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Posted

Actually I noticed this too, but didn't think much of it.  I know pool travel powers were adjusted to be more potent than temp power travels but maybe someone misplaced a decimal with the Zero-G Pack?  Either way, what I noticed with the ZGP (from the King's Row Mayhem/Safeguard) is that it's still providing the jump height, but the power's forward jump speed seems to be gone.  It's not something you'll notice if you use Ninja Run (or a variant) with it but if you turn off Ninja Run you won't jump very fast at all.

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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

Posted (edited)

It seems fine on CoD. It gives the same +jumpspeed as Super Jump, and more than Ninja Run. Going to poking around a bit in game to see what it's really doing.

 

Edit: Nope, definitely not acting right. Ninja Run boosts your jumpspeed, but ZGP doesn't, even though it looks to me like it should from a cursory review of its effects. The issue is probably hiding in its stacking rules or something subtle like that. Or I need more coffee, or both. :classic_tongue:

Edited by UberGuy
Posted

Ugh, yes, it's the stacking. It's set to "StackByKey" instead of "StackByAttributeAndKey". It's being suppressed by any attrib with a higher scale that shares that key, instead of only being suppressed by other jumpspeed attribs that share it.

 

Props to @Jimmy for pointing it out. I had totally looked at the stacking and, yeah, coffee.

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