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Devilsbane
11-02-2006, 08:02 PM
<DIV><STRONG><FONT color=#ffcc00>***Falling Damage and Safefall Skill***<BR></FONT></STRONG>•    Falling damage is no longer taken as a percentage of your total health.<BR>•    Distance is now the only modifier in the amount of damage taken, falling velocity is no longer a variable.  <BR>•    Damage is calculated as (Distance Fallen * 125).  <BR>•    A safe distance fall is 13 meters or less (Just under the height of a griffon tower platform).<BR>•    A terminal fall is 80 meters.  Any fall from that height (without safefall skill or <FONT size=4><EM>some magic</EM></FONT>) will deal 30,000 points of damage.<BR>•    Safe Fall Skill increases the safe distance fall by 1 meter for every 5 points of skill.  A skill of 250 would increase the distance a character could fall without taking damage from 13 meters to 63 meters ((250 / 5) + 13).</DIV> <DIV> </DIV> <DIV><BR> </DIV> <DIV>Can I get a Feather Fall (DnD spell EQ equivalent?) anyone?! As a Fury I am asked many times for a SoW. Now I can be repayed back in kind! :smileyvery-happy:</DIV>

Lady Shai
11-02-2006, 08:11 PM
<P>My thought is that the "magic spell" would be like a ward or the casters line of stoneskin..where it absorbs 3 attacks... I have jumped off a few things with stoneskin on and survived with no dmg due to that spell.</P> <P>I dont think there wil be a safe fall spell/magic potion thing.... cant see it being done <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></P>

Devilsbane
11-02-2006, 08:36 PM
<BR> <BLOCKQUOTE> <HR> Lady Shai wrote:<BR> <P>My thought is that the "magic spell" would be like a ward or the casters line of stoneskin..where it absorbs 3 attacks... I have jumped off a few things with stoneskin on and survived with no dmg due to that spell.</P> <P>I dont think there wil be a safe fall spell/magic potion thing.... cant see it being done <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></P><BR> <HR> </BLOCKQUOTE> <P><BR>I can see it being added. Just read some of the PvP posts. Cliff jumping seems to be a strategy used to deny players from getting a kill. If you have safefall and your opponent does not. You can jump and get away if you are losing. If your opponent is losing they can jump to their death without losing faction/title/ect and be placed on recent kill list . As for PvE notice no mobs ever drown or take damage from falls.  Adding such a spell would be an easy fixed to both problems. :smileywink:</P>

Lady Shai
11-02-2006, 08:48 PM
<P>Hmmm... did not think of it from a PvP aspect, since i dont play PvP lol I can see it maybe being added there then...since PvP is a totally different server etc. They have several things that the standard PvE ones dont...so perhaps it would be in there.</P> <P>Standard PvE tho...well, it just seems to me, and please, correct me if I am mistaken, safefall is a class or racial skill. So by that thought and reasoning, it would probably not be added to PvE servers....it would be sort of like giving an evac to classes that dont have it....</P> <P>Tho perhaps again, looking at it... it may be a status charm etc.... I have seen some interesting charms and one-charge quest items. So I suppose it is possible lol</P> <P>Would be nice tho.... I am tired of falling off of things lol</P>

JoarAddam
11-02-2006, 09:28 PM
<DIV>Gnomish parachutes and "slow fall" are coming with EoF, I've heard...</DIV>

DerDrac
11-02-2006, 10:09 PM
Slow fall is going to be called Feather Fall or something like that. Far as i know, only the fae get it, though with the devs, I bet there will be other ways to mimic safe fall.As a bruiser I love safe fall, and many people are up in arms when others get a skill or things like that. I hope beyond all hope that EVERYONE gets a way to avoid taking huge ammounts of damage when they fall off things. Its fun to plummet from heights as a bruiser, but not as a beserker. Now when i say everyone gets a way, i don't mean everyone should have a passive skill. Featherfall has to be activated from what i've heard, and it also will probably have a short term duration so you can't glide accross the whole zone. I don't see any harm in having potions. After all there are invis potions you can buy. I would prefer they give casters the ability to cast duration spells on other people (ie sow, kei, invis, soe (spirit of eagle, my fav)) but i doubt that will happen. At least we can heal other ppl now.They are adding in tinkering! Which will allow you to make items that have special abilities. Leave it to the gnomes to give you safe fall boots (spring boots) or something like that i bet. Would be cool. Shouldn't have any stats. Just like see invis goggles or an invis cloak (hehe harry potter).Just some ideas, all is not lost.Soo excitied about this xpac, can't decide between transmuting and tinkering, time to make an alt lol.<div></div>

Mirander_1
11-02-2006, 11:54 PM
<div></div>Besides the Fae, mention has been made of tinkered items that can also make the slowfall effect.  And although nothing's been said, I wouldn't be surprised to see some classes get a spell for it, especially the classes that had levitate in EQlive.<div></div>

Triyton
11-03-2006, 04:06 AM
<P>And then you just need an extra three or four hotbars so you can manage all these extra potions, tinkered items, totems, AA buffs and skills, and other assorted useable items (ie quested and looted items) that are piling up.  If you have a bar or two for tradeskills you may be running low already.</P> <P> </P>

Zard
11-03-2006, 05:48 AM
<P>I bet Woodworkers wish they could make <STRONG>Safefall Totems.  :smileywink:</STRONG></P> <P><STRONG></STRONG> </P> <P>ps. I know I do!</P><p>Message Edited by DeathMutant on <span class=date_text>11-02-2006</span> <span class=time_text>05:49 PM</span>

ke'la
11-03-2006, 05:50 AM
<DIV>Durring the Online Gaming Radio EQ2sday last Tuesday(Oct 31st), they had permition to talk about Beta and one thing one of them said, that they got a Adornment Iteam for there cloak that gave them Falling Damage Reduction.</DIV>

EtoilePirate
11-04-2006, 09:24 AM
I am so glad they just lifted the Beta NDA.Yes, there <b>are</b> tinkered items coming to the game that slow or reduce falling damage, or change the way you jump.  The Fae maneuver differently in the vertical dimension than any of the other races (wings, and all), and there are (fun) items in the game that mimic those motions.Unfortunately, I am a total flake and did not think to take any screenshots of the ones I saw linked.<div></div>

Morticyah
11-04-2006, 10:57 AM
My opinion: no char stays as clumsy as they were at lvl 1. I would'nt say everyone has to get safe fall, but i wouls be nice if it was somewhere linked to agility. My Warden can't even jump of a table without hurting herself, in a matter of speaking :p<div></div>

ke'la
11-04-2006, 12:49 PM
<BR> <BLOCKQUOTE> <HR> Morticyah wrote:<BR>My opinion: no char stays as clumsy as they were at lvl 1. I would'nt say everyone has to get safe fall, but i wouls be nice if it was somewhere linked to agility. My Warden can't even jump of a table without hurting herself, in a matter of speaking :p<BR> <BR> <HR> </BLOCKQUOTE><BR>Have you looked at the Update Notes about the changes to Safe Fall, if its 13 meters or less, No Damage(just shy of the hight of the griff tower) after that its 125? point of damage for every Meter of fall, -modifiers. So as you grow older you will be able to servive falls from grater hights and the damage taken from shorter falls won't hurt as much.<p>Message Edited by ke'la on <span class=date_text>11-03-2006</span> <span class=time_text>11:50 PM</span>

Silverpaws
11-04-2006, 01:34 PM
You will be able to augment your equipment with a 35% increase on fall distance for all classes.  So bascially, its newb safefall for everyone.<div></div>

DalamarArge
11-06-2006, 05:21 PM
Great news and all, but has safefall been fixed? I am a level 70 Monk and my safefall is 64/350. It hardly ever goes up, and I have tried a lot of jumping. Anyone know how the stupid mechanic works to increase the number?

Renpatsu
11-06-2006, 06:21 PM
<BR> <BLOCKQUOTE> <HR> DalamarArgent wrote:<BR> Great news and all, but has safefall been fixed? I am a level 70 Monk and my safefall is 64/350. It hardly ever goes up, and I have tried a lot of jumping. Anyone know how the stupid mechanic works to increase the number?<BR> <HR> </BLOCKQUOTE> <P>Short answer: Keep jumping from heights and watch out for getting low damage or the message 'You land softly ...'. The higher your safefall skill is, the higher you need to fall down to get 'fast' improvements. It usually still takes a couple of falls to make the skill go up. Low heights become trivial eventually, when you raise the skill.</P> <P>On live servers at 64, the griffon towers should still work, I think they worked up to about 80/90 or at least close (can't remember really). After that, try the cliffs at the Antonica bell or even mage tower in South Qeynos (left portal is lowest fall range, right is mid and straight ahead is highest). There are a couple of other spots as well, like some 'mountains' - e.g. on TT.</P> <P>The mage tower is a bit tricky with low safefall skill. But it's definetely one of the best ways to improve safefall up to maximum, since the instant portals are a great time saver. If I remember correctly, I did start at about 100 with mage tower. Be sure, that you aim for the outer ledge which is a couple of metres above the ground floor, all around the outer edge of mage tower. You can 'glide along' the side of the outer pillars to slow your fall as well (needs a bit of practice). Jumping on the ledge and then to the ground grants two opportunities to get a 'low safefall value' up. At higher values, don't bother jumping on the ledge.</P><p>Message Edited by Renpatsu on <span class=date_text>11-06-2006</span> <span class=time_text>05:24 AM</span>

Silverpaws
11-06-2006, 07:16 PM
Run up a hill, jump backwards, run up a hill, jump backwards...... Find a bigger hill, run up a hill, jump backwards.....Oh.. the good old days of jumping off the gfay spires to up safefall.<div></div>

Rutabegah
11-07-2006, 02:05 PM
<P>Why this dumb change?  Does this mean that low level character need to now be careful about where they fall from?<BR><BR>A level 10 cannot jump from a griffon tower anymore?  What about a tradskilling sage who is working in Freeport?  You gotta go all the way to the bottom to get to the work bench.  Low levels now have to run all the way down?  This makes timed writs tougher.</P><p>Message Edited by Rutabegah on <span class=date_text>11-07-2006</span> <span class=time_text>01:07 AM</span>

schrammy
11-07-2006, 06:10 PM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> Rutabegah wrote:<BR> <P>Why this dumb change?  Does this mean that low level character need to now be careful about where they fall from?<BR><BR>A level 10 cannot jump from a griffon tower anymore?  What about a tradskilling sage who is working in Freeport?  You gotta go all the way to the bottom to get to the work bench.  Low levels now have to run all the way down?  <STRONG>This makes timed writs tougher.</STRONG></P> <P>Message Edited by Rutabegah on <SPAN class=date_text>11-07-2006</SPAN> <SPAN class=time_text>01:07 AM</SPAN><BR> <HR> </BLOCKQUOTE> <DIV>There is a table downstairs. The timer doesnt start untill you click the table and get your invoice. Walk down and then click the table almost next to the scriing tables <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Not saying that i like the change tho, i like jumping down instead <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><BR></DIV>

Triyton
11-07-2006, 10:48 PM
<P>Are these adornments freely placed in addition to other adornments, or will they reduce the number of "slots" available for more frequently needed (i.e. combat oriented) adornments?  If not it means switching to a "traveling cloak" and back again.  Another two icons on the already crowded hotbars.</P> <P> </P>

Silverpaws
11-07-2006, 11:05 PM
<div><blockquote><hr>Triyton wrote:<div></div> <p>Are these adornments freely placed in addition to other adornments, or will they reduce the number of "slots" available for more frequently needed (i.e. combat oriented) adornments?  If not it means switching to a "traveling cloak" and back again.  Another two icons on the already crowded hotbars.</p> <hr></blockquote>missthread?</div>

Silverpaws
11-07-2006, 11:12 PM
Adornments are placed on your items, and are permantly there.  You wouldnt need to hotkey them, they are just on your gear.  As for switching out quickly, I only hotkey items that I use frequently.  I have 5 visible hotkey bars, and 3 I toggle to.  Most are spells, a few are totems, mana potions, or other random clickies.  But as for switching out from a tradeskill cloak to a melee one, double clicking the item in my inventory works just fine.Sorry if I missread your question.<div></div>

Triyton
11-07-2006, 11:30 PM
<BR> <BLOCKQUOTE> <HR> Silverpaws wrote:<BR>Adornments are placed on your items, and are permantly there.  You wouldnt need to hotkey them, they are just on your gear.  As for switching out quickly, I only hotkey items that I use frequently.  I have 5 visible hotkey bars, and 3 I toggle to.  Most are spells, a few are totems, mana potions, or other random clickies.  But as for switching out from a tradeskill cloak to a melee one, double clicking the item in my inventory works just fine.<BR><BR>Sorry if I missread your question.<BR> <BR> <HR> </BLOCKQUOTE><BR>I was assuming there was a limited number of adornments that could be placed on a cloak.  If hypothetically it has room for 5 adornments, I would not want to put on three noncombat adornments on a cloak I was using in combat.  If there is no such limit, then never mind.  Assuming that cloaks even have properties affecting combat. 

Silverpaws
11-07-2006, 11:34 PM
Im pretty sure its restricted to 2 or 3 adornments tops.  Why not have more than one cloak?  The lvl 20 tailor stuff you can stick on your flowing thought or whatever for tradeskilling, and use the T7 cloak for adventuring.  I will prob own 2 for sure.<div></div>

Milanya
11-07-2006, 11:52 PM
<DIV>i think that Dirges will also get a group safefall (up to 50%) component to their Run Speed AA line in EoF.</DIV> <DIV> </DIV> <DIV>i coudl be mistaken, but i think that is what was being bantered about on the dirge borads.</DIV> <DIV> </DIV> <DIV>mil</DIV>

Krooner
11-08-2006, 12:40 AM
<BR> <BLOCKQUOTE> <HR> Milanya wrote:<BR> <DIV>i think that Dirges will also get a group safefall (up to 50%) component to their Run Speed AA line in EoF.</DIV> <DIV> </DIV> <DIV>i coudl be mistaken, but i think that is what was being bantered about on the dirge borads.</DIV> <DIV> </DIV> <DIV>mil</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Yes Dirges are getting an augment onto Selos's</P> <P><STRONG>Enhance: Selo's Accelerando - </STRONG>Adds a safefall components to Selo's Accelerando and its higher level upgrades.<BR>   (passive) - adds safefall (10%/rank)<FONT color=#ffff00> </FONT></P>