Morrowind talk:Jump
Uses[edit]
- (moved from the article)
- For Constant Effect items Jump is better, though the magnitudes seem small, only a few points will allow you to leap over houses and combined with a single point Slowfall item will allow you to move around very effectively over the map. However, for Cast on Use items or Spells, multiple 100% Fortify Acrobatics for a few seconds will be way more powerful than 100% Jump. (You can add multiple Fortify Skill effects, but only one Jump effect.)
Moved because it's not directly relevant to the skill. It's more about enchanting. –Rpeh•T•C•E• 01:39, 10 October 2008 (EDT)
- Added to Morrowind:Useful_Enchantments#Basic_Enchantments Lukish_ Tlk Cnt 17:31, 13 October 2008 (EDT)
multiplicative or additive?[edit]
There are claims in the current text that look questionable to me:
maximum height of a character's jump is multiplied by the magnitude of the jump effect
Jump 1 is useless, since it multiplies height by 1, but the effect of jump grows very quickly as magnitude increases.
This implies that Jump 2 should give double jump height, but it is not true at least in OpenMW. Also Jump 1 spell increases jump height a little bit.
They use this formula:
x += jumpSpellBonus * 64
which makes Jump spell bonus additive. There is a link to the research page.
PS ```x``` is starting speed, which translates to air time linearly, and to max height as square. — Unsigned comment by 109.252.72.190 (talk) at 22:40 on 19 December 2021