If you enter a club world portal that takes you to a much lower destination while you're in mid-air, you will take fall damage when you land (if you don't otherwise avoid fall damage as usual, e.g: gliding, another jump, dodge).
The reverse is also true: If you take a club portal from the low area to a higher destination than where you started falling, you will avoid taking fall damage without having to jump, glide or dodge after the port.
Also related, you retain your velocity through club portals, meaning you'll still be going up or down. Try this on a vertical launchpad.
This means vertical velocity isn't tied to fall damage. It's not bad, but it is interesting that players can take so much fall damage in such a small amount of time.
I tested this on dungeon portals and dungeon exit portals; they don't cause the fall damage, nor do they retain your velocity in any case.
(Note: These dungeon portals will reset your forward momentum in a glide to a brief stop. You will walk forward if you land in a glide, and these portals are on the ground in most cases, making this tricky to measure at first.)
The reverse is also true: If you take a club portal from the low area to a higher destination than where you started falling, you will avoid taking fall damage without having to jump, glide or dodge after the port.
Also related, you retain your velocity through club portals, meaning you'll still be going up or down. Try this on a vertical launchpad.
This means vertical velocity isn't tied to fall damage. It's not bad, but it is interesting that players can take so much fall damage in such a small amount of time.
I tested this on dungeon portals and dungeon exit portals; they don't cause the fall damage, nor do they retain your velocity in any case.
(Note: These dungeon portals will reset your forward momentum in a glide to a brief stop. You will walk forward if you land in a glide, and these portals are on the ground in most cases, making this tricky to measure at first.)