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Fall Damage is OP

Kikazaru
Kikazaru
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Update: Did some testing on the PTS! Outcome is further down the thread.

X5zwdWS.jpg

An enemy player used Magnum Shot and knocked me from the upper level platform of an outpost where I took 40.5k damage. I repeat 40.5k DAMAGE!!!!!

That can't be right, so I tested it myself and jumped off from the exact spot and took 19k damage only!

Also, this happened at a keep's outer wall where a player used Piercing Javelin to knock me off the outer wall and I took 30k damage.

I jumped off from that same spot at the keep's outer wall and took only 8k damage.

Nerf please.
Edited by Kikazaru on December 8, 2019 1:00AM
Mizaru


“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • ShadowKyuubi
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    I don't know the exact way fall damage is calculated, but it definitely has more to due with hang time than actual distance traveled. When a player uses an ability that throws you (i.e. javelin or magnum shot), the timer starts to when you are "airborne". However, you don't start falling until the knockback animation is complete. Hence you will see a difference to when you jump off a wall, compared to when you are thrown off a wall.

    Is this how it is calculated? I don't know, but I've definitely had a lot of the same things you talk about happen to me, that this is the only thing I can think of.
  • Nemesis7884
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    NERF GRAVITY!!!!!!! op class
  • Kahnak
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    It doesn't bother me if people die when they get knocked off of a castle wall, but I will say that 40k seems pretty obscene.
    Tombstone Reads: "Forgot to get good"
  • Kikazaru
    Kikazaru
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    If that’s the case.... everyone grab your bows (spears).... time to make it rain death! >:[
    Mizaru


    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • VaranisArano
    VaranisArano
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    #bringbackfeatherfall
  • TheShadowScout
    TheShadowScout
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    Kikazaru wrote: »
    X5zwdWS.jpg
    I see no need for a nerf. Just buff gravity damage for jumping off... :p;)
    gravity-always-wins.jpg
  • Kadoin
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    Simple solution: roll or block next time ;)
  • RogueShark
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    I ran off a cliff the other night, miscalculating how high it was. As I began plummeting to the earth, I accepted my fate with an "o well crap, I'm gonna die."

    Got a loadscreen mid-fall. When I landed, I took like no damage.
    Buff load screens to reduce fall damage.
    PC NA
    Will heal DPS for memes.
  • Heimpai
    Heimpai
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    A spot I normally jump from does like 8k dmg but I got booped from the same spot for 34k ._.
  • goldenarcher1
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    Maybe an idea for a new set in next update...

    8uALuad.gif
  • Jeremy
    Jeremy
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    Kikazaru wrote: »
    X5zwdWS.jpg

    An enemy player used Magnum Shot and knocked me from the upper level platform of an outpost where I took 40.5k damage. I repeat 40.5k DAMAGE!!!!!

    That can't be right, so I tested it myself and jumped off from the exact spot and took 19k damage only!

    Also, this happened at a keep's outer wall where a player used Piercing Javelin to knock me off the outer wall and I took 30k damage.

    I jumped off from that same spot at the keep's outer wall and took only 8k damage.

    Nerf please.

    Yeah the fall damage on this game is pretty absurd. I made a thread about it myself while back. Your character's legs must be made out of jello or something. On some battleground maps I can't even go down a flight of stairs without taking thousands of damage.

    I wish they would scale it back some.
  • Finedaible
    Finedaible
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    Quality engine and coding. Was easier to give Bosmer fall dmg resistance lol.
  • Araneae6537
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    It makes sense that you might take more damage being knocked/slammed off of a wall then a jump that you take yourself (and thus are better orientated and prepared for safer landing). Of course, the death recap shows it as just gravity, and twice the damage might be excessive. I think perhaps the issue is more consistency? At least it seems like sometimes I take a lot more damage from some falls than others, but I’ve not measured so they may not really be equidistant.
  • Jeremy
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    It makes sense that you might take more damage being knocked/slammed off of a wall then a jump that you take yourself (and thus are better orientated and prepared for safer landing). Of course, the death recap shows it as just gravity, and twice the damage might be excessive. I think perhaps the issue is more consistency? At least it seems like sometimes I take a lot more damage from some falls than others, but I’ve not measured so they may not really be equidistant.

    It takes into account the horizontal movement of your character as well, not just the vertical movement. That's why if you fly off a small cliff on a speedy mount you'll end up taking away more damage than you would have if you had just dropped down that same cliff in a slow walk.

    For speed builds it's a nightmare. Even a slight unevenness in the ground can end up damaging you.
  • llande
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    Fall damage differs depending on circumstances jump with roll, straight jump, fall which is fine imho.
  • Ackwalan
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    The trick to avoiding fall damage, is to miss the ground.
  • Araneae6537
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    llande wrote: »
    Fall damage differs depending on circumstances jump with roll, straight jump, fall which is fine imho.

    That much makes sense, I agree.
    Jeremy wrote: »
    It makes sense that you might take more damage being knocked/slammed off of a wall then a jump that you take yourself (and thus are better orientated and prepared for safer landing). Of course, the death recap shows it as just gravity, and twice the damage might be excessive. I think perhaps the issue is more consistency? At least it seems like sometimes I take a lot more damage from some falls than others, but I’ve not measured so they may not really be equidistant.

    It takes into account the horizontal movement of your character as well, not just the vertical movement. That's why if you fly off a small cliff on a speedy mount you'll end up taking away more damage than you would have if you had just dropped down that same cliff in a slow walk.

    For speed builds it's a nightmare. Even a slight unevenness in the ground can end up damaging you.

    This doesn’t make sense to me, or perhaps I misunderstand. Assuming that you’re landing on the ground and not hitting a wall, only downward velocity (or distance, to simplify) should impact damage, no?
  • Jeremy
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    llande wrote: »
    Fall damage differs depending on circumstances jump with roll, straight jump, fall which is fine imho.

    That much makes sense, I agree.
    Jeremy wrote: »
    It makes sense that you might take more damage being knocked/slammed off of a wall then a jump that you take yourself (and thus are better orientated and prepared for safer landing). Of course, the death recap shows it as just gravity, and twice the damage might be excessive. I think perhaps the issue is more consistency? At least it seems like sometimes I take a lot more damage from some falls than others, but I’ve not measured so they may not really be equidistant.

    It takes into account the horizontal movement of your character as well, not just the vertical movement. That's why if you fly off a small cliff on a speedy mount you'll end up taking away more damage than you would have if you had just dropped down that same cliff in a slow walk.

    For speed builds it's a nightmare. Even a slight unevenness in the ground can end up damaging you.

    This doesn’t make sense to me, or perhaps I misunderstand. Assuming that you’re landing on the ground and not hitting a wall, only downward velocity (or distance, to simplify) should impact damage, no?

    It might be slightly downward. Basically the longer you are... I don't know the word.... glide, maybe?.... the more damage you are going to take regardless if it was the same height or not. That's why you take more damage when someone knocks you off a cliff as opposed to you simply dropping off of it.

    Maybe that makes more sense.
  • validifyedneb18_ESO
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    this is actually a pretty interesting bug you've found, nice.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • Kikazaru
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    I’m going to do a set of experiments in regards to the fall damage on the PTS and as a bosmer, too. Will post the outcome when I get the chance.
    Mizaru


    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Royaji
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    llande wrote: »
    Fall damage differs depending on circumstances jump with roll, straight jump, fall which is fine imho.

    That much makes sense, I agree.
    Jeremy wrote: »
    It makes sense that you might take more damage being knocked/slammed off of a wall then a jump that you take yourself (and thus are better orientated and prepared for safer landing). Of course, the death recap shows it as just gravity, and twice the damage might be excessive. I think perhaps the issue is more consistency? At least it seems like sometimes I take a lot more damage from some falls than others, but I’ve not measured so they may not really be equidistant.

    It takes into account the horizontal movement of your character as well, not just the vertical movement. That's why if you fly off a small cliff on a speedy mount you'll end up taking away more damage than you would have if you had just dropped down that same cliff in a slow walk.

    For speed builds it's a nightmare. Even a slight unevenness in the ground can end up damaging you.

    This doesn’t make sense to me, or perhaps I misunderstand. Assuming that you’re landing on the ground and not hitting a wall, only downward velocity (or distance, to simplify) should impact damage, no?

    You are trying to equate real world physics to the (extremly) rudimentary physics engine that ESO uses. The engine does indeed take your general movement speed into account when processing fall damage. Regardless of how real world physics work.
  • MentalxHammer
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    Tbh who really thinks we need fall dmg this high? Its damn ridiculous. No one enjoys dying to 12k fall dmg when ppls ultimates are hitting you for 3k
  • dem0n1k
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    ESO fall damage is kinda messed up. Sometimes I can fall for AGES & not touch anything on the way down, hit solid ground & take no damage at all. Other times I can jump over the railing of a Cyrodiil bridge & fall maybe the height of a set of stairs & take like 35k damage.
    NA Server [PC] -- Mostly Ebonheart Pact, Mostly.
  • Bekkael
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    I hate fall damage. My favorite games don’t have any. Wish ESO would get rid of it.
    ~~ Lady Gamer ~~ ♥ ~~ Xbox NA ~~
  • idk
    idk
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    Drink Red Bull. It give you wings. Then you can

    . . . fly like an eagle
    To the sea
    Fly like an eagle
    Let my spirit carry me
    I want to fly like an eagle
    'Till I'm free
  • Kikazaru
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    I just experiment this on the PTS and got the same results.

    At an outpost or inner keep, nearly all the ledges are not safe! Being Bosmer will not save you! Sorry!

    30U5t9J.jpg

    At the outer keeps, it really depends if there is a big enough of a depression at the spot you were knocked off from. So it doesn't happen all the time!

    Milegates doesn't seem to happen at all. Maybe there are a very few spots where it's big enough to die from.

    For the bridges, it really depends if you knocked them off to the side of the entrance ramp, then they take 40k damage.

    At resource towers, it's very similar to the outer keeps, not a lot of spots where you can take 40k damage.

    Drop damage is inconsistent, the further the player is from the ledge, there is this slow down effect with the knock back and they usually will survive it. Being closer to the ledge increases the chance of dying from a knock back.
    Edited by Kikazaru on December 8, 2019 12:56AM
    Mizaru


    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Mazbt
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    A long time ago I have seen something similar happen if you get leaped on the stairs. You get a massive fall damage amount on your death recap. Not sure if they fixed it or not.
    Mazari the Resurrected (AD)- PVP stamplar main
    Maz the Druid - PVP group stam warden
    - many others
    ____________
    Fantasia
  • nafensoriel
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    I don't know the exact way fall damage is calculated, but it definitely has more to due with hang time than actual distance traveled. When a player uses an ability that throws you (i.e. javelin or magnum shot), the timer starts to when you are "airborne". However, you don't start falling until the knockback animation is complete. Hence you will see a difference to when you jump off a wall, compared to when you are thrown off a wall.

    Is this how it is calculated? I don't know, but I've definitely had a lot of the same things you talk about happen to me, that this is the only thing I can think of.

    Velocity plays a part in the calculation. That's why you can murder yourself with very short distances with a fast mount.

    I expect something wonky happens and you are traveling "fast" when you get hit with the magnum. Though this is ESO so quite bluntly anything could be happening.
  • cyclonus11
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    Laws of Physics are OP. Nerf gravity asap!
  • Araneae6537
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    cyclonus11 wrote: »
    Laws of Physics are OP. Nerf gravity asap!

    Lol, it would be helpful and more intuitive if the damage scaled in a manor somewhat more consistent with the laws of physics! :tongue:
    Jeremy wrote: »
    llande wrote: »
    Fall damage differs depending on circumstances jump with roll, straight jump, fall which is fine imho.

    That much makes sense, I agree.
    Jeremy wrote: »
    It makes sense that you might take more damage being knocked/slammed off of a wall then a jump that you take yourself (and thus are better orientated and prepared for safer landing). Of course, the death recap shows it as just gravity, and twice the damage might be excessive. I think perhaps the issue is more consistency? At least it seems like sometimes I take a lot more damage from some falls than others, but I’ve not measured so they may not really be equidistant.

    It takes into account the horizontal movement of your character as well, not just the vertical movement. That's why if you fly off a small cliff on a speedy mount you'll end up taking away more damage than you would have if you had just dropped down that same cliff in a slow walk.

    For speed builds it's a nightmare. Even a slight unevenness in the ground can end up damaging you.

    This doesn’t make sense to me, or perhaps I misunderstand. Assuming that you’re landing on the ground and not hitting a wall, only downward velocity (or distance, to simplify) should impact damage, no?

    It might be slightly downward. Basically the longer you are... I don't know the word.... glide, maybe?.... the more damage you are going to take regardless if it was the same height or not. That's why you take more damage when someone knocks you off a cliff as opposed to you simply dropping off of it.

    Maybe that makes more sense.

    It makes sense. Sorry I was unclear: I understood what you meant but meant to say that it doesn’t make sense for ESO to work like that. 🤔
    I don't know the exact way fall damage is calculated, but it definitely has more to due with hang time than actual distance traveled. When a player uses an ability that throws you (i.e. javelin or magnum shot), the timer starts to when you are "airborne". However, you don't start falling until the knockback animation is complete. Hence you will see a difference to when you jump off a wall, compared to when you are thrown off a wall.

    Is this how it is calculated? I don't know, but I've definitely had a lot of the same things you talk about happen to me, that this is the only thing I can think of.

    Velocity plays a part in the calculation. That's why you can murder yourself with very short distances with a fast mount.

    I expect something wonky happens and you are traveling "fast" when you get hit with the magnum. Though this is ESO so quite bluntly anything could be happening.

    That would make sense if you were hitting something with that full velocity. Running and leaping into a wall is very different from running and leaping to land and keep going.

    That should really be fixed in my opinion. Of course I don’t expect game physics to model reality and in most cases it is a LOT more forgiving. This sounds like a case of it being the opposite and not at all intuitive besides. :/
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