Paladins shouldn't take falling damage. After all, the fall doesn't kill you, the ground does. So they can block it.
Paladins shouldn't take falling damage. After all, the fall doesn't kill you, the ground does. So they can block it.
:T I don't know if that would really apply, given what we know happens to HaurchefantPaladins shouldn't take falling damage. After all, the fall doesn't kill you, the ground does. So they can block it.
That's what happens when you don't use your cooldowns.
DRG aside, I've always wondered why they force fall damage in some instances. I know she's digital, but I hate it when my character expresses pain.
I like it when you have shields up that protects against damage. But they don't stop anything of the fall damage. Another you're in a mount that hovers off the ground, but you can still take fall damage in none flying zones.
I still find it funny how we're able to just faceplant into the ground from dozens of feet in the air in the Byakko fight without even a smidge of damage when the Catastrophe fight in the same expansion does the same thing and it does hurt..
In short, Dragoons are excellent jumpers but poor fall-ers. They must fall on a target to break their fall, which transfers all their kinetic energy into the target. See below
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You'd almost feel bad for Black Mage if he wasn't a horrible little monster.
It's all in the past..,
though I'd think in normal traversal that they'd be immune to fall damage if 1hp while being chased.., but maybe I'm just thinking cliffs in the Forbidden Land..,
Interesting info regardless for those who may never been around then.
[inb4 someone wonders what other classes had.] like how Aetherial Manipulation still gets you hit, just like rescue and the rdm gap closer despite the fact you don't touch the ground on the first two.
Either ways, Interesting info about DRGs I'll likely forget again.
Sadly, you are on the ground. You have T8 terrain exploits to blame for that (between T5 and T8 terrain exploits are pretty much the main reason why boss battles in this game now tend to almost universally be on samey Fighting Game style arenas).
Since then, no ostensible "teleport" or "jump" or other insta-movement class ability has been allowed to operate in the intuitively expected way: All such abilities now actually rapid-move you along the ground for the movement vector, so you only visually jump or warp, but if there's something in between (like a cliff - see level 73 dungeon or a few boss arenas that have a "hole in the middle" setup - or a persistent ground AoE), you will still be treated as having tried to run through it.
Nah, the memes were just contemporaneous and for other reasons (DRG armor used to have low MDef in a game where most major AoEs tend to be magic, jumps caused animation locks which made DRG have more trouble than most to dodge said AoEs, and they used to have a DPS buff that caused you to take more damage as well).
Yeah, these seem to both be across-the-board norms in MMOs too.
WoW has exactly the same kinda behavior, where shields (unless it's a total invulnerability - and now that I think of it I'm not sure if Hallowed Ground prevents
fall damage or not, LOL) don't do anything against things like fall damage.
And yup, also the same thing with mounts (complete with it being your mount grunts or makes crashy sounds but it's you who take the damage ... then again, what major MMO games actually even have mount HP systems anyway besides LOTRO - where you actually don't take fall damage anyway unless it is fatal, otherwise you get an injury debuff but no HP loss - and Black Desert?)
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