Poor wrote:SP: 320
MP: 230
Ah, so I did use the right value...
However, something I've just considered: Players (like most actors) have a CollisionRadius associated with them that I didn't factor in.
A quick check shows that for players this radius is 20 units, and as we know from the existence of nade climbing, you can be supported on the very edge of this radius without falling.
Therefore, when we add those values in, we should get the following:
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Speed Mult Peak Jump Height Forward Distance
1.0 47.368 185.263
1.2 68.211 241.179
1.4 92.842 324.716
1.6 121.263 411.874
1.8 153.474 530.653
More importantly, if we take Poor's given SP ground speed (I trust him

) and do the calculations, we end up with this:
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Speed Mult Peak Jump Height Forward Distance
1.0 47.368 242.105
1.2 68.211 331.032
1.4 92.842 436.126
1.6 121.263 557.389
1.8 153.474 694.821
These figures, when rounded down (to 224, 320, 416, 544 and 672 respectively) correspond with your values from human testing - apart from the Level 2 Speed aug figure, read on for a possible reason why.
The problem with testing things as a human is that humans are rarely consistent - there are always margins for error that reduce the possible accuracy a human can produce with their own bodies (reaction time is a big one). In the case of the level 2 speed aug figure, I believe the error we're seeing is as a result of the timing of the jump - since there's a 40 unit gap between when the outer edge of your collision radius clears the ledge and the inner edge of your collision radius does the same, we have to consider that in your given figures. In fact, if we take the 40 units away from the level 2 speed aug figure I reached here, then everything matches up.
The possibility of 'imperfect' jumps like the level 2 speed aug case brings up an interesting possibility:
A jump can be made more or less difficult based on how close the distance is to the calculated maximum!
Consider the following: You have an item (Let's say a LAM) that you want only the most dedicated players to access - you could easily set the jump distance required to reach it to something fairly close to the maximum (185 units for 0-aug players) and many players will find it difficult to reach simply as a result of their own imperfection.
Another possibility is to have a platform that moves in and out of jump range, either on a timer or based on a button press or some user input elsewhere. There's a lot you can do with this data, so feel free to experiment with it!