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[[File:critical hit.png|right|thumb|Example of falling damage]]
[[File:critical hit.png|right|thumb|Example of falling damage]]
AHHHHHH I GIVE UP WHY DOES SECOND STORY WORK SEEM TO REDUCE FALL DAMAGE BY LIKE 4x RATHER THAN 2X AHHHHH


'''Falling damage''' is the [[Damage]] a creature suffers to their [[Hit points]], in the form of {{DamageText| |Bludgeoning}} damage, when they fall a sufficient distance. Falling damage is most commonly caused by [[Jump|Jumping]] from heights or being [[Shove|Shoved]] or [[Throw|Thrown]] from them.
'''Falling damage''' is the [[Damage]] a creature suffers to their [[Hit points]], in the form of {{DamageText| |Bludgeoning}} damage, when they fall a sufficient distance. Falling damage is most commonly caused by [[Jump|Jumping]] from heights or being [[Shove|Shoved]] or [[Throw|Thrown]] from them.


==Falling Damage Formula==
==Falling damage formula==
 
''Baldur's Gate 3'' does not use the standard D&D ruleset for falling damage, in which creatures take 1d6 damage for every 10ft they fall, and instead uses it's own formula in which the damage is consistent and scales more discretely as the height of the fall increases.


The amount of damage taken from falls scales linearly based on the height 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=23|ft=69}}''' 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.


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.
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}}
===Example===
 
A creature that falls from a height of {{Distance|m=5.4|ft=16.2}}, with no resistance to falling damage, would be expected to take damage equal to 2% of their max health + 1% for every additional {{Distance|m=0.2|ft=0.6}} of height after damage begins, in this case giving us 2% + 7% or around 9% of a creatures max hit points from a {{Distance|m=5.4|ft=16.2}} fall.


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


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.
Falls can also cause creatures to be knocked [[Prone]] when they land. A fall will always cause a creature to fall prone


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.
==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 grant the creature resistance to falling damage and passive features such as [[Magical Plate]] will also reduce the damage, but in addition there are also sources that specifically provide resistance to only falling damage. Resistance to falling damage will correctly update the estimated damage displayed when jumping from heights, while resistance to bludgeoning damage and general damage reduction will not be reflected in the estimate.


[[File:critical hit.png|right|thumb|Example of a tooltip displaying damage taken from a fall]]
[[File:critical hit.png|right|thumb|Example of a tooltip displaying damage taken from a fall]]
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* {{sai|Unearthly|w=40}}: Passive feature unique to [[Poltergeist|Poltergeists]].
* {{sai|Unearthly|w=40}}: Passive feature unique to [[Poltergeist|Poltergeists]].
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}}
==Achievements==
{{Achievement|Shove Off}}
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