Daño por caída

El **daño por caída** es una mecánica del juego, por la que un enano recibirá daño si cae desde una cierta altura y choca contra una superficie sólida. La cantidad de daño recibido se calcula mediante tres factores: la altura de la caída, la superficie sobre la que se aterriza y la resistencia al daño por caída del personaje en el momento del impacto. El daño por caída es leve en los niveles mínimos de estos valores, pero aumenta considerablemente cuando estos tres factores se hacen menos favorables.

## Resumen

* El daño por caída solo se recibe cuando el jugador cae a una velocidad mayor de 10 m/s
* Fall Damage Resistance is Additive, not Multiplicative. Each instance gets subtracted from the baseline multiplier of 1.0, down to a minimum of 0.0 (you can't heal from Fall Damage if you have more than 100% Fall Damage Resistance)
* There are three surfaces in the game that increase the Fall Damage velocity threshold from 10 m/sec to 15 m/sec:
	+ Engineer's Platforms with T2.A "Plastcrete MKII" equipped
	+ Glacial Strata's Deep Snow
	+ Fungus Bogs' Sticky Goo (generated as part of the level; not the goo dropped by Goo Bombers)
* Because Fall Damage is just a scalar multiplier of the player's falling velocity, it scales with time squared (x2) instead of linearly.

## Sources of Fall Damage Resistance

* The Abyss Bar beer "Tunnel Rat" should provide 30% Fall Damage Resistance for the entire next mission, but due to a bug where buff beers get applied twice it actually provides 60%.
* Gunner's Zipline Launcher T3.A "Disconnection Protection" provides 25% Fall Damage Resistance to all players after disconnecting from the Zipline1
* Scout's Grappling Hook T4.A "Safety First" provides 25% Fall Damage Resistance to the Scout after releasing the Grappling Hook1 (re-uses the Zipline effect)
* Scout's Armor Rig T3.A "Shock Absorbers" provides a permanent 33% Fall Damage Resistance to the Scout

1. Note: there appears to be a bug where this 25% Fall Damage Resistance lasts forever after the first application. There's no reference of its duration in the game files, and it doesn't end after the player takes fall damage.

## Ecuaciones

### Convertir altura (h) en velocidad de caída (v)

Usando la aceleración de la gravedad del juego, con un valor de g = 9.8 m/sec2

\[ v = \sqrt{2\*g\*h} \]

\[ v = \sqrt{19.6\*h} \]

Cuando la anomalía "Baja gravedad esté activa", g = 4 m/sec2

\[ v = \sqrt{8\*h} \]

### Cálculo del daño por caída

Let 'R' represent the player's current Fall Damage Resistance

\[ D = (v - 10) \* 17.5 \* (1 - R) \]

If landing on Platform Mk 2, Deep Snow, or Fungus Bogs' Sticky Goo:

\[ D = (v - 15) \* 17.5 \* (1 - R) \]

## Quick Reference Tables

### Falling onto Platform Mk2 (Low Gravity)

 30
 40
 50
 60
 70

## Trivia

* The dwarves will let out a shout if they fall further than 15m.
* Because Fall Damage only starts when falling faster than 10 m/sec, players can fall from a height up to 5.1m without taking Fall Damage. If falling onto a Platform Mk2 (or similar surface) then that height gets raised to 11.48m.
* When using the Laser Pointer to point down to the ground you're about to fall to, the distance shown will be 1.5m too high. For example: if the ledge was 5.1m tall, the Laser Pointer would show 6.6m looking down. Similarly, when using the Laser Pointer to look up, it will show a distance that is 0.9m too short. Again, using a height of 5.1m, from the ground looking up the Laser Pointer would show that the ledge is 4.2m away.
* Scout's Grappling Hook has a similar offset: when looking down it displays 1.2m too high (5.1m => 6.3m) and when looking up it displays 1.7m too short (5.1m => 3.4m).
* If you don't want to remember all of the complicated stuff, just use the Laser Pointer and remember **6.6m** pointing down to regular terrain, or **13.0m** pointing down to Platform Mk2 (or similar surface).
* It's possible for Scouts to become permanently immune to Fall Damage. With his Armor Rig's T3.A (33%), Tunnel Rat (60%), and either Grappling Hook T4.A or Zipline Launcher T3.A (25%), Scout's Fall Damage Resistance becomes 118% (multiplies all Fall Damage by zero). Due to a bug where the Grappling Hook/Zipline effect never ends, the Scout won't take any Fall Damage for the rest of the mission after triggering either effect.
* In a similar vein, Gunners can provide their whole team with a 25% Fall Damage Resistance buff for an entire mission with just one Zipline due to the never-ending Status Effect.
* Because the Zipline Launcher T3.A and Grappling Hook T4.A both use the same Status Effect, they do **not** stack with each other to provide a 50% Fall Damage Resistance. Only one instance can be active on the player, so the best that this can do is 25%.

es:Daño por caída