Author Topic: Fall Damage Adjustments [Reposted from Realism]  (Read 443 times)

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Offline Ptolemy

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Fall Damage Adjustments [Reposted from Realism]
« on: March 18, 2012, 10:48:38 pm »
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Reposted due to advice.
Previous thread: http://forum.c-rpg.net/index.php/topic,26982.0.html

Copypasta:

So, I got to thinking that agility should reduce fall damage, if only by a little bit, I propose that for every 1 point in agility 1% of fall damage is negated, my reasoning behind why this should happen at all and the figure I've stated goes thusly:

A character's stats are supposed to reflect a lifetime's worth of training towards those skills. So a high agility character has done a lot of work in regards to aspects relating to agility - running, jumping, landing, flexibility (which also leads me to wonder if the jump height should be more for agi characters but that's a topic for another thread). We already see this effect in the running speed of agi characters, but would it not stand to reason that a character who's learned to run quickly would also have learned how to fall from slightly higher places without taking as much damage as those who's spent all day lifting weights in the gym?

Anyone who's studied gymnastics or martial arts at all will know that one of the earliest things you learn to do is how to take a fall, especially in gymnastics since you tend to fall from greater heights than with martial arts. While I'm not suggesting that in the middle ages (or whatever time period this is supposed to be set) that we had things like parkour, at least we should give them credit for their years of hard work and not have them land in the same way that a bucket of bolts would do, no?

So, my reasoning behind a 1% per agility point reduction? Simple really, firstly that 1% is an easy number to implement. Secondly that even the biggest agi-whore with 3/39 would only have a 39% damage reduction from any fall - and any drop that is large enough to kill an agi whore isn't going to be massively effected by losing 39% of it's damage - maybe they would survive where they wouldn't have before, but I rather doubt that after taking a large fall which would have (pre-adjustments) killed them, any agi-whore is going to be in a position to take more than one (maybe two) hits from even the weakest character.

So there it is, there's my proposal. Constructive criticism encouraged.

Offline Ronin

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Re: Fall Damage Adjustments [Reposted from Realism]
« Reply #1 on: March 19, 2012, 08:41:15 am »
0
This thread will most likely to be harshly criticized, but I liked the idea. Though, considering each point of STR adds 1 health; this would be more useful to balanced builds more than Agility based builds. A simple math follows:
3/39 - %39 reduction, low health
21/21 - %21 reduction, average health (no ironflesh)
Basically the second build will have 18 more health alraedy, which means more health left. I guess this should be considered as well ^^
Maybe you did, maybe you didn't; no offense here just sayng ^^

Even though, this sounds cool no matter what. I approve this idea.
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Offline Phew

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Re: Fall Damage Adjustments [Reposted from Realism]
« Reply #2 on: March 19, 2012, 09:25:36 pm »
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I support this proposition. Along those lines, fall damage should also increase with armor weight.