I'd be interested to learn more about what's behind the "you won't step off a ledge when attacking if it's a lethal fall" thing, because the shorthand/ community explanation isn't the full picture.
It does nothing to inform you of fall survivability, actually!
I think it might just be a safety thing that's baked into the geometry of most ledges that have any kind of noteworthy drop, regardless if it's actually dangerous or just something the devs thought might be a hassle for the player.
There are places with well under 16 m drops that this applies, so not only does it not give you a ballpark answer about fall survivability, but it also protects you from some falls that wouldn't even cause damage.
Not all attacks are guaranteed this effect either. This isn't a comprehensive list, but the following will cause you to step off a ledge regardless:
-Kick weapon art
-Impaling Thrust weapon art
-Torch L2 attack (R2 thrust is safe tho)
Bear in mind, there are places where you can still fall and take damage, so there's no consistency or "awareness" being taken into consideration of what the fall height is going to be, exactly.
This is why I'm fairly confident it's just an innate property independent of heights.
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I think the host got frustrated with the relative lack of activity (we were both over-leveled for the area), and probably didn't like that I was going AFK in their AFK session.
I won the standoff after being in their world for more than 30 mins when they gave up and jumped down to their death.
I enjoyed some hot pockets and got the data I was looking for in the end (doing some invasion range testing).
#ELDENRING / Elden Ring
So the 1.03 Patch Notes had a vague note about misc fixes. I wanted to see if we can get a good list going here of these unnamed changes, with video/ photo documentation to help provide some proof.
If you have an example I will add a QRT to this thread.
Some missing killboxes that allowed the death cam to trigger while the player survived have been fixed (but not all).
One specific one that's been found so far is this pit in the Impaler's Catacombs:
Scripted falls that are supposed to turn off fall damage + death previously had an issue where attacking-while-falling somehow confused it and caused death anyways. This appears to have been fixed as well.
I spoke with Patrick about illusory walls and their frequency/ usage throughout the Souls games, while he researched the history of the term, the mixed use of "illusory" vs "illusionary", etc. Check it out!
"A Google search for “illusory wall” brings up references to Demon’s Souls, but it mostly seems like people are applying this term retroactively."
This is spot on and I can provide a little more context-
There was mixed use in the community, for sure, but the Atlus guide never used the term and the wikidot wiki exclusively said "illusionary" while the game was contemporary.
Its only use of "illusory"? A while after Dark Souls 1 came out.