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[[File:Falling Damage Example.png|right|thumb|Example of falling damage.]] | {{PageSeo | ||
| title = Falling damage | |||
| keywords = Falling, Fall, Damage | |||
| description = Falling damage is the amount of damage a creature suffers when it falls from a suffcient height. | |||
| image = Falling Damage Example.png | |||
| type = article | |||
}} | |||
{{noexcerpt|[[File:Falling Damage Example.png|right|thumb|{{NoExcerpt|Example of falling damage.}}]]}} | |||
'''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, being [[Shove|Shoved]] or [[Throw|Thrown]] from them, or being pushed from them by spells and abilities with knockback. Falling damage scales with the height of the fall and can additionally cause creatures to be knocked prone if the fall is high enough. | '''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, being [[Shove|Shoved]] or [[Throw|Thrown]] from them, or being pushed from them by spells and abilities with knockback. Falling damage scales with the height of the fall and can additionally cause creatures to be knocked prone if the fall is high enough. | ||
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==Falling damage calculation== | ==Falling damage calculation== | ||
''Baldur's Gate 3'' does not use the standard D&D 5e ruleset for falling damage, in which creatures take 1d6 damage for every 10ft they fall.{{ref|https://www.dndbeyond.com/sources/basic-rules/adventuring#Falling}} Instead it uses | ''Baldur's Gate 3'' does not use the standard D&D 5e ruleset for falling damage, in which creatures take 1d6 damage for every 10ft they fall.{{ref|https://www.dndbeyond.com/sources/basic-rules/adventuring#Falling}} Instead it uses its own formula in which the damage is consistent and scales more discretely as the height of the fall increases. The calculations used in the game seem to involve a lot of rounding, so the exact damage taken may not always perfectly match what you would expect from calculating it. | ||
The amount of damage taken from falls scales linearly based on the height of the fall, dealing a percentage of the creature’s maximum health (including [[Temporary Hit Points]]): | The amount of damage taken from falls scales linearly based on the height of the fall, dealing a percentage of the creature’s maximum health (including [[Temporary Hit Points]]): | ||
*Falls of less than {{ | *Falls of less than {{dist|m=4}} deal no damage. | ||
*Falls over {{ | *Falls over {{dist|m=4}} deal damage starting at 2% of the creature’s maximum health and increasing by an additional 1% for every additional {{dist|m=0.2}} fallen. The exact formula based on extensive experimentation seems to be: | ||
* | {{math block|1= | ||
\text{Fall damage} = | |||
\frac{\big(\text{Maximum HP} + \text{Temporary HP}\big) \times \big(\text{Height} - 4\big) }{17} + 1 | |||
\quad \text{for Height} \ge 4\;\text{m} | |||
}} | |||
* Without any damage resistance modifiers, a fall of just shy of {{dist|m=21}} will be lethal even from full HP. A fall into a chasm or outside of the playable game area will always be lethal. | |||
*Creatures using {{Sai|Displace (Condition)|Displace}} will cause and additional {{DamageText|1d8|Psychic}} damage to any creature that takes falling damage as a result of their actions. | *Creatures using {{Sai|Displace (Condition)|Displace}} will cause and additional {{DamageText|1d8|Psychic}} damage to any creature that takes falling damage as a result of their actions. | ||
*If the fall is caused by one creature throwing or shoving another, instead of from a jump, then certain damage affecting items or conditions will also be added to the falling damage, such as [[Lightning Charges]] or the [[Callous Glow Ring]].{{note|This extra damage is only added from passives or conditions that use DamageBonus() but do not require the source to be an unarmed, weapon, or spell attack to trigger.{{verify}}}} These damage bonuses are applied even if the creature receiving the fall damage has the item or condition. | *If the fall is caused by one creature throwing or shoving another, instead of from a jump, then certain damage affecting items or conditions will also be added to the falling damage, such as [[Lightning Charges]] or the [[Callous Glow Ring]].{{note|This extra damage is only added from passives or conditions that use DamageBonus() but do not require the source to be an unarmed, weapon, or spell attack to trigger.{{verify}}}} These damage bonuses are applied even if the creature receiving the fall damage has the item or condition. | ||
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[[File:Falling Damage Tooltip.png|right|thumb|Example of a tooltip showing damage from a fall.]] | [[File:Falling Damage Tooltip.png|right|thumb|Example of a tooltip showing damage from a fall.]] | ||
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. This tooltip will accurately show the reduced damage from resistance to falling damage but will still incorrectly show the full damage amount for creatures resistant to bludgeoning damage. Any additional damage from displace or other effects will never be included in this tooltip. This tooltip will always suggest that a creature may be knocked prone by the fall, even if the fall is not high enough. | 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. This tooltip will accurately show the reduced damage from resistance to falling damage but will still incorrectly show the full damage amount for creatures resistant to bludgeoning damage. Any additional damage from displace or other effects will never be included in this tooltip, nor will flat damage reduction from features like {{SAI|Heavy Armour Master}}. This tooltip will always suggest that a creature may be knocked prone by the fall, even if the fall is not high enough. | ||
===Prone=== | ===Prone=== | ||
Falls can also cause creatures to be knocked [[Prone]] when they land. A fall will always cause a creature to be knocked prone if it deals more than 25% of their maximum HP, meaning falls of around 8m / 27ft for characters without resistance to falling damage or 12.3m / 40ft for creatures with resistance to falling damage. Creatures that are resistant to bludgeoning damage but not falling damage specifically will still be knocked prone from falls of 8m / 27ft despite receiving only 12.5% of their maximum HP in damage. | Falls can also cause creatures to be knocked [[Prone]] when they land. A fall will always cause a creature to be knocked prone if it deals more than 25% of their maximum HP{{ref|This value is determined by {{c|FallDamagePronePercent}} defined in {{c|Public/Shared/Stats/Generated/Data/Data.txt}}}}, meaning falls of around 8m / 27ft for characters without resistance to falling damage or 12.3m / 40ft for creatures with resistance to falling damage. Creatures that are resistant to bludgeoning damage but not falling damage specifically will still be knocked prone from falls of 8m / 27ft despite receiving only 12.5% of their maximum HP in damage. Similarly, flat damage reduction does not affect the threshold. | ||
===Example=== | ===Example=== | ||
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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. | 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 or immunity to only falling damage. If a creature has both resistance to bludgeoning and falling damage these effects will stack, granting a 75% reduction in the falling damage they recieve. Resistance to falling damage is not listed in the resistance section of a creature's character sheet and instead can only be seen in | 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 or immunity to only falling damage. If a creature has both resistance to bludgeoning and falling damage these effects will stack, granting a 75% reduction in the falling damage they recieve. Resistance to falling damage is not listed in the resistance section of a creature's character sheet and instead can only be seen in its list of notable features. | ||
===Sources of resistance=== | ===Sources of resistance=== | ||
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{{unbulleted list| | {{unbulleted list| | ||
* {{ | * {{Cond|Feather Fall}}: Condition granted by {{sai|Feather Fall}}, {{SmItemIcon|Potion of Feather Fall}}, {{SmItemIcon|Scroll of Feather Fall}}, and {{SmItemIcon|Corvid Token}}. | ||
* {{sai|Web}}: Landing in the | * {{sai|Web}}: Landing in the {{Area|Web}} surface created by this spell nullifies all fall damage from any height. | ||
* {{sai|Veil of the Wind}}: Passive feature granted by {{SmItemIcon|Nyrulna}}. | * {{sai|Veil of the Wind}}: Passive feature granted by {{SmItemIcon|Nyrulna}}. | ||
* {{ | * {{Cond|Astral Gravity}}: Condition granted in the [[Astral Plane]] and the [[Shadowfell]]. | ||
* {{sai|Unearthly}}: Passive feature unique to [[Poltergeist|Poltergeists]]. | * {{sai|Unearthly}}: Passive feature unique to [[Poltergeist|Poltergeists]]. | ||
}} | }} | ||
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[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] | ||
[[Category:Sources of Bludgeoning damage]] |