Ranger Archive
Thread: TC Trapping testing.
CL42/TL90 char on CL40 Bolle Bol.
ranged damage (HS) 399
Testing on TC-Prime. 2XP in effect.
Trap XP v Weapon XP.
Trap XP is coming from a seperate 'pool' now. I recieved 4984 weapons XP per kill regardless of if or how many traps were used. Trap XP was about 1244 per trap tho there was some weirdness with one trap type.
After crafting 2 of each trap I had 1704 wilderness survival XP (a hang-over from an earlier fix to camping XP which removed wilderness survival and replaced it with plain scouting XP). This XP is however converted to scout XP after your next log in.
Wire Mesh
Schematic and craft tool reports complexity 2.
Crafting summary reports complexity 5
Duration of effect: 1m 10s
HS damage: 399
Can reapply before state lifts: No. Trap hits and has no effect.
Can reapply after state lifts: No. Trap hits and has no effect.
No icon/timer indicator.
Didn't expect any change in ranged damage as this trap affects melee defs.
Stink Bomb
Schematic and craft tool reports complexity 7.
Crafting summary reports complexity 15
Duration of effect: 20s
HS damage: 399
Can reapply before state lifts: Yes. Trap can be repeatedly thrown for XP on each successful hit.
Can reapply after state lifts: No idea. No indicator that creature is more vulerable to state effects other than sysmsg. No indication that effect has worn off.
No icon/timer indicator.
Couldn't tell if creature was 'more' vulnerable to stun as the only stuns I have are from other traps and they seem to apply the state anyway. Didn't appear more vulnerable to snare/stopping shots however.
Sonic Pulse
Schematic and craft tool reports complexity 15.
Crafting summary reports complexity 45
Duration of effect: abt. 45s.
HS damage: 411
Can reapply before state lifts: Yes. However XP gained per trap varied. First trap, 146XP, 2nd, 1368XP.
Can reapply after state lifts: Yes. However XP gained per trap varied. First trap, 132XP, 2nd, 1244XP.
Icon states have no timers.
States drop as soon as creature breaks combat, either by +retreat+, if you are incapped, or if you drag it more than 100m from the lair.
Description indicates this is an AoE weapon but even with two bolle bol 'merged' into each other , only the targetted creature was affected. Stun/dizzy icons show, but no significan effect in creature behaviour.
Sharp Bone Spur
Schematic and craft tool reports complexity 4.
Crafting summary reports complexity 10
Duration of effect: 37s
HS damage: 403
Can reapply before state lifts: No. A sharp bone spur hits but a bolle bol ignores it in a blind rage.
Can reapply after state lifts: Yes.
No timer on state icon. Icon text says "reduces your accuracy", should be "reduces targets accuracy"
Creature did miss on abt 1 in 6 attacks. Other than that, no effect.
Very high fail rate on these traps. Had to throw 4 traps to get one to stick. Over the testing period I had below 60% success in getting these to stick.
says this trap affects the creatures mind. This seems redundant post CU and I was unable to see any effect on the targets mindpool.
Phecnacine Dart
Schematic and craft tool reports complexity 12.
Crafting summary reports complexity 20
Duration of effect: 20s
HS damage: 399
Can reapply before state lifts: Yes. Was able to repeatedly apply trap before effect expired.
Can reapply after state lifts:
Timer on state icon. Icon flashes as state decays.
Creature followed out to +200m before breaking combat and returning to lair. State had lifted before this.
Creature did slow to about 50% speed for 20s, almost stopped (abt 25%) after a snare shot used. Was able to reapply effect as it wore off and 'kite' the creature.
Noise Maker
Schematic and craft tool reports complexity 7.
Crafting summary reports complexity 15
Duration of effect: 31s
HS damage:
Can reapply before state lifts: No. Message is given that creature is already to stunned for any effect.
Can reapply after state lifts: Yes.
No timer indicator on icon.
Again, this trap affects the targets mind pool. No visible effect on creatures behaviour on on mind bar.
Lecepanine Dart
Schematic and craft tool reports complexity 2.
Crafting summary reports complexity 5
Duration of effect: 30s
HS damage: 410
Can reapply before state lifts: No. System message that trap hits but has no effect.
Can reapply after state lifts: Yes.
No timer on state icon.
Creature is 'dizzied' but still seems to be able to stand up from prone without effect.
Description says this trap affects the Action pool. No significant damage to action pool seen.
Glow Wire Trap
Schematic and craft tool reports complexity 12.
Crafting summary reports complexity 20
Duration of effect: 63s
HS damage: 405
Can reapply before state lifts: No. The trap hits but has no effect.
Can reapply after state lifts: No. The trap hits but has no effect.
Creature takes slightly more damage (about 1.5% over base) for 30s. Due to warm up/throw/wind down the player would do far more damage just taking a second shot at the creature.
*** IMPORTANT *** After using this trap the animal was bugged for all later trapping attempts. Any subsequent attempts at trapping, with the same trap type or a different one resulted in "the trap lands but has no effect".
(Bugged effect seems to clear after abt 5 minutes.)
No timers.
Other than flytext, no indication creatures state has been affected..
Glow Juice Trap
Schematic and craft tool reports complexity 4.
Crafting summary reports complexity 20
Duration of effect: 35s
HS damage: 403
Can reapply before state lifts: No. A trap hits but has no effect. etc.
Can reapply after state lifts: No. A trap hits but has no effect.
Creature takes slightly more damage (barely 1% over base) for 30s. Due to warm up/throw/wind down the player would do far more damage just taking a second shot at the creature.
*** IMPORTANT *** After using this trap the animal was bugged for all later trapping attempts with the same trap type. Any subsequent attempts at trapping with the same trap type resulted in "the trap lands but has no effect".
Swapping to a different trap type (wire mesh) worked, but reverting to Glow Juice resulted in the above error message.
(Bugged effect seems to clear after abt 5 minutes.)
No icon/timers. Only flytext and sysmsg.
Flash Bomb
Schematic and craft tool reports complexity 14.
Crafting summary reports complexity 40
Duration of effect: 27s
HS damage: 407
Can reapply before state lifts: Yes.
Can reapply after state lifts: Yes.
This is an AoE weapon and seems to affect creatures within a 10m radius. You only recieve trap XP off the creature you targetted however.
No timers on icon. Only flytext. No sysmsg/combat spam.
Adhesive Mesh
Schematic and craft tool reports complexity 13.
Crafting summary reports complexity 25
Duration of effect: Unclear. No icon, no fly text.
HS damage: 399
Can reapply before state lifts: Probably no.
Can reapply after state lifts: Probably yes.
This trap has virtually no effect. The creature continues to move at full speed. It's combat doesn't appear to be affected.
I'm also getting a VERY high fail rate with these traps that could be EITHER the trap not sticking because the 'effect' is still in place OR the trap faling to affect the creature. It's not clear from the combat spam.
Message Edited by Almagill on 07-18-2005 01:14 PM
Great post, great testing. I'm sure Newbs and Vets alike will benefit from this!
Cryos_Merovingian wrote:
Can we please have a scribe add this to the great book of Rangerdom?
Great post, great testing. I'm sure Newbs and Vets alike will benefit from this!
Cheers.
Unfortunately my toon has no melee skills, so I didn't check on that. That's for another afternoon.
Also I want to see what sort of caps there are, if any, to the amount of XP you can milk from one target.
Am well chuffed to see that trap XP is awarded on the fly again, and tho it's at a lower level than preCU, it's at least giving SOME XP. Somewhat concerned that there are some big inconsistencies in timers, the crafting complexity, some XP with one trap in particular.
But at least the info is there now and we can do stuff with it later.
Wow Ken! Thank you so much for going through all these! If you don't mindI will use this on the Corr forum to point out the issues with trapping behavior. I put some comments and questions below in yellow. I tried to state whether I thought this was good behavior or bad behavior - let me know if you agree or disagree with my assement!
Again thanks! Awesome work!
Almagill wrote:
Spent the morning over on TC tormenting critters. Here are some numbers. (this is C&P'd from my bugrep so some of it can be ignored as they're comments for TC)
CL42/TL90 char on CL40 Bolle Bol.
ranged damage (HS) 399
Testing on TC-Prime. 2XP in effect.
Trap XP v Weapon XP.
Trap XP is coming from a seperate 'pool' now. I recieved 4984 weapons XP per kill regardless of if or how many traps were used. Trap XP was about 1244 per trap tho there was some weirdness with one trap type.
After crafting 2 of each trap I had 1704 wilderness survival XP (a hang-over from an earlier fix to camping XP which removed wilderness survival and replaced it with plain scouting XP). This XP is however converted to scout XP after your next log in.
Wire Mesh
Schematic and craft tool reports complexity 2.
Crafting summary reports complexity 5
Duration of effect: 1m 10s
HS damage: 399
Can reapply before state lifts: No. Trap hits and has no effect. Good.
Can reapply after state lifts: No. Trap hits and has no effect. Bad.
No icon/timer indicator.
Didn't expect any change in ranged damage as this trap affects melee defs.
Stink Bomb
Schematic and craft tool reports complexity 7.
Crafting summary reports complexity 15
Duration of effect: 20s
HS damage: 399
Can reapply before state lifts: Yes. Trap can be repeatedly thrown for XP on each successful hit. Bad.
Can reapply after state lifts: No idea. No indicator that creature is more vulerable to state effects other than sysmsg. No indication that effect has worn off.
No icon/timer indicator.
Couldn't tell if creature was 'more' vulnerable to stun as the only stuns I have are from other traps and they seem to apply the state anyway. Didn't appear more vulnerable to snare/stopping shots however.
Sonic Pulse
Schematic and craft tool reports complexity 15.
Crafting summary reports complexity 45
Duration of effect: abt. 45s.
HS damage: 411
Can reapply before state lifts: Yes. Bad. However XP gained per trap varied. First trap, 146XP, 2nd, 1368XP. Woa. Bad.
Can reapply after state lifts: Yes. Good.However XP gained per trap varied. First trap, 132XP, 2nd, 1244XP. Bad.
Icon states have no timers.
States drop as soon as creature breaks combat, either by +retreat+, if you are incapped, or if you drag it more than 100m from the lair. Bad or working as intended?I have no idea.
Description indicates this is an AoE weapon but even with two bolle bol 'merged' into each other , only the targetted creature was affected. Stun/dizzy icons show, but no significan effect in creature behaviour. Bad.
Sharp Bone Spur
Schematic and craft tool reports complexity 4.
Crafting summary reports complexity 10
Duration of effect: 37s
HS damage: 403
Can reapply before state lifts: No. A sharp bone spur hits but a bolle bol ignores it in a blind rage. Good.
Can reapply after state lifts: Yes. Good.
No timer on state icon. Icon text says "reduces your accuracy", should be "reduces targets accuracy" We can only hope!
Creature did miss on abt 1 in 6 attacks. Other than that, no effect. Was this a higher miss rate than usual do you think?
Very high fail rate on these traps. Had to throw 4 traps to get one to stick. Over the testing period I had below 60% success in getting these to stick. Bad. Just for reference, what is your trapping level on TC? MRanger?
says this trap affects the creatures mind. This seems redundant post CU and I was unable to see any effect on the targets mindpool. Bad.
Phecnacine Dart
Schematic and craft tool reports complexity 12.
Crafting summary reports complexity 20
Duration of effect: 20s
HS damage: 399
Can reapply before state lifts: Yes. Was able to repeatedly apply trap before effect expired. Very bad. Did this mean the effect never wore off because you were able to continuously apply it?
Can reapply after state lifts:
Timer on state icon. Icon flashes as state decays. Neat.
Creature followed out to +200m before breaking combat and returning to lair. State had lifted before this.
Creature did slow to about 50% speed for 20s, almost stopped (abt 25%) after a snare shot used. Was able to reapply effect as it wore off and 'kite' the creature.
Noise Maker
Schematic and craft tool reports complexity 7.
Crafting summary reports complexity 15
Duration of effect: 31s
HS damage:
Can reapply before state lifts: No. Message is given that creature is already to stunned for any effect. Good.
Can reapply after state lifts: Yes. Good.
No timer indicator on icon.
Again, this trap affects the targets mind pool. No visible effect on creatures behaviour on on mind bar. Bad.
Lecepanine Dart
Schematic and craft tool reports complexity 2.
Crafting summary reports complexity 5
Duration of effect: 30s
HS damage: 410
Can reapply before state lifts: No. System message that trap hits but has no effect. Good.
Can reapply after state lifts: Yes. Good.
No timer on state icon.
Creature is 'dizzied' but still seems to be able to stand up from prone without effect. I think there is another effect to dizzy - does it reduce damage output or accuracy? I will have to search for this.
Description says this trap affects the Action pool. No significant damage to action pool seen. Bad.
Glow Wire Trap
Schematic and craft tool reports complexity 12.
Crafting summary reports complexity 20
Duration of effect: 63s
HS damage: 405
Can reapply before state lifts: No. The trap hits but has no effect. Good.
Can reapply after state lifts: No. The trap hits but has no effect. Bad.
Creature takes slightly more damage (about 1.5% over base) for 30s. Due to warm up/throw/wind down the player would do far more damage just taking a second shot at the creature. /agree. on live I worked out that this gave me about 3 more points of damage per hit, both ranged and melee, consistent with the wire mesh and glow juice. This is far too little to make these traps worth using in my opinon, so I have kept them on the broken list.
*** IMPORTANT *** After using this trap the animal was bugged for all later trapping attempts. Any subsequent attempts at trapping, with the same trap type or a different one resulted in "the trap lands but has no effect". Bad!
(Bugged effect seems to clear after abt 5 minutes.)
No timers.
Other than flytext, no indication creatures state has been affected.. I notice a lot of the messages are hidden in the combat spam. These should be sys messages in my opinion.
Glow Juice Trap
Schematic and craft tool reports complexity 4.
Crafting summary reports complexity 20
Duration of effect: 35s
HS damage: 403
Can reapply before state lifts: No. A trap hits but has no effect. etc. Good.
Can reapply after state lifts: No. A trap hits but has no effect. Bad.
Creature takes slightly more damage (barely 1% over base) for 30s. Due to warm up/throw/wind down the player would do far more damage just taking a second shot at the creature.
*** IMPORTANT *** After using this trap the animal was bugged for all later trapping attempts with the same trap type. Any subsequent attempts at trapping with the same trap type resulted in "the trap lands but has no effect".
Swapping to a different trap type (wire mesh) worked, but reverting to Glow Juice resulted in the above error message. Bad.
(Bugged effect seems to clear after abt 5 minutes.)
No icon/timers. Only flytext and sysmsg.
Flash Bomb
Schematic and craft tool reports complexity 14.
Crafting summary reports complexity 40
Duration of effect: 27s
HS damage: 407
Can reapply before state lifts: Yes. Bad.
Can reapply after state lifts: Yes. Good.
This is an AoE weapon and seems to affect creatures within a 10m radius. You only recieve trap XP off the creature you targetted however.
No timers on icon. Only flytext. No sysmsg/combat spam.
Adhesive Mesh
Schematic and craft tool reports complexity 13.
Crafting summary reports complexity 25
Duration of effect: Unclear. No icon, no fly text.
HS damage: 399
Can reapply before state lifts: Probably no.
Can reapply after state lifts: Probably yes.
This trap has virtually no effect. The creature continues to move at full speed. It's combat doesn't appear to be affected. Very bad.
I'm also getting a VERY high fail rate with these traps that could be EITHER the trap not sticking because the 'effect' is still in place OR the trap faling to affect the creature. It's not clear from the combat spam. Very bad.
Message Edited by Almagill on 07-18-2005 01:14 PM
Oh goodie, traps are totally messed up now.
Another nail in the coffin, or another reason to add combat stuff as my scout line is maxed.
P darts have virtually no effect, l darts are useless as they don't dizzy (ok, they increase damage taken by the creature, wow), the AoE traps aren't (and yes, they used to be a long time ago) and others plain are still broken or newly broken.
You go Devs. Any more helpful adjustments and we are all going postal.
JB
Very nice man, thanks.
Me and paks will make sure this gets seen by someone.
Great stuff man:
Just to clarify:
"Creature did miss on abt 1 in 6 attacks. Other than that, no effect. Was this a higher miss rate than usual do you think?"
Accuracy doesnt have a lot to do with to-hit anymore but more to do with damage bonus/reduction. If you have a higher accuracy rating that the creature has in defense then you will get a damage increase.
When the creature gets an accuracy penalty is means it does less damage to you (because it goes further below your defense rating).
As far as im aware, dizzy,stun and blindare currently working like this:
Dizzy: Large defense decrease, low accuracy decrease
Blind: Large accuracy decrease, low defense decrease
Stun: Debuff to actionpool regen (not working as intended at present)
Im searching for Blixtevs post at present that details what the stun effect is currently doing. Something like small defense debuff.
Paks: I found that too, the messages about when a trap hits, doens't hit, has an effect, doesn't have an effect, wears off, etc, they're frankly all over the place. In the spatial chat tab, on the combat tab, just coming up as fly text. There's a total lack of coherence
Owen: Yup, I'd been trying to remember which effects did what now, especially in light of Blix's post. Net result though was that there was generally so little benefit to using the trap that, if a player wasn't grinding trap XP, they are almost pointless. Nice particle effects and some nice sounds, but, meh. Just let me shoot it a few times with specials, from 70m out, at that!
As to traps 'now' being borked, let's face it, other than the P-Dart all of these are acting just like they have done since abt CU time. Even before the CU they were, at best, flaky. Trick is to get the effects increased, possibly add a little damage as these are after all highly specialised 'nades, not traps and get the whole lot to work consistently so that you know what's going to happen when you throw x trap at y target.
(TOTALLY OFF TOPIC but I had a little fun this morning on my way back in to Entha. There are HUGE spawns of newb critters all round town. I'd looted some C12 nades off an NPC, so tossed one into the middle of a pile of CL1s then let rip with fanshot. It was, well, sort of cathartic, to see all these little wortts, rats and rills bouncing up in the air and the whole ara just turn into little x's.
Well, you've got to make your own fun sometimes
SpecForceRanger wrote:
If they fix P-Dart, but don't fix Adhesive Mesh in this next Publish. I'm goingfreakin' POSTAL.
Don't bugs do something similar as well?
Wouldn't that make Rodians and even MonCal > Bothans!?!?!
Oh dear... What have I done, everyone loves man's best friend (as long as they stay out of the punchbowl!)!!!