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Scale Jump Attack


DrThunder
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It would be cool if the amount of damage your jump attack does is proportional to the distance you dropped. so if you fall really far it does a lot of damage. it would give a little more incentive to wall run and do more parkour.

 

(I don't think this is a double post but if so sorry).

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Hmm.. If falling speed were taken into account when calculating the damage, swing speed (normal melee attack) would have to be also, because they use the same physics laws. That would make haevy melee pointless because with very similar on-hit-damage, light melee is able to hit more often.

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Hmm.. If falling speed were taken into account when calculating the damage, swing speed (normal melee attack) would have to be also, because they use the same physics laws. That would make haevy melee pointless because with very similar on-hit-damage, light melee is able to hit more often.

If you were going to that level of detail, the heavy weapons have more mass behind them. mass times accelleration equals force, that is the "law of physic's" you are refering to.

But for this I dont think you need to get that detailed, just if falling from height equal "X", damage equals 100 + "Y" % or something like that. it wouldnt have to be a lot, and you could have a cap saying that if you fall from any higher your speed does not increase because you have already reached terminal velocity.

Edited by DrThunder
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If you were going to that level of detail, the heavy weapons have more mass behind them. mass times accelleration equals force, that is the "law of physic's" you are refering to.

[...]

With heavy melee we have high mass and low acceleration (due to high swing time). With light melee - low mass and high acceleration. I'm sure at some point, the output will be equal.

Nevertheless, You are totally right - this is to much detail and +Y% is good enough :)

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