Please observe falling damage on mobs


brophog02

 

Posted

It would be nice if mobs would experience falling damage as opposed to be immune to it. It would be very satisfying as I kick one, and it happens to go off a balcony or ledge, to fall and perhaps be defeated by the damage taken by the fall. They can knock me down, and over an edge, and I do take fall damage. Why not them too?

Hugs

Stormy


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
It would be nice if mobs would experience falling damage as opposed to be immune to it. It would be very satisfying as I kick one, and it happens to go off a balcony or ledge, to fall and perhaps be defeated by the damage taken by the fall. They can knock me down, and over an edge, and I do take fall damage. Why not them too?

Hugs

Stormy
Im more satisfied that I can get full xp because they DON'T take falling dmg.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

I could've sworn they already take falling damage (unless, of course, you're in the Shard). Of course, since falling damage is very minor except from extreme heights, and it's not like normal damage (it doesn't appear in the combat log, for example), it would be hard to notice without a damage floater. And I don't think they get the floater for falling damage.

In short: I think they do take falling damage, but you're only ever going to notice on very low level enemies.

Also: I'm not sure whether enemies get the same falling damage protection we do (falling damage can never kill you, but it can leave you at 1hp). If they do get the same protection, you'd never kill them by knocking them off a ledge.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Last I knew they did as well, barring any patch changes I may have missed.


On a side note, the mobs that use to spawn at the top of the very tall buildings in Bricks have stopped spawning. I miss being able to send them flying to their doom, just out of visual range


 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
I could've sworn they already take falling damage (unless, of course, you're in the Shard). Of course, since falling damage is very minor except from extreme heights, and it's not like normal damage (it doesn't appear in the combat log, for example), it would be hard to notice without a damage floater. And I don't think they get the floater for falling damage.

Also: I'm not sure whether enemies get the same falling damage protection we do (falling damage can never kill you, but it can leave you at 1hp). If they do get the same protection, you'd never kill them by knocking them off a ledge.
Speaking as someone who's spent an inordinant amount of time maneuvering enemies into position to careen off a ledge, I can tell you that they get the floater and cannot be killed via falling damage alone. The floater however does occasionally not show up, usually if it's a high number, but it's kinda random too. Enemies definitely take falling damage.

Personally I wish that damage COULD defeat them, and that they'd take a lot more of it when it happens. I doubt I'd get much support for that, but it'd be great. XP for lulz, fair trade.


 

Posted

Mobs do take falling damage. In fact they follow the exact same falling damage formula as you do, including the "can't be reduced to less than 1 hp by falling damage" clause.

Falling damage is "environmental damage" though. It won't show up in your combat logs, it won't count towards damage you've done to the mob for experience purposes, etc...

(easy way to test this: Get any of the "spawns an ambush" missions while you're standing underneath a skyscraper. Many times, the mobs will spawn on top of the skyscraper and then step off trying to reach you, falling down and then running up to you while nearly dead from the fall)

I've seen it happen many, many, times (even as recently as my last newbie about 2 weeks ago), especially on some of the early ambush missions in Kings Row.


6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.

 

Posted

Quote:
Originally Posted by Lemur Lad View Post
Im more satisfied that I can get full xp because they DON'T take falling dmg.

We're sappin yer xp.


 

Posted

I think mobs can be killed by fall damage...unlike us. Im pretty sure I've punted one or two off the Web or some such high point, to cackle madly as the health bar hits 0 on contact. I can almost here the 'Thud' ^^


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Posted

Quote:
Originally Posted by Lemur Lad View Post
Im more satisfied that I can get full xp because they DON'T take falling dmg.
Not only do mobs take falling damage, reducing their xp value, but the health lost by Paragon Protectors when firing off Moment of Glory is also deducted from their xp value.


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Posted

Quote:
Originally Posted by Techbot Alpha View Post
I think mobs can be killed by fall damage...unlike us. Im pretty sure I've punted one or two off the Web or some such high point, to cackle madly as the health bar hits 0 on contact. I can almost here the 'Thud' ^^
Come to think of it, I believe you may be correct, at least partially. On occasion I have seen Bane Spiders standing around ground floor of Grandville (where there aren't normally Bane Spider spawns), underneath the Web (where there are Bane Spider spawns). Except they don't respond to attacks.

As I recall, the conclusion that was eventually drawn after some discussion was that the Bane Spiders fall off the Web, and get hit by falling damage. The bane Spider's AI thinks that it's dead, and so stops responding to anything - after all, I'm dead, right? But the actual entity is saved by the falling-damage-won't-kill-you code with 1hp, and then regenerates that HP. This results in a full-health Bane Spider, standing where no Bane Spider ought to be, which does not respond to the presence of aggroable targets or to attacks.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Come to think of it, I believe you may be correct, at least partially. On occasion I have seen Bane Spiders standing around ground floor of Grandville (where there aren't normally Bane Spider spawns), underneath the Web (where there are Bane Spider spawns). Except they don't respond to attacks.

As I recall, the conclusion that was eventually drawn after some discussion was that the Bane Spiders fall off the Web, and get hit by falling damage. The bane Spider's AI thinks that it's dead, and so stops responding to anything - after all, I'm dead, right? But the actual entity is saved by the falling-damage-won't-kill-you code with 1hp, and then regenerates that HP. This results in a full-health Bane Spider, standing where no Bane Spider ought to be, which does not respond to the presence of aggroable targets or to attacks.
I'm more of the opinion that the radical position change leads to a phenomenon not too different than the occasionally recurring bug where an Ouroboros portal will "follow" the caster. The portal becomes nonresponsive. It has left behind the active portion of the entity and the graphical portion is offset.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Come to think of it, I believe you may be correct, at least partially. On occasion I have seen Bane Spiders standing around ground floor of Grandville (where there aren't normally Bane Spider spawns), underneath the Web (where there are Bane Spider spawns). Except they don't respond to attacks.

As I recall, the conclusion that was eventually drawn after some discussion was that the Bane Spiders fall off the Web, and get hit by falling damage. The bane Spider's AI thinks that it's dead, and so stops responding to anything - after all, I'm dead, right? But the actual entity is saved by the falling-damage-won't-kill-you code with 1hp, and then regenerates that HP. This results in a full-health Bane Spider, standing where no Bane Spider ought to be, which does not respond to the presence of aggroable targets or to attacks.
So similar yet different then one hitting a NPC before they know you are there and having them continue doing whatever they were doing till they fade out?


 

Posted

Quote:
Originally Posted by Lemur Lad View Post
I'm more of the opinion that the radical position change leads to a phenomenon not too different than the occasionally recurring bug where an Ouroboros portal will "follow" the caster. The portal becomes nonresponsive. It has left behind the active portion of the entity and the graphical portion is offset.
But the case I'm talking about, you can still attack and damage them, they just don't respond.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

I'd say they should tweak the formula so that enemies take slightly more falling damage and then add more environmental hazards like lava to instanced missions. Would make a valid tactical advantage and would probably be as close as the gameplay engine will allow us to smash enemies through stuff.


 

Posted

Mmm, I never seen them die from a fall, but perhaps because falling is not damaging at high levels is a good reason I don't notice their getting hurt. I think the devs should not penalize one for good tactics, if you can manipulate a situation to force a mob to fall and get hurt, why should one not get credit as opposed to punished by loss of experience?

When I made the comment originally, I was thinking of the Romans at Cimerora, where the jump from really way up there from the platform over the robot's head where Requiem and Romulus can be found, and when I target them, they appear to be undamaged. Guess its the devs version of special forces, ha ha ha ha.

Hugs

Stormy