Number crunching Combat Jumping
I'm interested in this as well. I can't recall how many times I've toggled on Combat Jumping only to get defeated by a boss. If only I had that ~2.5% more defense half a second faster, I'd totally have won that fight!
Its instantaneous. Both in toggle on and toggle off. It stops/starts immediately
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
I'm interested in this as well. I can't recall how many times I've toggled on Combat Jumping only to get defeated by a boss. If only I had that ~2.5% more defense half a second faster, I'd totally have won that fight!
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If I'm using an SoD bind with a negative side effect, I want to know how much of an impact that is.
Sarcasm noted, but taken in a friendly manner. The devil is in the details. The loss of defense is greater than zero, and I'd want to know for my own use, too. Even if the toggle is on/off instantly, what if the defense has a 10 second cooldown? 30second?
If I'm using an SoD bind with a negative side effect, I want to know how much of an impact that is. |
It's either instantaneous or so close to instantaneous as makes no difference. Combat Attributes sometimes has a small delay (as in, a second or less), but I'm not sure if the defense is delayed or if the Combat Attributes display itself only updates at a certain interval.
So, you will lose defense as soon as you switch to a speedier power, but gain it back immediately when you switch back to CJ.
Redtomax also lists an activation time of .5s. I am mostly certain that there's no animation delay, but can't login at the moment to check. Is that .5s the time it takes for the +def to take effect?
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Really the only thing that affects is how long it takes for something like Power Boost to kick in and begin affecting it. In this case somewhere between 0 and 0.5 seconds, depending on where in the cycle you were.
All,
Thanks for all the responses, including those with a bit of sarcasm spice
.125s plus latency is good enough for me.
Thanks,
Droid
Gurus (and by Gurus I think of Arcanaville and TopDoc, especially):
Is anyone familiar with the implementation details of the +def from combat jumping? When it's toggled off, how long will the +def remain, and when toggled on, how long is the delay before your character regains that defense?
I looked at the numbers on redtomax.cohtitan, and it lists the power time of .75s, so I think that if toggled off, you will keep the bonus for .75s, but I'm also thinking that may be less depending on how often the game checks for if the toggle is still enabled.
Redtomax also lists an activation time of .5s. I am mostly certain that there's no animation delay, but can't login at the moment to check. Is that .5s the time it takes for the +def to take effect?
The end-goal is some speed-on-demand binds to incorporate Ninja Jump and Beast Run. As they are alternatives to SuperJump and toggle off CJ, I want to quantify and understand the details of how long that +def is lost if the binds are used in combat.
Thanks,
Droid.