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Jump IO enhancement set 'Launch'


Story Archer

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It's bizarre, I literally cannot find anything on this set in Google or searching these forums.

 

I'm just trying to figure out what the Increased Jump Height unique from that set actually does (As opposed to what a typical Jump enhancement would do). Does it basically just increase your time in the air? With the inherent Double Jump ability, I'm not sure what benefit that really offers...

 

I've already got Super Jump and I have a free power slot, so I was trying to figure out what I should put there and how to slot it. I thought maybe Mighty Leap (for thematic reasons) and I was looking at the Launch IO's - just can't figure out what practical benefit this unique IO offers.

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1 hour ago, Story Archer said:

I'm just trying to figure out what the Increased Jump Height unique from that set actually does (As opposed to what a typical Jump enhancement would do).

 

It adds 8' of Jump Height above and beyond what any powers or enhancements grant.  It stacks with non-stacking travel power buffs.

 

screenshot_231202-21-38-27.thumb.jpg.0a600039cbf2de01ccd15cafdb92f13c.jpg

 

1 hour ago, Story Archer said:

just can't figure out what practical benefit this unique IO offers.

 

Extra mobility in combat.  Extra jump height if you're using Ninja/Beast/Athletic Run.

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Thank you guys for the responses. It seems to me that it's kind of a dud, at least compared to some of the other options. Does a standard Jump IO  offer some benefit? I know that Mighty Leap takes them, but if its a power that enhances other powers I'm not sure the bonus transitions.

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15 hours ago, biostem said:

Thanks for the link. I will say though, the first part of that article is inaccurate.

"This enhancement grants an 8 foot increase to jump height and a 40 foot increase to maximum jump height for 120 seconds. When used in a click power, the effect is granted every time the power is used. When used in a toggle power, the effect persists until 120 seconds after the toggle power is deactivated. "

I would rewrite it as this:

" This enhancement grants an 8 foot increase to jump height and a 40 foot increase to maximum jump height. When used in a click power, the effect is granted every time the power is used and lasts for 120s. When used in an active toggle power, the effect persists until the toggle power is deactivated."

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1 hour ago, Story Archer said:

Thank you guys for the responses. It seems to me that it's kind of a dud, at least compared to some of the other options. Does a standard Jump IO  offer some benefit? I know that Mighty Leap takes them, but if its a power that enhances other powers I'm not sure the bonus transitions.

It depends on how you use it. Think of it as giving you the jump height buff from combat jumping. Your base jump is 4', which you'll notice isn't much when you're a level 1 character. But when you take combat jumping you'll notice a difference...this proc will give you the same difference. As others noted, that can be useful when your main form of travel are the P2W run powers. Those come with a jump height buff of +27.8 feet. Combat jumping won't stack with that, but if you had the Thrust proc slotted you will gain an extra 8 feet, which might be just enough to clear those pesky walls/buildings.

 

As for the 40 feet of max jump height, that is mostly useful for your travel powers that were already getting you to the 200' regular cap. With Thrust, you can now go 240' into the air which will allow you to leap further distances in a single bound.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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58 minutes ago, Bopper said:

With Thrust, you can now go 240' into the air which will allow you to leap further distances in a single bound.

 

Tall buildings.  Leap tall buildings in a single bound.

 

Unfortunately, the enhancement doesn't make you more powerful than a locomotive, or faster than a speeding bullet.  That's why we have Viagra and meth.

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Get busy living... or get busy dying.  That's goddamn right.

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19 hours ago, Story Archer said:

It's bizarre, I literally cannot find anything on this set in Google or searching these forums.

 

I'm just trying to figure out what the Increased Jump Height unique from that set actually does (As opposed to what a typical Jump enhancement would do). Does it basically just increase your time in the air? With the inherent Double Jump ability, I'm not sure what benefit that really offers...

 

I've already got Super Jump and I have a free power slot, so I was trying to figure out what I should put there and how to slot it. I thought maybe Mighty Leap (for thematic reasons) and I was looking at the Launch IO's - just can't figure out what practical benefit this unique IO offers.

Would that be a “failure to Launch?”…

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2 hours ago, Snarky said:

Would that be a “failure to Launch?”…

ba-dah-bump-CRASH!

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12 hours ago, Story Archer said:

Thank you guys for the responses. It seems to me that it's kind of a dud, at least compared to some of the other options. Does a standard Jump IO  offer some benefit? I know that Mighty Leap takes them, but if its a power that enhances other powers I'm not sure the bonus transitions.

Ive sometimes found it very useful. Like on a character that needs super speed for invisibility and thematic reasons, and where I have nit too tight a build, Ive put it in Combat Jumping. Then there is a lot of spots where you can just jump too without needing to toggle on one of the purchased temp travels. 

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On 12/3/2023 at 11:08 AM, Bopper said:

It depends on how you use it. Think of it as giving you the jump height buff from combat jumping. Your base jump is 4', which you'll notice isn't much when you're a level 1 character. But when you take combat jumping you'll notice a difference...this proc will give you the same difference. As others noted, that can be useful when your main form of travel are the P2W run powers. Those come with a jump height buff of +27.8 feet. Combat jumping won't stack with that, but if you had the Thrust proc slotted you will gain an extra 8 feet, which might be just enough to clear those pesky walls/buildings.

 

As for the 40 feet of max jump height, that is mostly useful for your travel powers that were already getting you to the 200' regular cap. With Thrust, you can now go 240' into the air which will allow you to leap further distances in a single bound.

 

From what I can tell, increasing your Jump Height doesn't necessarily increase the speed at which you travel, correct? Combat Jumping seems to work that way, increasing height but not speed.

 

Since I already  have Super Jump and Combat Jumping, I think I'm going to use that extra power slot to pick up Infiltration instead. I overlooked it initially because this is on a tank who rarely has need for Stealth, but it would be nice to have that option without having to slot Sprint for it, the IO slot makes for a nice LotG mule and it seems like it is far and away the best choice when it comes to getting from A to B faster. Agree?

 

Kind of off-topic, but something that's been bothering me - I've got Combat Jumping slotted with the Kimet +ToHit Unique. In Mids, when I toggle off CJ, I lose that bonus but 1) I don't lose the bonuses of anything else slotted there (like LotG) and 2) I don't lose the Kismet bonus if I have it in any other toggle power that's turned off. Do you know if this is just an error in Mids or is there something buggy in the game that actually makes it work that way?

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5 hours ago, Story Archer said:

From what I can tell, increasing your Jump Height doesn't necessarily increase the speed at which you travel, correct? Combat Jumping seems to work that way, increasing height but not speed.

 

Correct.  JumpHeight and SpeedJumping are two separate and discrete mechanics.  A power can have one and not the other.

 

5 hours ago, Story Archer said:

Kind of off-topic, but something that's been bothering me - I've got Combat Jumping slotted with the Kimet +ToHit Unique. In Mids, when I toggle off CJ, I lose that bonus but 1) I don't lose the bonuses of anything else slotted there (like LotG) and 2) I don't lose the Kismet bonus if I have it in any other toggle power that's turned off. Do you know if this is just an error in Mids or is there something buggy in the game that actually makes it work that way?

 

Kismet; +ToHit is one of the special IOs, like the Stealth IOs, which applies a 120s buff.  In an auto or toggle power, that duration is refreshed every 10s.  In a click, it's applied whenever the power is activated.  If it's slotted in a toggle, the toggle has to be on for the effect to be reapplied, or turned back on before the duration expires.


The Luck of the Gambler 7.5% +Recharge is applied as a set bonus.  It's a global effect, it applies even if it's in a power you never click or toggle on.  As long as it's slotted, you get that 7.5% +Recharge.  If, however, you exemplar more than 3 levels below the level of the enhancement (if the enhancement is level 37 and you exemplar down to 30, for example), the effect is no longer applied.  All set bonuses work that way.

Get busy living... or get busy dying.  That's goddamn right.

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13 hours ago, Luminara said:


The Luck of the Gambler 7.5% +Recharge is applied as a set bonus.  It's a global effect, it applies even if it's in a power you never click or toggle on.  As long as it's slotted, you get that 7.5% +Recharge.  If, however, you exemplar more than 3 levels below the level of the enhancement (if the enhancement is level 37 and you exemplar down to 30, for example), the effect is no longer applied.  All set bonuses work that way.

I'm now confused. People always tell me procs like LOTG don't need to be attuned as the effect works down to it's min level. "Don't attune purple, PvP and procs" is the accepted wisdom I hear from others. I do attune as I get itchy skin when some are attuned and some aren't, but it always confuses me 🙂 

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28 minutes ago, GM Crumpet said:

I'm now confused. People always tell me procs like LOTG don't need to be attuned as the effect works down to it's min level. "Don't attune purple, PvP and procs" is the accepted wisdom I hear from others. I do attune as I get itchy skin when some are attuned and some aren't, but it always confuses me

On some of my 50s, I noticed I lose the recharge bonus when I join something like a Yin TF.  To address that, I've attuned those LotG uniques to regain said bonuses...

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8 minutes ago, twozerofoxtrot said:

 

LOTG is not a proc. As Luminara pointed out it, it is treated as a Set Bonus, so it does require attunement to gain the benefit when exemplared too far down.

 

This explanation is precisely why I feel it is important to not confuse the difference between a global effect and a %proc effect when describing enhancement pieces.

 

38 minutes ago, GM Crumpet said:

I'm now confused. People always tell me procs like LOTG don't need to be attuned as the effect works down to it's min level. "Don't attune purple, PvP and procs" is the accepted wisdom I hear from others. I do attune as I get itchy skin when some are attuned and some aren't, but it always confuses me 🙂 

 

PVP pieces will always have their regular enhancement effects scale down (as other enhancements) and any set effects will be in play scaled down to lowest level the set could be slotted... that is: the set bonuses don't "drop out". However, their enhancement effects (e.g. Accuracy) won't scale above a specific level unless they are attuned, or are already at the highest level (50, which can be boosted by up to +5). Non-boosted PVP pieces below 50 may as well be attuned, I wouldn't consider boosting any PVP piece in the level range 45-49.

 

Purple (very rare) sets behave just like PVP (enhancement effects, set bonuses), except they can only be slotted by a character at 50... and since they can be boosted, it makes no sense to attuned those. ATOs and Event pieces can't be boosted as they always come attuned, but they can be made "Superior".

 

When I won't be getting a set bonus, or the set bonus is one I don't particularly rely on, I will almost always slot an enhancement piece at its highest possible level and boost it (assuming the piece can be boosted). This is less important where "diminishing returns" from Enhancement Diversification comes into play, but this thinking usually comes into play where that is not an issue for the given power.

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26 minutes ago, GM Crumpet said:

I'm now confused. People always tell me procs like LOTG don't need to be attuned as the effect works down to it's min level.

 

Procs don't have to be attuned, but the LotG +Def/global +Recharge IO isn't a proc.  There are actually three different types of IOs which are referred to as "procs".

 

Procs check a random number, and if it's greater than X, trigger.

 

Globals are always on. <- LotG is here

 

Specials or Proc120s are on only as long as the power is on or was clicked within the last 120s.

 

45 minutes ago, GM Crumpet said:

"Don't attune purple, PvP and procs" is the accepted wisdom I hear from others.

 

Purples are natively attuned, the same way the Winter and Overwhelming Force sets are.  They don't have the fancy round border, but they're attuned.  So using catalysts on them is just wasting catalysts.

 

Procs are level-independent.  As long as the power is available (not greyed out), they're functional.

 

Globals require both power availability and being no less than -3 to their level.  In the case of the LotG global, if it's level 34 and you exemplar down to level 30, it's gone, because 34 - 3 = 31.  Attuning it means it remains active all the way down to level 22 (the IO has a minimum level of 25.  25 - 3 = 22).

 

Specials are level-independent as well, but require "maintenance", meaning they have to be in an auto, a toggle which is on, or the click power in which they're slotted refreshed before the duration expires.

 

As for PvP IOs, I wholeheartedly disagree with the "common wisdom", as it's derived from the perspective of power-leveling.  A level 50 IO can't be slotted at level 7.  An attuned IO can.  At 50+, sure, swap in unattuned IOs and boost them if you want to, but not using attuned PvP IOs while leveling is hamstringing yourself.

Get busy living... or get busy dying.  That's goddamn right.

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LoTG's +7.5% recharge piece is a set bonus to me, and that is all.   I think calling it a "global" actually  just makes it more confusing.   

 

The game itself calls it a set bonus.  You can go to Menu-Personal info-Powers tab.  LoTG +7.5% recharge is listed right there as a "set bonus" on your character info.  It acts as a set bonus in every way, it is just a special one that is a single IO.  I guess that is the part that confuses people.  How can a single piece be a "set" bonus.  But that's really what it is in every way that matters.   Basically think of it that way and if you know the rules to how set bonuses work, that's how that piece's +7.5 recharge works. 

 

 

 

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On 12/6/2023 at 10:54 AM, GM Crumpet said:

I'm now confused. People always tell me procs like LOTG don't need to be attuned as the effect works down to it's min level. "Don't attune purple, PvP and procs" is the accepted wisdom I hear from others. I do attune as I get itchy skin when some are attuned and some aren't, but it always confuses me 🙂 

 

I feel the same. When a GM asks the question we know the mechanics are complex. But that kinds of vindicates my confusion so I don't feel so bad about it.

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