Upon usage, user will deliver a Jump attack on the enemy.
Jump is not 100% accurate.
Equipment such as Volans Greaves increases the accuracy of jump.
Damage output is slightly higher than a regular attack, and can be modified with equipment.
Jump damage is calculated like a Weapon Skill with fTP of 1.0 and WSC of 50% VIT.
A successfully landed jump causes user to gain as much TP as a regular attack however it may be modified with equipment.
Unlike a regular melee attack, jump does not cause the target to gain any TP
Barone Corazza and Barone Cosciales increase the TP gained with jump by two each, combined for an extra +4 TP. The HQ of these pieces increase the TP gained by +3 each, for a combined total of +6 TP
Double Attack also stacks with Jumps, and it will show as twice as much TP gain and more dmg.
When using two weapons (Dual Wield or Hand-to-Hand) accuracy is determined for each 'swing', each hit will add to the total damage and total TP gain for the Jump attack.
Weapon effects of Occasionally Attacks X Times will also apply to jumps
Additional Effects and En spells will also apply to jumps but no animation or the chat log will show the effect taking place.
It's noticeable when your weapon has Additional Effect: Stun or any other effect that lasts a short time.
Also, it's easy to test in Ballista or Brenner. Have a DRG/RDM or RDM/DRG cast an en spell. Have a PLD which is in the opposing team use Invincible, have the RDM/DRG or DRG/RDM jump with the en spell active and the PLD will take damage due to the magic damage property of the en spell.
While Spirit Surge is in effect, Jump temporarily weakens an enemy’s defense by 20%. The length of effect is not constant; doesn't stack with Angon.
When Spirit Surge is used, Jump's recast time will be reset to 0:00.