If they are going to keep it I don’t think there should be anything that just negates it. We’d all be forced to wear the same boots.
I’d rather they just fix it. There’s no reason I see for fall, lava or drowning damage to be % based. Not sure why it was done that way to begin with esp since health regen is static.
how its calculated is not the biggest problem - the problem is that there are buggy moments when one can get way too much damage (a bit of a bounce between blocks after a knock back effect, or getting stuck on a chiseled block when moving fast down slopes, which seems to be adding distance to traveling in the air and interpret that as falling from high altitude etc.)
I’m not really savvy with programming and definitely not an expert. Can you expand on the “buggy” premise?
If there is a bug in the system then it will always be there until removed correct? Therefore whenever running down hill (of at least the same slope) I should always take damage. That damage should remain relatively constant and not jump between 400-2,000 HP.
Wouldn’t the bug therefore exist within the equation if not the equation itself? Retrospectively making it the same thing?
I think what happens is, when your char gets stuck for a fraction of a second when running - even hard to notice - it might happen that its interpreted as you being in the air and falling; depending on your speed movement it might calculate you traveled 5, 10 or even more blocks during that time. When the char gets unstuck and falls 2 blocks below you get damage for way more than that distance.
I might be wrong but thats what might be happening. It often happens when running down the stairs around my buildings and outdoor in my town. I have a few long flights of steps and these stuck-damage moments happen on regular basis.
As for the knock back effect in tight spaces - its not as much a bug as simply current mechanics working against you when you hit blocks opposite each other like a ping-pong ball. So it seems.
Again, I am half-guessing here, and I’m sorry if I made myself sound like I know for sure what’s the problem behind these occurrences.
I know from practice that I got up to 8k damage that way a few times. Getting stuck in a process if any of the blocks around you is chiseled might be a problem too. This kind of mechanic works against roadrunners when they run away faster than their AI ability to find a path in a difficult terrain, inside buildings etc. They often get killed in a process.
The fact is - for sure - that the same fall can produce different results for the same character with the same skills (so sometime one gets too much damage than the existing mechanic can/should cause).
One weird example - I was mining with a Bouncy Feet Quirk hammer once. Jumped up to reach for a few ores hanging above me and got 2k damage when landed. My char jumps only 1 block up. There was a lot of space around me and the floor was flat (no chiseled blocks etc.). Before that single moment, I was getting only a few hundred dmg when I let myself jump down 1 block and let my character bounce a bit and kinda slide another 1-2 blocks.
yep, this happened to me yesterday when my main was out gathering on Bes, FOUR meteors dropped on this one island within 10 minutes and died several times, I had to resurrect myself with my alt on a 2nd account (and 2nd computer) and while I was running to the corpse I got stuck in the chiselled blocks from (I’m pretty sure) one of the prefabs, that or some natural ground somewhere (couldn’t see, no atmospheric protection on my medic yet heh) and almost ran out of time to revive. Once I figured out I was stuck I had to warp to Sanctum and let the game put the portal somewhere safe. I walked through the portal safely, but of course died from a cuttletrunk I couldn’t see.
and then a spitter.
then alt-64 ran out of augments.
elite cuttletrunk on a t6 might do some damage to me, but if I fall more than 6 blocks I take 2000+ damage
Mobs have a flat damage(?), standing between power coils does same amount of damage to anybody.
Yet alt with minimal health skills, falls need less than 1 healing bomb, alt with super health skills needs 10 healing bombs (slight hyperbole) for same fall distance.
Fall/Impact should be a base/flat rate damage, increasing on a gentle curve in relation to height/velocity, not relative to amount of health. Really high heights should definitely mess you up. Literally 6 blocks fall doing 1200+ damage… why, because I have health skills?
That could be due to fall damage maybe doing its damage in percentages thus seeming to punish players for putting skill points into vitality etc. Just a curious theory…
I believe you are correct on that prognosis. I’ll jump five blocks down in my house with my lvl50+ main hunter, take 500+ damage. Then do the same jump, with the same character, on his crafting skill page, and take 82 damage. No points in vitality on second skill page yet.
I am surprised this is still an issue. I have over 2k hours with probably 50 deaths. I’d wager that 95% of those deaths are short-fall deaths. I had to laugh just the other day on one of those silly deaths that of all the issues people complained of, to me, this was the worst one, and it is still wreaking havok.
For what it’s worth, falling armour seems to have no affect. Multiple drops from the same block and characters with and without falling armour take almost the same damage.
w/o Armour 6k HP: 16 block fall = 45% damage taken
w/o Armour 720: 16 block fall = 40% damage
with Armour 12,000 HP: 16 block fall = 42% damage taken
To say that’s not worth 5 skill points is an understatement.
Those are the percentages for the fall reduction on max? Interesting. Seem about right.
As someone else had stated a few months ago: with health regen skill maxed, my forger will heal fully in only a few seconds. Now with my hunter, it’ll take him a few minutes to heal. Assuming that my energy is on ‘full up’ the whole time. (There was a post that broke down the equation for the worth of health points epic)
But…there have been a few times my grapple released prematurely while hanging over a cliff, and I fell a loong way down, and didn’t take any damage with falling armor maxed… (?)
Thank you for taking the time to test out your theory and publish your findings @CloudKA
The numbers given are the actual damage taken. Not the amount reduced.
As requested:
600 HP w/ Fall Armour:
16 blocks 0 damage
23 blocks 15% damage
All these falls were tested several times on each character, for science. With this last test, I think it’s safe to say falling is broken. But I think I’m going to do a couple more tests. May turn on the Builder Safety Helix and see what that does to the numbers.
I heard they didnt work well and honestly theres a little dude on my shoulder that says the current fall damage is a little buggy and i shouldnt need points in it to solve the problem. …even though quality of life would improve. That little guys trouble. So I just hold down the creep button and hide from chiseled blocks like my life depends on it.
This is a problem, but I wouldn’t put it at #1 priority personally.