{"action":"created","issue":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/12540","labels_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/12540/labels{/name}","comments_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/12540/comments","events_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/12540/events","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12540","id":84390047,"number":12540,"title":"Smash/fall damage","user":{"login":"Coolthulhu","id":1878860,"avatar_url":"https://avatars.githubusercontent.com/u/1878860?v=3","gravatar_id":"","url":"https://api.github.com/users/Coolthulhu","html_url":"https://github.com/Coolthulhu","followers_url":"https://api.github.com/users/Coolthulhu/followers","following_url":"https://api.github.com/users/Coolthulhu/following{/other_user}","gists_url":"https://api.github.com/users/Coolthulhu/gists{/gist_id}","starred_url":"https://api.github.com/users/Coolthulhu/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Coolthulhu/subscriptions","organizations_url":"https://api.github.com/users/Coolthulhu/orgs","repos_url":"https://api.github.com/users/Coolthulhu/repos","events_url":"https://api.github.com/users/Coolthulhu/events{/privacy}","received_events_url":"https://api.github.com/users/Coolthulhu/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2015-06-03T06:33:17Z","updated_at":"2015-06-03T08:23:44Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/12540","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12540","diff_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12540.diff","patch_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12540.patch"},"body":"Z-level falling is coming, so falling needs to be rebalanced a fair bit. Being smashed by a hulk isn't that much different from falling horizontally, so I treat those two similarly.\r\n\r\nThe new \"impact\" system works like this:\r\n* Start with some impact force (units are essentially the same as hp)\r\n* Check whether are we slamming into ground or stuff\r\n* If into ground, scale damage by a modifier based on player's dexterity, dodge and whether the player has parkour trait. Torso and leg encumbrance makes it harder to land\r\n* Check what are we landing at: creature, vehicle or terrain. Landing on water reduces damage heavily, landing on hard (undiggable) ground increases it slightly, landing on vehicle roof decreases it. Landing on sharp terrain deals a small bit of cutting damage, but landing on vehicle spikes is pain.\r\n* If the rescaled force is too high, scale down player's ability to avoid damage - both armor and the landing modifier\r\n* Armor doesn't offer much protection here: only 25% when landing on terrain or vehicles, 50% when on creatures\r\n* Deal the damage with some variance to all body parts. Deal less pain than it would be expected from damage values - getting 50 pain from one hit is already a huge emergency\r\n* More flavor than mechanic: knock the player prone on landing, unless the landing was good\r\n\r\nAs a result:\r\n* Heavy power armor will cushion a hulk smash, light one only partially\r\n* Full heavy survivor suit only protects from about 66% of hulk smash damage compared to naked survivor\r\n* Even just a lowly brute managed to damage my debug dude through his full heavy survivor set\r\n* Huge dexterity doesn't guarantee very low damage from hulk smash\r\n* The difference between getting smashed into a wall and just landing hard isn't huge as before. It is still a good idea to avoid getting smashed into a wall, but it isn't the difference between taking 100 damage and 0 damage - closer to 20 vs 40\r\n* When proper falling gets implemented, short falls will deal no damage to a skilled survivor, while long ones will mostly ignore armor and landing ability\r\n* Jumping into water will be a good idea, but jumping on cars (Dying Light style) will also help a bit"},"comment":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/comments/108244622","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12540#issuecomment-108244622","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/12540","id":108244622,"user":{"login":"DavidKeaton","id":1715605,"avatar_url":"https://avatars.githubusercontent.com/u/1715605?v=3","gravatar_id":"","url":"https://api.github.com/users/DavidKeaton","html_url":"https://github.com/DavidKeaton","followers_url":"https://api.github.com/users/DavidKeaton/followers","following_url":"https://api.github.com/users/DavidKeaton/following{/other_user}","gists_url":"https://api.github.com/users/DavidKeaton/gists{/gist_id}","starred_url":"https://api.github.com/users/DavidKeaton/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/DavidKeaton/subscriptions","organizations_url":"https://api.github.com/users/DavidKeaton/orgs","repos_url":"https://api.github.com/users/DavidKeaton/repos","events_url":"https://api.github.com/users/DavidKeaton/events{/privacy}","received_events_url":"https://api.github.com/users/DavidKeaton/received_events","type":"User","site_admin":false},"created_at":"2015-06-03T08:23:44Z","updated_at":"2015-06-03T08:23:44Z","body":"Love the flavor!"}}