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Thread: Trapmaking

  1. #21
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    Quote Originally Posted by Shyver View Post
    From the amount that Bunks repeater used to proc I would say that the rate is about the same as a lightning strike going off. And it certainly went off more than once/rest.
    Ah, but did he get soul gems from it?
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  2. #22
    Community Member Shyver's Avatar
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    Quote Originally Posted by Coldin View Post
    Ah, but did he get soul gems from it?
    I remember him pulling something like 15-20 from one quest. The problem with it on a repeater is that they fall where the mob dies. Ninja looters everywhere man, they're everywhere.
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  3. #23
    Community Member Artagon's Avatar
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    Still no damage numbers yet?

  4. #24
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    Let's see. Don't have the exact numbers on me. A weak acid flask was about 1d6.

    A weak acid trap was about like 20-80 damage.
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  5. #25
    Community Member ghortagg's Avatar
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    Second Test

    Gwylan's Stand

    17 Trap (may have missed one)
    Normal 43 Salvages
    Elite 54 Salvages

    Since i m Premium i can't go further (my packs are not open in Lamania)

    So that's all For trap bits ,onto acctual traps right now
    Be Gimp Be Proud
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  6. #26
    Community Member Arovin's Avatar
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    Quote Originally Posted by TreknaQudane View Post
    I don't thinking you know how right you are...

    It looks like Rogue Mechanics now add Int to crossbow damage.

    http://forums.ddo.com/showthread.php?t=252274

    Yeah, I saw that thread thats why I brought it up.

    Plus Mechanics get the Reapter feats for free.

  7. #27
    Community Member Oolung's Avatar
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    can somebody say grease trap?
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  8. #28
    Community Member ghortagg's Avatar
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    Not very good with uploading pics (i ll posts screenshots when i get how to)

    So now i'll give you what i have found

    For 25 mechs parts you have:

    Noise maker


    For 10 Frost parts and 10 crude vials you have:

    10 weak Alchemist's Frost Grenade
    Required Rogue (UMD 10)
    Att: Dex
    2D6 Frost DMG

    and the best
    For 10 Frost Parts and 10 Mechs Parts

    5 Weak Frost Mines
    10d6 (omg) Frost DMG when triggered
    Save difficulty based on the DD skill of the person who set the Traps


    That's all for tonight Folks
    Be Gimp Be Proud
    underpowered, understuffed, unoptimized, but still doing the job !

  9. #29
    Community Member mudfud's Avatar
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    I'm assuming grenades are thrown, so those will be equipable.

    But are mines and spelltraps "placeable"? So I can just place them and move on or are they kinda like "castable or wandlike" effects?

  10. #30
    Community Member Symar-FangofLloth's Avatar
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    10d6 for the weak? Well, that's not bad .
    Former Xoriat-er. Embrace the Madness.

  11. #31
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    Just made a small acid trap. (The upgrade from the weak acid trap). It deals 15d6 acid damage. Took 25 mechanical parts, 25 acid parts, and 10 fragments.
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  12. #32
    Community Member Seventh's Avatar
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    10d6 sounds pretty friggin good for what seems like a low to mid level trap. But is it worth going mechanic to improve them or are you fine as an assassin?

  13. #33
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    Quote Originally Posted by Seventh View Post
    10d6 sounds pretty friggin good for what seems like a low to mid level trap. But is it worth going mechanic to improve them or are you fine as an assassin?
    I really have no idea. Trapmaking seems like an expensive endeavor, and I have no clue how powerful the traps I'm setting are. It says the DCs are based off the disable device skill, but I don't know if that means it is the DD skill, or some number derived from it. And I don't know what mechanic really changes.
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  14. #34
    Community Member ghortagg's Avatar
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    Further details

    run Redfang twince on normal and elite
    10 traps
    normal: 8 and 11 parts gathered
    elite: 10 and 16 parts gathered


    and poison traps parts are useless for now
    Be Gimp Be Proud
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  15. #35
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    Quote Originally Posted by ghortagg View Post
    Further details

    run Redfang twince on normal and elite
    10 traps
    normal: 8 and 11 parts gathered
    elite: 10 and 16 parts gathered


    and poison traps parts are useless for now
    You can't make poison traps?


    Btw, you find any magical trap parts? I'm not even sure where to go looking for those.
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  16. #36
    Community Member Jay203's Avatar
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    this is what i got from the trap guides..

    Grenades:
    10 Scavenged fire parts + 10 crude vials = 10 fire flasks (weak)

    25 Scavenged parts + 10 siberys dragonshard fragments + 10 crude vials = intermediate grenades

    50 fire trap parts + 1 weak fire elemental soul gem + 50 sibery fragments + 10 simple vials

    70 fire trap parts + 100 sibery fragments + normal elemental gem + 10 simple vials

    100 trap parts + 250 siberys fragments + strong soulgem + unadorned vials


    Mines:
    25 trap parts = noisemaker

    swap out vials with mechanical parts in grenade recipes for mines

    Spell traps:
    first lvl spells
    10 magical parts + 10 mechanical parts + 10 scrolls = 5 traps
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  17. #37
    Community Member ghortagg's Avatar
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    as far as i know, i haven't seen any magic parts trap.

    But since i m premium, i haven't got acces to all the quest i normally do, maybe in the packs there is some.
    Be Gimp Be Proud
    underpowered, understuffed, unoptimized, but still doing the job !

  18. #38
    Time Killer TiranBlade's Avatar
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    Quote Originally Posted by ghortagg View Post
    Not very good with uploading pics (i ll posts screenshots when i get how to)

    So now i'll give you what i have found

    For 25 mechs parts you have:

    Noise maker


    For 10 Frost parts and 10 crude vials you have:

    10 weak Alchemist's Frost Grenade
    Required Rogue (UMD 10)
    Att: Dex
    2D6 Frost DMG

    and the best
    For 10 Frost Parts and 10 Mechs Parts

    5 Weak Frost Mines
    10d6 (omg) Frost DMG when triggered
    Save difficulty based on the DD skill of the person who set the Traps


    That's all for tonight Folks
    *Holds his hand next to his ear and listens.* Hm, I think I hear craft (alchemy) coming soon.

    Argonnessen - Aruki 6 Monk (Main); Dayher 4 Artificer
    Canntih - Firryl 12 Fighter; Tiran 8 Fighter; Daher 4 Fighter/4 Monk

  19. #39
    Community Member Jay203's Avatar
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    the bookbinder's rescue is a quick and easy quest to do for mechanical traps
    they're all bunched up in the main hallway <3
    and you don't really need to finish the quest either
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  20. #40
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    So how do they actually get used/function, guessing the grenades are just thrown weapon but what of the spell traps and mines? Do the mines use the disable device animation, can mines be stacked, do spell traps use the casting animation, do spell traps behave like symbols spells, etc.?

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