Difference between revisions of "Trap Throw (Ability)"

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== System Messages ==
 
  
* [[Trap Throw (Game Messages)|Trap Throw]]
 
  
== Flytext ==
 
  
* [[Trap Throw Flytext (Game Messages)|Trap Throw]]
 
  
 
== 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, 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.   
+
Trapping is a special ability which allows you to debuff and in some cases, also cause damage to wild creatures. Traps do not work against player pets. 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.   
 
+
'''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.  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. If a player throws a stink bomb trap, as an example, and it inflicts a state on a creature, they can not get exp from another stink bomb trap thrown on that creature until the effect wears off. However, if a player throws another type of trap, such as a wire mesh, they can get exp immediately for this trap. Traps do not stack the same status effect upon itself. Meaning, players cannot use one trap repeatedly to keep the same state applied to a mob such as snares, status effects like stun and roots.  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 and different status effects can be stacked with one another on the same creature. 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.
 
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
+
== Experience ==
 +
 
 +
* [[Throw Trap Experience (Game Mechanics)|Throw Trap Experience]]
 +
 
 +
== 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)
 
(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"
+
'''WIRE MESH'''
  
Stacks with Glow wire trap effect
+
Wire Mesh: Lowers melee defense by 25 for 30 seconds.
  
 +
Notes: Stacks with Glow wire trap effect
  
 +
Usable at: Trapping +5
  
  
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Lecepanine dart. Causes dizzy state for 30 seconds and damages action.
 
Lecepanine dart. Causes dizzy state for 30 seconds and damages action.
  
Hits for 50 action and mind pool damage.
+
Notes: Hits for 50 action and mind pool damage.
 +
 
 +
Usable at: Trapping +5
  
  
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Glow Juice Trap: lowers ranged defense by 25 for 30 seconds
 
Glow Juice Trap: lowers ranged defense by 25 for 30 seconds
  
Can be stacked with Glow Wire trap effect
+
Notes: Can be stacked with Glow Wire trap effect
 +
 
 +
Usable at: Trapping +5
  
  
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Sharp Bone Spur: Causes blind state for 30 seconds and damages mind and health pool by 300
 
Sharp Bone Spur: Causes blind state for 30 seconds and damages mind and health pool by 300
  
 
+
Usable at: Trapping +5
  
  
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Causes Stun state for 30 seconds damages mind pool by 900
 
Causes Stun state for 30 seconds damages mind pool by 900
  
 +
Usable at: Trapping +10
  
 
'''Stink Bomb'''
 
'''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?  
+
Lowers state defense for 30 seconds on creature so that stun and intimidate states may be more easily applied. No known value for state defense penatly; lets assume 50?  
  
  
 +
Usable at: Trapping +10
  
  
 
'''Glow wire'''
 
'''Glow wire'''
  
Glow-Wire: lowers ranged and melee defense both for 30 seconds. No known value, lets assume 50?  
+
Glow-Wire: lowers ranged and melee defense both for 30 seconds. No known value for defense penatly; lets assume 50?  
Stacks with wire mesh and glow juice
+
  
 +
 +
Notes: Stacks with wire mesh and glow juice
 +
 +
 +
Usable at: Trapping +15
  
  
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'''Phecnacine Dart'''
 
'''Phecnacine Dart'''
  
Slows creature movement (snare effect 30 sec). No known movement speed reduction, lets assume 50%?
+
Slows creature movement (snare effect 30 sec). No known movement speed reduction; lets assume 50%?
 +
 
  
 +
Usable at: Trapping +15
  
  
 
'''ADHESIVE MESH:'''  
 
'''ADHESIVE MESH:'''  
  
Damages action pool by 500  
+
Damages action pool by 500. Roots an enemy for up to 30 seconds.  
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.
+
  
 +
Notes: 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.
  
  
 +
Usable at: Trapping +20
  
  
Couldnt find precu aoe radius for these so will use the CU version which is 10 meter Area of Effect.
+
 
 +
I Couldn't find pre-cu aoe radius for these so will use the CU version which is 10 meter Area of Effect.
  
 
'''Flash Bomb'''  
 
'''Flash Bomb'''  
  
 
Causes an Area Effect Blind effect for 30 seconds
 
Causes an Area Effect Blind effect for 30 seconds
 +
 +
 +
Usable at: Trapping +40
 +
  
 
'''Sonic Pulse traps'''
 
'''Sonic Pulse traps'''
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+
Usable at: Trapping +50
  
  
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</graphviz>
 
</graphviz>
 
|}
 
|}
==System Messages==
+
== System Messages ==
 +
 
 +
* [[Trap Throw (Game Messages)|Trap Throw]]
  
 
==SUI Prompt==
 
==SUI Prompt==
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==Combat Chat Spam==
 
==Combat Chat Spam==
  
==Fly Text==
+
== Flytext ==
 +
 
 +
* [[Trap Throw Flytext (Game Messages)|Trap Throw]]
  
 
==Formula(s)==
 
==Formula(s)==
  
* '''1 + 1 = 3'''
+
No known formula exists for trapping success rate so i will propose the following:
 +
 
 +
 
 +
 
  
* '''2 - 2 + 2 = 3'''
+
Chance of Failure = ( ( (Creature Level / trapping Mod) + 0.05 )x 0.70 ) x 100
  
 
==Source References==
 
==Source References==
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||Damage||align="center" |0
 
||Damage||align="center" |0
 
|-
 
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||Delay Time||align="center" |0
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||Delay Time||align="center" |5
 
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Latest revision as of 09:28, 8 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.



Command: /throwTrap
CommandQueue Entry: throwtrap (0549BE67)

Related Tags

25% This document has been partially completed.

Ability This document relates to Player Abilities.

Scout This document is related to the Scout Profession.

Ranger This document is related to the Ranger Profession.



Ability Breakdown & Details

Trapping is a special ability which allows you to debuff and in some cases, also cause damage to wild creatures. Traps do not work against player pets. 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 stink bomb trap, as an example, and it inflicts a state on a creature, they can not get exp from another stink bomb trap thrown on that creature until the effect wears off. However, if a player throws another type of trap, such as a wire mesh, they can get exp immediately for this trap. Traps do not stack the same status effect upon itself. Meaning, players cannot use one trap repeatedly to keep the same state applied to a mob such as snares, status effects like stun and roots. 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 and different status effects can be stacked with one another on the same creature. 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.

Experience

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.

Notes: Stacks with Glow wire trap effect

Usable at: Trapping +5


Lecepanine Dart

Lecepanine dart. Causes dizzy state for 30 seconds and damages action.

Notes: Hits for 50 action and mind pool damage.

Usable at: Trapping +5


Glow Juice

Glow Juice Trap: lowers ranged defense by 25 for 30 seconds

Notes: Can be stacked with Glow Wire trap effect

Usable at: Trapping +5


Sharp Bone Spur

Sharp Bone Spur: Causes blind state for 30 seconds and damages mind and health pool by 300

Usable at: Trapping +5


Noise maker

Causes Stun state for 30 seconds damages mind pool by 900

Usable at: Trapping +10

Stink Bomb

Lowers state defense for 30 seconds on creature so that stun and intimidate states may be more easily applied. No known value for state defense penatly; lets assume 50?


Usable at: Trapping +10


Glow wire

Glow-Wire: lowers ranged and melee defense both for 30 seconds. No known value for defense penatly; lets assume 50?


Notes: Stacks with wire mesh and glow juice


Usable at: Trapping +15


Phecnacine Dart

Slows creature movement (snare effect 30 sec). No known movement speed reduction; lets assume 50%?


Usable at: Trapping +15


ADHESIVE MESH:

Damages action pool by 500. Roots an enemy for up to 30 seconds.

Notes: 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.


Usable at: Trapping +20


I Couldn't find pre-cu 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


Usable at: Trapping +40


Sonic Pulse traps

Causes an Area Effect Stun and Dizzy effect for 30 seconds


Usable at: Trapping +50


Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", 

fontcolor="#929292", URL="Test101"];

       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", 

fontcolor="#458CAF", URL="Test102"];

       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", 

fontcolor="#458CAF", URL="Test101"];

       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

SUI Prompt

Combat Chat Spam

Flytext

Formula(s)

No known formula exists for trapping success rate so i will propose the following:



Chance of Failure = ( ( (Creature Level / trapping Mod) + 0.05 )x 0.70 ) x 100

Source References

Source Source in Context
Source 1 Source 1
Source 2 [Source 2]
Source 3 [Source 3]
Source 3 Source 3
Source 4 [Source 4]
Source 5 [Source 5]
Source 6 Source 6
Source 7 [Source 7]
Source 8 [Source 8]
Source 9 Source 9
Source 10 [Source 10]
Source 11 [Source 11]
Source 12 Source 12
Source 13 Source 13
Source 14 Source 14
Source 15 Source 15
Source 16 Source 16





Source References 2

Source Source in Context
Trap Throw 1 http://swgforums.swganh.org/viewtopic.php?search_id=1374140300&t=303769
Trap Throw 2 http://swgforums.swganh.org/viewtopic.php?search_id=1374140300&t=304335
Trap Throw 3 http://swgforums.swganh.org/viewtopic.php?search_id=1374140300&t=303791
Trap Throw 4 http://swgforums.swganh.org/viewtopic.php?search_id=1374140300&t=304335
Trap Throw 5 http://swgforums.swganh.org/viewtopic.php?search_id=1374140300&t=304238



Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 80
Mind Cost 0
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 5