I'd like to suggest adding agility/movement restricting effects for sustaining falling damage. A series of triggered spell effects like death fatigue, based on the percentage of hp's sustained from total hp's. Something along the lines of:
10%->40% - Bees in the Knees: -X agility (a ticks)
40%->80% - Ankle Sprain: -Y agility, -some% movement (b ticks)
80%->99% - Broken Leg: -Z agility, -more% movement (c ticks)
100%->. - (act of a god, you sustain the falling damage, but when you stand back up you're unhurt)
This would put a little more importance on the safe fall skill, levitate, and the larger amounts of weights players carry besides monks. In some rare cases against gfluxing mobs, it would probably make the resist type or other method of avoiding it extremely important for the fight. It may also make some trickier areas of terrain that are currently trivialized by sheer hp more challenging. Having to negotiate obstacles like the ladders in DN comes to mind, as well as most of sorcerer's lab, the pit traps in mielech, along with a whole lot more others I'm sure.
10%->40% - Bees in the Knees: -X agility (a ticks)
40%->80% - Ankle Sprain: -Y agility, -some% movement (b ticks)
80%->99% - Broken Leg: -Z agility, -more% movement (c ticks)
100%->. - (act of a god, you sustain the falling damage, but when you stand back up you're unhurt)
This would put a little more importance on the safe fall skill, levitate, and the larger amounts of weights players carry besides monks. In some rare cases against gfluxing mobs, it would probably make the resist type or other method of avoiding it extremely important for the fight. It may also make some trickier areas of terrain that are currently trivialized by sheer hp more challenging. Having to negotiate obstacles like the ladders in DN comes to mind, as well as most of sorcerer's lab, the pit traps in mielech, along with a whole lot more others I'm sure.
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