Ranger Archive
Thread: Trapping xp fix restored.
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).
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.
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!
Phenix1050 wrote:
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.
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!
Que sera sera.
Calculus_Entropy wrote:
Phenix1050 wrote:
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.
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!
Que sera sera.
Message Edited by WildBil2Me on 07-13-2005 06:08 PM
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.
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.
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