Does anyone have any facts regarding how the game handles your position when jumping?
To define what I mean: In another thread people are saying that the game sees your position as held at your position where you started your jump until you land. That is, if a jump takes half a second then for the time you are in the air the game actually sees you as being stationary and in the position you were in before you left the ground.
Is this true?
Whatâs the point of knowing this?
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Whatâs the point of knowing the answer to your question about the point of knowing this?
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Jumping out of the bad was frowned upon before since the game didnât register you as having moved if you hadnât landed yet. Thatâ been fixed in recent years, and you can now jump out of the bad without getting hitâŚofc, thatâ given that the badâs animation isnât bugged and is actuallu much wider than indicatedâŚ
SD third boss fight. Iâm trying to figure out why I keep getting nuked by the swirls when I donât appear to be in them.
Because from what I understand, youâre more likely to get clipped by an AoE youâre supposed to avoid if youâre trying to jump out of it. WoWâs not terribly good about tracking your positioning when youâre in mid-air and not on a flying mount.
Itâs the same reason why people tend to lag through those bouncy flowers in the Bastion world quest. The game clientâs making assumptions about where your character position is expected to go, so a little hiccup can send you through them without bouncing as intended, and itâs why constantly wiggling your direction as you drop keeps your position better updated.
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There were many times where I have lept out of the range of a boss AOE / strike only to get hit. So I would say it registers as where you were not where you currently are / hovering. Iâve been hit so many times Iâve learned to just run and not leap as youâre more likely to âescapeâ if running from something instead of hoping you land before the big boom comes.
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My assumption is there is client/server-side messaging disconnect when you attempt to jump.
Client says: Youâre moving over to a new position, maybe, Iâll let you know.
Server says: Okay âmaybeâ, means your character is staying put and Iâll do more work when youâre done.
Game: â>AOE HITS <â
Client: Calculates the actual geometry, says you made it/you slipped.
Client says: You did (not) make it.
Server says: Youâre there now.
The AoE that was under your feet happened between the handshake. If you had just moved you would have avoided the extra negotiation to prevent wall climbers from being silly billy goats.
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Jumping is useless because it throws some kind of spikes from above, if youâre in the middle it is useless to jump because it will reach you anyway.
Oh, and another thing, if you jump in PF, while youâre in the air and in the puddle space, you still donât have the debuff.
Do you know how you can hop on a mine ore and mine it and you would be floating in the air until you move, or how sometimes you jump on something that shouldnât be climbable, but you hit some sort of collision wall that allows you to jump up?
Or maybe sheâs refering that jumping doesnât actually clear the distance or make you immune to the stuff that is litteraly on the ground or still apply the same rules to you as if you never left the ground.

I typed out way too long and technical responseâŚIâll just sum if up here.
The WoW engine obviously has 3D capabilities but nearly all bosses and mechanics in dungeons and raids deliberately do not respect the Z-axis because exploiting becomes much easier when can make bosses path weird or introduce LOS issues and such.
So jumping over/out of swirls isnât doing you any favors. The game has a pretty fast refresh rate (the time it takes to constantly check and validate things which is why certain effects can tick as quick as a quarter of a second).
itâs my understanding that when you jump, the terrain you started on is snapshot. So, if it was bad, you take the tics of the damage while jumping. If not, then you donât. And this resets when you land. But I have no idea how this works with, say, DHs and double jumps.