Difference between revisions of "Fall damage"

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{{Quotation|'''The Demoman'''|Ooooh, I've realllly hit rock bottom.|sound=Demoman_jeers06.wav}}
 
{{Quotation|'''The Demoman'''|Ooooh, I've realllly hit rock bottom.|sound=Demoman_jeers06.wav}}
  
'''Fall damage''' is a type of [[damage]] that is only applied when a player falls from a certain height.
+
'''Fall damage''' is a type of [[damage]] that is only applied when a player hits the ground while traveling faster than a certain velocity, or by certain areas in a map.
  
Fall damage is calculated as being proportional to the vertical distance travelled by the player before they hit a horizontal surface. As such, the greater the distance from the ground at the start of the drop, the greater the amount of damage given. Fall damage is accompanied by a distinct 'bone crunching' sound that serves to indicate the player has been injured from the fall. Other players will also see a blood particle effect from the damaged player.
+
Fall damage is taken by a victim when the victim falls faster than {{Tooltip|650 [[Hammer units]] per second|~12.4 meters or ~40.6 feet}} and lands on a flat horizontal surface; the damage received varies based on the victim's downwards velocity (generally the longer you fall, the higher this is) and the victim's max health. If a Spy using the [[Conniver's Kunai]] and a Heavy fall from the same distance, the Heavy will take more fall damage. The fall is usually accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief time. Landing while [[crouched]] will therefore increase fall damage taken, as the player is calculated to have traveled further in this space of time.
  
Players that attempt to crouch during the fall will inadvertently suffer more damage than if they had remained standing upright. This is because crouching results in the player's bounding box becoming smaller and therefore higher off the ground. This creates a greater height distance between the character and the ground. Conversely, a player who crouches just before leaving a ledge surface who then proceeds to stand in mid-air will have shortened his potential fall distance.
+
However, fall damage can be cancelled by utilising a [[Jumping#Double Jump|Double jump]] (or a [[Triple jump]] with the [[Atomizer]] or a [[Force jump]] with the [[Force-A-Nature]]) close to the floor, being [[Compression blast|Airblasted]] away from the floor at an angle, activating the [[B.A.S.E. Jumper|B.A.S.E. Jumper's]] parachute before touching the floor, or explosive jumping away from the floor with precise timing. The [[Mantreads]] can also offset fall damage from the user if they successfully land on an opponent, inflicting 3 times the fall damage that would've been taken by the wearer to the target, and the wearer will take no fall damage. It is also possible to negate fall damage by landing in a body of [[Water]] of a depth greater than 1 Hammer unit.
  
It is important to note that fall damage can be negated by utilizing abilities such as [[double jump]]ing, [[sticky jump]]ing or [[rocket jump]]ing near the end of the fall, as this essentially resets the vertical travel distance. The splash damage dealt by explosives used to cancel the fall, however, could result in delivering further damage to the player. No such problem exists with training weapons such as the [[Rocket Jumper]].
+
If a player dies from fall damage — including pitfalls such as the southern face of [[Upward]], which instantly kill any player who lands in them — a distinct kill message will be displayed in the kill feed, and an assist will be awarded to anyone who was attacking the victim at the time of death. Some areas of a map can kill a player no matter what speed they have while touching them, or if they are under the effect of the ÜberCharge.
  
[[Environmental_death#Pitfalls|Certain map areas]] are intentionally affixed to instantly kill the player with severe fall damage, regardless of health status at the time.
+
There is a 20% random variance in fall damage. This random variable can be disabled by setting {{cvar|tf_fall_damage_disablespread}} to 1.  
 
 
Deaths resulting from fall damage generally occur when a wounded player takes a large leap and miscalculates the risk. As such, upon reaching a surface and receiving fall damage, the player's class will [[ragdoll]] with the accompanying bone crunching sound. Players can also use fall damage to their advantage, as they can push the enemy off the edge and earn a kill, without having to go into direct combat. This is most useful to [[Pyro]]s, who can ignite their enemies and airblast them off an edge or into another environmental hazard.
 
 
 
The [[Soldier]] can also use fall damage offensively, but in a very different fashion. While wearing the [[Mantreads]], a player can attempt to land on an opposing player after falling from a height sufficient to inflict fall damage. If they succeed, the resulting fall damage is tripled, and inflicted on the opponent the player landed on. They will receive no self fall damage if they hit a player, but still will take damage if hitting a surface.
 
  
 +
== Gallery ==
 +
{{see also|Kill icons|l1=List of kill icons}}
 +
{{Kill notice|extend = yes|width = 45%|weapon = skull|victim = Scout  <span style="color:#3e3923;">fell to a clumsy, painful death </span>}}
  
 
{{anchor|Fall Damage Chart}}
 
{{anchor|Fall Damage Chart}}
 
== Damage values ==
 
== Damage values ==
'''Note''': damage values are approximate and have been determined by community testing.
+
'''Note''': The following values are before the 20% random variance in fall damage is calculated. The following values are also percentages, not exact values, as fall damage is dealt proportionately to maximum health. It should also be noted that these are theoretical values, calculated using the fall damage formula: Damage (%) = 5 * ( Velocity / 300 ).
{| class="wikitable grid" style="font-size:80%;"
+
{| class="wikitable grid" style="font-size:80%; text-align: center;"
! class="header" | Height <small>(units)</small>
+
! class="header" | Velocity <small>(units/s)</small>
| 256
+
| 0-650
| 320
+
| 651
| 384
+
| 700
| 448
+
| 750
| 512
+
| 800
| 576
+
| 850
| 640
+
| 900
| 704
+
| 950
| 768
+
| 1000
| 832
+
| 1050
| 896
+
| 1100
| 960
+
| 1150
| 1024
+
| 1200
| 1088
+
| 1250
| 1152
+
| 1300
| 1216
+
| 1350
| 1280
+
| 1400
| 1344
+
| 1450
| 1408
+
| 1500
| 1472
+
| 1550
| 1536
+
| 1600
 +
| 1650
 +
| 1700
 +
| 1750
 +
| 1800
 +
| 1850
 +
| 1900
 +
| 1950
 +
| 2000
 +
| 2050
 
|-
 
|-
! class="header" | Damage
+
! class="header" | Damage (%)
| style="background-color:#FBF0D2;" | 0
+
| style="background-color:#FBF0D2;" | 0.00
| style="background-color:#FBF0D2;" | 30
+
| style="background-color:#FBF0D2;" | 10.85
| style="background-color:#FBF0D2;" | 37
+
| style="background-color:#FBF0D2;" | 11.67
| style="background-color:#FBF0D2;" | 49
+
| style="background-color:#FBF0D2;" | 12.50
| style="background-color:#FBF0D2;" | 53
+
| style="background-color:#FBF0D2;" | 13.33
| style="background-color:#FBF0D2;" | 55
+
| style="background-color:#FBF0D2;" | 14.17
| style="background-color:#FBF0D2;" | 57
+
| style="background-color:#FBF0D2;" | 15.00
| style="background-color:#FBF0D2;" | 59
+
| style="background-color:#FBF0D2;" | 15.83
| style="background-color:#FBF0D2;" | 60
+
| style="background-color:#FBF0D2;" | 16.67
| style="background-color:#FBF0D2;" | 62
+
| style="background-color:#FBF0D2;" | 17.50
| style="background-color:#FBF0D2;" | 64
+
| style="background-color:#FBF0D2;" | 18.33
| style="background-color:#FBF0D2;" | 66
+
| style="background-color:#FBF0D2;" | 19.17
| style="background-color:#FBF0D2;" | 69
+
| style="background-color:#FBF0D2;" | 20.00
| style="background-color:#FBF0D2;" | 71
+
| style="background-color:#FBF0D2;" | 20.83
| style="background-color:#FBF0D2;" | 72
+
| style="background-color:#FBF0D2;" | 21.67
| style="background-color:#FBF0D2;" | 74
+
| style="background-color:#FBF0D2;" | 22.50
| style="background-color:#FBF0D2;" | 78
+
| style="background-color:#FBF0D2;" | 23.33
| style="background-color:#FBF0D2;" | 79
+
| style="background-color:#FBF0D2;" | 24.17
| style="background-color:#FBF0D2;" | 80
+
| style="background-color:#FBF0D2;" | 25.00
| style="background-color:#FBF0D2;" | 82
+
| style="background-color:#FBF0D2;" | 25.83
| style="background-color:#FBF0D2;" | 83
+
| style="background-color:#FBF0D2;" | 26.67
 +
| style="background-color:#FBF0D2;" | 27.50
 +
| style="background-color:#FBF0D2;" | 28.33
 +
| style="background-color:#FBF0D2;" | 29.17
 +
| style="background-color:#FBF0D2;" | 30.00
 +
| style="background-color:#FBF0D2;" | 30.83
 +
| style="background-color:#FBF0D2;" | 31.67
 +
| style="background-color:#FBF0D2;" | 32.50
 +
| style="background-color:#FBF0D2;" | 33.33
 +
| style="background-color:#FBF0D2;" | 34.17
 
|-
 
|-
 
| colspan="21" |
 
| colspan="21" |
 
|-
 
|-
! class="header" | Height <small>(units)</small>
+
! class="header" | Velocity <small>(units/s)</small>
| 1600
+
| 2100
| 1664
+
| 2150
| 1728
+
| 2200
| 1792
+
| 2250
| 1856
+
| 2300
| 1920
+
| 2350
| 1984
+
| 2400
| 2048
+
| 2450
| 2112
+
| 2500
| 2176
+
| 2550
| 2240
+
| 2600
| 2304
+
| 2650
| 2368
+
| 2700
| 2432
+
| 2750
| 2496
+
| 2800
| 2560
+
| 2850
| 2624
+
| 2900
| 2688
+
| 2950
| 2752
+
| 3000
| 2816
+
| 3050
| 2880
+
| 3100
 +
| 3150
 +
| 3200
 +
| 3250
 +
| 3300
 +
| 3350
 +
| 3400
 +
| 3450
 +
| 3500
 +
| -
 
|-
 
|-
! class="header" | Damage
+
! class="header" | Damage (%)
| style="background-color:#FBF0D2;" | 84
+
| style="background-color:#FBF0D2;" | 35.00
| style="background-color:#FBF0D2;" | 85
+
| style="background-color:#FBF0D2;" | 35.83
| style="background-color:#FBF0D2;" | 96
+
| style="background-color:#FBF0D2;" | 36.67
| style="background-color:#FBF0D2;" | 97
+
| style="background-color:#FBF0D2;" | 37.50
| style="background-color:#FBF0D2;" | 98
+
| style="background-color:#FBF0D2;" | 38.33
| style="background-color:#FBF0D2;" | 99
+
| style="background-color:#FBF0D2;" | 39.17
| style="background-color:#FBF0D2;" | 100
+
| style="background-color:#FBF0D2;" | 40.00
| style="background-color:#FBF0D2;" | 101
+
| style="background-color:#FBF0D2;" | 40.83
| style="background-color:#FBF0D2;" | 102
+
| style="background-color:#FBF0D2;" | 41.67
| style="background-color:#FBF0D2;" | 103
+
| style="background-color:#FBF0D2;" | 42.50
| style="background-color:#FBF0D2;" | 104
+
| style="background-color:#FBF0D2;" | 43.33
| style="background-color:#FBF0D2;" | 108
+
| style="background-color:#FBF0D2;" | 44.17
| style="background-color:#FBF0D2;" | 111
+
| style="background-color:#FBF0D2;" | 45.00
| style="background-color:#FBF0D2;" | 112
+
| style="background-color:#FBF0D2;" | 45.83
| style="background-color:#FBF0D2;" | 113
+
| style="background-color:#FBF0D2;" | 46.67
| style="background-color:#FBF0D2;" | 114
+
| style="background-color:#FBF0D2;" | 47.50
| style="background-color:#FBF0D2;" | 115
+
| style="background-color:#FBF0D2;" | 48.33
| style="background-color:#FBF0D2;" | 120
+
| style="background-color:#FBF0D2;" | 49.17
| style="background-color:#FBF0D2;" | 122
+
| style="background-color:#FBF0D2;" | 50.00
| style="background-color:#FBF0D2;" | 124
+
| style="background-color:#FBF0D2;" | 50.83
| style="background-color:#FBF0D2;" | 125
+
| style="background-color:#FBF0D2;" | 51.67
 +
| style="background-color:#FBF0D2;" | 52.50
 +
| style="background-color:#FBF0D2;" | 53.33
 +
| style="background-color:#FBF0D2;" | 54.17
 +
| style="background-color:#FBF0D2;" | 55.00
 +
| style="background-color:#FBF0D2;" | 55.83
 +
| style="background-color:#FBF0D2;" | 56.67
 +
| style="background-color:#FBF0D2;" | 57.50
 +
| style="background-color:#FBF0D2;" | 58.33
 +
| style="background-color:#FBF0D2;" | -
 
|}
 
|}
  
 
=== Graph ===
 
=== Graph ===
Originally sourced from [http://spreadsheets.google.com/pub?key=p3ishh-tlWtYzGuOAlhf8bA this document].
+
Previous values graphed, along with minimum and maximum damage percentages.
  
[[File:Fall Damage Graph.png]]
+
[[File:Fall Damage Velocity Graph.png|900px]]
  
 
== Related achievements ==
 
== Related achievements ==
 +
=== {{class link|Scout}} ===
 +
{{Show achievement|Scout|Fall Classic|width = 50%}}
 +
=== {{class link|Demoman}} ===
 +
{{Show achievement|Demoman|He Who Celt It|width = 50%}}
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
 
{{Show achievement|Medic|Medical Intervention|width = 50%}}
 
{{Show achievement|Medic|Medical Intervention|width = 50%}}
  
== Gallery ==
+
== Update history ==
{{see also|Kill icons|l1=List of kill icons}}
+
'''{{Patch name|10|18|2011}} #1'''
{{Kill notice|extend = yes|width = 45%|weapon = skull|victim = Scout  <span style="color:#3e3923;">fell to a clumsy, painful death </span>}}
+
* {{Undocumented}} Standing on top of an enemy and then killing said enemy while facing the floor will no longer deal fall damage to the player.
 +
'''{{Patch name|7|7|2022}}'''
 +
* Added a game server setting, "{{cvar|tf_fall_damage_disablespread}}", to disable random fall damage (default: {{code|0}}).
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 21:52, 9 December 2023

Tf demoman environmental kill.png
Ooooh, I've realllly hit rock bottom.
The Demoman

Fall damage is a type of damage that is only applied when a player hits the ground while traveling faster than a certain velocity, or by certain areas in a map.

Fall damage is taken by a victim when the victim falls faster than 650 Hammer units per second and lands on a flat horizontal surface; the damage received varies based on the victim's downwards velocity (generally the longer you fall, the higher this is) and the victim's max health. If a Spy using the Conniver's Kunai and a Heavy fall from the same distance, the Heavy will take more fall damage. The fall is usually accompanied by a distinct bone crunching noise and blood particles being emitted from the legs for a brief time. Landing while crouched will therefore increase fall damage taken, as the player is calculated to have traveled further in this space of time.

However, fall damage can be cancelled by utilising a Double jump (or a Triple jump with the Atomizer or a Force jump with the Force-A-Nature) close to the floor, being Airblasted away from the floor at an angle, activating the B.A.S.E. Jumper's parachute before touching the floor, or explosive jumping away from the floor with precise timing. The Mantreads can also offset fall damage from the user if they successfully land on an opponent, inflicting 3 times the fall damage that would've been taken by the wearer to the target, and the wearer will take no fall damage. It is also possible to negate fall damage by landing in a body of Water of a depth greater than 1 Hammer unit.

If a player dies from fall damage — including pitfalls such as the southern face of Upward, which instantly kill any player who lands in them — a distinct kill message will be displayed in the kill feed, and an assist will be awarded to anyone who was attacking the victim at the time of death. Some areas of a map can kill a player no matter what speed they have while touching them, or if they are under the effect of the ÜberCharge.

There is a 20% random variance in fall damage. This random variable can be disabled by setting tf_fall_damage_disablespread to 1.

Gallery

See also: List of kill icons
Killicon skull.png
 Scout fell to a clumsy, painful death

Damage values

Note: The following values are before the 20% random variance in fall damage is calculated. The following values are also percentages, not exact values, as fall damage is dealt proportionately to maximum health. It should also be noted that these are theoretical values, calculated using the fall damage formula: Damage (%) = 5 * ( Velocity / 300 ).

Velocity (units/s) 0-650 651 700 750 800 850 900 950 1000 1050 1100 1150 1200 1250 1300 1350 1400 1450 1500 1550 1600 1650 1700 1750 1800 1850 1900 1950 2000 2050
Damage (%) 0.00 10.85 11.67 12.50 13.33 14.17 15.00 15.83 16.67 17.50 18.33 19.17 20.00 20.83 21.67 22.50 23.33 24.17 25.00 25.83 26.67 27.50 28.33 29.17 30.00 30.83 31.67 32.50 33.33 34.17
Velocity (units/s) 2100 2150 2200 2250 2300 2350 2400 2450 2500 2550 2600 2650 2700 2750 2800 2850 2900 2950 3000 3050 3100 3150 3200 3250 3300 3350 3400 3450 3500 -
Damage (%) 35.00 35.83 36.67 37.50 38.33 39.17 40.00 40.83 41.67 42.50 43.33 44.17 45.00 45.83 46.67 47.50 48.33 49.17 50.00 50.83 51.67 52.50 53.33 54.17 55.00 55.83 56.67 57.50 58.33 -

Graph

Previous values graphed, along with minimum and maximum damage percentages.

Fall Damage Velocity Graph.png

Related achievements

Leaderboard class scout.png Scout

Fall Classic
Fall Classic
Cause an environmental death or suicide using the Force-A-Nature's knockback.

Leaderboard class demoman.png Demoman

He Who Celt It
He Who Celt It
Use the Sticky Launcher to kill an enemy player via environmental damage.

Leaderboard class medic.png Medic

Medical Intervention
Medical Intervention
Save a falling teammate from dying on impact.


Update history

October 18, 2011 Patch #1

  • [Undocumented] Standing on top of an enemy and then killing said enemy while facing the floor will no longer deal fall damage to the player.

July 7, 2022 Patch

  • Added a game server setting, "tf_fall_damage_disablespread", to disable random fall damage (default: 0).