Difference between revisions of "Trap Throw (Ability)"

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(Ability Breakdown & Details)
(Ability Breakdown & Details)
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= Ability Breakdown & Details =
 
= Ability Breakdown & Details =
  
Trapping is a special ability which allows you to debuff enemies. There are a number of different traps available and your chance to succeed with the trap varies with your ability. 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.
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Trapping is a special ability which allows you to debuff enemies. There are a number of different traps available and your chance to succeed with the trap varies with your ability. 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 (skill mod range?) lower than the schematic.
  
  
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What is the effect of the Flash Bomb and Sonic Pulse traps?
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Both traps have an area effect, meaning they affect more than one opponent
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In order to use them effectively, the opponents need to be bunched close together.
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Flash Bomb: Causes an Area Effect Blind effect
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Sonic Pulse: Causes an Area Effect Stun and Dizzy effect
  
  

Revision as of 04:14, 1 September 2007

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

0% This document has not been started.

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 enemies. There are a number of different traps available and your chance to succeed with the trap varies with your ability. 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 (skill mod range?) lower than the schematic.


On Trapping Exp, There is about a 6 second timer for the status effects effects caused from each trap to wear 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



WIRE MESH

Wire Mesh: Lowers melee defense

effect is "melee defense down"

Stacks with Glow wire trap effect



Lecepanine Dart

Lecepanine dart. Causes dizzy state and damages action.


Glow Juice

Glow Juice Trap: lowers ranged defense

Can be stacked with Glow Wire trap effect


Sharp Bone Spur

Sharp Bone Spur: Causes blind state and damages mind pool

Quote: the bone spur makes the creature blind, decreasing his chances to hit me. Not being hit is a good thing.


Noise maker

Causes Stun state and damages mind pool


Stink Bomb

Lowers state defense on creature so that states may be more easily applied.



Glow wire

Glow-Wire: lowers ranged and melee defense both by a greater amount than glow juice and wire mesh

Stacks with wire mesh and glow juice



Phecnacine Dart

Slows creature movement


ADHESIVE MESH: roots an enemy for up to15 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.




What is the effect of the Flash Bomb and Sonic Pulse traps?

Both traps have an area effect, meaning they affect more than one opponent In order to use them effectively, the opponents need to be bunched close together. Flash Bomb: Causes an Area Effect Blind effect Sonic Pulse: Causes an Area Effect Stun and Dizzy effect


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

Fly Text

Formula(s)

  • 1 + 1 = 3
  • 2 - 2 + 2 = 3

Source References

Source Source in Context
Prima Guide somelink1 Source1

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 0