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  1. #1
    Community Member Combat_Wombat's Avatar
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    Default Un-cap fall damage

    Currently fall damage is capped at 90 I think. This takes all the fun and challenge out of quests with long drops that must be avoided by one way or another by letting everyone but the gimpiest con dumped character take straight falls from any height.
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  2. #2
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    Perhaps you have heard of feather-fall items?


    In any case I would approve of this idea IF in such challenges it was instant-death if failed and cal special abilities were disabled. Then it would be fair......

  3. #3
    Hero madmaxhunter's Avatar
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    It's called terminal velocity. In real life we would be a splatter on the sidewalk once we reached that speed. Our toons are "heroic", we won't die after such an event... now an example of a "non-heroic" toon would be Coyle. He'd die half way down from anxiety.
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  4. #4
    Community Member Miow's Avatar
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    Yes yes yes this would be amusing to say the least

  5. #5
    The Hatchery Habreno's Avatar
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    Quote Originally Posted by Combat_Wombat View Post
    Currently fall damage is capped at 90 I think. This takes all the fun and challenge out of quests with long drops that must be avoided by one way or another by letting everyone but the gimpiest con dumped character take straight falls from any height.
    +1. Sometimes, I just want to fling my toon off a cliff and end it all.

    And yeah, it's capped at 90. Testing in Wizard King and Garamol's runs proves this to me. Both have exceptionally long falls with no breakpoints (unlike Coal, which does have a multitude of breakpoints one is likely to encounter) to stop falling with.


    For those of you worried about falling, few guidelines:

    1) FF negates fall damage completely.
    2) Tumble reduces fall damage. How is unknown.
    3) Landing on a slope reduces fall damage. You can take exceptionally long falls and make them 0 with slopes. Jumping from the Vale Bridge in 12 down to the cliff can be reduced from 32 damage to 0 by hitting a slope at the bottom.
    4) Brushing sloped sides "resets" the fall damage counter. Vertical sides do not do this.
    5) You CANNOT take ANY fall damage if you fall and grab the side of a cliff, regardless of height. This doesn't make much sense (your arms should be ripped from your body?) physics wise, but it's how it's coded in DDO.
    Last edited by Habreno; 04-05-2012 at 12:37 PM.
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  6. #6
    Community Member Teharahma's Avatar
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    /Signed

    Falling from 1km in the marketplace down should kill everyone.
    Sweep Pick or Die!
    Quote Originally Posted by JollySwagMan View Post
    But in terms of actual quest ideas, perhaps something where Halflings ride around on Warforged in battle-backpacks with shoulder-mounted repeating crossbows.

  7. #7
    Community Member Thrudh's Avatar
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    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
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    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  8. #8
    Community Member DrawingGuy's Avatar
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    PnP has a cap to fall damage as well - 20d6. It's the concept of terminal velocity, and I find games that have infinite fall damage scaling to be stupid because of that. However that number, calculated in a linear 1d6 per 10 feet, is absurdly soon. that meens you reach terminal in 200 feet. Especially considering that your characters fall standing rather than increasing their drag by laying flat, they have a higher terminal velocity. The formula isn't too complex, but the average human takes 1200 - 2000 feet to reach their terminal velocity. so even considering 1200 becoming the terminal velocity point, that now becomes a max damage number of 120d6. Potentially taking up to 720 damage? Think anyone would cringe at that. XD
    Last edited by DrawingGuy; 04-05-2012 at 12:47 PM.

  9. #9
    Community Member Teharahma's Avatar
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    Quote Originally Posted by DrawingGuy View Post
    PnP has a cap to fall damage as well - 20d6. It's the concept of terminal velocity, and I find games that have infinite fall damage scaling to be stupid because of that. However that number, calculated in a linear 1d6 per 10 feet, is absurdly soon. that meens you reach terminal in 200 feet. Especially considering that your characters fall standing rather than increasing their drag by laying flat, they have a higher terminal velocity. The formula isn't too complex, but the average human takes 1200 - 2000 feet to reach their terminal velocity. so even considering 1200 becoming the terminal velocity point, that now becomes a max damage number of 120d6. Potentially taking up to 720 damage? Think anyone would cringe at that. XD
    My point is that failing a teleport scroll is a nuisance, not a threat.
    Sweep Pick or Die!
    Quote Originally Posted by JollySwagMan View Post
    But in terms of actual quest ideas, perhaps something where Halflings ride around on Warforged in battle-backpacks with shoulder-mounted repeating crossbows.

  10. #10
    Community Member xoowak's Avatar
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    Was it always capped? I distinctly remember taking more than 90 points of falling damage on several occasions.

  11. #11
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    You can jump off an island or bridge in restless isles to end it all. There is a chasm in undermine that is equally unforgiving. And falling from outer space in the VON raid is quite fatal (although it is not fatal until you hit the ground which is a bit quirky considering the outer space portion of the journey should be the fatal bit). There are probably others like this too.

    All that being said, I kinda like the idea of much higher falling damage from regular falls. I am always disappointed that even my gimpiest toons can brush off a ridiculously high fall.

  12. #12
    Founder Alavatar's Avatar
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    Quote Originally Posted by Habreno View Post
    1) FF negates fall damage completely.
    2) Tumble reduces fall damage. How is unknown.
    3) Landing on a slope reduces fall damage. You can take exceptionally long falls and make them 0 with slopes. Jumping from the Vale Bridge in 12 down to the cliff can be reduced from 32 damage to 0 by hitting a slope at the bottom.
    4) Brushing sloped sides "resets" the fall damage counter. Vertical sides do not do this.
    5) You CANNOT take ANY fall damage if you fall and grab the side of a cliff, regardless of height. This doesn't make much sense (your arms should be ripped from your body?) physics wise, but it's how it's coded in DDO.
    You forgot:

    6) Landing in water deep enough to swim in negates falling damage. (Getting to Reaver's Refuge is a good example)(this has been a handy trick in places like Information is Key)

  13. #13
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    My 3 foot tall halfing can jump 9 feet in the air from standing. I win.

  14. #14
    Community Member Zyerz's Avatar
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    Quote Originally Posted by Habreno View Post
    2) Tumble reduces fall damage. How is unknown.

    Tumble negates it because of physics... Of course you dont have to physically tumble to make it work, but I do parkour, and to avoid hurting yourself in long falls, you tumble or roll to divert the energy caused by impact and not hurt your legs. Of course falling in DDO is different to real life. (10 meters would break your legs in real life, even with a well performed skill roll and tumble, but since our toons are technically heroes, they dont mind the falls. Unlike LOTRO, where you limp if you fall from great heights)

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  15. #15
    Community Member Inferno346's Avatar
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    Quote Originally Posted by xoowak View Post
    Was it always capped? I distinctly remember taking more than 90 points of falling damage on several occasions.
    Sometimes with lag or getting unstuck after being trapped in midair due to a glitch, you will take a lot of uncapped damage for some reason.
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  16. #16
    Community Member Ovrad's Avatar
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    Quote Originally Posted by xoowak View Post
    Was it always capped? I distinctly remember taking more than 90 points of falling damage on several occasions.
    I remember taking over 500 fall damage, while on the ground, with FF on. Yeah that was a weird bug.

  17. #17
    Founder Lifespawn's Avatar
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    puddings and other things can land on you and give u falling damage over 500 also had it happen when jumping and surrounded by mobs where i floated till i killed one then hit the ground and took terminal damage.
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    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  18. #18
    Community Member dredre9987's Avatar
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    Quote Originally Posted by Thrudh View Post
    **** you SIR!

    +1 and I've been reading those for almost 3 hours now...

  19. #19

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    One reason to be wary of removing the terminal velocity cap on falling damage: Reverse Gravity. The speed of reverse falling is faster than standard falling, resulting in higher damage in shorter spans of space. The amount of damage caused by that in certain instances (The Stormreaver's Fate) could become larger than the instance was ever expected to achieve.
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