Lava (Environmental) damage scaling with max HP

I just had water coming down in a stream while I was mining, and I ended up running it into lava. This was like… 3+ weeks ago? I guess it could have been a prior patch.

I think it requires lava source blocks. Any chance it was just lava flow? I’ve seen lava/water make stone for at least 8 months or more.

Weird. Nope. It wasn’t a water source block by any means. I’ve also come across lots of water falling onto lava before I even got there… (that’s Nasharil caves for you) no igneous. Now I’m weirded out. Time to go investigate.

Derp, not Nasharil. Probably Vulpto or Alturnik now that I think about it.

Hey… wait… what about all the lakes on top of lava pools? I know FOR SURE I’ve seen those in the last couple of days! >.<

If the water and lava were next to each other as part of the world generation then they won’t be affected, but afaik, if you divert water into lava it will convert to stone;

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This is the case. Also, it must be water flow onto lava source, not the other way around (that I’ve seen so far).

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Well this topic seems a bit heated =p… but I have to say I at least partially agree with the OP.

Yes I think lava should be deadly… BUT I think there should be some hope of getting out alive when you unexpectedly fall in…

I’ve fallin into lava b4… had my ruby grapple out and fired b4 I hit the bottom and still died just b4 I broke the suface o.O

A large part of the problem I feel is the “air like” lava which means your likely to take fall damage on top of the lava damage… not to mention you now have that much farther to go to get out. other part is the rate & amount of damage you take…

It does seem a bit cheap that vitality offers no help, but since there is such a high max HP posible… lava could ether become too easy at max vitality or even more unforgiving at lower lvls to balance it towards higher HP pools

3 solutions that would work I imho in various combinations:

  1. Fix “air lava” so we are not taking fall damage too… I do think it should be more viscous than water (slows more than water)

  2. Slow the damage ticks a bit… this could go a long way to give the player those few “precious seconds”

  3. To address the Vitality issue: each rank of Vitality could slightly reduce the percent of HP taken per tick so that damage still scales with HP mostly but that vitality still offers SOME benefit in this case.

Anyway I think most of this has already been said in one form or another but I figured I’d throw in my two cents ^^

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