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==Falling Damage Formula==
==Falling Damage Formula==


The amount of damage taken from falls scales linearly based on the distance of the fall, dealing a percentage of the creatures maximum health
The amount of damage taken from falls scales linearly based on the height of the fall, dealing a percentage of the creatures maximum health:
*Falls of less than '''{{Distance|m=4|ft=12}}''' Deal no damage.
*Falls of less than '''{{Distance|m=4|ft=12}}''' deal no damage.
*Falls over '''{{Distance|m=4|ft=12}}''' Deal damage starting at roughly 2% of the creatures maximum health and increasing by an additional 1% for every additonal '''{{Distance|m=0.2|ft=0.6}}''' fallen. {{verify}}
*Falls over '''{{Distance|m=4|ft=12}}''' deal damage starting at roughly 2% of the creatures maximum health and increasing by an additional 1% for every additonal '''{{Distance|m=0.2|ft=0.6}}''' fallen. {{verify}}
*Falls become lethal at heights of around '''{{Distance|m=20|ft=60}}''' or if a creature falls out of the playable game area.
*Falls become lethal at heights of around '''{{Distance|m=20|ft=60}}''' or if a creature falls out of the playable game area.
*Creatures afflicted with {{Sai|Displace (Condition)|Displace}} will take and additional {{DamageText|1d8|Psychic}} damage.
*Creatures afflicted with {{Sai|Displace (Condition)|Displace}} will take and additional {{DamageText|1d8|Psychic}} damage.


Falls can also cause creatures to be knocked [[Prone]] when they land, starting with falls of over '''{{Distance|m=4|ft=12}}''', with higher falls seeming to increase the [[Difficulty Class]] of the [[Saving Throw]] required. The saving throw for this check is not shown by the game, so currently the formula for the DC and what bonuses the creature can add are unknown. {{verify}}
When jumping from a height great enough to deal damage, a tooltip will display the damage the creature will suffer if they jump to the targeted location. If the damage would be sufficient to kill the creature the text "Dead" will be displayed instead.
 
Falls can also cause creatures to be knocked [[Prone]] when they land, starting with falls of over '''{{Distance|m=4|ft=12}}''', with higher falls seeming to increase the [[Difficulty Class]] of the [[Saving Throw]] required. The DC of this saving throw is not shown by the game, so currently the formula for the DC and what bonuses the creature can add are unknown. {{verify}}


==Falling Damage Resistance and Immunity==
==Falling Damage Resistance and Immunity==


There are numerous sources of [[Resistance]] and [[Immunity]] to fall damage, some temporary from [[Spells]] and [[Consumables]] and some permanent from certain passive features.
There are numerous sources of [[Resistance]] and [[Immunity]] to fall damage, some temporary from [[Spells]] and [[Consumables]] and some permanent from certain class or passive features.
 
Any source of resistance to bludgeoning damage will also grant the creature resistance to falling damage, but there are also sources that specifically provide resistance to falling damage. Resistance to falling damage will correctly update the estimated damage displayed when jumping from heights, while resistance to bludgeoning damage will not be reflected in the estimate.
 
[[File:critical hit.png|right|thumb|Example of a tooltip displaying damage taken from a fall]]


===Resistance===
===Resistance===


:{{sai|Second-Story Work|w=40}}: Passive feature granted to [[Rogue|Rogues]] at level 3 if they choose the [[Thief]] subclass.
{{unbulleted list|
:{{sai|Slow Fall|w=40}}: {{SmallIcon|Reaction Icon.png}} Reaction granted to [[Monk|Monks]] at level 4.
* {{sai|Second-Story Work|w=40}}: Class feature granted to [[Rogue|rogues]] at level 3 if they choose the [[Thief]] subclass.
:{{sai|Cat's Grace|w=40}}: Variant of [[Enhance Ability]] availiable to [[Bard|Bards]], [[Cleric|Clerics]], [[Druid|Druids]], and [[Sorcerer|Sorcerers]] at level 3 or from {{SmItemIcon|The Graceful Cloth}}.
* {{sai|Slow Fall|w=40}}: {{SmallIcon|Reaction Icon.png}} Reaction granted to [[Monk|monks]] at level 4.
:{{sai|Feline Fall|w=40}}: Passive feature unique to [[Cat|Cats]].
* {{sai|Cat's Grace|w=40}}: Variant of [[Enhance Ability]] availiable to [[Bard|bards]], [[Cleric|clerics]], [[Druid|druids]], and [[Sorcerer|sorcerers]] at level 3 or from {{SmItemIcon|The Graceful Cloth}}.
* {{sai|Feline Fall|w=40}}: Passive feature unique to [[Cat|Cats]].
}}


===Immunity===
===Immunity===


:{{sai|Feather Fall (Condition)|Feather Fall|w=40}}: Condition granted by {{sai|Feather Fall}}, {{SmItemIcon|Potion of Feather Fall}}, {{SmItemIcon|Scroll of Feather Fall}}, and {{SmItemIcon|Corvid Token}}.
{{unbulleted list|
:{{sai|Veil of the Wind|w=40}}: Passive feature granted by {{SmItemIcon|Nyrulna}}.
* {{sai|Feather Fall (Condition)|Feather Fall|w=40}}: Condition granted by {{sai|Feather Fall}}, {{SmItemIcon|Potion of Feather Fall}}, {{SmItemIcon|Scroll of Feather Fall}}, and {{SmItemIcon|Corvid Token}}.
:{{sai|Astral Gravity (Condition)|Astral Gravity|w=40}}: Condition granted in the [[Astral Plane]] and the [[Shadowfell]].
* {{sai|Veil of the Wind|w=40}}: Passive feature granted by {{SmItemIcon|Nyrulna}}.
:{{sai|Unearthly|w=40}}: Passive feature unique to [[Poltergeist|Poltergeists]].
* {{sai|Astral Gravity (Condition)|Astral Gravity|w=40}}: Condition granted in the [[Astral Plane]] and the [[Shadowfell]].
* {{sai|Unearthly|w=40}}: Passive feature unique to [[Poltergeist|Poltergeists]].
}}

Revision as of 11:56, 10 January 2024

Example of falling damage

Falling damage is the Damage a creature suffers to their Hit points, in the form of Damage TypesBludgeoning damage, when they fall a sufficient distance. Falling damage is most commonly caused by Jumping from heights or being Shoved or Thrown from them.

Falling Damage Formula

The amount of damage taken from falls scales linearly based on the height of the fall, dealing a percentage of the creatures maximum health:

  • Falls of less than 4 m / 13 ft deal no damage.
  • Falls over 4 m / 13 ft deal damage starting at roughly 2% of the creatures maximum health and increasing by an additional 1% for every additonal 0.2 m / 1 ft fallen. [Needs Verification]
  • Falls become lethal at heights of around 20 m / 67 ft or if a creature falls out of the playable game area.
  • Creatures afflicted with Displace Displace will take and additional 1d8Damage TypesPsychic damage.

When jumping from a height great enough to deal damage, a tooltip will display the damage the creature will suffer if they jump to the targeted location. If the damage would be sufficient to kill the creature the text "Dead" will be displayed instead.

Falls can also cause creatures to be knocked Prone when they land, starting with falls of over 4 m / 13 ft, with higher falls seeming to increase the Difficulty Class of the Saving Throw required. The DC of this saving throw is not shown by the game, so currently the formula for the DC and what bonuses the creature can add are unknown. [Needs Verification]

Falling Damage Resistance and Immunity

There are numerous sources of Resistance and Immunity to fall damage, some temporary from Spells and Consumables and some permanent from certain class or passive features.

Any source of resistance to bludgeoning damage will also grant the creature resistance to falling damage, but there are also sources that specifically provide resistance to falling damage. Resistance to falling damage will correctly update the estimated damage displayed when jumping from heights, while resistance to bludgeoning damage will not be reflected in the estimate.

Example of a tooltip displaying damage taken from a fall

Resistance

Immunity