DuckofDeath said:My question is based on fall damage, as a tank who loves having higher HP I can't stand when you jump off a cliff or what have you and you lose 30% of health. The next guy low gear dps jumps and also loses 30%. Having a % based fall damage vs distance and health. My question is which will it be and if % how can they justify it. For example if i am fighting a rouge on a cliff and he is just destroying me in DPS, and I jump off the cliff, knowing my HP is high and I can survive it does not give me an advantage as he just jumps down loses % of health and keeps killing me.
i think this is done in games to prevent more PVE issues like skipping content or getting into areas you aren’t supposed go into.
DuckofDeath said:My question is based on fall damage, as a tank who loves having higher HP I can't stand when you jump off a cliff or what have you and you lose 30% of health. The next guy low gear dps jumps and also loses 30%. Having a % based fall damage vs distance and health. My question is which will it be and if % how can they justify it. For example if i am fighting a rouge on a cliff and he is just destroying me in DPS, and I jump off the cliff, knowing my HP is high and I can survive it does not give me an advantage as he just jumps down loses % of health and keeps killing me.
Shouldnt you also take more damage based upon how much weight you are carrying.
Plate armor weighs more. You'll take more damage from falling.