Morrowind talk:Jump

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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. –RpehTCE 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.