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Thread: New Jump Ideas?

  1. #1
    Player
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    Mar 2011
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    New Jump Ideas?

    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?
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  2. #2
    Player Martel's Avatar
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    Mar 2011
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    253
    Character
    Martel
    World
    Ragnarok
    Main Class
    DRG Lv 99
    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.
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  3. #3
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    ugh, shared timers are so dumb. worst... idea... ever...
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  4. #4
    Player Martel's Avatar
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    Mar 2011
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    253
    Character
    Martel
    World
    Ragnarok
    Main Class
    DRG Lv 99
    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.
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  5. #5
    Player Mookie's Avatar
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    Mar 2011
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    Character
    Mookies
    World
    Carbuncle
    Main Class
    WHM Lv 90
    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.
    (0)
    "One Tarutaru to rule them all..."

  6. #6
    Player
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    Mar 2011
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    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?
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    Last edited by Ophannus; 05-10-2011 at 03:50 AM.

  7. #7
    Player
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    Mar 2011
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    391
    Quote Originally Posted by Whack View Post
    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.
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  8. #8
    Player Silkavenger's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    31
    Character
    Eriina
    World
    Ragnarok
    Main Class
    DRG Lv 99
    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.
    (1)

  9. #9
    Player Anucris's Avatar
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    Mar 2011
    Posts
    132
    Character
    Anucris
    World
    Siren
    Main Class
    RDM Lv 90
    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.
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  10. #10
    Player OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Posts
    124
    Character
    Altrage
    World
    Shiva
    Main Class
    SCH Lv 90
    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.
    (0)

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