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Thread: Trap Dc

  1. #1
    Community Member wizzy_catt's Avatar
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    Default Trap Dc

    appearently the dc has been raised dramatically in mod6. in tangleroot last part at the first blade trap behind the first locked door it does 102 points of damage and have save dc at least 32 or higher. note that this series of quest WAS designed for level 3 to level 7.

    (Combat): You suffer 102 points of damage from Trap:Slash.
    (Combat): You attempt to save versus trap:slash. You roll a 5 (+21): save failure!
    (Combat): You suffer 90 points of damage from Trap:Slash.
    (Combat): You attempt to save versus trap:slash. You roll a 11 (+21): save failure!


    is this another mistake? 102 points of damage rest of party dies and only barbarian or fighter who has at least 103 hp that can survive?

  2. #2
    Community Member Jay203's Avatar
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    well, they did say they are going to make the traps a lot nastier so people don't just run through them like nothing, didn't they?

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    Community Member Solostoran's Avatar
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    Default Ouch

    The acid trap on the way to the optional chest in gwylans hit me for 185 points of damage, failed the roll... the blender trap in gwylans hit me for 120 points of damage, failed the evasion... The fire trap, i made it htourhgm but it hit me hard on the way back... I'm not the on;y rogue with this problem there were 2 of use we both die

    .. It was on elite, disabled traps on a 1 (+32), so dc didn't change much but the damage output sure did

  4. #4
    Community Member Vormaerin's Avatar
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    Sounds quite interesting, though I am a bit concerned if they also raised the saves. There's a lot of traps that the rogue has to pass through to reach the box. Those could get ugly if the save DC on the trap damage gets bumped too high. The actual damage itself isn't an issue, since rogues have evasion for that reason... They just need to be able to make those evasion reflex saves reliably in cases like that.

  5. #5
    Community Member PelenFuzzlefurr's Avatar
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    Eek.
    If it is a trap you -need- to go through to get to the box/disarm then.... OUCH. :x
    I'm currently near 65~ish hp and I just plink things w/ bow. (First char, lv 6 rogue... learned better from being cleaved)

    Otherwise... a trap is doing its job, keep crazy people out. ;-)

  6. #6
    Community Member Raithe's Avatar
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    Quote Originally Posted by Solostoran View Post
    ...so dc didn't change much but the damage output sure did
    Everyone knows that traps have 4 different DCs that are all usually different values, right?

    Save DC --> usually the lowest
    Spot DC --> usually the middle value
    Search DC --> usually the second to highest value
    Disable DC --> usually the highest value

    If they actually upped the save DC in many elite quests, we're going to have a mod 3.3 fiasco all over again.

  7. #7
    Community Member STROBE's Avatar
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    Default From the Final Release Notes...

    Quote Originally Posted by wizzy_catt View Post
    appearently the dc has been raised dramatically in mod6. in tangleroot last part at the first blade trap behind the first locked door it does 102 points of damage and have save dc at least 32 or higher. note that this series of quest WAS designed for level 3 to level 7.

    (Combat): You suffer 102 points of damage from Trap:Slash.
    (Combat): You attempt to save versus trap:slash. You roll a 5 (+21): save failure!
    (Combat): You suffer 90 points of damage from Trap:Slash.
    (Combat): You attempt to save versus trap:slash. You roll a 11 (+21): save failure!


    is this another mistake? 102 points of damage rest of party dies and only barbarian or fighter who has at least 103 hp that can survive?
    From the final release notes - the first section entitled General...

    'Traps are nastier on Hard and Elite, and more forgiving on Solo difficulty. Detection and disable difficulties are unchanged. '

    Were you on normal?

    That last save failure (on a reflex 32) does seem a tad extreme, tho.

  8. #8
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    Wow on a 32, thats a little scary. Picked up the new int/reflex feat on my wiz12/rog3 thinking I would be in good shape, if a +29 Reflex vs Traps aint gonna cut it, I would be a very depressed trapsmith.

    Little off topics but: Does the Nightshield spell stack with items? Im gonna need it to if the new content saves scale with TR at all.

  9. #9
    Community Member Boulderun's Avatar
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    Nightshield does not stack with resistance items.
    -Valok of Khyber, The Free Companions
    Still furious about the horrendous CS mismanagement of the so-called Abbot timer "exploit," and not going to let anyone forget it.

  10. #10
    Community Member samagee's Avatar
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    Quote Originally Posted by Vormaerin View Post
    Sounds quite interesting, though I am a bit concerned if they also raised the saves. There's a lot of traps that the rogue has to pass through to reach the box. Those could get ugly if the save DC on the trap damage gets bumped too high. The actual damage itself isn't an issue, since rogues have evasion for that reason... They just need to be able to make those evasion reflex saves reliably in cases like that.
    Or use their uncanny dodge and improved uncanny dodge.

  11. #11
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    I have no issue with Traps doing more damage......

    I do see an issue when a Tangleroot Trap... Cannot Easily be evaded by a Level appropriet Pure Rogue.... Fail on a 32????? Dunno what part you were in, but wouldnt that be a l5 or 6 Quest at that trap? Even at Elite level a DC of 32 is rediculous.
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    Quote Originally Posted by Impaqt View Post
    I have no issue with Traps doing more damage......

    I do see an issue when a Tangleroot Trap... Cannot Easily be evaded by a Level appropriet Pure Rogue.... Fail on a 32????? Dunno what part you were in, but wouldnt that be a l5 or 6 Quest at that trap? Even at Elite level a DC of 32 is rediculous.
    Given his description(he was in the hall before the boss) I believe it would be a level 9 quest. That being said, I was in the first part of delera's on elite(a level 4 or 5 quest on normal) and was hit by the cold trap for around 80 and 90. Later traps in the series did about the same damage, so there may be a bug where trap damage is scaling linearly but simply starting at a ridiculously high level. Sounds like someone needs to run through the Elixir blade trap to see how much that thing does(level 3 quest on elite).

  13. #13

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    Awesome.......all I can say is awesome......

    Nice that rogues will finally become "needed" again. And not just the "splash" types.



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    Quote Originally Posted by Borrigain View Post
    Awesome.......all I can say is awesome......

    Nice that rogues will finally become "needed" again. And not just the "splash" types.



    Borr.
    Thats great and all, I just hope they arent numerically eliminating anything but pure rogues from the mix. Trapsmithing is not a pure rogue specific activity, they shouldnt even have all the advantages they currently do. They already have the advantage via class feats(justifible) and the enhancement system(rather lame), if they are going to make improved evaision a must and jack the saves up to where a character cant possibly make them, alot more people will be *****ing than happy. Pure rogues cant be summed up as just trapsmiths, or were you just trying to get a rise out of people with MC rogues?.

    It would kinda suck if I had to wait for the next level cap raise to be able to cast 7th level spells but if I need to pick up uncanny dodge for the traps Ill just have to make yet another sacrifice.
    Last edited by llevenbaxx; 01-31-2008 at 02:50 PM.

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    Community Member Mercules's Avatar
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    Quote Originally Posted by llevenbaxx View Post
    Thats great and all, I just hope they arent numerically eliminating anything but pure rogues from the mix. Trapsmithing is not a pure rogue specific activity, they shouldnt even have all the advantages they currently do. They already have the advantage via class feats(justifible) and the enhancement system(rather lame), if they are going to make improved evaision a must and jack the saves up to where a character cant possibly make them, alot more people will be *****ing than happy. Pure rogues cant be summed up as just trapsmiths, or were you just trying to get a rise out of people with MC rogues?.

    It would kinda suck if I had to wait for the next level cap raise to be able to cast 7th level spells but if I need to pick up uncanny dodge for the traps Ill just have to make yet another sacrifice.
    Well, with the new Feats you can up your Reflex Save with Int. My Cleric/Rogue with his 20 Int and 10 Dex is thinking this might be a good feat as might picking up a second level of Rogue sooner for Evasion.
    "Good judgment comes from experience, and experience comes from bad judgment."
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    Quote Originally Posted by Mercules View Post
    Well, with the new Feats you can up your Reflex Save with Int. My Cleric/Rogue with his 20 Int and 10 Dex is thinking this might be a good feat as might picking up a second level of Rogue sooner for Evasion.
    Yup, got it already That feat is awesome, but if the level 16 elite stuff scales anything like the TR did, my 12wiz/3rog with about a 30 Reflex still is going to get creamed in just about every trap on elite anyway. I was hoping to take 2 levels of wiz to cap out but if when I get in there and see the trap saves are now nuts I will be taking my 4th out of 5 total rogue levels now, for uncanny dodge and a +34 Ref save. Will totally hold judgement until I get in there myself though.

    I gave up ALOT to get the right scores, If I find he all of the sudden cant be a trapsmith, my main will basically no longer be viable, all because Turbine had to go thinking again. Will see for myself though, as always.
    Last edited by llevenbaxx; 01-31-2008 at 03:21 PM.

  17. #17
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    Quote Originally Posted by llevenbaxx View Post
    Yup, got it already That feat is awesome, but if the level 16 elite stuff scales anything like the TR did, my 12wiz/3rog with about a 30 Reflex still is going to get creamed in just about every trap on elite anyway. I was hoping to take 2 levels of wiz to cap out but if when I get in there and see the trap saves are now nuts I will be taking my 4th out of 5 total rogue levels now, for uncanny dodge and a +34 Ref save. Will totally hold judgement until I get in there myself though.

    I gave up ALOT to get the right scores, If I find he all of the sudden cant be a trapsmith, my main will basically no longer be viable, all because Turbine had to go thinking again. Will see for myself though, as always.
    Dont Bother... Reports of failing Gwylans traps on hard with a Roll of 36..... Theres no way the devs can leave these DC's this high....

    More damage... Yes, Totally agree the damage on most traps was laughable... But Ramping save DC's up so high is uncalled for....
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  18. #18
    Community Member Mercules's Avatar
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    Quote Originally Posted by llevenbaxx View Post
    Yup, got it already That feat is awesome, but if the level 16 elite stuff scales anything like the TR did, my 12wiz/3rog with about a 30 Reflex still is going to get creamed in just about every trap on elite anyway. I was hoping to take 2 levels of wiz to cap out but if when I get in there and see the trap saves are now nuts I will be taking my 4th out of 5 total rogue levels now, for uncanny dodge and a +34 Ref save. Will totally hold judgement until I get in there myself though.

    I gave up ALOT to get the right scores, If I find he all of the sudden cant be a trapsmith, my main will basically no longer be viable, all because Turbine had to go thinking again. Will see for myself though, as always.
    So what you are saying is that a Pure(r) Rogue is a better trapsmith than someone who splashed a level or two of Rogue? That numerous levels of Rogue and further sacrifices might be needed to become viable at disarming -every- trap and not just the ones with the box on this side of the trap? Sounds like a lot of Rogue players just got their prayers answered. This will cause issues for my Cleric/Rogue who as of now only has one level of Rogue. I may be giving up more Clerical ability to give the Rogue ability a chance. Then again, that is the sacrifice for being good at numerous things instead of great at one.
    "Good judgment comes from experience, and experience comes from bad judgment."
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  19. #19
    Community Member samagee's Avatar
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    I have no issue with traps doing more damage either. However,I have just tested and confirmed it twice now that the trap code is broke. On the first strike of an acid trap it not only does damage, but it removes all protections that I had on. Acid resist, blur, stoneskin, etc.. Then it hits me again with another dose of acid damage and the undead that poped up had free access to shoot me in the back with arrows. The arcane archer then could nail me with the lightning bolt, because my lightning resist was gone as well.

    So, you need to look at your trap code. It is broke.

  20. #20
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    Quote Originally Posted by samagee View Post
    I have no issue with traps doing more damage either. However,I have just tested and confirmed it twice now that the trap code is broke. On the first strike of an acid trap it not only does damage, but it removes all protections that I had on. Acid resist, blur, stoneskin, etc.. Then it hits me again with another dose of acid damage and the undead that poped up had free access to shoot me in the back with arrows. The arcane archer then could nail me with the lightning bolt, because my lightning resist was gone as well.

    So, you need to look at your trap code. It is broke.
    Wow! Quest? Trap? Difficulty?

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