This Mythic's special effect has not been enhanced at all. This is now the best Meteor staff. I have Meteor and have yet to use it on the real servers because it's a strategic failure.
Murgleis - The Level 75 version converted HP:MP (and vice versa) at a 1:2 Ratio. The level 99 version converts HP:MP (and vice versa) at a 1:3 Ratio. At level 75 this was marginally the best Convert piece. Now it's still marginally the best Convert piece. No one uses RDM.
Vajra - The level 75 version increases the base damage from SA and TA by 10%. The level 99 version increases the base damage from SA and TA by 30%. This sounds good, but it isn't like it increases the damage of SA->WS by 30%. It increases the SA damage by 30%. Also, it has terrible DPS.
Burtgang - Nothing is known about how the "Reduces Enmity decrease while taking damage" is enhanced (if it is), but it reduces enmity loss by 10% at 75. I'll note that paladin is nearly useless and everything resists Atonement now.
Liberator - This weapon starts out with +20% Absorb potency and builds to +50%. Including two pieces that are much easier to acquire than Liberator, you can get up to +70% Absorb potency with the level 99 weapon. That represents -65 AGI to the monster, which will auto-cap your alliance's crit rate during a zerg. You think that effect is not strong enough? Really? It might be the only good thing about the scythe.
Aymur - Gives 50 TP Bonus at 75 and 100 at 90, with no further enhancement at 99. Nothing is known about how the attack bonus scales. I'll note that giving pet TP moves a TP bonus is nearly useless.
Carnwenhan - Increases song duration by 10% at 75 and 50% at 99. This is additive with other sources of song duration increase (including direct +Song), so it's more like a 30% increase in song duration at 99. Also, iirc this source notably affects offensive songs too. It's pretty cool for bard.
Gastraphetes - Unknown increase in Snapshot. It is known that any increase in Barrage accuracy is essentially irrelevant. Also, this is a crossbow that offers no enmity mitigation so it fails to address Ranger's primary problem.
Kogarasumaru - Increases the odds of a counter during Seigan + Third Eye by ~10-15% at 75 and by ~35% at 99. SAMs don't use Seigan when they're DDing, so this is irrelevant. The associated weaponskill is used only to activate AM3. Beyond that, the weapon is useful because SAM is useful.
Nagi - Allows you to be raised from Mijin Gakure with 100% HP and no weakness. Not even joking. It also has terrible DPS. So bad.
Ryunohige - Forces Jump and High Jump to critical hit. SE claims there is an enhancement beyond that which increases with level, but it has not been apparent thus far despite several attempts to figure it out. The weapon is good because it enhances Drakesbane and gives AM3 aftermath to all the hits. Jumps provide an easy way to maintain AM3.
Nirvana - Offers about a 20% increase in magic BP damage over the next best option. Also, this is the best Perp staff. It is good for those two reasons, and may not seem good to you depending how much you care about those two reasons.
Tizona - At level 75, 10% of the time Tizona would absorb 10~20% of the damage dealt as MP. At 99, 30% of the time it absorbs 10~20% of the damage dealt as MP. My impression is that this is a small boon to BLU, with the obvious downside that Expiacion sucks and it lacks CDC. BLU lacks an easy way to rapidly generate 300TP. Those factors make Almace competitive with or superior to it.
Death Penalty - Level 75 increased Quick Draw damage by 20%. Level 99 increases it by 60%. Realistically neither version is better than an 85 Armageddon.
Kenkonken - Level 75 reduced Martial Arts delay by 10. Level 99 reduces it by 50. That's awesome. Stringing Pummel is also awesome, so hooray. Overload suppression is nigh absolute. Good, good... many of the problems with PUP are fixed. It's too bad it's tied to a 600M mythic weapon. Also, too bad it only OATs on one hand and PUP had limited rapid-TP generation mechanisms.
Terpsichore - Level 75 gives you 1 more Finishing Move back when you use Steps (unless the monster already has a level 5 Daze) and level 99 gives you... one more finishing move back when you use Steps. All that levels up is Step Accuracy, which we don't even need because Steps have an innate accuracy bonus. Reverse Flourish and No Foot Rise at least get us most of the way to reactivating AM3. I find that I need about 20 seconds to get 300TP if I have 5 FMs, AM3 up, Haste, and NFR available.
Tupsimati - The enmity reduction when spell element matches weather has not changed since 75. It is unclear if this bypasses the equipment cap, but there have been no indications that it does. Also, it contributes less to damage than an affinity staff and costs 600mil. That hurts.
Kincard
11-13-2012, 03:03 AM
Really, the only good Mythics I can think of are Kogarasumaru, Ryunohige and Kenkonken. Every other Mythic isn't worth your time at all because they're basically either sidegrades/tiny upgrades or macro-ins for small boons, unless you like shinies that much. This really shouldn't be the case with Mythics. Mythics, by all rights, should be the strongest weapons in the game, not only because they're the hardest to get, but they're specialized weapons for each class, unlike relics/empyreans which are generally equip-able by multiple classes.
Oh yeah, Nagi gives you auto-reraise when you 2HR too, you forgot to mention that! Totally worth 600M. The funny thing about that weapon is that back before they fixed NIN 2HR, it was actually kind of cool that it removed weakness from Mijin Gakure. Then they patched it like a week after the first Nagi was finished and the guy assumedly committed suicide shortly thereafter.
Damane
11-13-2012, 03:14 AM
Really, the only good Mythics I can think of are Kogarasumaru, Ryunohige and Kenkonken. Every other Mythic isn't worth your time at all because they're basically either sidegrades/tiny upgrades or macro-ins for small boons, unless you like shinies that much. This really shouldn't be the case with Mythics. Mythics, by all rights, should be the strongest weapons in the game, not only because they're the hardest to get, but they're specialized weapons for each class, unlike relics/empyreans which are generally equip-able by multiple classes.
Oh yeah, Nagi gives you auto-reraise when you 2HR too, you forgot to mention that! Totally worth 600M. The funny thing about that weapon is that back before they fixed NIN 2HR, it was actually kind of cool that it removed weakness from Mijin Gakure. Then they patched it like a week after the first Nagi was finished and the guy assumedly committed suicide shortly thereafter.
It wasnt a rant about how useless most mythics are, it was more about the fact, that a DRK rants about his mythic being inferior compared to other mythics, when infact its NOT. -65 AGI is a very strong debuff in zerg (or non zerg) situation no matter what you say. Add -65 VIT to it and you are looking at very strong debuffs.
Urteil
11-13-2012, 05:56 PM
I don't see how the failings of everything else make the failing here any less important.
It wasn't a rant it was a single post about how something doesn't work.
I wouldn't go into a thread about another mythic and say "WELL MINE DOESN'T WORK SO YOURS SHOULDN'T EITHER."
This thread is pointing out an error, go make another thread pointing out the errors for the other weapons.
You are a bunch of babies.
On that note:
Everything that has been presented in this thread should be fixed.
Ultimately:
The mythic should boost all absorb spells, it doesn't, it should be fixed. I didn't think about Absorb-TP at the time and now that you mention it I'm not sure if it works with Absorb-Acc either.
Finally:
Maybe you should all get the hell out of my thread and go make your own.
Urteil
11-13-2012, 06:03 PM
excuse me but terpsichore definitly does not do what it should do. I dont see any change needed with your weapon, fits in perfectly with all the other mythics. Non of them get a huge bonus on the augment part, ecxept for the polearm that makes jumps autocrit and yagrush that gives auto divine veil. Your augment is working perfectly fine with your absorb spells (-attribut one, but that spell didnt exist when mythics were brought into the game). Absorb-attribut didnt exist back when mythics were introduced, I dont see why they should add something new to a mythic because of one new spell. Other mythics/relics also didnt get bonuses to new abilitys/spells that were added after the lvl cap raise.
If they introduced new "Steps" the mythic Dancer dagger should work with them as well. Same idea.
The Conqueror DOES increase berserk.
The Terpischore DOES things to the steps.
Etc. Etc.
Urteil
11-13-2012, 06:13 PM
Liberator - This weapon starts out with +20% Absorb potency and builds to +50%. Including two pieces that are much easier to acquire than Liberator, you can get up to +70% Absorb potency with the level 99 weapon. That represents -65 AGI to the monster, which will auto-cap your alliance's crit rate during a zerg. You think that effect is not strong enough? Really? It might be the only good thing about the scythe.
Outside of zerging situations, where the -stat down effect will only last between 1:00-145s, -AGI is not this almighty universally wonderful tool. The horrible duration of the debuff, and its decaying nature sees to that.
It is -39 to the monster without Nethervoid, with the C. Mantle, Pavor Gauntlets and weapon.
-69 if you use Nethervoid on it.
If absorbing spells were naturally -69 to any stat without having to use a five minute ability, that did not last a very short time, and did not decay. I'd agree that the augments the Scythe provides would be more than adequate.
It isn't. So I'd like it to work with every advertised spell, as well as any future spells to come.
Damane
11-13-2012, 08:18 PM
If they introduced new "Steps" the mythic Dancer dagger should work with them as well. Same idea.
The Conqueror DOES increase berserk.
The Terpischore DOES things to the steps.
Etc. Etc.
and your weapon DOES things to absorb-STR|CHR|DEX|AGI|INT|MND|VIT (more then terpsichore does things with/to steps).
if you compare the buffs on the mythics, the scythe is one of the mythics, that has a significant bonus to augments that went up all the way from 75 to 99
now check terpsichore... at 75 you got 1 additional finishing move per step, at 99 with augment steps V you get... 1 additional finishing move per step. Working as intended?
the absorb spells on your lvl 75 scythe and 99 scythe are different and have more potency. Working as intented?
I dont see, it is prolly SEs choice to do it that way for the sake of balance, and as long as other mythics dont get adjusted first (that recieved pritty much non-existent buffs to the augments to lvl 99) I dont see why a mythic should get adjustet that actually got very potent buffs to their augment to lvl 99.
Byrth
11-13-2012, 09:51 PM
The point is that there are a billion other things in the game that need adjusting much more than this. Imagine if Enhances Absorbs was +20% potency and you got no apparent upgrade between 75 and 99, only to do months of tests and realize you get MAcc.
I feel that mythic and relic weapons in general need a substantial re-work that they'll never get, and even if they did get them Liberator's current effects should be pretty much last in line to be adjusted.
Urteil
11-13-2012, 09:58 PM
and your weapon DOES things to absorb-STR|CHR|DEX|AGI|INT|MND|VIT (more then terpsichore does things with/to steps).
if you compare the buffs on the mythics, the scythe is one of the mythics, that has a significant bonus to augments that went up all the way from 75 to 99
now check terpsichore... at 75 you got 1 additional finishing move per step, at 99 with augment steps V you get... 1 additional finishing move per step. Working as intended?
the absorb spells on your lvl 75 scythe and 99 scythe are different and have more potency. Working as intented?
I dont see, it is prolly SEs choice to do it that way for the sake of balance, and as long as other mythics dont get adjusted first (that recieved pritty much non-existent buffs to the augments to lvl 99) I dont see why a mythic should get adjustet that actually got very potent buffs to their augment to lvl 99.
The only spell added passed 75 is attri, absorb-tp and absorb-acc which are below 75 get zero to no observable change. Most of the "power" doesn't come from the scythe itself as a % of a low number is still terrible. Just as a low number (Ie steps) is still terrible.
Most of the changes in absorb spells are with the rise in maximum level as Dark Magic has no effect on them and the scythe is simply boosting 50% of 22.
The buffs aren't potent at most its +15-25 statistical points that decay faster than you can get a moderate use out of.
The scythe actually does very little as it does little to heighten the importance of spell casting even with the explicit spells stated. The biggest thing the absorb spells have going for them is Nether Void (once every 5 minutes) and Chuparrosa/Pavor which are much easier to get.
Finishing moves are applied to every single step, maybe it should get one or two more would seem reasonable to me. The shortcomings of every mythic in the game aren't the point of the thread.
Shortcomings of every mythic should be addressed, however that isn't the point of this thread.
Urteil
11-13-2012, 10:00 PM
The point is that there are a billion other things in the game that need adjusting much more than this. Imagine if Enhances Absorbs was +20% potency and you got no apparent upgrade between 75 and 99, only to do months of tests and realize you get MAcc.
I feel that mythic and relic weapons in general need a substantial re-work that they'll never get, and even if they did get them Liberator's current effects should be pretty much last in line to be adjusted.
It can't be magical accuracy because Augments and Enhances are two different things on Absorb. Augments increases potency, as the scythe says it "does", and where there is no observable potency increase, it is not working.
Then go make threads about that and you'll be certain you won't see me in there saying that because something I'm interested in is still broken, something you desire is less important.
Its broken.
Makes no sense.
Doesn't do as advertised.
Regardless of item/job/equipment. These things should be fixed.
Before we start talking about what weapons "should" do, this is a thread about them doing what they "say they do."
As far as I can tell the Terpischore does what it says it does (correct me if I'm wrong.) However doing what it "should" do, I agree is quite a different thing.
However if we want to stop focusing on the ideal state of everything that is broken being corrected and instead assign some kind of scale on things based on opinion, I suppose I could give that a shot:
Dancer is the absolute last thing below PUP in both its healing and damage dealing ability that should be fixed. I say this because the Ninja 2hr is broken among other various things.
I don't believe this, as I feel Dancer needs some marked improvements, but the fact that a million other things are broken doesn't change this fact. The same applies to Liberator.
Kincard
11-13-2012, 10:03 PM
lol, you gotta love the irony of someone calling other people babies while in the same breath he's stomping his feet whining and telling them to get out of "his thread" posted on a public forum about how other people arn't discussing his issue the way he wants them to.
For the record, nobody said that your mythic shouldn't get fixed too if they're going to bother poking around with them, just that out of the borked weapons, you're not as bad off as you might think. If you're going to be pedantic about it than you can already claim your weapon does stuff to absorb spells, just not all of them- after all, the weapon itself never said anything about "all" absorb spells.
Urteil
11-13-2012, 10:05 PM
Calling people babies, because the idea that "MINE IS BROKEN WHY CAN YOURS BE FIXED."
Is exactly what is going on.
It is my thread, I started it.
You have to love the irony of idiocy.
There is not a single unreasonable thing that I posted about Liberator in general that wouldn't logically follow with the (intended) trend of the weapon.
I'm not quite sure how typing out an intelligent OP is stomping my feet. When you see me in other threads saying that these things can't and shouldn't be because of some other unrelated short coming (other than the shared weapon-class), be sure to call me out.
lol, you gotta love the irony of someone calling other people babies while in the same breath he's stomping his feet whining and telling them to get out of "his thread" posted on a public forum about how other people arn't discussing his issue the way he wants them to.
For the record, nobody said that your mythic shouldn't get fixed too if they're going to bother poking around with them, just that out of the borked weapons, you're not as bad off as you might think. If you're going to be pedantic about it than you can already claim your weapon does stuff to absorb spells, just not all of them- after all, the weapon itself never said anything about "all" absorb spells.
You mean "semantic."
It says "Absorb" spells, anything with Absorb in the name.
Demon6324236
11-13-2012, 10:28 PM
Really your all correct. Mythics in general need a boost for the most part.
Alot of the ones with good effects fail because they can not use better WSs, such as Conqueror.
Others have effects which are either not potent enough or leave out effects they should have, such as Liberator not getting a bonus to Attri or Terpsichore not giving any more augments to steps after the original +1 finishing move.
Some Mythics are just awesome, like Ryunohige & Kenkonken, but they are on a naturally weaker job, so even though they are awesome, they barely end up putting the job higher than your average DD in power, and often even a lv99 of these Mythics will not beat a Heavy DD equivalent using the 99 Emp.
Others are half baked due to the games progression, like Burtgang having awesome PDT that stacks outside the cap, as well as some awesome enmity effects, but is put down thanks to a lack of need for enmity anymore, the lack of being able to tank properly, and the fact that Atonement is just not good anymore. Another case is with Laevateinn & Tupsimati which have amazing MAB on them, but thanks to Affinity being alot better than MAB in the end, they are weaker even with their MAB aftermaths.
While this thread was made to explain how Liberator is not doing as it should, its another case where a Mythic, though it takes all the time and effort it does, is not holding up to its true worth because it lacks something it deserves. This hits a nerve on all Mythic users or people who want them, because it is a reminder to just how much SE seems to ignore people on this subject. We shouldn't have anyone in here saying "Your Mythic is already good enough, make mine better 1st!" we should be saying "Thats right, improve Liberator, give it effects it should, and while your at it please look into the effects of <Mythic> because I feel its effects are lackluster as well for <reason>."
SE, please fix Mythics, many are not as good as they should be with how highly they are held thanks to the requirements & rarity of a player obtaining them. Even on the census there was a note placed next to this category about how there were few Mythics by comparison to Emps & Relics, but please do not think that it is only because of their difficulty to obtain. While they are indeed hard to get, its also that their effects are not always upto par with what we would expect from such a weapon. Some are "broken" while others just lack the effects to really make them functional well enough for use. A number of reasons have been given before, to many to recap here, but they almost all need changed in some way. So we ask again, please fix some of these problems, and make these weapons truly worth their title.
Vyvian
11-15-2012, 04:02 AM
Well to be fair, they did finally fix the text on Terpsichore, it no longer erroneously claims any enhancement to "Augments Steps". Testing shows that the accuracy bonus applied to steps does level up (+50 step acc for the 99 version yay.. I can land steps while flashed now).
Martel
11-15-2012, 04:47 AM
At least most of them grant a type of static effect to the attributes listed.
I can think of many that are quite good in that regard:
Conqueror
Terpischord
Kogasramfuafg
Ryunohige
etc.
Auto-crit on the 2 jumps you never use is not all that impressive. XD
No discernible effect on spirit/soul jump, despite the recent adjustment of the description to "Augments Jump Attacks." No changes to jump/high jump that we can find from II~V
There's another Mythic enhancement not affecting post 75 spells/abilities.