Falling Damage

Ikugoth

Dalayan Beginner
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.
 
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Well as far as the 80-99%, players already lose significant movement speed when they have lose that much health.

For everything else, I would hate to have a buff slot taken up by this. Combined with the detrimental effects of losing 90% health already, a 90% dmg fall giving you 10 minutes of additional reduced speed is very harsh. Not to mention -agi means lower AC.

Overall this seems like a very large punishment for something like fall damage. We already take damage for it, isn't that enough?

*Edit: Also, monks with max safe fall get suicidal tendencies. It's fun to run off an otherwise 20k fall just to enjoy the ride. Being punished so harshly for joyseeking would suck :(
 
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I think I understand how the effects would work, that's why I suggested them :). I guess I should get rid of the numbers though to be clear.

I don't think that falling damage is enough, even by the 50's with terrible gear, most of the pretty nicely designed terrain and obstacles are just ran over without missing a step, unless it's a massive height that will 20k you. It gives me an idea for lucky chance, but I guess I don't understand how upping the ante for daredevilness is punishment. The falling animation is neat to watch I guess? :psyduck:
 
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I think I understand how the effects would work, that's why I suggested them

It's called giving feedback

don't think that falling damage is enough, even by the 50's with terrible gear, most of the pretty nicely designed terrain and obstacles are just ran over without missing a step, unless it's a massive height that will 20k you. It gives me an idea for lucky chance, but I guess I don't understand how upping the ante for daredevilness is punishment. The falling animation is neat to watch I guess?

I run around a lot and i dont see places where I'm taking even 5% falls unless it's a huge cliff, so I can't think of what obstacles you're even talking about. A 40's wizard can drop down the length of a long ladder and not take 5% damage so I'm not sure how big a fall you're really aiming at. If your goal is in fact those small falls then I dislike the idea even more. Low level people dont have easy access to a levitate for any time they travel and that wouldn't be fun at all if they were having to watch where they ran unless than trip and move 10% slower.

What is your point with wanting this change? Small falls penalize you randomly, becoming nothing but a nuissance?

Or a pointless punishment for big falls that only happen when someone is goofing off anyway?
 
You quoted my reason for asking.
nicely designed terrain and obstacles are just ran over without missing a step

DN and mielech were bad examples I guess, as they have drops of varying heights, some of them very small...

But I wasn't aiming for any specific height or I'd have suggested using whatever value in the falling damage equation is used for measuring a fall (points on the Z axis, or speed on the Z axis?) Instead I was aiming for basing the effect on damage done to the character, a composite of the weight they are carrying, the safe fall skill if available, and height of the fall.
 
I cannot really grasp why you want this change? I am pretty sure I am not the only one who thinks that the environment in EQ is a joke in regards to falling and the damage that incurs.

What is the use of this change besides giving mages a reason to summon those bags.

Maybe I am not reading it correctly but from what Ive gathered: You want a change to the system of falling damage which could result in debuffs for no other reason but to make safe fall more useful and to penalize players who already run around with 200~ stones of crap?


youman said:
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.

Again Ive never even thought about those being anything but a pain in the ass, as for the pit traps in mielech I was under the impression that falling in those made scarabs rape you. Infact I never even think about fall damage unless I run some alt through sundered mountains with scale of the wolf and fall to death when I swap to a diff char.

Really does the majority of players want a change like this, especially one that seems to be a pain in the ass. Literally.
 
Not trying to be a smart ass
I cannot really grasp why you want this change? I am pretty sure I am not the only one who thinks that the environment in EQ is a joke in regards to falling and the damage that incurs...

...Infact I never even think about fall damage unless I run some alt through sundered mountains with scale of the wolf and fall to death when I swap to a diff char.

me said:
It may also make some trickier areas of terrain that are currently trivialized by sheer hp more challenging.

..nicely designed terrain and obstacles are just ran over without missing a step
 
Pretty sure he was talking about the large cliff in Sundered Mountains. Cliffs are not reason to change fall damage.

If he's talking about all the small hills in the zone, you have to come up with a lot more examples than one outdoor zone to justify wanting a change. For most places that have a lot of drops, those drops are for 50 hp or less on a toon without safe fall (Example: DN tunnel leading to the lower level).

It sure seems like you're wanting to take something in SoD that has a small detrimental effect and make it a large headache.
 
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