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View Full Version : New Jump Ideas?



Whack
03-22-2011, 11:24 AM
I thought i saw a thread on here about new jumps but i cant seem to find it. anyhow, anyone have ideas for new jumps that could be added in the last 9 levels? I was thinking of a jump that would steal a targets tp and add it to yours in addition to regular tp gained from the jump. Drain Jump or some thing. It could even be based off of sub. if you have a fighting wyvern it could drain tp and if you have a mage wyvern it could drain hp or mp, or a combination of both. thoughts?

Martel
03-22-2011, 11:27 AM
I think, any new jumps would be welcome, regardless of special effects, as long as they;

Deal damage
Gain TP
Don't share a damn timer with the other jumps.

Whack
03-22-2011, 11:30 AM
ugh, shared timers are so dumb. worst... idea... ever...

Martel
03-22-2011, 11:39 AM
I was pretty pissed when spirit jump first came out. Shared timer, didn't hit as hard, jump merits didn't affect it. A 50% tp bonus was only good for fixing a bad hit build.

Then soul jump came out, and spirit got adjusted and I cackled in evil glee. Auto crit, double and triple TP return. Only down side was the need to keep the wyvern alive. Well, they are still on shared timers, but they at least made the newer jumps worth using.

Mookie
05-10-2011, 02:28 AM
Yeah would like to see new jumps that don't share a timer with existing jumps. Might make drg's too powerful but hell, I think it's all just lance envy they have anyways. So yeah, Double Jump, Triple jump ^^ would be kinda cool.

Ophannus
05-10-2011, 03:45 AM
There's an alternate animation for Super Jump in the .dat files.

http://www.youtube.com/watch?v=fv13Cm2YCpQ


Could be a Spirit/Soul version of Super Jump that shares timer with it which does crit dmg and gives 4xTP. It appears to use the Super Jump animation but you can hear something being thrown shortly before the explosion, perhaps we throw our lance like Freya does in FFIX?

Sotek
05-12-2011, 02:05 PM
ugh, shared timers are so dumb. worst... idea... ever...

Not really. Do people really not see how incredibly broken having four jumps would actually be? The TP gain potential alone would be hideously broken, I already have to WS after every jump, which regularly do 700~1k+ damage. Four of those? Get real. I know Abyssea has made FFXI stupidly simplistic, but that doesn't mean SE is going to throw job balance out the window. And hell, at least Dragoon will actually get some interesting merits at 99 rather than "76-99 Job Ability -Recast" merits.

OT: I always figured a Jump that you charge up would be kind of nifty. Would certainly make Super Jump more appealing if rather than just avoiding damage, you also deal damage equivalent to how long you were up for.

Silkavenger
05-13-2011, 08:37 AM
I definitely like the idea of a jump that would keep us in the air for a long time as a means of mitigating damage. In ff3, 4 and 5 jumps weren't used for their damage potential, but for the benefit of avoiding large AoE damage. Some boss fights were even designed to be most easily handled by a pt of 4 drg.

Maybe if there was a jump that sent us up into the air for a max of 15 seconds after which the drg would come down automatically, paired with another ability to allow us to manually come down earlier if we wanted.

Anucris
07-28-2011, 01:39 PM
flash jump = jump with stun effect (could also blind)
shadow jump = jump with 3 shadows created upon landing (could be potential 4 hit, 1 hit = 50%, 2 = 30%, 3 = 15%, 4 = 5%) shadows r spirit linkable
double jump = an always double attacking jump
triple jump = " " " "
storm jump = 5 second jump, lands with dmg + lightning dmg, wyvern uses lightning breath (perhaps paralysis or stun like shock spikes)
lancet jump = steals small amount of hp, tp, mp from mob i.e. 189 hp, 36 mp, 7 tp
drain jump = drains amount dealt

on a side not, if timers were split on old jumps could make them debuff, and/or give their tp to everyone in the pt (so as to make drg more pt friendly, better than the enmity reduction idea yet perhaps not too powerful) roughly 14 tp to everyone in pt.

OMEGA_HACK
07-28-2011, 05:16 PM
Shockwave Jump = AoE Jump that returns regular attack TP +5TP for each additional target it hits with a AoE radius of 5'

Comet Jump = non-elemental magic based Jump with a 100% to deal double damage; no TP gain (could just be regular TP gain, idk)

Cripppling Jump = Regular damage, regular TP gain Jump that inflicts a random status ailment on the target

Pummel Bash = stun JA (not a jump but a welcome addition and fits with the other 'weapon' bash JAs)


Just some ideas I guess.

Ophannus
07-29-2011, 12:12 AM
**It's Pommel Bash not Pummel Bash. A pommel is the counterweight at the nonsharp end of the lance or a sword.

I would like that alternate super jump from the .dats, the one with the huge purple explosion that I linked above, to be a powerful Eagle Eye Shot-like ability and shares a time with super jump. It could do massive damage, give you 4x TP but the flaw is that it consumes the wyvern. So you know how when you Super Jump, your wyvern does Super Climb? With this new jump you jump up and your wyvern jumps up with you and you come down with the energy your wyvern gives you, causing that massive explosion. Kind if like a kamikaze jump but your wyvern is sacked. Could be a nice last resort, your 2hr is down, super jump is up but no other JAs are up, mob is almost dead, you have no TP, you wyvern died from Spirit Surge but you're recast on Call Wyvern is ready. You call your wyvern and use this Jump, bam 1866 damage and 80% TP, wyvern dies, you hit the mob one more time then follow up with a drakesbane for the kill.

OMEGA_HACK
07-29-2011, 06:30 AM
Whoops, sorry typo, I know the difference between the two as a trained actor combatant (I even have certification in the quarter-staff/lance weapon types lol), it was late and I was getting sleepy when I made that post haha!

Also the damage needs to be higher (or is that just a normal single hit non crit hit?) to constitute losing the dot from the wyvern and its breaths if I am going to have to wait up to 20min to call the Wyvern again. If not maybe not consume the Wyvern but maybe have it stay up in the air for a set amount of time? 10-15 seconds of no Wyvern breaths or attacks, would be a fair trade off I believe.

But also, I'm not sure as I can't really remember, but don't the Mammool Ja use that jump attack? Like I said while I cannot pin-point it, I think I have seen that animation before. I could be completely wrong however.