Fall Damage Calculations

Is fall damage based on % of total health then given a numeric value? As in a player with the health epic will essentially lose the same amount of health as a player without health investments.

I’m tired of falling 3 blocks and losing 2k+ health… Sometimes it’s not even falling it’s going down slopes. I’ve also lost almost 1k moving over chiseled blocks. This has to be the main killer in the game…

If it’s not % based why is the penalty for falling such a low distance so high?

What is the formula for calculating fall damage?

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Not sure exact formula, but it is a % and not a base number.

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Fall damage is percentage of health. So some one with 100 health may lose 10 points from a fall while someone with 1000 health would lose 100 from the same fall. It’s stupid.

But they said they are working on how fall damage is calculated so maybe one day it will be right.

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I really hope this is worked on…
I die more from jumping while exploring than on a t6 meteor hunt.

–and most of my hunt deaths are from fall damage.

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We are still reviewing it (although it has taken a backseat due to more pressing issues and creating new content). Out of interest how many of you have taken the fall damage armour skills?

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Thank you!!
And yes exoplanets are more important to me too! :smiley:

But yes I have 2 points into it already, cant make any more sacrifices to my build yet, he is not at lvl 50 yet. But i dont want to sacrifice points into armor, the fall damage is very harsh and unrealistic…
I think the fall damage curve should be extended a little, but steeper. Take less damage at 5m but beyond 30 you dead. (W/ no skills/buffs)

Oh right another thing that would help is an audible difference in damage taken.
It is very easy to dismiss the damage sound when you fall 3m vs 10m or being hit by a wildstock into a wall. If i take a 90% hit, I wanna hear a hard oof or bones cracking :stuck_out_tongue:

taking it on and then dropped it after health increased. Cause it doesn’t make that much of a difference, cause fall damage still hits like a truck.

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I had fall damage armour maxed. Only for hunter because the wildstock slam. I take barely any damage from the hit. but if it makes you hit a black, you are almost always dead. The armour may have saved me a few times. but i still died if i couldnt get grappled in time. I just fight 1 handed now with grapple hooked to tree to stop fall dmg.

I still got fall damage from running down steps too fast with the armour maxed. Worthless skill.

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Thank you for responding @rossstephens I really appreciate it.

The only character I have fall damage armor on is my dedicated builder. With every epic requiring a 5 point deduction from our point pool, the investment for it is far too great. Using a maxed character (dedicated hunter) there’s still over 40 points (8 skills) that I cannot invest in because I have no more points to divvy out.

Personally I’d like if the epics investment cost increased with its group.

Epic 1 category takes 2-3 points
Epic 2 category takes 3-4 points
Epic 3 category takes 4-5 points

Currently at T6 meteors the need for the focus and rage epics isn’t warranted imo. I’m not sure how high in tier wonderstruck plans to push planets, but I was hoping with T7 we might be incentivized to start using more diverse combat builds. To do that I’m sure a lot of us are going to have to make large sacrifices to our builds in order to incorporate currently unused skills.

We also have to heavily invest 12 point just into world protection. Yes there are the foods that grant environmental protection, but you then sacrifice your food buff don’t you? World protections should just cost 1 point if they are going to cost anything. These special worlds should just have more dangerous environments like in lush worlds surrounding flora constricts you like devil snare from Harry Potter. Fiery worlds random pockets of sulfur gas blast through the surface and cause a suffocation debuff depending how long you stood in the blast (equivalent of drowning). Volatile worlds have monsters that morph +1 stage when attacked and receive a damage buff. Toxic worlds have acid instead of water. Things like that would truly set these worlds apart.

With all of that fall armor is far on a list of priorities. If skill investment was tweaked I’d have no problem investing some into fall armor I suppose, but as it stands now the current system imo ties our hands.

It seems the current formula includes momentum in it since running can kill me. I’d rather if you fall from “x” height you’re dead. With it being % based players who invest in vitality are inadvertently punished. We should be able to survive greater falls than someone with no investments in vitality.

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I’ve tried using fall damage protection before, it is similar to not even putting points into the skill. This is probably due to server connectivity or individual connectivity to servers as a fall only happens once and sometimes it seems register multiple times. An example, getting hit by a tier 6 elite wild stock, not taking any damage from that hit, But then you fly through a tree at mach 7, 18 times in a row and take all the damage sometimes 500% more than the highest health you can get. So in other words, fall damage is the most deadly thing in the game despite how you go about trying to avoid it. This is my experience. When I do survive fall damage it is roughly the same percentage with any of my characters, though the amount of health taken varies greatly due to skill point placement.

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The current fall damage calculation penalizes you for putting points into HP, which almost every high level character must do.

The current fall armour is like spending skill points to avoid a punishment rather than using those points to expand your character’s possibilities.

Fall damage could be a temporary debuff to move and action speed. The higher the fall the stronger the debuff. Putting points into zeal would be how characters can recover more quickly. Or cleanse bombs.

Take away a flat amount of HP for flavor but never more than a solid hit from an elite enemy would do. And that’s only for the most extreme falls from mountain peaks. We shouldn’t be dying from falling off our rooftops.

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I think that what would also help is to lower how hard the goats hit. New players were remarking how in what was supposed to be a safe world, when they got hit by a goat it can kill you.
When I first played, I died in just a few hours because I hit a rock near a goat and it attacked me. I went flying and before I had taken another step it hit me again and killed me.
We lose too much health from those hits also. Same with falls, anything that causes damage, it is too much. Some injury, yes. But it is too much and for new players, it can be a turnoff if they die constantly.
As for who has full damage protection; I had partial and didn’t get full protection until after my alt had enough skill points to take over the cooking/crafting, which was when my main girl was just over 40 level.

I carry health drinks with me, when it is too low and I am in a situation where I can suffer more injury and be killed, then having to recover and that takes way too long, I just drink that 30coin or less brew and am back to full health. New and lower level players can not afford that, they get penalized because the fall damage is too high, where from falling down a hill or stars or from the hit from a goat.

My only issue with it being a debuff and zeal being the counter is that you’re just replacing the investment into fall armor with investment to zeal.

I’d prefer they either scrap fall damage all together or reduce its penalty while still being confined to HP loss.

@rossstephens Can you confirm if fall damage is calculated with movement speed?

Ive seen a reply to this and yes, fall damage is directly tied to the velocity at which you hit a block.

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Also main thing that makes fall armor useless, if i recall it correctly please correct me if I am wrong, fall damage scales with HP by %, while armor just is a flat increase up to which point the damage is negated and afterwards applied in full.

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I don’t think this would cause anyone to put points into zeal just for fall damage reduction. It does sweeten the pot a bit on the buff/debuff stat. Zeal is okay, but it’s no luck or strength stat.

Also of course moving it to a debuff means less direct deaths to fall damage. Instead the deaths will be from compound failures like you took fall damage and it allowed the elite spitter chasing you to catch up. It’s double jeopardy during fight or flight moments

its 8 tiers

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I would like to draw your attention to this post, which explains just how absurd the current fall damage is:

Because of fall damage, increasing health points is purely detrimental for every character build type except fighting.

And falling armor is a completely useless skill. It doesn’t do squat, due to just how insane impact damage is. Even if it worked properly, we shouldn’t have to invest skill points to avoid punishment for increasing hp. It should be a bonus, not a punishment mitigation.

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Fall damage could be fixed simply by leaving it alone and creating wearable armor in the game shock absorbing boots anyone.