I think quake has less usefulness than thought. Jump, quietly, was changed in behavior to be as big as quake you can now cover a 4 tile gap front to back. It's going to be base dependent at this point and how big a hold the eq can make versus just a surgical jump.
OK, I finally got around to watching both videos and have some thoughts to share.
The longer swiedman video (linked in video culdeus posted) has some great examples, but spends too much time on unnecessary ruminations about 2D vs 3D theory. We should all recognize by now, that the game is actually played on a 2D grid and Spells in particular have to be viewed this way. You rage loons based on their shadows, when you use freeze you must consider the base of the towers, etc. Jump is no different in that regard.
When I realized what the update change was, it occurred to me that my understanding of pre-update jump was completely wrong. I recall some of us looking at replays of Fudd's, wondering how his golems ignored jump on some occasions, and equally confounding, would jump BEYOND the desired area in others. Now I get it. Here's the real point, which the videos seem to miss:
Pre-update, the Jump spell affected troops.
Post-update, the Jump spell affects walls.
I
always thought it affected walls. The way it truly worked before, is that troops within the spell radius were conferred temporary wings. If your BK was in the spell radius, and the wall outside the spell radius, your BK could still jump the wall.
Your troops were the intended target, not the walls.
Fortunately, the update recreated jump into what I had always thought it was: Jump is simply a temporary wall-eraser. If the center of the base of the wall segment lies within the radius of your spell, your troop AI will treat that segment as non-existent, whether they are in the spell radius or not. This makes it entirely predictable, which makes it far more useful and powerful, IMO.