“He’s like a man with a fork in a world of soup.”
Damage Transfer from LF to Health: Bugged?
“He’s like a man with a fork in a world of soup.”
What it should do is deal the damage to your life force, and then remove the remaining damage gets subtracted from your HP. So if you took 5k damage to a 2k DS, you’d lose 3k HP as well.
No idea if its working properly in game though.
There’s a certain threshold of how far you can fall and still be able to survive. At some point, regardless of HP and mitigation, you are bound to die.
Are you sure it might not simply have been this?
E:
DS is bugged to a certain degree though. It is supposed to reduce damage by 50%, which is does as long as the damage does not overflow to your regular HP (the overflowing damage itself is obviously not supposed to be reduced; however once it overflows, even the damage taken to DS is not affected by this reduction)
In Bhawb’s example, we SHOULD only lose 1k HP (the 2k DS absorbing the equivalent of 4k damage), but due to this bug we end up losing 3k.
Which can be quite severe, in case the damage so much as overspills by one single point, we receive pretty much two times the damage we should take.
(edited by SunRoamer.5103)
A month ago it only overflowed without any reduction, nice to see that this class gets more bugged month by month.
edit: SunRoamer was faster with editing.
I’m getting flashbacks to bugged downed state for some reason.
I think I should remove this quote given the recent developement.
There’s a certain threshold of how far you can fall and still be able to survive. At some point, regardless of HP and mitigation, you are bound to die.
Are you sure it might not simply have been this?
Interesting. It’s very possible that falling damage is just “different”, but that still feels weird to me.
I just ran a test, and a character with 19k health took roughly 112k falling damage from one location, and another character with 12k health took 66k from the same location. It makes sense that falling damage is a % of your total health to insure all characters die from the same distance, but because Death Shroud lets us absorb > 100% of our total health in damage, I would have thought there would be extra room, such that you had to take 160% falling damage to die from full DS (rough example).
I’m going to run some more tests to see if it’s just falling damage. I just find it weird that it would be a special “instakill” case.
“He’s like a man with a fork in a world of soup.”
Alright, here’s the scoop I just found out testing with my girlfriend’s Thief in sPvP:
1. When the entire hit is absorbed by DS, only 50% of the damage is subtracted from your LF pool. At roughly 3000 life force, a 5200 Backstab took 2600 LF. I had roughly 400 remaining. So in short, that’s 1 LF per 2 damage.
2. When only part of the damage is absorbed by DS, the portion done to LF is calculated at 1 LF per 1 damage. A 5200 Backstab at 2000 life force removed 2000 life force and about 3200 health.
It sounds like if you take 100% falling damage, regardless of the fact that LF is additional “health”, it still just kills you. The more interesting part, though, is that if you take falling damage that is greater than your LF pool while in DS, you’ll still take all of that falling damage in health. If it’s less though, it just takes LF. Must be some weird interaction between the special case of falling damage and LF to health transitioning.
It does still seem like it’s a bit bugged, though how much that actually influences a fight can be determined by someone else. I can see it being a general bummer for the large numbers you can see in WvW, but not necessarily a fight-deciding bug against the majority of classes in the majority of situations.
Thanks for the input, folks.
“He’s like a man with a fork in a world of soup.”
(edited by Cogbyrn.7283)
Thank you for posting your findings!
Actually I think that part about the falling damage is pretty severe. I mean, I think it’s good that there’s a certain “instant death threshold”, but as long as that does not occur our DS should be able to properly absorb the falling damage that IS done (even if it’s a 1:1 ratio).