Fall DMG

Fall Damage, shortened as Fall DMG in some in-game displays, is an Exploration mechanic where characters lose HP from falling from a great height. Fall Damage scales with the height of the fall and the horizontal velocity upon impact.
Fall Damage can be mostly reduced or negated using a Plunging Attack at any point or opening one's Wind Glider periodically to safely reset fall damage. If given the option, falling into water with level above the character's waist height (resulting in wading) will also negate all Fall Damage. Also, if one plunge attacks with Xiao at any height, they will not take damage.
Some characters with Talents that allow them and/or their entire party to temporarily or permanently walk on water will also take fall damage from hitting the water's surface, as if there was ice on them.
Enemies and certain objects are vulnerable to a similar mechanic, Collision Damage, which occurs upon colliding with a solid surface at high speed, which includes but is not limited to falling. Collision Damage is calculated differently from player Fall Damage, and is treated as True Damage instead of HP Loss.
==Fall Damage Reduction==
Under certain conditions, Fall Damage will be reduced by a fixed percentage.
Condition 	Fall Damage Reduction
Plunging Attack as Xiao 	100%
Under effect of SpoutrockOnly when hitting the floor without performing a Plunging Attack or opening the Wind Glider.	100%
Within 3 seconds after bouncing off a Bouncy Mushroom 	100%
Within 5 seconds after performing Kinich's 	100%
During Windtrace 	100%
Inside Divine Ingenuity domains 	100%
Plunging Attack from 	100%
Plunging Attack from 	90%
Plunging Attack from 	80%
Plunging Attack from Above 	60%
During Mualani's 	50%
During Xilonen's 	50%
While riding Mavuika's 	50%
==Collision Damage==
Collision Damage is a type of environmental damage that exclusively affects enemies and certain objects (e.g., Baron Bunny). It occurs when an enemy or object collides with the environment at velocities greater than . Collision Damage is which ignores the target's DEF, RES, and Damage Reduction. Note that Collision Damage should not be confused with Fall Damage taken by player characters.NGA: 
If Collision Damage is triggered, it is calculated as:
\text{Collision DMG} = (0.4 - \frac{4}{2 + \text{Collision Velocity}}) \times \text{Target Max HP}
==Trivia==
* Shields do not affect nor reduce the damage taken.
* Breaking your fall into multiple chunks or dragging against a steep cliff face can greatly reduce the damage taken.
* One can use Jean's Elemental Skill to launch smaller enemies in the air and deal Collision Damage against them repeatedly.
* Plunging Attack fall damage is calculated from the start of a Plunge Attack, not total fall.
==Notes==
==References==
==Navigation==
ja:落下ダメージ