Talk:Fall damage

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Fall damage differs between classes...

If I remember correctly, fall damage is based partially on a player's max health, so Heavies will take more fall damage then Scouts falling at the same velocity. If I'm not completely insane, this means that the information currently on this page is somewhat inaccurate. I assume this was tested with a 125 Health class. -The Neotank ( | Talk) User The Neotank Signeotank.gif 01:12, 22 October 2010 (UTC)

It doesn't vary at all in my experience. -- Pilk (talk) 01:16, 22 October 2010 (UTC)
Tested this out because I am a spiteful person who can. Falling from the second level of tr_airshot, a Scout (125 Health) suffers 16 points of fall damage, a Soldier (200 Health) loses 27 health, and a Heavy (300 Health) takes a whopping 43 damage. Same height, different health values, different fall damage. Also, I see some slight random variation in fall damage values for the same fall height. Curious. -The Neotank ( | Talk) User The Neotank Signeotank.gif 02:43, 23 October 2010 (UTC)
The damage values vary massively, that's why you might need a huge sample size to get any kinda of valuable information. -- Pilk (talk) 13:16, 23 October 2010 (UTC)
Okay, retested, definite variation based on max health. Granted, I used a relatively small sample size, but the odds of my conclusion being completely wrong should be rather low. Bringing this up again because the Sticky Jumper has us all wanting to do an 8-sticky jump out of Badwater. -The Neotank ( | Talk) User The Neotank Signeotank.gif 22:01, 28 October 2010 (UTC)
I concur, common misconception is that SJ demos take as much fall damage as normal demos. Could explain why that graph looks so uneven. Rice 18:04, 5 November 2010 (UTC)
Well then isn't that table and graph incorrect for all the classes due to the varying damages? - Meter1060 12:43, 11 November 2010 (UTC)
This is my first time contributing to a wiki, but I have gathered a sample to compare the data to. Here are my results: https://docs.google.com/open?id=0B9Sr3XLt4UVcVFAxVHNVSFpyTXM . I found that it seems likely that the percent of a classes' full health has to do with the equation, rather than different equations per class, or a same base damage per class. I also found that at terrifying heights, say 30,000 hammer units, you are only prone to lose about 70% of what your full health would be. If you have full HP, I dont think its possible to die by falling one time alone. I also tried with a spy equipped the kunai, (which makes you have a base hp of 80), and he had lost about the same ratio per full hp. Though i did not document this, it seems that items that effect your full hp effect the amount of damage you take (but not the full HP ratio) I created a map to gather all the data, and I can upload it if you really want. Hopefully this will be of help to you. Noltron 16:52, 24 April 2012 (PDT)
My own tests agree with the basics of Noltron's. Fall damage is a percentage of max health, not a set amount. Further more, damage dealt is based on downward velocity when you hit the ground, not distance. Falling from half height at double gravity will deal the same damage up to a point. The terminal velocity for appears to be 3500. Explosive forces, such as downward explosive forces, can increase your velocity beyond that temporarily, but it will fall back down to 3500 over time. At terminal velocity you take the same amount of damage no matter what the gravity setting is at. The minimum velocity needed to take fall damage at all appears to be somewhere around 656.3607203360055. At 656.360681333061 you won't take any fall damage and at 656.3607203360055 you will. I'll have more information and all of my data available in the next couple of weeks. Yeef 11:33, 7 May 2012 (PDT)
In case there are any doubts remaining, I can confirm that fall damage is based on your current max health; as a frequent user of the Conniver's Kunai, I regularly take minimal damage (roughly around 5-10) from even the biggest falls. Also, please submit those results soon, Yeef! I'm eager to see them. —BobMathrotus (talk) 09:57, 17 July 2012 (PDT)

Chdata (talk) 00:55, 19 July 2014 (PDT) I just confirmed this via sourcepawn modding. I set Hale's max health to ~13,000 via the same attribute battalion's backup/kunai uses/etc and he was taking 3000-5000 fall damage and hitting 6700 with mantreads.

The video

Is this video actually necessary? It seems only a lame way to farm views. Tell me if I can delete it. --Pratolli 11:56, 12 May 2011 (UTC)

Distance? really?

I've found that fall damage can be forced by applying immense speed rather than simply from the height fallen from.

For instance, standing in the spawn hallway of 2fort, placing 8 sticky jumper bombs on the ceiling, jumping, and detonating will cause ~40 damage to you. The preceding unsigned comment was added by TheDoctorOwning (talk) • (contribs)

Fall damage formula

This is the fall damage formula:

Damage = 5 * ( Velocity / 300 ) * ( MaxHealth / 100 )

It's also affected by random spread of 20%.

Maximum velocity at which you don't take damage is 650. Terminal velocity is 3500. The question is, can the old leaked source code be considered a trusted source? --Nik1895 (talk) 11:40, 23 December 2014 (PST)

Fall damage still wrong

Independent of the thread below, I have concluded that the information provided on the wiki here is wrong, and with what the below says, it IS percentage based on player's max health. The graph needs to be updated, or at the very least, removed. The preceding unsigned comment was added by Gamemaster1379 (talk) • (contribs)

I've updated the 'Damage values' section with a table and graph both based on velocity and not height. They both also contain calculated values using the aforementioned formula on this talk page. Starblaster64 (talk) 21:28, 12 December 2015 (PST)

New Video

Would an informational video on fall damage be very helpful? If so, what would/should such a video contain? Starblaster64 (talk) 21:42, 12 December 2015 (PST)