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Posted (edited)

Quick Guide to Movement Speed

Some Info, Tips and Tricks to Traveling

By Bopper

Written: 1 Mar 2020

Updated: 2 Mar 2020

 

I’ve been looking a lot at travel powers lately and I have come across a few nuggets I wanted to share that I don’t think is common knowledge, but it should be. First I’ll give a short primer on what the base and max speed for each of the three movement types (Flying, Running, and Jumping…sorry, no teleport but I may revisit it), along with explaining the difference between a power providing “+X% to <Movement> Speed” versus “+X% Strength to <Movement> Speed”, then I’ll get into the fun stuff you can do with Flying, Running, and Jumping.

 

Base and Max Movement Speeds:

 

 

Fly Speed (mph)

Run Speed (mph)

Jump Speed (mph)

Jump Height (feet)

Base

21.48*

14.32

14.32

4

Max

58.63 (87.95)+

92.50

78.18

200

* In issue 18 the base flight speed was buffed by 50% to 21.48 mph.

+ The standard max flight speed is 58.63 mph, however there are powers (such as Afterburner) that can increase the max flight speed to as high as 87.95 mph.

 

What’s the difference between “+X% to Movement Speed” versus “+X% Strength to Movement Speed”?:

If you see a power or bonus that says “+X% to <Movement Speed>”, it means it is an increase from that movement type’s base speed. So, a +10% to Fly Speed would mean your total Fly Speed is increased by 2.148 mph (10% of Base Flight Speed).

 

If you see a power that says “+X% Strength to <Movement Speed>”, it means it enhances the effects of all your powers that improve that type of movement speed. For example, your base Jump Speed is 14.32 mph and you have the inherent power Hurdle which increases Jump Speed by +124.5% (+17.83 mph). If you have a power that grants “+20% Strength to Jump Speed”, then powers like Hurdle will have their +Jump Speed enhanced by 20%. In this case, you get to add an additional 124.5%*20% = +24.9% Jump Speed (+3.565 mph). It’s worth noting (foreshadowing) that the most a power can be enhanced by (strengthened) is +300%. That includes enhancements and strength bonuses.

 

What can you do with flying?

When it comes to flight, there is only 1 question you need to ask yourself…are you going to take Afterburner, or not?

 

If you say no to Afterburner, then you can either get Fly and instantly be at your max fly speed (58.63 mph) without enhancements, or you can pick Hover to achieve max fly speed (58.63 mph). How? By using Hover in combination with P2W’s Jet Pack and Steam Jump powers. It will cost you 100k influence to own both, but you must own both. Here’s why:

Steam Jump/Jump Pack (not enhanceable): +2,780% to jump height, +300% strength to fly speed (advertised as +273% strength to fly speed, but in game the numbers suggest it’s actually +300%). Also, both powers have up to 30 second durations with a 30 second base cooldown, but that cooldown recognizes global recharge bonuses, so typically it will recharge in 10-15 seconds. They are not mutually exclusive, so you can use them both at the same time to provide gapless coverage.

 

So, with Jump Pack and Steam Jump combined, you can max out the strength of all your fly powers permanently. With Hover and Swift, it does this:

Swift (Enhanceable): +35% to run speed, +13.65% to fly speed

Hover (Enhanceable): +50% to fly speed

Hover (Not Enhanceable): +50% to fly speed, -101% to fly speed (net: -51%)

 

 

Base

Steam/Jump Pack

Net Bonus (%)

Net Total (mph)

Fly Speed

21.48 mph

 

100%

21.48

Swift

+13.65%

+300%

+54.6%

+11.73

Hover (Enh)

+50%

+300%

+200%

+42.95

Hover (not Enh)

-51%

 

-51%

-10.95

Total Fly Speed

 

 

303.6%

65.205

 

There you have it, with just Hover, Swift, and Steam/Jump Pack you will surpass your max fly speed of 58.63 mph. No enhancements, no additional buffs/bonuses. Not to mention, Fly only provides a Magnitude 1 Fly, whereas Hover provides a Magnitude 4 Fly, so theoretically you should be harder to knock out of the sky.

If you say yes to Afterburner, then you will have initially increased your max flight speed by 14.32 mph (to 72.95 mph). This increase to max flight is enhanceable with a hard flight speed limit of 87.95 mph (+104.8% strength to Afterburner achieves this).

By taking Afterburner, you can still skip Fly and achieve the 65.205 mph with Hover shown above, plus add on any +fly speed bonuses/powers that your build may have. But let’s face it, that’s not why you get Afterburner. Instead, you take Hover, Fly and Afterburner, and you can 1 slot all of them if you like (Hover and Afterburner are good LotG mules, Fly is a good KB protection mule). Then with Steam/Jump Pack, Fly, and Afterburner, you will hit 87.95 mph easily.

Swift (Enhanceable): +35% to run speed, +13.65% to fly speed

Fly (Enhanceable): +136.5% to fly speed

Fly (Not Enhanceable): +80% to fly speed, +100% to fly speed, -101% to fly speed (net: +79%)

Afterburner (Enhanceable): +14.32 mph to max fly speed (capped at +29.32 mph)

 

 

Base

Steam/Jump Pack

Net Bonus (%)

Net Total (mph)

Afterburner

+14.32 max speed

+300%

+300%

+57.27

Fly Speed

21.48 mph

 

100%

21.48

Swift

+13.65%

+300%

+54.6%

11.73

Fly (Enh)

+136.5%

+300%

+546%

117.27

Fly (not Enh)

+79%

 

+79%

16.98

Total Fly Speed

 

 

779.6%

167.44

 

So, there you have it; with no Flight Enhancements (it would be pointless since Jump Pack already maxes out the strength), we can hit an uncapped speed of 167.44 mph, unfortunately we are hard-capped at 87.95 mph. If Afterburner did not have a hard cap of 87.95, then this combo would increase the +max fly speed by 57.27 mph which would cap the flight speed max at 115.90 mph.

One final note on Hover + Afterburner, it’s a pretty nifty defensive move and any movement speed set bonuses will still count. So, if you chase the Movement Speed set bonuses, just know every 7.5% is an extra +1.61 mph. If you can achieve +106% to Fly/Movement Speed bonuses, you could hit the 87.95 mph hard cap with just Hover and Afterburner. Chasing that number would be foolish, but it’s completely reasonable to get 5 of the +7.5% to Movement Speed bonuses (Performance Shifter, Gaussian, Aegis all get this with 2 slots). That number would boost your Fly Speed by 37.5% which equates to +8.05 mph. That gets you to 73.26 mph with Afterburner, Hover and Steam/Jump Pack.

Conclusion: Buy both Steam Jump and Jump Pack to maximize your flight speed without any enhancements. Also, don't take Fly if you don't have Afterburner.

 

What else can you do with flying?!?

I did a little more research and wanted to share what I found. For instance, Group Fly is panned as a bad power. Maybe it is, but it is a travel power and I figure I should at least share what it can do as well as what it can do with a Steam/Jump Pack. It's worth mentioning, Group Fly says in its short description that it does -ACC, yet when I look in the combat attributes there are no debuffs to To-Hit or Accuracy, so it must be a typo.

Group Fly (Enhanceable): 60 foot radius; 255 Max targets hit, +68.25% to fly speed

 

  Base Steam/Jump Pack Net Bonus (%) Net Total (mph)
Fly Speed 21.48 mph   100% 21.48
Swift +13.65% +300% +54.6% 11.73
Group Fly +68.25% +300% +273% 58.64
Total Fly Speed     427.6% 91.85

 

The combination of Steam/Jump Pack with Group Fly will result in granting you and your team max fly speed (58.63 mph). You can also use the Group Fly + Afterburner + Jump Pack combination to cap your fly speed at 87.95 mph, unfortunately when you activate Afterburner, the Fly effects are no longer given to your teammates. Consider this as an endurance hungry replacement for Fly, while providing some team utility (although it might be unwanted team utility at times). 

 

The P2W Vendor offers 6 variants of the same temporary fly power: Small Longbow Jetpack, Longbow Jetpack, LKT-1700 Rocket Pack, Jet Pack, Holiday Rocket Pack, and Goldbricker Rocket Pack. They each cost 50k influence for 30 minutes of flight usage. You can purchase up to 10 each for a total of 30 hours of usage (3 Million influence). These temporary powers do the following:

Jet Pack (not enhanceable): +136.5% to fly speed, +80% to fly speed (ignores buffs and enhancements), +100% to fly speed (ignores buffs and enhancements), -180% to fly speed (ignores buffs and enhancements).

 

As a net, this power is a +136.5% to fly speed that can be buffed, while the un-buffed portions are a net 0% to fly speed. The main difference between a Jet Pack (or variant) and Fly, is that Fly is maxed out at 58.63 mph right away, whereas a Jet Pack will come up just short (if no enhancements, buffs, nor set bonuses, then the fly speed is 53.73 mph). With minimal effort, we can reach the 58.63 mph capped fly speed.

 

There are only two reasons to consider taking a P2W Jet Pack (or variant). The first is to be able to fly at max speeds (58.63 mph) while not having to take the Fly pool (perhaps you took Leaping pool, now you can use Combat Jumping with Jet Pack to make a ghetto-Hover). The other reason to take a P2W Jet Pack is if you want to take Air Superiority from the Fly Pool and want Afterburner for ultra-max fly speed (87.95 mph), but can't afford to take 4 powers from the Fly Pool (Afterburner requires at least 2 powers from Air Superiority, Hover, and Fly). So the solution becomes taking Afterburner with a P2W Jet Pack to achieve your 87.95 mph ultra-max fly speed, while retaining Hover for general combat and Air Superiority for an attack. Let's look at how the numbers work for the P2W Jet Packs.

  Base

Steam/Jump

Pack

Net Bonus

(%)

Net Total (mph)
Afterburner

+14.32

max speed

+300% +300% +57.27
Fly Speed 21.48 mph   100% 21.48
Swift +13.65% +300% +54.6% 11.73

Jet Pack (takes

buffs)

136.5% +300% +546% 117.27
Jet Pack (ignore buffs) +0%   0% 0
Total Fly Speed     +700.6% 150.47

 

Here we show that Afterburner + Jump Pack + Jet Pack will equal the ultra-max fly speed of 87.95 mph, as its theoretical 150.47 mph is capped.

 

What can you do with running?

There are many run powers available to you that will buff your base run speed.

Swift (Enhanceable): +35% to run speed, +13.65% to fly speed

Sprint (Enhanceable): +50% to run speed

Sprint (ignores buffs and enhancements): +50% to run speed

Ninja/Beast Run (Free at P2W, not enhanceable): +140% to run speed, +137% to jump speed

Super Speed/Speed of Sound (Enhanceable): +350% to run speed

Base Empowerment - Increase Run Speed: +20% to run speed
 

To cap our run speed we need to achieve +546% to run speed (92.5/14.32). We can get there with minimal effort from Super Speed, as all you need is to put a Level 50 Run IO in Swift and Super Speed (350%+35%)*(100%+42.4%) = 385%*142.4% = +548.24% (92.8 mph, capped at 92.5 mph).

Now let’s assume we don’t want Super Speed (or its soon to be variant, Speed of Sound). What can we achieve with Ninja/Beast Run and the other available inherent powers?

 

Base

+5 Level 50 IO + T4 Alpha (Agility/Musculature)

Net Bonus (%)

Net Total (mph)

Run Speed

14.32 mph

 

100%

14.32

Swift

+35%

+86%

+65.1%

7.67

Sprint (Enh)

+50%

+86%

+93%

10.95

Sprint (not Enh)

+50%

 

+50%

7.159

Ninja/Beast Run

+140%

 

+140%

20.05

Temp: +Run Speed

+20%

 

+20%

2.86

Total

 

 

468.1%

67.02

 

Above I have slotted Swift and Sprint with a +5 Boosted Level 50 Run IO (+53%) and included a T4 Alpha incarnate (either Agility or Musculature) which will enhance our run powers by an extra 33% (86% in total).  The temp bonus shown comes from a Base Empowerment station which grants a +20% to run speed buff for 90 minutes of in-game time. In the end, we are far under the max run speed cap (72.5% of the cap). It’s decent, but it’s no super speed.

Things do get interesting if you have a +Special power, like Power Boost or Clarion Radial. The +Specials will include a +X% Strength to Run Speed, which means it will buff Swift, Sprint (the enhanceable portion), and Ninja/Beast Run. A */Energy Blaster can use Power Boost to increase the strength of their run speed by 78.672%. That would boost Swift, Sprint, and Ninja/Beast Run to do an extra 3.94 mph, 5.63 mph and 15.77 mph, respectively. That extra 25.34 mph will get you right near the run speed cap with 92.37 mph.

If you want to pursue taxing yourself for the sake of running fast without Super Speed, you can chase the five Gift of the Ancients: +7.5% Run Speed bonus, the easy to get five +7.5% Movement Speed set bonuses, and the soon to arrive Synapse’s Shock: +15% Run Speed bonus. That is a +90% run speed bonus, which equates to +12.87 mph. That will get you to 79.91 mph.

Conclusion: If you want to run as fast as possible, just get Super Speed. If you are good with running closer to max Jump Speed numbers, then Ninja/Beast Run with Sprint can get you close to that number (if you enhance, have a T4 Alpha, the Base Empowerment buff, and set bonuses).

 

What can you do with jumping?

There are some jump powers available to you that will buff your base jump speed.

Hurdle (Enhanceable): +124.5% to jump speed, +166.8% to jump height

Ninja/Beast Run (free at P2W, not enhanceable): +140% to run speed, +137% to jump speed

Super Jump/Mighty Leap (Enhanceable): +249% to jump speed, +2780% to jump height

Base Empowerment – Increase Jump Speed: +20% strength to jump speed/height

To cap our jump speed we need to achieve +446% to jump speed (78.18/14.32). We can get there with minimal effort from Super Jump, as all you need is to put a Level 50 Jump IO in Hurdle and Super Jump (249%+124.5%)*(100%+42.4%) = 373.5%*142.4% = +531.86% (90.47 mph, capped at 78.18 mph).

Now let’s assume we don’t want Super Jump (or its variant, Mighty Leap). What can we achieve with Ninja/Beast Run and the other available inherent powers?

 

Base

+5 Level 50 IO + T4 Alpha (Agility/Spiritual) + Increase Jump Speed

Net Bonus (%)

Net Total (mph)

Jump Speed

14.32 mph

 

100%

14.32

Hurdle

+124.5%

+106%

+256.47%

36.72

Ninja/Beast Run

+137%

+20%

+164.4%

23.54

Total

 

 

520.87%

74.58

 

Above I have slotted Hurdle with a +5 Boosted Level 50 Run IO (+53%) and included a T4 Alpha incarnate (either Agility or Spiritual) which will enhance our jump powers by an extra 33% (86% in total).  I also show a Base Empowerment temporary buff called Increased Jump Speed, which provides a +20% strength to jump speed for 90 minutes of in-game time. Here, we are so close to the cap for jump speed that set bonuses would likely put us over the 78.18 mph cap (4 of the 7.5% Movement Speed bonuses will do the trick).

Conclusion: You can replace Super Jump with Ninja/Beast Run with proper investment. You can cap your jump speed at 78.18 mph with the Base Empowerment temporary buff and a T4 Alpha that boosts jump speed. Even without the Alpha, you can get to 74.07 mph with five of the +7.5% to Movement Speed buffs and the temp buff. You’ll also notice it is easier (less investment) to go faster jumping as opposed to running (5 less enhancement boosts, no need to use Sprint). Also, use of the Steam/Jump Pack will help you reach the same jump heights as Super Jump.

 

Summary:

  • Get both Steam Jump and Jump Pack, and either Ninja Run or Beast Run
  • If you want flight, decide if you want Afterburner or not.
  • If you want Afterburner, get Fly (you will reach 87.95 mph, easily)
  • If you don’t want Afterburner, don't take Fly (you will cap Hover at 58.63 mph, easily)
  • If you want to run fast, take Super Speed. Otherwise, you can achieve approximately 75% of what Super Speed can do with a semi-invested build using Ninja/Beast Run and Sprint.
  • If you want to jump fast, no need for Super Jump. You can cap your jump speed and height with Ninja/Beast Run and Steam/Jump Pack with investments. Even without a T4 Alpha, you can hit 95% of what Super Jump does with that same combo (74.07 mph vs. 78.18 mph).

 

Possible Future Topics:

Below are some possible future updates to this guide. I have information on them, but I think most of the teleportation information has already been covered and well known, while the P2W powers are not going to be very popular as they lock out your power tray. I might speak to the P2W powers with the caveat that they should just be supplemental (like a non-flyer takes a fly travel power, or a non-speedster/jumper takes the animal travel power):

  • Incorporating Teleportation (but I don’t think it’s in much demand)
  • Teleporting Tips (Enter Base with Passcode Macros, P2W Teleporters, etc)
  • P2W’s other Travel Powers (Void Skiff and variants, Coyote/Panther)

 

Revision History:

Spoiler

1 March 2020: Initial Version

2 March 2020: Added a new section "What else can you do with fly?!?", which covers Group Fly and the Temp Fly Powers from P2W

 

Edited by Bopper
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Posted (edited)

Table: How Much Speed is Added with Set Bonuses

Set Bonus

Fly Speed  (mph)

Run Speed (mph)

Jump Speed (mph)

Jump Height (feet)

3%

+0.644

+0.430

+0.430

+0.12

4.5%

+0.966

+0.644

+0.644

+0.18

6%

+1.289

+0.859

+0.859

+0.24

7.5%

+1.611

+1.074

+1.074

+0.30

9%

+1.933

+1.289

+1.289

+0.36

Notice, Fly Speed gets more of a speed boost given its 1.5x base speed, while Jump Height’s base is so small that these bonuses have practically no effect.

 

 

Table: How Much Speed is Added with Base Empowerment

Base Empowerment

Fly Speed (mph)

Run Speed (mph)

Jump Speed (mph)

Jump Height (feet)

Increase Fly Speed

+20%

 

 

 

 

Increase Run Speed

 

+2.86

 

 

 

Increase Jump Speed

 

 

 

+20%

+20%

+20% indicates the buff is to Strength of <Movement Speed>, whereas the +2.86 is the result from a +20% increase in base Run Speed

 

 

Edited by Bopper
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Posted (edited)

How to Calculate Speed Total

 

I touched on this in the guide, but I was never explicit on how exactly I calculate total speed. If you are interested in knowing how, hopefully this information will help. The formulas I use are:

image.png.ba12961c5b855ffd5186d5937310e7ca.png

 

where,

image.png.c372166196d25c94b7c34d808454bb9e.png

 

 

image.png.c16d246d5b44d7d4d39495b6fa9b5453.png

 

image.png.cecd31d9bc1a55550a427c6074e4dd3e.png

What do these formulas mean, exactly? The StrengthTotal represents all of your sources for "+X% strength to <movement speed>". So Jump Pack provides a +300% strength to Fly Speed, and Increase Fly Speed provides a +20% strength to Fly Speed. So if we wanted to calculate Total Fly Speed, our StrengthTotal would be 480% (400%*120%=480%, where the base 100% is baked into that number. Also this example is a moot point as any power buffed over 400% will be capped at 400%).

 

The PowerTotal represents all of your powers that boost your <movement speed>. It includes any enhancements that those powers have (if the power is enhanceable) and any strength boosts (if the power accepts outside buffs). Each power cannot exceed 400% of its base effectiveness (+300% boost), which is why the min(*) function is applied to each. *Note, if a power doesn't take enhancements, you use 0% as its enhancement. If a power does not accept outside buffs, you replace StrengthTotal with the base 100%.*

 

The BonusTotal is a summation of all your speed boosts that don't come from powers. This would include temporary buffs like the Base Empowerment's Increased Run Speed, or set bonuses like "+7.5% to movement speed".

 

Finally, you add your Base 100% with the PowerTotal and BonusTotal, then multiply that by your Base Speed.

 

Example #1

Let's do an example where we calculate the fly speed for a */Energy Manipulation Blaster using Power Boost and Hover. We will assume the following parameters:

Base: 21.48 mph

Swift: +13.65% to Fly Speed (enhanced by a Level 50 Flight IO, +42.4%)

Hover: +50% to Fly Speed (enhanceable), +50% to Fly Speed (ignores buffs and enhancements), -101% to Fly Speed (ignores buffs and enhancements). No Flight enhancement slotted.

Power Boost: +78.672% Strength to Fly Speed

Base Empowerment - Increase Fly Speed: +20% Strength to Fly Speed

Set Bonuses: Four +7.5% to Movement Speed, One +6% to Movement Speed

 

Solve:

image.png.458748737886c33aa50d5336bcb1f9c1.png

image.png.c27b74a1580dcb7bcde5cf285ce4400e.png

image.png.566fbe59b3ca40b76704fb489db9eb71.png

image.png.d52a85ebae91023c171b20aaf5395880.png

 

Edited by Bopper
corrected a formula, added an example
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Posted

All I can say is 'thank you' for this an all of the other resources you've put together.  This is definitely useful and something to consider on certain builds that would like to squeeze an extra power in.

 

One suggestion, if you're looking to build this out further, is to include a section discussing the effect of various 'built in' movement speed buffs in power sets.  For example, how does the math change for Super Reflexes or VEATs?  How many siphon speeds would cap you for the various setups above?   Just a thought.  

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Posted (edited)
4 hours ago, Omega-202 said:

All I can say is 'thank you' for this an all of the other resources you've put together.  This is definitely useful and something to consider on certain builds that would like to squeeze an extra power in.

 

One suggestion, if you're looking to build this out further, is to include a section discussing the effect of various 'built in' movement speed buffs in power sets.  For example, how does the math change for Super Reflexes or VEATs?  How many siphon speeds would cap you for the various setups above?   Just a thought.  

Thank you for the kind words. When I get time, I can probably add a few examples. Overall, it's a fairly simple formula, you just need to keep track of what improves the base speed versus what enhances the speed powers (which are powers that improve on the base speed). That's a mouthful, I know.

 

I'm typing this on my phone, so apologies on the lack of structure, but the basic formula would be:

 

Speed = BaseSpeed * (1 + P1*min(100% + Enhance1% + Strength1%, 300%) + P2*min(100% + Enhance2% + Strength2%, 300%) + ... PN*min(100% + EnhanceN% + StrengthN%) Edit: I realized calculations for Strength are multiplicative, not additive, so I tweaked the formula to bake in the 100% Base value. I have added a post (3rd one) that details how to properly calculate this.

 

So you look at all the powers that buff up your speed, factor in any enhancements and strength bonuses, make sure you cap it at +300% (400% total), then you're done. I'll probably use the reserved section to do a step by step example that shows how to calculate it.

Edited by Bopper
wrong formula, fixed in previous post.
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Posted

Very cool, though Hover has a speed cap that I don't see mentioned here. I tried out a build that should have had me hovering at the Fly speed cap, but alas, no joy, I was slower than my (modified)Sprint speed still.

Posted

Hmm, this is a great thing because I've wanted to make my toons have as close to SS as possible, without needing to get it. It looks like I can get by with Ninja run if I also happen to add in a few movement speed buffs along the way. 


Mainly because I'll build toons as tight as possible dropping travel powers, this is a good way for me to chase after having similar speed, albeit I don't know if I'd give up slots for the sake of it solely, but it'd be fun for toons where I don't try to minmax as hard.

Posted
2 minutes ago, CosmicDreamShade said:

Very cool, though Hover has a speed cap that I don't see mentioned here. I tried out a build that should have had me hovering at the Fly speed cap, but alas, no joy, I was slower than my (modified)Sprint speed still.

Hover and Fly (and other flight powers) all use the same Flight Speed cap of 58.63 mph (if no Afterburner)


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Posted

I am curious about Group Fly with Afterburner and Jump Pack. I'll try to test it tonight, but looking at the numbers Group Fly provides a +68.25% to Fly Speed. If Jump Pack can be active with Group Fly, you should be able to reach speeds of 21.48*(1 + 4*0.6825)=80.12 mph (capped at 58.63 mph if Afterburner is not active).

 

Anyone know if that is the case? If so, I'll add it to the guide.

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Posted
27 minutes ago, Bopper said:

Hover and Fly (and other flight powers) all use the same Flight Speed cap of 58.63 mph (if no Afterburner)

I thought that too, I made and slotted a Psi/Electric Brute who should have been at the flight cap in Hover, however, there was a penalty applied that capped my hover speed somewhere in the 30s

 

Posted
4 minutes ago, CosmicDreamShade said:

I thought that too, I made and slotted a Psi/Electric Brute who should have been at the flight cap in Hover, however, there was a penalty applied that capped my hover speed somewhere in the 30s

 

It's worth noting that if you are monitoring your flight speed in Combat Attributes, the total speed is correct, but all the sub-components are lying to you. They fail to include the 1.5x modifier that fly gets. So you might be seeing that. If you like, take a picture of what you're seeing and I can maybe see what's going on.


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Posted
53 minutes ago, Bopper said:

It's worth noting that if you are monitoring your flight speed in Combat Attributes, the total speed is correct, but all the sub-components are lying to you. They fail to include the 1.5x modifier that fly gets. So you might be seeing that. If you like, take a picture of what you're seeing and I can maybe see what's going on.

When I get a chance I will respec a build and use generic Fly IOs to get the same speed... But what I had (in game actual flight speed, not theory crafting) was capped at 35ish (not entirely sure) and there was a combat attribute red, negative number under Hover that when highlighted said something like, "max Hover speed reached" or somesuch.

 

Posted (edited)

@CosmicDreamShade

 

I would really like to see that. I have tested the use of Hover with Jump Pack and raced someone with Fly, and we were going the same speed. You should not need to slot any Flight IOs to hit 58.63 mph. 

 

In combat Attributes you will typically see 3 Hover attributes: the one that is enhance able (50%), the one that is unenhanceable (50%) and another one that is unenhanceable (-101%). The unenhanceable ones will show at a 7.16 mph and -14.46 mph, while the top Hover (enhanceable) will change depending on how it is enhanced. If you use Jump Pack (or Steam Jump), it will show at 28.64 mph.

 

Keep in mind, I am giving you the numbers that you will see in the Combat Attributes window. Their true speed is 1.5x whatever it's showing.

Edited by Bopper

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Posted (edited)

Fly Speed Test

 

Buffs: Frequent Commuter (+15% to Fly Speed), Base Empowerment: Increase Fly Speed (+20% Strength to Fly Speed)
No enhancements, no set bonuses

 

Time marks

26 sec: Fly (58.63 mph)
46 sec: Hover (30.15 mph)
1m 01s: Hover + Jump Pack (58.63 mph)
1m 15s: Fly + Jump Pack (58.63 mph)
1m 29s: Transition from Fly to Hover (no change in Flight Speed)
1m 45s: Hover + Afterburner (30.15 mph)
1m 57s: Fly + AB (75.81 mph)
2m 09s: Fly + AB + Jump Pack (87.95 mph)
2m 23s: Hover + AB + Jump Pack (68.43 mph)

 

The Frequent Commuter's +15% to flyspeed translates to +3.22 mph (Attributes shows the 2.15 mph, erroneously)

The Base Empowerment's +20% Strength to flyspeed makes Afterburner cap at 75.81 mph instead of 72.95 mph. That's because 58.63 + 14.32*1.20 = 75.81 mph

Edited by Bopper
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Posted

Also, I tested Group Fly. Group Fly + Jump Pack = max flight speed for team (58.63 mph). However, Group Fly + Afterburner causes the Group Fly to not work (teammates lose flight). 

 

Whenever I get time, I'll update the guide to include Group Fly. If the biggest gripe about Group Fly was that it was slow, Steam/Jump Pack would alleviate those concerns. However, I think there are other concerns with Group Fly...no? At the very least, it's another 1 slot wonder with the Jump Packs.


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Posted

Bopper, you are a god! This is the answer to everything I ever wanted in terms of making flying faster and when in a mission to zoom around with Hover instead of being left behind by everyone else.

 

Triple kudos!

Posted (edited)
1 hour ago, Sovera said:

Bopper, you are a god! This is the answer to everything I ever wanted in terms of making flying faster and when in a mission to zoom around with Hover instead of being left behind by everyone else.

 

Triple kudos!

I'm glad it works for you! Just an FYI, there's a nuisance bug with the jump packs. If you run it the full 30 seconds, the jump pack can become disabled and it won't return until you zone or relogin. So be vigilant in making sure you toggle the inactive pack on, and detoggle the active one prior to the 30 seconds expires (to keep the fly buff seamless). Personally, my build tends to recharge the packs in 10-15 seconds so I just toggle them whenever off cooldown.

Edited by Bopper
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Posted
1 hour ago, Bopper said:

I'm glad it works for you! Just an FYI, there's a nuisance bug with the jump packs. If you run it the full 30 seconds, the jump pack can become disabled and it won't return until you zone or relogin. So be vigilant in making sure you toggle the inactive pack on, and detoggle the active one prior to the 30 seconds expires (to keep the fly buff seamless). Personally, my build tends to recharge the packs in 10-15 seconds so I just toggle them whenever off cooldown.

I actually returned to mention this. I tried and everything worked fine, but as you said once one pack ran out both greyed and didn't come back until I zoned. With your work around I can prevent that. Is there anything you cannot do?!

Posted (edited)
7 hours ago, Sovera said:

Is there anything you cannot do?!

Finding time to actually play the game lol.

Edited by Bopper

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  • 1 month later
Posted

How would you slot those for max speed, using Hover, Group Fly and Afterburner? Max speed is the preference, but better inherent defense with hover vs defense slotted perma-fly sounds like it could be a tasty change.

Thanks so much for all the data and effort in sharing your findings.

Posted
4 minutes ago, VividMuse said:

How would you slot those for max speed, using Hover, Group Fly and Afterburner? Max speed is the preference, but better inherent defense with hover vs defense slotted perma-fly sounds like it could be a tasty change.

Thanks so much for all the data and effort in sharing your findings.

Personally, I would not add any enhancement slots to any of those powers (they're one-slot wonders in my opinion). Hover and Afterburner would get a LotG + Recharge, and Group Fly would get either a KB protection IO (Zephyr) or a Slow Resistance IO (Winter). From there, I can achieve the following with Jump Pack and Steam Jump:

 

Hover + Steam/Jump = max fly speed (58.63 mph).

Group Fly + Afterburner + Steam/Jump = max capped fly speed (87.95 mph). This is for you only...teammates lose Group Fly when you activate Afterburner (affect self only)

Hover + Afterburner + Steam/Jump = something faster than 58.63 mph, but less than 87.95 mph. Can only affect self, but you'll have good defenses while both are active

Group Fly + Steam/Jump = teammates all go 58.63 mph.

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Posted (edited)

I've just made a discovery. At first I thought I was losing my mind, but I've tested it on both live and beta. Speed caps change with level.

 

It didn't use to be this way (see https://paragonwiki.com/wiki/Travel_Powers which quite blithely tells you it's 58.63 mph at level 1) but it's super easy to demonstrate - be a character who's not level 50 and turn on Fly. (If on the beta server, you can use /levelupxp to put your level up and down and watch your flight speed change in Combat Attributes. At low levels, Super Jump hits a (lower) cap unaugmented - 55.27 mph at level 4. It's harder to demonstrate with Super Speed, but take it and be a level 22 character with one +3 SO in it - capped at 76.46.

 

It seems like this might be worth mentioning.

Edited by thunderforce
Don't link to the HC Wiki page I just changed to reflect this

Homecoming Wiki  - please use it (because it reflects the game in 2020 not 2012) and edit it (because there is lots to do)

Things to do in City of Heroes, sorted by level.   Things to do in City of Villains, sorted by level.   Things only Incarnates can do in City of X.

Why were you kicked from your cross-alignment team? A guide.   A starting alignment flowchart  Travel power opinions

Get rid of the sidekick level malus and the 5-level exemplar power grace.

Posted
28 minutes ago, thunderforce said:

I've just made a discovery. At first I thought I was losing my mind, but I've tested it on both live and beta. Speed caps change with level.

 

It didn't use to be this way (see https://paragonwiki.com/wiki/Travel_Powers which quite blithely tells you it's 58.63 mph at level 1) but it's super easy to demonstrate - be a character who's not level 50 and turn on Fly. (If on the beta server, you can use /levelupxp to put your level up and down and watch your flight speed change in Combat Attributes. At low levels, Super Jump hits a (lower) cap unaugmented - 55.27 mph at level 4. It's harder to demonstrate with Super Speed, but take it and be a level 22 character with one +3 SO in it - capped at 76.46.

 

It seems like this might be worth mentioning.

Thanks, I will look into it. It certainly would be worth mentioning. I know many of the travel powers have a speed component that scales based on level, but i did not look to see if the speed caps did as well. 

 

Not sure if these numbers are correct, but the archived TopDoc guide shows the following.

Fly Cap (fps) = 54.5 + LVL*0.63

Run Cap (fps) = 93.67 + LVL*0.84

Jump Cap: not tested.

 

The above numbers are in feet per second. The conversion is 21 fps = 14.3181818 mph.

 

Using your Jump test, I suspect the cap is

Jump Cap (fps) =  78.16 + LVL*0.73

 

When I get time I'll verify those numbers


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