Difference between revisions of "Trap Throw (Ability)"
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== Ability Breakdown & Details == | == 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 | + | 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. Chance to succeed with the trap varies with the player's 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 always apply to the target. A higher Challenge level 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 meets the minimum skill modifier requirement. |
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− | + | On Trapping Exp, There is a duration timer for the status effects caused from each trap before it wears off. If a player throws a wire mesh trap as an example, and it affects a creature, they can not get exp from another wire mesh trap thrown on that creature until the effect wears off. However, if a player throws another type of trap, such as a Noise Maker, they can get exp immediately for this trap. Traps do not stack the same effect upon itself. Meaning, players cannot use one trap repeatedly to keep the same state applied to a mob. The effect must wear off first and then the player can apply another trap to cause a status effect. Damage, from a trap,however, can be continuously done. 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. | |
− | On Trapping Exp, There is a duration timer for the status effects caused from each trap before it wears off. | + | |
Note: Traps that do damage cannot kill a creature by itself. It can reduce the creature's hitpoints down to at most 1 point where the player must then finish it off. | Note: Traps that do damage cannot kill a creature by itself. It can reduce the creature's hitpoints down to at most 1 point where the player must then finish it off. | ||
− | WORKINGS OF INDIVIDUAL TRAPS | + | |
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+ | == WORKINGS OF INDIVIDUAL TRAPS == | ||
Revision as of 01:03, 2 September 2009
Ability - Throw Trap
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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.
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Related Tags
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System Messages
Flytext
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. Chance to succeed with the trap varies with the player's 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 always apply to the target. A higher Challenge level 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 meets the minimum skill modifier requirement.
On Trapping Exp, There is a duration timer for the status effects caused from each trap before it wears off. If a player throws a wire mesh trap as an example, and it affects a creature, they can not get exp from another wire mesh trap thrown on that creature until the effect wears off. However, if a player throws another type of trap, such as a Noise Maker, they can get exp immediately for this trap. Traps do not stack the same effect upon itself. Meaning, players cannot use one trap repeatedly to keep the same state applied to a mob. The effect must wear off first and then the player can apply another trap to cause a status effect. Damage, from a trap,however, can be continuously done. 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.
Note: Traps that do damage cannot kill a creature by itself. It can reduce the creature's hitpoints down to at most 1 point where the player must then finish it off.
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. 30 sec timer figures for state durations and 5 sec timer for trap throw time come from precu combat logs)
WIRE MESH
Wire Mesh: Lowers melee defense by 25 for 30 seconds.
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 for 30 seconds on creature so that stun and intimidate states may be more easily applied. . No known value, lets assume 50?
Glow wire
Glow-Wire: lowers ranged and melee defense both for 30 seconds. No known value, lets assume 50? Stacks with wire mesh and glow juice
Phecnacine Dart
Slows creature movement (snare effect 30 sec). No known movement speed reduction, lets assume 50%?
ADHESIVE MESH:
Damages action pool by 500 Roots an enemy for up to 30 seconds. Duration 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
Source References 2
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Ability HAM Costs
Ability Multipliers
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