It seems that the item works in this way from my testing: dash jump activates a visual buff, where abilities display the added range, then on ability activation the buffs apply for roughly 95% of the ability's duration. This leads to two different bugs occurring: one where the ability does not have the range increase before the activation, thus canceling the ability, and the second where the buff runs out before the ability applies its effect.
Notable examples for the first one: Lash 2, Warden 3, Yamato 2, Bebop 2, Doorman 4, Mo and Krill 4.
Notable examples for the second: Paige 3, Ivy 3, Paradox 3, Mo and Krill 3.
The first type of bug causes a lot of frustration and confusion when it happens, and the second one is a large waste of power, without the players often realizing the souls they spend on it have no return of value.
Some video examples:
Notable examples for the first one: Lash 2, Warden 3, Yamato 2, Bebop 2, Doorman 4, Mo and Krill 4.
Notable examples for the second: Paige 3, Ivy 3, Paradox 3, Mo and Krill 3.
The first type of bug causes a lot of frustration and confusion when it happens, and the second one is a large waste of power, without the players often realizing the souls they spend on it have no return of value.
Some video examples: