How does run speed interact with jump speed?
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.
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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.
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.
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.
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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.
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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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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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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.
If starting from a stand still, one's jump speed is determined solely by jump speed.
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With a running start, horizontal speed is determined by the higher of run speed and jump speed. |
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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Keen, thanks.
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.
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Whenever you switch to a slower movement mode your speed declines rapidly to current maximum.
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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.
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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.
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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.
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.