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Fall damage is an effect when you landed from the higher ground.

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  • Fall damage
  • Fall Damage
  • Fall damage
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  • Fall damage is an effect when you landed from the higher ground.
  • Fall Damage is taken when your character falls more than 25 blocks; you will take damage based on the additional number of blocks fallen, assuming the impact isn't arrested in some manner. Every block above 25 that is fallen means an additional 10 damage, minus defense. For example, if you fall 60 blocks with 0 defense, upon impact, you will take 350 damage. The highest amount of damage from falling, from Outer Space to The Underworld in a large world and with no armor or defense-increasing accessories, is 12,510 damage.
  • Fall damage is inflicted on players that fall from a great height, and are not protected by parachutes, a landing pod, or some other means of arresting descent. Fall damage varies by game engine, but has been featured in every installment of the Battlefield Series.
  • Fall damage is environmental damage inflicted upon a player when he falls from a certain height. Death caused by fall damage causes the same 10% durability loss to equipment as a normal PvE death. Fall damage no longer causes Rogues to lose Stealth.
  • Fall damage is environmental damage inflicted upon a player when he falls from a certain height. Death caused by fall damage causes the same 10% durability loss to equipment as a normal PvE death. Water does not cause any falling damage unless player hits the ground underwater, also if player is under (some of) water walking effects before submerging to water the damage will be caused as much as it would on normal ground.
  • Fall Damage (also often known as a long fall trap) is a type of trap often used in Powder Game and Powder Game 2 player courses to simulate damage from a long fall in real life, and prevent players from simply jumping into a deep pit, rather than carefully climbing down.
  • Fall Damage is suffered when The Spelunker stays in the air for a specific amount of time. He is then stunned for a length of time and may take further damage from Traps or Enemies, making long falls one of the more dangerous hazards in Spelunky. On normal falls, a fall of eight or more tiles will deal one point of damage, a fall of eighteen or more tiles will deal the Spelunker two damage, and a fall of twenty-eight or more tiles will cause instant death regardless of the Spelunker's current health.
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abstract
  • Fall Damage is suffered when The Spelunker stays in the air for a specific amount of time. He is then stunned for a length of time and may take further damage from Traps or Enemies, making long falls one of the more dangerous hazards in Spelunky. On normal falls, a fall of eight or more tiles will deal one point of damage, a fall of eighteen or more tiles will deal the Spelunker two damage, and a fall of twenty-eight or more tiles will cause instant death regardless of the Spelunker's current health. It's important to keep in mind that fall damage is time dependent, standing on a tree branch and pressing down + jump will make the spelunker go through the tree branch at a higher initial speed, which will allow the spelunker to fall a total of 11 blocks without taking fall damage. Fall damage does not occur if the Spelunker lands in water or has his fall otherwise interrupted, for example by landing on an enemy or by proper use of the Jetpack, Cape or Climbing Gloves to reset your fall distance and speed. Additionally, the damage dealt to an enemy when stomping them after 18 blocks also increases, potentially dealing instant-death to enemies with 10 health with just one stomp. Fall damage might not be taken if the player falls with a Ball and Chain. If the player falls while stunned, no damage will be taken, making it possible for players to stun themselves with a camera or other method to fall long distance in a "safe" manner. As a quick rule of thumb, if the Spelunker is on the center of the screen and the target platform can be seen without looking down, it is safe to drop onto. Firing a weapon in mid-air however makes the game increase the distance fallen variable. One particular danger when taking fall damage, is that you can continue bouncing forward with the same horizontal velocity you had when you hit the ground, greatly increasing the chance of the players unconscious body falling into even greater danger.
  • Fall damage is an effect when you landed from the higher ground.
  • Fall Damage is taken when your character falls more than 25 blocks; you will take damage based on the additional number of blocks fallen, assuming the impact isn't arrested in some manner. Every block above 25 that is fallen means an additional 10 damage, minus defense. For example, if you fall 60 blocks with 0 defense, upon impact, you will take 350 damage. The highest amount of damage from falling, from Outer Space to The Underworld in a large world and with no armor or defense-increasing accessories, is 12,510 damage.
  • Fall damage is environmental damage inflicted upon a player when he falls from a certain height. Death caused by fall damage causes the same 10% durability loss to equipment as a normal PvE death. Water does not cause any falling damage unless player hits the ground underwater, also if player is under (some of) water walking effects before submerging to water the damage will be caused as much as it would on normal ground. Fall damage no longer causes rogues to lose Stealth. Fall damage still causes druids to lose Prowl. In both cases (rogue, cat-form druid), the damage the character takes from falling is reduced; the distance these characters can fall without taking damage is greater than for other characters.
  • Fall damage is inflicted on players that fall from a great height, and are not protected by parachutes, a landing pod, or some other means of arresting descent. Fall damage varies by game engine, but has been featured in every installment of the Battlefield Series.
  • Fall damage is environmental damage inflicted upon a player when he falls from a certain height. Death caused by fall damage causes the same 10% durability loss to equipment as a normal PvE death. Fall damage no longer causes Rogues to lose Stealth.
  • Fall Damage (also often known as a long fall trap) is a type of trap often used in Powder Game and Powder Game 2 player courses to simulate damage from a long fall in real life, and prevent players from simply jumping into a deep pit, rather than carefully climbing down. The concept is quite simple, using a line of a deadly element such as thunder-charged glass or torch, covered in a thin pen-s 0 layer of an element that will not kill the player or react with the deadly element, such as salt or metal. If the player were to fall from a large height, it would gain speed and be able to fall through the non-reactive element, and come in contact with the deadly element, killing the player. This causes the upload viewers to tread much more carefully through the upload, avoiding long falls that would ultimately kill the player.
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