*Latest info as of Patch 1.05* They've fixed all the Spirit Springs now. Well, they kind of fixed the underground ones in the "wrong" way so they still work a touch differently from the rest, but none of them are as narrow as they were before. Explanation here: ru-vid.comux1QDl5_pdQ - - - Original Pinned comment below: Aaaand what are the odds! Zullie put out a video specifically about the loss of double jump today as well. Give it a watch! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8DhP-ou4qt0.html It turns out it is pose related, Zullie identified it as category 2 and 3 poses while on Torrent as being the ones that don't work. There's some other cool stuff in there too, I had no idea about the passive HP regen of Torrent.
Hey IllusoryWall, wonderful video as always ❤. I was hoping I could suggest that you look into whether or not incantations have poise values and, if they do, if those supposed poise values are operating properly. Because I can't shake the feeling that the higher level incantations with long animations shouldn't be so easy to get stunned out of. (Specifically the lightning-stake-esque ancient dragon incantations) because even with 80+ poise i cant seem to be able to poise through even light attacks from a dagger.
I do want to mention that there is another way I have discovered that negates fall damage. While falling on your horse, if you get invaded it will force you off of your horse mid animation which appears to reset the distance you fall from. It has only ever happened to me once from player invasions, but you can test it with the scripted invasion next to the cave patches is in at the beginning of the game.
I was about to mention it! I watched your vid immediately after Zullie's. You both are awesome. I liked and watched ALL your dissected vids. Keep it up!!!!
Torch thrust is actually considered a special attack. It specifically labels itself as a torch attack which you can replace with no skill like other skills like shield bash
Oh, that makes it make more sense then! Now it's just a matter of seeing if it's 100% of all 'weapon art' style attacks that were omitted and if everything else is just fine. I did test a few consumable weapons, and even re-casting a summon sign multiple times (that makes you step backwards a little), and all of those were protected from falling off too.
@@illusorywall I was messing around on the rooftops in raya lucaria, a put a message down on a ledge and it made me fall off to my death. After watching this vid I'm kinda surprised it didn't save me but oh well lol
@@illusorywall I strongly suspect that weapon arts are actually an entirely different weapon under the hood. I noticed back at launch that there were certain arcane weapons where the weapon art was being affected by the arcane scaling bug but the weapon itself was not. Morgotts cursed sword being the one that stuck out, but I imagine there could be others as well.
@@ASpaceOstrich that would make sense considering that you could have a magic/INT damage scaling weapon art but made the weapon itself the heavy/keen etc affinity. So the Carian Greatsword Ash of War attack itself would be scaling with INT still, the attack from a normal R1 would still be scaling off STR/DEX.
The best elevator shenanigan I've seen was someone using the explosion physick flask to survive the drop from the divine bridge to get into Leyndell early. Gravity can't touch you if you're on fire.
oh shit, that's great. Leyndell early is very nice. Do you know where I can find footage of that? edit: I managed to reproduce it. it was quite tricky though.
Lol. That's funny and maybe means it's possible to survive any fall that doesn't have an auto kill box? Like, if you fall down the siofra well elevator shaft, there's no kill box to that and you will fall the ENTIRE way for like a minute. I'm not sure the delay on the explosion would be timed right for that one though since the fall would take longer than it.
@@MidlifeCrisisJoe The way it works is you need to hit the floor during the actual explosion stagger. This sends you up first, and only barely goes below where it triggered. This means you need to time the flask explosion RIGHT before you would otherwise hit the floor. The Leyndell elevator is just BARELY short enough to make it, but you need to land on the ledge of it (the actual floor is too low). And that is if you time your drop-off perfectly during the flask animation to cancel it asap.
Here's a video of the skip: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-PXJVknEFyE8.html It's hard to see, but you need to do a falling attack during the explosion to trigger the knockback effect.
I think I've commented this previously but just wanted to again thank you for all of your contributions to the wiki for souls games. Your poise numbers were invaluable for me in ds1 pvp and you continue to provide extremely useful information on other aspects of other souls games as well. Keep up the amazing work!
@@MazeMaker4Life Yeah, for example DS2 does have the similar “critical attack animation avoids fall damage.” You see it in YMFAH’s no talking DS2 video.
Oh, so basically of all the spirit springs in the game I tried hopping down on were the six that were bugged and dangerous so I mistakenly thought that it was impossible to descend a spirit spring and switched to finding long ways around the dangerous cliff face even when it wasn’t necessary. Nice.
I know this is likely a topic that will be explored at some point in the future, but I'd like to throw my hat out there and say that a video detailing Sleep-status effects, who can be effected by sleep, who only staggers, who fully falls asleep into a slumber for a critical hit and special cases and surprises. As someone currently doing a St. Trina's Sword and St. Trina's Torch build I have found several instances of enemies you wouldn't expect to be able to be slept being put to sleep (Perfect example; the giant flowers can be put to sleep)
The fall damage cancelation of grabs and ripostes can be found all the way back in DS2. You could skip getting a fall damage reducing item by using a NPC in Majula to riposte into the well. The timing was really difficult and precision even more so. But it was possible to negate fall damage with a riposte. So I believe ripostes and grabs having I-frames from outside damage is the culprit why you can fall the Raya Lucaria fall.
There's an annoying killbox at the Forge of the Giants. At one of the cracks in the outer rim, there's a place you can drop a rainbow stone and it clearly shows survivable, but a killbox does its thing as soon as your feet leave the ground to fall into it. Great series though, dude. I've been watching you for years, ever since your Dark Souls Dissected started going over vagrants. I'm glad to see you have a presence on FextraLife as well, it's basically the FROMSoft bible. Thanks for all that you do!
FextraLife is definitely becoming the "Bible" for Elden Ring, but wikidot still surpasses it for the older Souls games. (too bad it's not active enough anymore for ER)
Boy if we're getting this much detail about fall damage then imagine how long the series is going to be in total lol. Can I throw in a request for poise? Does stance breaking enemies in Elden Ring work by decreasing their poise, as in Dark Souls 1, or is it a different mechanic?
I would imagine it as smth like Stagger in Sekiro. Some attacks and weapons deal more stagger dmg. Especially jump attacks and charged attacks. Basic rule is bigger weapon = more stagger dmg. Also strike weapons seem to be better for stagger. I think it can be connected to the stamina dmg or it might be exacly it. This theory continues on by the fact that parries are not guaranteed stagger vs bosses or enemies. Margit and Melania being good examples. Melania needs like. 5 parries or smth. You also need a lot of jumping attacks to get her staggered. There is probably more to it but thats all i have learned from my personal experience and testing
I would bet that each attack does separate poise and stance damage. If you break poise they flinch, and if you break stance you can do a critical attack. Both are separate processes.
@@GreebusBleeb yeah I would like to know this too. Are they related at all or entirely separate? It seems like parries on bosses might also be separate from poise or posture damage. For Malenia it seems like parries are just a numerical counter: every three parries gives you a critical attack. Doesn’t seem like there is much overlap between posture damage and parries (but it is very hard to tell). So if I do 3 jumping heavy attacks does that decrease how many parries I need? If I do two parries does that decrease how many jumping attacks I need to do to open up a critical attack?
@@kuvag8989 Malenia is particularly strange because her posture is low but her stance is high. Depending on builds she's nearly impossible, or a mild inconvenience.
@@ToliG123 actually that made think What if its actually both the stagger and poise system working in tandum. This would confirm Malenia working like that. Ive done an experiment vs no horn omen enemy. Normally light attacks from flails dont make them flinch however after doing 3 jumpattacks (all of them staggered him but thats not important now) he got opened to critical attack. After doing it all ligbt attacks flinched it
Thanks for keeping these spoiler-free even well over a month after release, I've not been able to complete the game for various reasons and I can barely watch any of the RU-vid content that's been made
Hey don't feel bad for not finishing it. This is a 100 day game, not a one week binge game. I have played most days since launch, and haven't finished either. I'm balancing life and real world responsibilities, and I don't want to rush this experience. I'm getting to the back half, and have gone offline, as the messages and things were spoiling hidden paths and secrets. Now that I'm comfortable with the world and mechanics, it's really rewarding to plod along by myself.
Furthest I've made it is the first enemy (grafted scion I think). Game just constantly crashes and runs around 15-20 fps for me at best. Really looking forward to some patches.
I've managed to make use of lethal falls combined with stakes. If you die in a location covered by a stake, even by falling, it gives you the option to spawn there.
The killbox in Caelid at the beast sanctuary was such a middle finger to me. I was doing a run to get every talisman I could before NG+ and the last one I needed was the dragoncrest one there. Well when I went to go grab it, it was RIGHT after I just finished patching the game. Man I tried everything in that week span to try and grab that talisman.
Wonderful video as usual! I'd like to contribute something I can speak with some amount of authority on, Siofra is an irish woman's name, pronounced "SHEE-fra" and can be translated as something along the lines of Fairy or Changeling. Just a little tidbit for ya, keep up the great work!
@@illusorywall glad i could help, it's not the most common name to encounter outside of Ireland so understandably it's tripped up lots of non-irish players.
Thank you for the thorough testing! I know I was one of the people who thought there was a buff and I'm perfectly glad to be wrong. Another thing I've been testing lately is enemy input reading behaviors. It seems they respond to some inputs done on the equipment screen as well (I had kukris as my active X item and when I hit X on the equipment screen at the appropriate distance, the tree sentinel would prepare his Erdtree shield to block even though the X didn't actually make me do anything). It's pretty wild stuff that I'm looking forward to what sort of goofy strats can be invented with.
@@chucklebutt4470 yeah i agree, for non main bosses the music gets old pretty fast, IMO they could have reused some of the excellent dark souls 3 or bloodborne music and adding some twist to them
The interesting part is that this and several other animation-related DS2 glitches were apparently caused by that game using a different engine and animation middleware to other Souls games, making a very similar glitch popping up in Elden Ring kind of unusual.
8:35 "It's kind of unfathomable that something so pervasive would be overlooked" boy do I have some news to you about catch flame animation cancelling lmao, a glitch/exploit that's so hard to not do that people are electing to not use catch flame at all for spell combos in pvp
@@arkaua naw, there are two variations to the animation cancelling mechanic, one is obviously a glitch. Try cancelling a raw catch flame into dragon claw to see the correct variation of the mechanic and then try cancelling a roll into a catch flame and then into a dragon claw to see the glitched version. The glitched version will work on any spell that can be comboed into and will skip every animation involved with the incantation, not just the casting, and will have obviously broken properties and/or animation (most easily seen with dragon claw). I'm in a PVP discord and people are electing to use beastial sling for spell combos since it's easier to not accidentally do the glitched version of the animation skip. However with beastial sling you can still trigger the glitch by doing it twice and then continuing the spell combo. This is what I mean by a glitch that's really easy to do by accident.
@@HelixSnake I see, that's really interesting. I knew about animation canceling into another spells breaking Glintblade in particular but didn't know it also affected that way.
I think the fall damage negation while grabbed/riposting is not about not getting fall animation either, but rather has to do with i-frames that you get when grabbed or riposting
there's actually an incredibly cool glitch in DS2 built on the same principle. you get i-frames while riposting there as well, and the animation tends to be much longer than other souls games due to the "fall on your ass" parry animations. by fighting an NPC in majula, you can lure them over to the well, riposte them in specific positions on the ledge, then fall with them down the well safely. if you land on a ledge in the well, you survive and this can be used to skip purchasing the ladder or paying the huge HP leveling cost
also I remember below raya lucaria. the one with volcano warp abductor virgin. There's a shrine-like area there with a lake-like area where a rainbow stone will stop on the water surface. made me believe its a safe area when in fact its not, learning the hard way.
Thanks for mentioning the broken Caelid killbox. I first found it during the time it was bugged and might not have thought to go back and check. Here's an Elden ring dissected I would like to see: carry weight, and does having a light load do anything.
Grab and Riposte (I believe I've seen them grouped together as "throws" alongside other things that work similarly) animations naturally prevent you (and the other party) from taking damage from any other source, including from sources that normally bypass other means of avoiding damage (most notably the chariots in Hero's Graves), so it's not surprising that it ends up preventing fall damage as well.
Hey there illusorywall, i know elden ring is still new but i'm wondering if you're still doing the DS2 related videos about cut maps and world layout. DS2 stuff is to me the most interesting because that game had so much cut stuff.
Oh yes I still definitely plan on making more of those, one was almost-finished being scripted and had a lot of research put in. I'm not entirely sure on the production timelines since I'm focusing on whatever catches my fancy at the moment, but I'm still very much looking forward to it.
I've noticed that a ton of enemies always seem to survive attacks with a sliver of health no matter how much I crank up my strength. They always have my damage+1 hp, almost as if they all have the Tears of Denial buff from dark souls 3. Both myself and a friend I'm playing adjacent with experience this frequently. I remember hearing that in dark souls 1 (also maybe 2 and 3, I'm not sure) there was a system in place to sometimes leave the player with 1hp in order to give them one last little edge but also a feeling of tension, and I'm curious if somehow the code in the engine got attached to enemies in Elden Ring by mistake or possibly even on purpose if Miyazaki was feeling extra cruel. A breakdown of the mechanic would be a very interesting and helpful video. A video on this game's poise/hyper armor systems or the lack thereof would also be cool to see.
Interesting, I never heard about anything like this and I don't think I've experienced it myself. What exact enemies we're talking? I honestly don't think it is true because damage always felt consistent for me.
This was brought up on a GDQ stream where they attempted a hitless run. It can happen for both the player and bosses. The chance of it happening scales with your arcane stat.
@@pinesmoke618 Holy shit, no way. This has been driving me crazy during my playthroughs. I have frequently encountered enemies where I clearly hit them for over 50% on my first hit and then my second isn't enough to kill them somehow. What a bonkers idea. Thanks for sharing.
Speaking of lethal damage with a purpose, there are a couple of spots in Caelid where you can fall into Radahn’s arena and trigger the stake, allowing you to access him without doing the castle level to get to the tournament
I thought that spirit springs might help you do soft landings in my first playthrough, so naturally I decided to test it...with the one by the Erdtree in Caelid pre-patch. So I went through my whole playthrough thinking it didn't work.
An interesting note on the Spirit Springs: You can survive any fall made from Jumping off one. for Example I use the Spring on the Late Game are of the Moon to jump down to the Tower near the Tree. Pretty fun Jump
Another fun fall mechanic is that respawn can be determined where you land. If you land in a place that's covered by a stake of Marika and die you are given the option to respawn at that stake of Marika, this can be used to access the consecrated snowfields without the secret medallion, and there may be other places where you can sequence break with this. Attacking continously while on horseback and falling seems to allow you to ignore the fall time limit and possibly kill boxes, this can be used in moghwhy palace to get a ton of runes, after getting the runes you can warp to a site of grace while still falling. All of the weapons that you need the initial jump in order to double jump also can not be swung while in midair on horseback, this could be why they are grouped together and causing that bug.
Been a souls fan for years, but am only just now finding this channel. Looking forward to more ^.^ Thanks for the clarification on fall damage stuff. Really helps.
Honestly, love when very curious people like you dig into such simple thing to find this much info. Members of the gaming community like you will always play a big role in adding additional interest and meaning to this very same games. Thanks, had a lot of fun watching 2 parts!
great work! the system is surprisingly complex and you took the time to explain it in full while also go over contradictions that may cause people to think other you were mistaken
Thank you so much for the weapon data for the initial jump! I switched from a katana to a greatsword recently and thought I was going crazy from not being able to walk off a ledge and jump in the air after.
I bet the justification at 6:30 is right - they made some thinner for aesthetic reasons, and then playtesting found out it was awful, but they only fixed the ones they ran into in QA rather than *all* of them.
I don't know if others feel the same but I wouldn't even mind 3 hour videos, the stuff you're talking about and the way you present it are great and I would love to watch more and more of it
I've had the ledge fall protection occur on a tiny ledge(knee high) whilst trying to fight an enemy directly in front of me on the lower section so it definitely has nothing to do with survivability. I'd like to be able to find that specific ledge again because it really stood out as a unique occurrence.
@@illusorywall Unfortunately I have to come back to debunk myself. I found the ledge in question (it's in leyndell in the misbegotten area just to the left as you go up the stairs towards the elevator out to the east) and it does not have fall protection but I was able to recreate the illusion of fall protection thanks to the hitbox of a tree on the ledge(rocks) in question preventing me from moving forward right at the edge during my attacks if I attack at just the right angle. False alarm I'm afraid.
i really enjoyed both videos on this topic, your videos are always the best!! the riposte/grab attack fall glitch is usable in ds3 to pinch a host who's camping a really tall ladder between 2 invaders. cool to see it make a comeback.
Awesome video again! One thing about double jumping that maybe you or someone else with some datamining experience can confirm or not: I have a strong sense that at some point the two Ancestral Spirit bosses in Siofra and Nokron were going to give upgrades to Torrent. Perhaps even his double jump and/or spiritspring jump. Mostly this comes down to the fact that Torrent and these bosses seem very similar in design. They're all equine/elk-like spirit animals that can jump through the air at will to greater or lesser degrees, and of bluish hues on top of that. But then you combine that with the idea that Torrent only has basically two special abilities - a double jump and the spirit spring jump - and there are two bosses, and that one of them is named the *spirit* spring jump and the bosses are called spirits themselves. Plus, it just sort of seems like steed upgrades are one of those things that makes sense to include as a universal upgrade in a big open-world RPG like this, but it also seems like at some point they decided to just be more convenient and give you these upgrades immediately. I'm not sure how I could go around proving such a thing, but I know you or someone you might know in the community would probably be able to, Illusory Wall!
This is a very reasonable point of speculation and it's gonna be something to keep in mind! I was also thinking about how the boss's air jumps were reminiscent of Torrent and I even thought "wouldn't it be nice if this gave me a triple jump". The idea that these might've been planned as locations to get Torrent upgraded makes a lot of sense and it'll be interesting to see if anything will turn up to corroborate that.
@@illusorywall Neat! Your videos on these mechanics are definitely of the highest quality, and I appreciate that. Hopefully you can discover something, though as with others, I also would love to see what you could break down on poise, especially since poise and posture seem to be different stats in this game.
You briefly mentioned quit outs. I haven't tested too much, but when I tried to quit out at a memorable platforming section in a mine in Liurnia, I reloaded back mid fall. Maybe there's some more to this. Thanks again for your awesome analysis. 👍
the stepping-off-ledges-prevention actually works with the lightning spear incantation too, since you do a step forwards with that, idk if it works with any other spells, but that's actually useful to know sometimes
Thank you for the follow up and clarifications you made, along with the initial video. Your dedication to the community and to the game are truly wonderful and your content is packed with knowledge you simply cannot find anywhere else. Thank you for your hard work doing the things we are too lazy or unable to do!
oh, I think the self explode flask will reset fall damage height calculation. I saw a video that show how people can jump down grand life of leyndell without dying by drinking self explosive flask. though timing seemed tricky.
Awesome 1st video (i linked it on reddit some time ago) and great follow up! Dissecting without spoilers is a perfect formula. And you're also behind the wiki? Well, thats a subscribe! Thanks!
On the bridge behind the Draconic Tree Sentinel, you can see a spirit spring if you look to the west side and down the bridge. It looks like you should be able to jump down there, yet a killbox is placed above it, hindering you from skipping from the bridge into the ravine's spirit spring below.
I've gotta say, thank you for answering my obscure questions over the years. You, Zulie, and Limit answer practically all the questions I have that most content creators tend to not bother with
As usual amazing work, can't wait for the next video. One thing I noticed in elden ring while making builds with cheat engine is that by giving you the whetblade knives you don't actually gain the ability to change your weapons scaling or even make appear the ash of wars menu at the grace. Instead you need to manually activate the flag in cheat engine. But i noticed that even if the flag is deactivated but you have the respective whetblades in your inventory the blacksmith actually shows the scaling options whereas trying to change at the grace won't show the whetblade options. Also the maps item works identically you need to activate the flag which is changed when you pick the map not when you add it in your inventory.
I think the twohanding doublejump glitch is because there is no way to swap to twohanding while on horseback, so apparently the testing conditions just didn't end up including any situations where anyone was twohanding weapons and then getting on the horse while testing the doublejump. Naturally it does come up in a normal playthrough though, because of people minmaxing their investment into strength and needing to twohand whenever on horseback. Also, the grab-immunity fall glitch may be (as my way of referring to it may suggest) because while being grabbed you cannot be harmed by anything other than the grab animation. This may also be at work with stuff like Malenia's zero hp 2nd phase glitch, where riposting at the end of phase 2 can (if she has a debuff like poison or frostbite) cause the ordinary healing to not apply. Riposting or being grabbed causes a temporary state that prevents application of damage from other sources, which is normal insomuch as you can't be hit by other enemies and whatnot in the middle of those animations, but perhaps that same invulnerability state extends to far more effects that one would expect.
About attacking off ledges, probably the surfaces that support it more consistently are somewhat procedurally generated and part of the world map, while the ones that work less consistently are hand built for specific zones
I've watched your channel for years and literally just now put together the fact that the title cards for each section plays the illusory wall sound effect, wow, help me
There is (or was) a glitch I experienced tied to fall damage. If you ride along the side of the walls leading to the Sellia gate where Gowry’s house is, then return to the road, you can die from fall damage without actually falling.
Thank you for showing the drop in Caelid at the end. Forgot to jump down there and my completionist self wouldn't forgive me for not getting those items down there
Thank you for clarifying the fall buff and the no double jump when running off cliffs inconsistancies. I've died so many times on my str/faith run not knowing that my greatsword killed me 😂 well now we know, maybe it'll get fixed at some point
I've been so excited to see more content from you on Elden Ring and now you've made me a happy man! Love your work bro, all your videos are absolutely amazing.
Someone has probably mentioned this already, but I'll be damned if it doesn't look like the grass swaying in the wind in the clip around 12:20 has the origin point around which it rotates placed at the top rather than the bottom, making the bottom move with the wind instead of the top.
Thanks for the info, it's always fascinating to know how from games work. An advice for everyone, the "safety railing" R1 attack mechanic mentioned in the video can be used to see the edges of an invisible bridge, like the one on the mountaintop of the giants!!
Tangentially related to the fall grab thing you can kill an enemy as they grab you and they will go through the entire grab potentialy killing you as well
In my testing I've found that walking off ledges is also really inconsistent animation-wise. The falling animation that lets you maneuver in the air that normally triggers when walking off the ledge SOMETIMES fails to trigger, making you fall straight down with no animation and killing your momentum *instantly* . This has killed me a couple times when going down the huge graves on the side of cliffs more times than I would've liked. I couldn't double jump as well, and I thought that was part of the same glitch but thanks to you now I know my halberd was the culprit.
Hello illusory, I am kinda new to your channel and I just wanted to point something that you might or might not be interested in for a future video, after finishing up the falling mechanics. I have seen a quite weird situation that makes a specific (or at least for my experience, it is the only one that is totally evident) combination of actions gives a longer "animation recovery" (like when you stop or finish a normal combo attack you have to wait in order to start a new combo/attack animation): equip two rapiers for power stance (dual wielding), dodge and do only one dual attack (pressing the attack button for dual wielding attacks) and do not move your character while doing the attacks. If you dodge, quick dual attack and try to attack right after, while having your character stay still, you will see (not sure if it requires to hit a mob or not) there is an unusual longer recovery animation/period, like almost 2 seconds of time. Someone on Reddit that I told him about it he tried it out too and said that I was right, but it does not happen when you "directionate" your attack or simply move before doing the 2nd attack. I would be glad if I was helpful in any way and I would love to see a video about attack animations. If you require more details, you can reply to this comment. Cheers!
I'd say grabs letting you survive is simply the consequence of grabs in general presumably removing your hitbox/making you invincible to all non-grab damage (other enemies can't hit you while you're grabbed after all, same as if you were pulling a lever or opening a door).
This is likely it, but I'm still curious about some of the details. Hypothetically the same should apply to the enemy too, but every time I did that particular fall, the enemy died, which is kind of weird! Maybe their window is just shorter during that grab, or something is just being handled very differently there for them.
Just wanted to take a minute to appreciate those chiptune remixes you put together for these vids. You don't really make a big deal of it but they're always great and I hope you post more as standalone videos, I've listened to the majula one more times than I can count.
I so rarely used the over-the-shoulder or spear weapons, so prior to the clarification about this issue, I didn't really understand what ppl where going on about.
It's honestly kind of fun that there's so much to talk about on this subject. I doubt people would have really cared too much about fall damage in some of the other games but it deeply affects us here haha
Oh, I just remembered something that I'd appreciate if you or some other heavy gameplay testers cover: If you escape the grab of the Rune Bear (boss fight in cave) it will fall through the ground. Sometimes it dies, sometimes it doesn't. I was wondering why it falls through the ground and why it dying is not consistent. Though I've only done it 3 time, so I wouldn't know about consistency.
When you use Ruptured Crystal Tear (Flask of Wondrous physics) at the right moment before jumping of a deadly fall, you survive. i think you survive because of the explosion i-frames