Ranger Archive

Thread: Trapping xp fix restored.

Phenix1050
Wed Jul 13, 2005 7:57 am
#14

roots+ snares don't break on damage, and they will continue to be this way, as far as I know. However, they are trying to implement a system of diminishing returns that makes each consecutive snare/root less likely to hit, and also less effective.


dazes break on root and will continue to be this way, as they are the most powerful state (can't move, can't shoot, can't heal).





PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Phenix1050
Wed Jul 13, 2005 8:01 am
#15






Calculus_Entropy wrote:

My guess is, they won't be able to perfect the diminishing returns system, and they will just make it so roots and snares will break on damage. Then, I will gloat about being right!



My guess is that even if they do make the diminishing returns system work, you'll edit your posts and still gloat about being right.




PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Calculus_Entropy
Wed Jul 13, 2005 8:02 am
#16



Phenix1050 wrote:


Calculus_Entropy wrote:

My guess is, they won't be able to perfect the diminishing returns system, and they will just make it so roots and snares will break on damage. Then, I will gloat about being right!

My guess is that even if they do make the diminishing returns system work, you'll edit your posts and still gloat about being right.



Que sera sera.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
WildBil2Me
Wed Jul 13, 2005 3:05 pm
#17





Calculus_Entropy wrote:





Phenix1050 wrote:





Calculus_Entropy wrote:

My guess is, they won't be able to perfect the diminishing returns system, and they will just make it so roots and snares will break on damage. Then, I will gloat about being right!



My guess is that even if they do make the diminishing returns system work, you'll edit your posts and still gloat about being right.






Que sera sera.





LOL... That's the funniest thing I've seen online in ages.


P.S. I think this is why I can never find the Dev posts that I thought I read... they just go back and make sure to remove all the "wrong" stuff. lol

Message Edited by WildBil2Me on 07-13-2005 06:08 PM



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Vorpaks
Wed Jul 13, 2005 3:31 pm
#18

I swear I am 100% sure that roots and snares did not break on damage for me. I leveled TC Paks on those traps. If they change it I will be a mad wookiee. It will basically become just a "run-away" tactic then. If you could use it on multiple creatures at once I could understand - it is crowd control. Control the mob, damage and take them out one at a time. But traps don't work that way.

I also think that we used to get the "no effect message" before this publish. I remember that you would not get another trap to actually effect the creature until the previous trap wore off - but you did used to get xp for it. This I am not 100% sure though.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

WildBil2Me
Wed Jul 13, 2005 4:14 pm
#19







Blixtev wrote:


Fixed this today, Concussion shot is now a Daze + Root. Daze = Unable to perform any heals, buffs, attacks etc. The target can effectively not do anything until the effect wears off OR is hit by any form of damage.


Panic Shot was also not working correctly, as the description has read since CU it is now operates as a Daze instead of a Combat Slow. Again Dazes prevent actions but break on damage. Made no sense for panic shot and lowblow to do the same thing excep tpanic shot was a much weaker version.


Overwhelming Shot was non functional as well, it now works.


These changes should be rolling out to TC in a few days and should help the Smuggler in fufilling their Crowd Control role better. -from here


AND


All roots do not break on damage, any effect with a Daze in it will break the entire effect on damage. Concussion shot is a shot to fully lock something down (Root + Daze). Panic shot is just a Daze, it has no movement modifier, you can move but not do anything. -from here



Coutesy of this link.The issue essentially comes in here. I've can't remember seeinga creature heal or use ranged attacks while A-Meshed. So I'm not sure if it's a Root+Daze or just a Root.


If it's the latter then it will not break on damage, if its the former then it will. We want it to be just a Root so that it will not break while we attack because most ranged attacks from creatures are not terribly devastating (with notable exceptions of course).


The P-Dart is just a "Combat Slow." Which leads me to believe it also will not break on damage.





Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
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