Trap Throw (Ability)
Ability - Throw Trap
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
Description/throwtrap: This command is what you use to throw traps at creatures. It's easier to simply hotkey the inventory item when using traps, however.
|
Related Tags
|
Ability Breakdown & Details
Trapping is a special ability which allows you to debuff enemies and in some cases, also cause damage. Traps have a throwing range of up to 50 meters at a rate of 5 seconds between throws, and there are a number of different traps available. Chance to succeed with the trap varies with your trapping modifier. Traps cannot kill, they can only help reduce the capacity of the enemy to fight. They also only work on creatures, not human or alien types. Traps always hit the target however their effect may not apply to the target due to the cl of the target vs the players trapping skill level. A higher CL mob will be resistant to most low trap level attacks. Using traps costs action pool points. Each trap can be used at one level lower than the skill level its schematic is available, meaning like camping, a scout/ranger may use a trap without actually being able to make the item so long as it is one trapping level lower than the schematic. Note: Perhaps its a range set for each profession as whether or not the player may qualify to use the item. Example: for scouts it may be so long as the player is within +5 of the next trap schematic, for ranger it may be the player has to be within +10.
On Trapping Exp, There is a duration timer for the status effects caused from each trap before it wears off. So if you through a bone spur trap and it affects a creature, you can not get exp from another Bone Spur trap for approximately 6 secs. However, if you through another type of trap, say a Noise Maker, you can get exp immediately for this trap. Traps do not stack the same effect upon itself. Meaning,you cannot use one trap repeatedly to keep the same state applied to a mob. The effect must wear off first then the player can apply another trap to cause a status effect. Trapping experience gained is a fixed amount depending on the CL of the target if a trap is successfully applied, meaning every mob of a certain CL will give the same amount of experience when hit by a trap.
WORKINGS OF INDIVIDUAL TRAPS
(no stats were found for debuffs to defenses nor for the damage done, so will have to make something up for them)
WIRE MESH
Wire Mesh: Lowers melee defense by 25
effect is "melee defense down"
Stacks with Glow wire trap effect
Lecepanine Dart
Lecepanine dart. Causes dizzy state for 30 seconds and damages action.
Hits for 50 action and mind pool damage.
Glow Juice
Glow Juice Trap: lowers ranged defense by 25 for 30 seconds
Can be stacked with Glow Wire trap effect
Sharp Bone Spur
Sharp Bone Spur: Causes blind state for 30 seconds and damages mind and health pool by 300
Noise maker
Causes Stun state for 30 seconds damages mind pool by 900
Stink Bomb
Lowers state defense by 50 for 30 seconds on creature so that states may be more easily applied.
Glow wire
Glow-Wire: lowers ranged and melee defense both by 50 for 30 seconds
Stacks with wire mesh and glow juice
Phecnacine Dart
Slows creature movement (snare effect 30 sec)
ADHESIVE MESH:
Damages action pool by 500 Roots an enemy for up to 30 seconds. Seems to depend on the CL of the mob vs the players trapping skill to determine the duration of the root and whether or not the effect sticks.
Couldnt find precu aoe radius for these so will use the CU version which is 10 meter Area of Effect.
Flash Bomb
Causes an Area Effect Blind effect for 30 seconds
Sonic Pulse traps
Causes an Area Effect Stun and Dizzy effect for 30 seconds
Ability Flow
System MessagesSUI PromptCombat Chat SpamFly TextFormula(s)
Source References
|
Ability HAM Costs
Ability Multipliers
|