Ranger Archive

Thread: Trapping xp fix restored.

BioEngine
Tue Jul 12, 2005 1:57 pm
#1

Message Edited by BioEngine on 07-12-2005 03:58 PM



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Stamina
Kinshi
Tue Jul 12, 2005 3:27 pm
#2

Course they tossed in a nerf with that fix, cant stack the traps on until the old trap effects wear off.


And it means a secondary nerf to P-Darts,since you will not be able to keep a mob slowed by chain tossing P-Darts( have to watch the timing a lot closer now)


yea this is the way it was pre-CU but we really didnt need to snare much then either


Oh well at least there is still a significant net gain in that people can actually get trapping XP period. Take what I can get at this stage.
BioEngine
Tue Jul 12, 2005 3:31 pm
#3






Tiggs wrote:



Scouts



  • Single target state reduction traps should no longer grant experience when thrown at a creature already affected by that type of grenade.

  • Experience granted for trap throwing should no longer depend on the throwers combat level versus the creatures level.






So, they are considered Grenades now?


Where's the experimentation and individual components that Grenades have? What about displaying their stats without flavor text?


Also, that fix is not very descriptive to the people who haven't seen the dev statement on this fix.



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Stamina
WildBil2Me
Tue Jul 12, 2005 3:40 pm
#4






Kinshi wrote:

Course they tossed in a nerf with that fix, cant stack the traps on until the old trap effects wear off.


And it means a secondary nerf to P-Darts,since you will not be able to keep a mob slowed by chain tossing P-Darts( have to watch the timing a lot closer now)


yea this is the way it was pre-CU but we really didnt need to snare much then either


Oh well at least there is still a significant net gain in that people can actually get trapping XP period. Take what I can get at this stage.





The current change to P-Darts is supposed to make it work as its supposed to ... not really a nerf but rather a fix to broken implementation.


Now, someone will need to help me out on this but I think that the state is supposed to break on a succesful attack as well. The root / snareeffects are supposed to break when the affected target takes damage right? This would just mean as trappers we'd want to alternate fire, trap, fire trap.


In the past, there was little evidence to really support the need for stacking traps. It has almost always been, in my experience, simply a grinding technique. To that end I'm really not that worried about the change.





Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
frankenstienmonster
Tue Jul 12, 2005 3:50 pm
#5

and still no word that they fixed the other traps.




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Calculus_Entropy
Tue Jul 12, 2005 3:56 pm
#6

I interpretted that 'grenade' comment to mean that you only get xp for the first trap of that type that sticks per creature. I.e. the glow wire 'tactic' of gaining a lot of xp from one critter will no longer work. Are there other interpretations?

Now, did the last set of patch notes mention the chain state nerf? I certainly recall mention of that, but I am not sure where...or if it made it into this publish.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Nemo0
Tue Jul 12, 2005 4:21 pm
#7



WildBil2Me wrote:


Kinshi wrote:
Course they tossed in a nerf with that fix, cant stack the traps on until the old trap effects wear off.
And it means a secondary nerf to P-Darts,since you will not be able to keep a mob slowed by chain tossing P-Darts( have to watch the timing a lot closer now)
yea this is the way it was pre-CU but we really didnt need to snare much then either
Oh well at least there is still a significant net gain in that people can actually get trapping XP period. Take what I can get at this stage.


The current change to P-Darts is supposed to make it work as its supposed to ... not really a nerf but rather a fix to broken implementation.

Now, someone will need to help me out on this but I think that the state is supposed to break on a succesful attack as well. The root / snare effects are supposed to break when the affected target takes damage right? This would just mean as trappers we'd want to alternate fire, trap, fire trap.

In the past, there was little evidence to really support the need for stacking traps. It has almost always been, in my experience, simply a grinding technique. To that end I'm really not that worried about the change.





In the current version of the game, roots and snares continue on attack while dazes break on attack.

As for chain tossing, this will still be possible once the Adhesive Mesh is working again. Just alternate between the two. Although there has been some talk about a nerf to chain rooting/snaring.



Lythender Nirou
Crazy Bothan


Almagill
Tue Jul 12, 2005 5:01 pm
#8

Okies, have tried this with a couple of different build on TC and it SEEMS to be working.

Higher level toon with low trapping can get XP, low level toon with high trapping also gets XP, not much off yard trash, but a decent amount at/near his trapping level.

Did seem to be getting more failed traps than before tho, but trapping XP is awarded on a per trap basis again, nice.

If you bang a string of the same trap on the target you get the XP on the first one, then 'no effect' messages till the effect wears off. FROM A TRAPPING XP FIX perspective, this isn't a major problem as you can swap to a different trap type and keep building up XP. From a Trapping management perspective, ie, keeping a creature pinned down, its a bit of a pain. Haven't tried with a group 'cycling' snares yet, but will get back to that later.

State effect indicators are appearing after successful traps, and there does seem to be a slight change in damage taken / given depending on most state effects but it's still such a piddly difference that you're better off getting a few extra shots in, unless of course your after the XP and not the effect.

BUT

The biggest problem I see coming out with this one is that it might be, uhm, challenging, to find creatures at your Trap Level (+/- a couple of levels) as mission lairs are of course still based on CL, wild spawns seem to be either 'high' or 'low' level. But am sure a bit of scouting around different planets should, in most cases, pay off eventually.

That apart, nice



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Nemo0
Tue Jul 12, 2005 5:12 pm
#9



Almagill wrote:
Okies, have tried this with a couple of different build on TC and it SEEMS to be working.

Higher level toon with low trapping can get XP, low level toon with high trapping also gets XP, not much off yard trash, but a decent amount at/near his trapping level.

Did seem to be getting more failed traps than before tho, but trapping XP is awarded on a per trap basis again, nice.

If you bang a string of the same trap on the target you get the XP on the first one, then 'no effect' messages till the effect wears off. FROM A TRAPPING XP FIX perspective, this isn't a major problem as you can swap to a different trap type and keep building up XP. From a Trapping management perspective, ie, keeping a creature pinned down, its a bit of a pain. Haven't tried with a group 'cycling' snares yet, but will get back to that later.

State effect indicators are appearing after successful traps, and there does seem to be a slight change in damage taken / given depending on most state effects but it's still such a piddly difference that you're better off getting a few extra shots in, unless of course your after the XP and not the effect.

BUT

The biggest problem I see coming out with this one is that it might be, uhm, challenging, to find creatures at your Trap Level (+/- a couple of levels) as mission lairs are of course still based on CL, wild spawns seem to be either 'high' or 'low' level. But am sure a bit of scouting around different planets should, in most cases, pay off eventually.

That apart, nice



Quick question that I didn't see covered here--was trap xp still "stealing" weapon xp? Not especially important (i.e. not worth specifically logging in to test) but I was just wondering.

Thanks for checking this out.



Lythender Nirou
Crazy Bothan


WildBil2Me
Tue Jul 12, 2005 5:34 pm
#10






Nemo0 wrote:



*snip*


In the current version of the game, roots and snares continue on attack while dazes break on attack.


Right... but I thought this was not working as intended. My understanding, and I admit this could be totally wrong I just thought I had read a dev post stating it, was that Roots and Snares and other Mezzes were supposed to break on attack.

As for chain tossing, this will still be possible once the Adhesive Mesh is working again. Just alternate between the two. Although there has been some talk about a nerf to chain rooting/snaring.










Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Nemo0
Tue Jul 12, 2005 8:50 pm
#11



WildBil2Me wrote:


Nemo0 wrote:

*snip*


In the current version of the game, roots and snares continue on attack while dazes break on attack.

Right... but I thought this was not working as intended. My understanding, and I admit this could be totally wrong I just thought I had read a dev post stating it, was that Roots and Snares and other Mezzes were supposed to break on attack.

As for chain tossing, this will still be possible once the Adhesive Mesh is working again. Just alternate between the two. Although there has been some talk about a nerf to chain rooting/snaring.







Honestly, I don't know. I don't think the Devs know, either. Just look at our camo (NPCs), our camps (creature repelling), stealth, etc. I find it is often best to just go with the way things currently work and adapt when necessary or useful.



Lythender Nirou
Crazy Bothan


Almagill
Wed Jul 13, 2005 4:41 am
#12



Nemo0 wrote:
Quick question that I didn't see covered here--was trap xp still "stealing" weapon xp? Not especially important (i.e. not worth specifically logging in to test) but I was just wondering.

Thanks for checking this out.




The trap XP is awarded 'on the fly', each time you get a successful hit.

I didn't notice any cap to the amount of XP I was getting off the creatures, but after hitting them a few times with traps I was usually having to dissuade them from snacking on me with something more damaging.

I'm going to hedge my bets and say that it APPEARS that trap XP and weapon XP are once again seperate, but I'll do some proper checking later this after if am able to.



cheers,
Ken



New HOWTO: Gather Milk, Fish, Mollusk, etc.
Remember Rangers. Broke camp and took the Long Walk 15/11/05
Keeping it Real, Ranger Style
Yivvits and MrBubble - THE podcast


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Calculus_Entropy
Wed Jul 13, 2005 7:52 am
#13



WildBil2Me wrote:


Nemo0 wrote:

*snip*


In the current version of the game, roots and snares continue on attack while dazes break on attack.

Right... but I thought this was not working as intended. My understanding, and I admit this could be totally wrong I just thought I had read a dev post stating it, was that Roots and Snares and other Mezzes were supposed to break on attack.

As for chain tossing, this will still be possible once the Adhesive Mesh is working again. Just alternate between the two. Although there has been some talk about a nerf to chain rooting/snaring.






See?!?!? I'm not the only one!

I was under the impression, WildBil. The other Rangers called me a noob and made me cry when I said that!

/sniffle...



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
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