Damage

## HP Loss

### Fall

Depending on the impact, a player will incur some HP or shield loss, after all, it's also possible to get fall damage from a small height if you shift jump and hit yourself against the edge of a voxel, such that it happens at an angle. Some approximation of the relationship between height and damage is given by:

3
∗
round
⁡

(

−
13
(

v
f

1
)
0.03

)

round
⁡

(

−
1.8
∗
(

v
f

1
)
0.21

)

{\displaystyle 3\*\operatorname{round}\left(-13(v\_f+1) + 0.03\right)+\operatorname{round}\left(-1.8\*(v\_f+1)+0.21\right)}

where

v
f

{\displaystyle v\_f}

is the final velocity.

### From a bullet

Depending on where you get hit by a bullet and by which gun, you lose a certain amount of HP, with the head having the greatest HP loss, followed by the torso and at last the legs. Hitting someone on the arms won't cause them to lose HP.

### Cactus

*See Main Article: Cactus*

Getting poked by a cactus incurs a 15 HP loss per second that one is on top of a cactus or intermittently, each time one is poked by one or falls on one.

### Void

The void is a plane of infinite extension, found at -5 in y (in terms of player position, which in terms of blocks would translate to a height lower than 10 blocks below the minimum block height), such that whenever the player is below that position, it causes a total amount of damage in health, that is, it kills you.

### Toxic Fog

*See Main Article:* Toxic Fog

Toxic Fog has a variable amount of damage depending on the phase of a game in battle royale. Toxic fog only affects health, not shield.

### Spawn Protection

In capture the gems, you lose 30 damage each second you spend in another team spawn (excluding the towers).

## Visual Indicators

### Arrows

When a player receives damage, a red arrow around an invisible circle centred in the centre of the camera shows where the damage came from

### Red colour

When a player is damaged, to other players, the player has an intense red appearance for 0.3 seconds, and it takes 0.5 seconds more for the red to fade completely.

### Numbers

When a player loses in health, numbers come out of them at some random angle (which constrains remain an open problem but might be between -60° to 60° degrees in pitch) with a distance of 4 blocks from where they came, and visible through walls, such that they have a higher z-index than blocks and other things in the world. For damage taken away from health, white numbers come out from the player, whereas for damage taken away from shield, yellow numbers come out, and if a player undergoes health and shield damage then yellow and white numbers come out from them. The numbers are seen in the screen as 2D numbers; in other words, the numbers are parallel to the horizontal of the screen and have no rotation (with respect to the screen).

## Death

Death happens when HP reaches 0 regardless of the amount of shield, as can be observed when one dies as a result of toxic fog in battle royale. When a player dies, they disappear from the viewpoint of other players, and all the things in their inventory are spread out from the user as droppings.

### Types

*See:* Ways you can Die

* Poked to Death by Cactus
* Death from Fall
* Getting lost in the fog
* Falling out of the void
* Getting killed by a player
* Getting too close to team spawn
* Exploding as a result of a player detonating a bomb

### Angle of Camera at Death

When one dies, the camera gets centred at the source of death. If one dies from any kind of fall, the camera will in addition point north (that is a yaw of 0). If one gets killed by a player or poked to death by a cactus, the camera will have in addition, a roll that will depend on whether the source of death comes from the south, north, west, east, northwest, etc. with for instance getting killed from the north gives a roll of 0 radians, while getting killed from the south gives a roll of ±π radians, that is the camera will be upside down, however, the exact way this works, remains mysterious. In Capture the Gems, there is evidence that before the player is teleported back to their base, the camera returns back to the usual roll (of 0 radians) and to face the same orientation as when one spawns in the base.

### Respawning

*See Main Article: Spawn Point*

After getting killed one might decide to spawn again, which then sends you to the spawn point.

1. ↑ Final velocity is calculated using the equation:

v
2

=

v
0
2

2
g
(
x
−

x
0

)

{\displaystyle v^2 = v\_0^2 + 2g(x-x\_0)}

where

g

{\displaystyle g}

 is gravity,

v
0

{\displaystyle v\_0}

is the initial velocity, that is zero, x is the final position that is zero, and x\_0 is the initial position which is

b
l
o
c

k
h

e
i
g
h
t
∗

1
u
n
i
t

25
b
l
o
c
k
s

{\displaystyle block\_height\*\frac{1unit}{25blocks}}

. This in turn gives the equation:

# v
−

2
(
−
1.8816
∗

u
n
i
t
s

s
e
c
o
n

d
2

)
(
b
l
o
c
k
\_
h
e
i
g
h
t
∗

1
u
n
i
t

25
b
l
o
c
k
s

)
)

{\displaystyle v = -\sqrt{2(-1.8816\*\frac{units}{second^2})(block\\_height\*\frac{1unit}{25blocks}))}}
2. ↑ time was calculated using

# t

v
i

−

v
f

g

{\displaystyle t = \frac{v\_i - v\_f}{g}}

 where

v
i

{\displaystyle v\_i}

is the initial speed and is equal to zero, where

v
f

{\displaystyle v\_f}

is the final speed, and

g

{\displaystyle g}

is the constant acceleration due to gravity. If you multiply this by 14.7, 23.95 or 24.1 approx, you can approximately divide the damage into classes of repeated numbers, but it's still just a tentative hypothesis, and there isn't an exact number yet, in case it were, merely that it should be bigger than: 14.7058823529 and smaller than 27.7777777778
3. ↑ This can be determined by falling off the void using a parachute.
4. ↑ Which is possible, that might actually be generally true.