# Thread: Jump skill cap? Simple question, common words.

1. ## Jump skill cap? Simple question, common words.

I was just wondering if there was a cap on the skill 'jump', at which point you would no longer gain jump height. Say if for fun I made an 18str base human of a class that gets jump and the jump spell, with skill focus jump, and... well you get the idea. Can I jump to Jupiter or will I cap somewhere around the moon? What number, specifically, is that cap?

As a disclaimer, I DID try to find this, but the word jump is common, and 'cap' is even more common between level cap threads and cap stone threads.

Maybe if I type jump many, many times this will show up first in a search?

JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP JUMP

There, see if that works!

EDIT-- IT WORKED
Now I just need that answer.

2. jump #s goes very high but the effect stops at 40. 4000 jump is still 40.

3. The max effective value is either 30 or 40. I forget which.

4. Originally Posted by missing Minds
the Max Effective Value Is Either 30 Or 40. I Forget Which.
40

5. So to add a little more to the question...if you have a toon that is strength based, should you invest anything in Jump? Seems like since the jump spell gives you 30 pts, and your Str alone probably gives you the other 10, investing in jump is a waste whenever someonce can cast the spell on you?

I tend to invest in the jump skill, but im wondering if there are other places the points are more valuable that you cant get a simple buff to overcome (like balance for example)?

6. Originally Posted by Deathseeker
So to add a little more to the question...if you have a toon that is strength based, should you invest anything in Jump? Seems like since the jump spell gives you 30 pts, and your Str alone probably gives you the other 10, investing in jump is a waste whenever someonce can cast the spell on you?

I tend to invest in the jump skill, but im wondering if there are other places the points are more valuable that you cant get a simple buff to overcome (like balance for example)?
While you probably cant always count on someone casting jump on you, investing points into it while you could spend them on more valuable things like UMD, Intimidate, Tumble, and Balance. This is all in my opinion of course, and I'm sure someone will point out that I am horrendously wrong.

7. Originally Posted by Boneyard
While you probably cant always count on someone casting jump on you, investing points into it while you could spend them on more valuable things like UMD, Intimidate, Tumble, and Balance. This is all in my opinion of course, and I'm sure someone will point out that I am horrendously wrong.
I guess to make the question more useful...is jump a good investment compared to:

Tumble
Spot (on a non-rogue)
Balance
Heal/Repair
Haggle

I assume you'd always pick UMD first if you are going that route, intim/diplo are always a priority on an intimitank/rogue, and rogue skills are always a priority on a rogue. Aside from those though, Im thinking the above are the "optional" skills on most builds and wondering how jump compares?

8. Originally Posted by Boneyard
While you probably cant always count on someone casting jump on you, investing points into it while you could spend them on more valuable things like UMD, Intimidate, Tumble, and Balance. This is all in my opinion of course, and I'm sure someone will point out that I am horrendously wrong.
You, sir, are horrendously wrong.

I just don't know why yet...

I wouldn't max it out at creation. Add a point or two to get the initial boost, put a point or two in as you level, but there are few situations where you're really going to want it and not be able to plan ahead with pots or the spell.

9. Common Items +15
Potion/Clickie +10
Jump Spell +30 (Does not Stack with Potion/Clickie)
Morale (GH/Bard) +4
Strength +??
Ranks +??

Self buff to 40 and forget anything more ...

10. Originally Posted by Pwesiela
You, sir, are horrendously wrong.

I just don't know why yet...

I wouldn't max it out at creation. Add a point or two to get the initial boost, put a point or two in as you level, but there are few situations where you're really going to want it and not be able to plan ahead with pots or the spell.
I am wrong, I actually did put points in on my wizard. 5 of them

30+ from the Jump spell
4+ from GH
1+ from strength (I only use a +4 item I think)
5+ skill

to get me to exactly 40

on my melees I cant remember putting a single point into it though....hmmm maybe on my rogue, but it doesnt seem likely

Originally Posted by Deathseeker
I guess to make the question more useful...is jump a good investment compared to:

Tumble
Spot (on a non-rogue)
Balance
Heal/Repair
Haggle

I assume you'd always pick UMD first if you are going that route, intim/diplo are always a priority on an intimitank/rogue, and rogue skills are always a priority on a rogue. Aside from those though, Im thinking the above are the "optional" skills on most builds and wondering how jump compares?
Balance and Tumble definitely have their uses and I would invest in them before jump, especially if you are using a tower shield and heavy armor. You can't fight if you are on your back, and anything that help mitigate damage (falling, being slammed into the ceiling, etc...) is always useful

11. I try to plan my characters to have 10 jump, but sometimes my high strength characters come closer to 15. It's always pretty important to make sure a melee character can jump over opponents so they don't get surrounded, and passing out jump to 12 people in a raid can be an expense some wizards just don't want to deal with (with extend spell it's 180 spell points).

12. Originally Posted by Missing Minds
The max effective value is either 30 or 40. I forget which.

Sorry, I have to ask. I'm a new player, been playing two weeks.

What does "40" mean?

13. They're referring to the total skill modifier. If you bring up the character sheet (C) on your keyboard and click on the skills tab, it'll be the "total" number on the far left.

#### Posting Permissions

• You may not post new threads
• You may not post replies
• You may not post attachments
• You may not edit your posts
•

This form's session has expired. You need to reload the page.