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  1. #1
    Founder Imaskari's Avatar
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    Default Slow Fall.....***??!?

    Ok, I have a lvl 6 monk. She has slow fall, but for the life of me I can't tell ANY difference in the levels of damage she sustains when falling, and it doesn't look slow at all. In fact, active or inactive, I had the same level of damage (35pts) jumping off the cliff face to the bottom in the harbor as you go from the harbormaster's house area down to where the trainers are now located. Slow Fall active or inactive, same damage. Been trying to figure out or find some info on how I may have messed things up, or misunderstood what it's supposed to do. Can someone....hell, anyone help me out. You don't even need to write it, if you can just point me to a link or something, I'd be appreciative. I'm not saying Slow Fall doesn't work, I'm saying when does it start to have a noticeable effect.

    Dee

  2. #2
    Community Member Taelan's Avatar
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    Default Slow Fall works

    Unfortunately, Slow fall is working exactly like it is suppose to be working. If you look at the feat at sixth level, you will notice that you only have slowfall 10'. What that means is that you take no damage from falls ten feet or lower. As you level higher that height will go up until you get to the current cap of level 16 when the height is 60'. I believe that the cliff in the harbor is 30' or 40' so ...

    As a monk, you will not the unlimited height fall until you reach level 20. Which means that you still need to hold onto that feather fall item. A good idea anyway as slow fall does not give you any drifting ability like feather fall does.

  3. #3
    Community Member twoton's Avatar
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    Default

    I run around without ff on the time the only time I put ff on is when I have to make a jump that requires ff to get across something.

    I know at lvl 16 monk you will be fine without ff and just slow fall active because I took my monk out on the flying boat and jumped off with no ff and landed on one of those islands and took no dmg. I tried jumping off everthing without ff just to make sure.

    Keep ff around for when your have to large pits or stuff like that because it may be slow fall but you still fall faster than ff even at 16 and you will fall to fast to make it across some stuff.

  4. #4
    Founder Imaskari's Avatar
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    Default thanks

    Ok, I didn't notice the Slow Fall 10' thing, I will go back and look at that. And thanks for the info about SF vs FF.

    daryl

  5. #5
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    Default

    By the time you're level 15 the fall is nearly limitless. I've jumped off everything I can think of and sustained no damage.

    Note that it appears to ignore your tumble score for calculating damage. So at lower levels, it is often better to leave slow fall off and rely on tumble score to negate falling damage (if no FF, or if you're like me and live dangerously )

  6. #6
    Founder Imaskari's Avatar
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    Default I didn't see the 10' indicator

    I'm was looking at the Feat as it appears in my Feats section. It says I've got it twice, but there's not height indicator present. Can you tell me how you determined the 10' restriction?

    dee

  7. #7
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    Default

    It was mentioned in a compendium, or by a dev, or something.

    I don't think the actual number matters much, as distance is somewhat screwy in DDO. Just consider it a "very small distance".

  8. #8
    Community Member esoitl's Avatar
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    By the 3.5 PHB it's suppose to start at level 4 with 20' and increase by 10' every two levels. I'm not sure if it's implemented as such in DDO but I assume it's something similar if not the same.

    Many people are confused as to what Slow Fall actually does. In PnP it allows a Monk that is falling near a wall or similar surface to use it to slow their descent depending on the distance falling. It has nothing to do with Feather Falling and as implemented in DDO, the name is a bit misleading as it doesn't slow your fall at all just allows you to ignore falling from a certain height.

  9. #9

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    The fall in ghosts of perdition seems long enough to still take some damage. Coal chamber too. But it's only a few points. And that may have been when I was level 13.

    Slowfall is highly underwhelming at low level though, to the point where I wasn't sure it even worked.
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  10. #10
    Community Member hu-flung-pu's Avatar
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    Here's a test, climb to the top of house D.

    Turn slow fall on.

    Jump off tower to the front of the mail box.

    If you didn't die, it's working. If you died, you're tumble skill is way low.

  11. #11
    Community Member feynman's Avatar
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    I've fallen all the way down coal chamber w/o feather fall and taken no damage. Don't know what the deal is, but there you go.

  12. #12
    Community Member Kevlar's Avatar
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    Quote Originally Posted by feynman View Post
    I've fallen all the way down coal chamber w/o feather fall and taken no damage. Don't know what the deal is, but there you go.
    I've also experimented with this, although it's written as affecting falling near walls, it's implimented as as affecting all falls and by monk level 12 or 14, I couldn't find a height limit. You can see the speed difference as you get more levels. I only use FF to travel across something too.
    Khyber
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  13. #13
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    There is a terminal velocity and a high level monk's slow fall covers it.

  14. #14
    Community Member Hendrik's Avatar
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    Slow Fall also works in Reaver and anti-grav.

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  15. #15
    Community Member Red_Knight's Avatar
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    The way slow falling should be working I think is... Height-slow fall=height used to calculate damage. If the final number is 0 or less, no damage. Otherwise you'll be taking damage. Just don't jump too far away from the wall otherwise slowfall wont help much.

    EDIT: I just ran some tests with my lev 5 monk. I have 87 health max. I went to the harbor and was jumping from the top of the cliff. My total mod for tumble is 14

    Test one: no slow fall, jump away from cliff
    take 42 points of damage

    Test two: with slow fall, jump away from cliff
    take 42 points of damage

    Test three: no slow fall, stay near cliff wall
    take 11 points of damage (tumbling I guess)

    Test four: with slow fall, stay near cliff wall
    take 0 points of damage

    So there you have it, Slow Fall does work. However as in PnP it only works if you are near a wall.
    Last edited by Red_Knight; 03-04-2009 at 03:37 PM.
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  16. #16
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    Slowfall decreases terminal velocity. The amount of damage you take is based on how fast you are falling and tumble. If your tumble is high enough to take no damage from your terminal velocity at slowfall's current level then you should never take fall damage with it on. This should happen around 9-10ish if you are maxing tumble. Earlier if you are a very high dex build, or use a tumble boosting item/spell.

    You need a very high fall to find the difference between the first rank of slowfall and no slowfall if you have low/no tumble. I find the Pit is a good area for this since you can just recall/rez out(if you bound in the anvilfire) and be right at the top for your next test.

    See this thread for a bit more info, and brief confirmation from Eladrin.

    Quote Originally Posted by Red_Knight View Post
    So there you have it, Slow Fall does work. However as in PnP it only works if you are near a wall.
    It's always been the case that you generally take less fall damage if you are near a cliff(unless you have a feather fall item on, then falling near a cliff can sometimes cause you to take fall damage despite the feather fall). But that has nothing to do with slowfall or tumble. Its just that you get slowed down by often tapping the collision geometry.
    Last edited by Spectralist; 03-04-2009 at 05:31 PM.
    • NEW – Tip #52 no longer mistakenly says that the Jump skill reduces falling damage. The appropriate skill is, in fact, tumble.

  17. #17
    Community Member Khorban's Avatar
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    Default I'm not sweatin the calculations...

    For me...

    I've found that FF gives me much better "overall" control - regardless of what SF + Tumble can give.

    Technically, Slow Fall is 'activated' when a Monk touches a solid object during a Fall (e.g., Wall) to slow their decent. Kinda hard to do that in this environment - so it just works everywhere.

    I can't even remember if I turned my Slow Fall off (hahaha) - ok... so I forgot about it
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