How does run speed interact with jump speed?


Adeon Hawkwood

 

Posted

Pretty simple question, I just don't know the answer. It's clear run speed has some impact on jump speed, but given that they have different values, I can't conclude what.


 

Posted

Quote:
Originally Posted by DarknessEternal View Post
Pretty simple question, I just don't know the answer. It's clear run speed has some impact on jump speed, but given that they have different values, I can't conclude what.
They don't.

Now, there are some transitional zones where the forward momentum from one travel power will continue to apply.

When you leave the ground, if you have a jump speed, the jump speed takes over. This is why when you have Super Speed and you plunge off the side of a building, street, or such, you'll suddenly slow down and won't travel as far as you think you would. The effect gets worse if you try to change direction as you are falling and you cancel out the momentum calculations.

When you are touching the ground, your run speed applies. This is why when you have Super Jump and you touch the ground, you suddenly lose all of your forward momentum. This in turn is why you'll see Super Jumpers making short hops under bridges, through tunnels, or the like.

There are certain aspects of the game that allow run-speed resistances to be de-toggled or turned off. Off the top of my head, the Ski-Slopes during the Winter Event, the Ice Slicks in FrostFire's mission, and Oil Slicks like those found in Faultline detoggle or disable the effective run-speed and ground movement controls.

This is why taking two travel powers, such as Super-Speed and Super-Jump is widely considered to be a brain-dead decision. The effect of the powers do not stack, so you've basically just wasted a travel power slot that could have gone to another attack, buff, debuff, or something elser.

This is also why so many players try to use Super Speed or ask for Speed Boost on the ski slopes. The run-speed boosts do no good, a level 6 with combat jumping can pass a level 50 with super-speed, but because players are mostly touching a ground through the length of the ski-run, there's an expectation that a run-speed power has to have some kind of effect... but it doesn't have any effect.


 

Posted

From what I remember of an experiment I did, although SS and SJ don't stack they do provide fast travel on both the ground and in the air. You get the speed of SJ when you need to get vertical and you get the speed of SS when on the ground.

Different players have different priorities and some builds are tighter than others. I will disagree that it is universally "brain dead" to have two travel powers.


 

Posted

Quote:
Originally Posted by je_saist View Post
When you leave the ground, if you have a jump speed, the jump speed takes over. This is why when you have Super Speed and you plunge off the side of a building, street, or such, you'll suddenly slow down and won't travel as far as you think you would. The effect gets worse if you try to change direction as you are falling and you cancel out the momentum calculations.
Except when you are already running forward with superspeed and then jump. Somehow the game adds that momentum to your jump forward.


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Posted

Quote:
Originally Posted by je_saist View Post
When you leave the ground, if you have a jump speed, the jump speed takes over. This is why when you have Super Speed and you plunge off the side of a building, street, or such, you'll suddenly slow down and won't travel as far as you think you would. The effect gets worse if you try to change direction as you are falling and you cancel out the momentum calculations.
Quote:
Originally Posted by Dechs Kaison View Post
Except when you are already running forward with superspeed and then jump. Somehow the game adds that momentum to your jump forward.
I think je_saist is aware of that, since the paragraph I quoted specifically mentions "momentum calculations". Yes, a running start lets you jump further. Which is as it should be.

I think a good phrasing would be: Once your feet leave the ground, your running power has no further impact on your jumping speed, but your speed at the time your feet left the ground lets you start at a higher speed than if you did a standing jump.


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Posted

Ok, let me see if I can summarize what you've said correctly:

If starting from a stand still, one's jump speed is determined solely by jump speed.
With a running start, horizontal speed is determined by the higher of run speed and jump speed.


 

Posted

Quote:
Originally Posted by DarknessEternal View Post
If starting from a stand still, one's jump speed is determined solely by jump speed.
Yes.


Quote:
With a running start, horizontal speed is determined by the higher of run speed and jump speed.
um, no. How about:
With a running start, horizontal speed is higher than from a standing start but gradually declines until it reaches your jump speed.


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Posted

Quote:
Originally Posted by Ironblade View Post
With a super speed running start, horizontal super jump speed is higher than from a standing start but gradually declines until it reaches your jump speed.
This. (With additional qualifiers added to make it absolutely clear. i hope.)

Whenever you switch to a slower movement mode your speed declines rapidly to current maximum.


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Posted

Quote:
Originally Posted by je_saist View Post
This is why taking two travel powers, such as Super-Speed and Super-Jump is widely considered to be a brain-dead decision. The effect of the powers do not stack, so you've basically just wasted a travel power slot that could have gone to another attack, buff, debuff, or something elser.
Apparently if you participate in lolPvP it's beneficial to have both, not entirely sure why though.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Apparently if you participate in lolPvP it's beneficial to have both, not entirely sure why though.
Not as much anymore with such drastic combat suppression. Before, jousting could be done quickly and easily (via both running and jumping), and jumping around so that ground-only attacks can't hit was (still is) important. Also, attacks that debuff run speed typically don't debuff jump speed...and some attacks that debuff jump speed do not debuff run speed...so having both was good if you were facing varying debuffs.


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Posted

Quote:
Originally Posted by je_saist View Post
This is why taking two travel powers, such as Super-Speed and Super-Jump is widely considered to be a brain-dead decision. The effect of the powers do not stack, so you've basically just wasted a travel power slot that could have gone to another attack, buff, debuff, or something elser.
Well, generally speaking, the point of playing a GAME is to have FUN. I have a handful of characters with two travel powers because it's more fun than having just one. And I don't care in the slightest what other people in the game think about it.


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Posted

I actually took SS as my last power pick on a toon that was using SJ up to that point. I looked at the power choices and decided at that point I didn't particularly want anything special.

It's certainly not a good idea if you're on a tight build, but SJ and SS together can be a lot of fun for zooming around zones and having that vertical lift to get over obstacles instead of around them.