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  1. #121
    Developer Eladrin's Avatar
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    Quote Originally Posted by Coldin View Post
    I wonder how large a "huge" area of effect is?
    The first two tiers of placed traps affect twice the horizontal area that the old ones did. (The vertical volume remains the same for all of them.) It's about the width and depth of a fireball now.

    The next two trap tiers are twice the (horizontal) size of that.

    The last trap tier is twice the size of that, filling whatever room you're in with a pretty big plane of fiery (or whatever element you're using) horizontal doom.

  2. #122
    Founder Aesop's Avatar
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    Quote Originally Posted by Eladrin View Post
    The first two tiers of placed traps affect twice the horizontal area that the old ones did. (The vertical volume remains the same for all of them.) It's about the width and depth of a fireball now.

    The next two trap tiers are twice the (horizontal) size of that.

    The last trap tier is twice the size of that, filling whatever room you're in with a pretty big plane of fiery (or whatever element you're using) horizontal doom.
    NICE


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  3. #123
    Community Member Arovin's Avatar
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    Those changes look to greatly improve the usefulness of Traps, Thanks Eladrin.

    Any word on whether or not the bug that is stopping rogue splashes from being able to take the feat has been addressed? I would really like to do my own trap testing on Lamannia but cannot till I can take the feat.

    Thanks

  4. #124
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    Quote Originally Posted by Eladrin View Post
    The first two tiers of placed traps affect twice the horizontal area that the old ones did. (The vertical volume remains the same for all of them.) It's about the width and depth of a fireball now.

    The next two trap tiers are twice the (horizontal) size of that.

    The last trap tier is twice the size of that, filling whatever room you're in with a pretty big plane of fiery (or whatever element you're using) horizontal doom.
    Sounds pretty good. Can't wait to try it out. I assume you still have to coax at least one monster to step on it to fill the room with firey goodness though.

    I am liking these numbers quite a bit more. I wouldn't mind seeing the mechanic still getting a bonus to their trap damage though.
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  5. #125
    Community Member Trillea's Avatar
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    Quote Originally Posted by Eladrin View Post
    The first two tiers of placed traps affect twice the horizontal area that the old ones did. (The vertical volume remains the same for all of them.) It's about the width and depth of a fireball now.

    The next two trap tiers are twice the (horizontal) size of that.

    The last trap tier is twice the size of that, filling whatever room you're in with a pretty big plane of fiery (or whatever element you're using) horizontal doom.


    Oooh I can't wait to test one of the big ones.. Intim just became MUCH more fun...
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  6. #126
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    I would love if someone could post some screenshot of some of the bigger mines going off.

  7. #127
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    Quote Originally Posted by Progen View Post
    I would love if someone could post some screenshot of some of the bigger mines going off.
    I will when I can. I don't think these changes have made it to Lamannia yet.
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  8. #128
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    Thanks, I keep checking the thread every couple hours to see the latest updates. These changes make me soooo excited to try out a mechanic build with repeaters and traps

  9. #129
    Community Member thebrute7's Avatar
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    Quote Originally Posted by Eladrin View Post
    The first two tiers of placed traps affect twice the horizontal area that the old ones did. (The vertical volume remains the same for all of them.) It's about the width and depth of a fireball now.

    The next two trap tiers are twice the (horizontal) size of that.

    The last trap tier is twice the size of that, filling whatever room you're in with a pretty big plane of fiery (or whatever element you're using) horizontal doom.
    This made me sit and stare at my computer screen for a little, then I realized I was drooling and closed my mouth. I don't care how impractical it is, my friend and I are going to have a ton of fun with this. (Now to respec my rogue for trapmaking luckily I am only level 3 w/ my friend)

  10. #130
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    Quote Originally Posted by thebrute7 View Post
    This made me sit and stare at my computer screen for a little, then I realized I was drooling and closed my mouth. I don't care how impractical it is, my friend and I are going to have a ton of fun with this. (Now to respec my rogue for trapmaking luckily I am only level 3 w/ my friend)
    I made a new one
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  11. #131
    Community Member lord_of_rage's Avatar
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    Quote Originally Posted by Aesop View Post
    I made a new one
    This actually makes me want to roll a pure or small splashed rogue these could be too much fun.
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  12. #132
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    Quote Originally Posted by Eladrin View Post
    Based on your feedback
    How about something for the issue of storing them? Trap bags or such... it still seems that traps will have a hard time justifying the space they take up in inventory.

  13. #133
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    Quote Originally Posted by Angelus_dead View Post
    How about something for the issue of storing them? Trap bags or such... it still seems that traps will have a hard time justifying the space they take up in inventory.
    *nod* I would like some space to store my traps on my person. A trap bag would be good. It could hold trap parts, soul gems, vials, and the traps themselves.
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  14. #134
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    The changes sound great! Thanks.

    Agree emphatically with bags being introduced for parts and traps even if it requires separate bag types.

    Still think that lower level rogues should be able to get in on the action. A 10d6 fireball would be extreme for a 2nd level rogue though. Something that only does 1d6 or 2d6 piercing damage. Maybe even piercing damage plus trip, daze, stun, slow, blind or something mild.
    Just a thought:
    RP-"What do you mean I can't figure out how to tie a bit of string from that side of the hallway over to this side to trip them up when they come running through? I have an int of 24!"

    Something small please?

  15. #135

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    50d6 sounds nice.
    But still you have to farm alot of things for it.
    And dont know how you all are able to get the parts.
    I did gwylans stand with my level 6 mech I last night.
    And only got 2 sonic trap parts.
    I know that is only one quest, but alot of traps
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  16. #136
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    Quote Originally Posted by Eladrin View Post
    Based on your feedback, we've made the following changes:
    • Increased the placed trap damage from 10d6 / 15d6 / 20d6 / 25d6 / 30d6 to 10d6 / 20d6 / 30d6 / 40d6 / 50d6.
      Increased the area of effect of all placed traps, but higher grade placed damage traps have even larger areas of effect. (The third and fourth tiers are "large" traps, and the fifth is "huge".)

    • Increased rogue grenade damage from 2d6 - 10d6 to 2d6 / 6d6 / 12d6 / 20d6 / 30d6.
      Increased the reflex saves associated with the grenades to 12 / 16 / 20 / 24 / 28.

    • Poison traps now drop magical trap parts.


    Quote Originally Posted by Eladrin View Post
    The first two tiers of placed traps affect twice the horizontal area that the old ones did. (The vertical volume remains the same for all of them.) It's about the width and depth of a fireball now.

    The next two trap tiers are twice the (horizontal) size of that.

    The last trap tier is twice the size of that, filling whatever room you're in with a pretty big plane of fiery (or whatever element you're using) horizontal doom.
    Eladrin,

    Based on these changes, I think traps are very close to where they should be. My next plan is to test stacking limits for both grenades and traps. I'm reserving judgement on bags until I see those, but I expect stacking on grenades will be 50 as it is with other thrown weapons. This would make them a secondary weapon due backpack and/or weight limitations.

    The one other suggestion I have is to make rapid reload a class feat granted automatically to rogues at level 6. I suggest this for ease of implementation.
    Ideally Mechanics would put a fire rate bonus because of their facility with mechanical devices, be it reload speed or fire rate. After I get through my trap rate testing, I'm going to see just how close my arcane archer and rogue fire rates are...

  17. #137
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    Quote Originally Posted by Angelus_dead View Post
    How about something for the issue of storing them? Trap bags or such... it still seems that traps will have a hard time justifying the space they take up in inventory.

    Quote Originally Posted by Coldin View Post
    *nod* I would like some space to store my traps on my person. A trap bag would be good. It could hold trap parts, soul gems, vials, and the traps themselves.

    I disagree on the need for a trap bag. I think they should move the small ingredient bag from The Twelve to the lady who gives the other small bags (Mari?)

    Traps stack to at least 55, and I'm guessing 100, but not willing to spend the resources to go to 105 at this point.

    If resources aren't going to be purchasable, I think you should put a recover or disable option in for unexploded mines. Recover, is just a slow pickup. Disarm would return base ingredients. In other words, a disarm of a Weak (Tier 1) mine would get you 2 elemental and 2 mechanical back, Small (Tier 2), would get you 5 and 5, etc. Higher ingredients such as shards, and soul stones are not recovered.


    Grenades on the other hand are a problem. The max in a stack is 50, and it weighs a wopping 25 pounds. Since this is quick fire ammo, you could easily want a page full or more. Carrying 500 pounds in weapons before counting your repeaters is likely to make it difficult to stay unencumbered for many rogues.

  18. #138
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    Thumbs down Trapmaking (been waiting to tear this one all apart)

    This new skill is going to be fun once I learn on my rogue how the basics work but I feel this is yet going to be another failure and here's why:

    1. /Sigh now I gotta grind 3 hours a day for components.

    2. Once i get bored of grinding said parts i guess ill check out the AH heh well enuff said there, grats turbine this is now yet another section to place 500,000,000 pages of overpirced components guess ill just give it up and sell the 150 'basic parts' individually ive aquired sofar for 500,000 GP each

    3. Well ok i guess the making traps is fun but now i gotta seek out a spellcaster for trapped soul ingreds like fire cold etc /sigh oh hey i guess ill be lazy and just buy off the AH...OOPS there went 500,000 platinum now im broke again

    4. Placing traps... C'mon now lets be realistic 99.99% of the ppl that play rogues dont even have enuff common sence to use Bluff and their Diplomacy skills effectivally you really think that setting traps are gonna be anydifferent

    5. And the other .01% that actually will have enuff smarts to set traps and start to learn to use their Bluff skill to pull the mobs into the traps they set are gonna get screwed by some idiot zerging barbarian/fighter etc thats just going to wanna just rush in and start swinging away

    6. well that being said heres a thought to prevent the idiots from zerging in (i havent tested the traps) but will they be able to hurt my own party members (personally i would like to see it happen) =D
    Last edited by Mikeeys; 06-12-2010 at 10:13 AM.

  19. #139
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    Quote Originally Posted by Mikeeys View Post
    This new skill is going to be fun once I learn on my rogue how the basics work but I feel this is yet going to be another failure and here's why:

    1. /Sigh now I gotta grind 3 hours a day for components.

    2. Once i get bored of grinding said parts i guess ill check out the AH heh well enuff said there, grats turbine this is now yet another section to place 500,000,000 pages of overpirced components guess ill just give it up and sell the 150 'basic parts' individually ive aquired sofar for 500,000 GP each
    Unless they make components purchasable, yes there will be a significant grind component to have them in sufficient quantity to adventure. I'm hopeful they will be purchasable. With the current salvage rates, I'm not sure many people will collect parts that aren't going to use them. If you can get the ingredient, you can make the finished product and put it on the AH instead.

    Quote Originally Posted by Mikeeys View Post

    3. Well ok i guess the making traps is fun but now i gotta seek out a spellcaster for trapped soul ingreds like fire cold etc /sigh oh hey i guess ill be lazy and just buy off the AH...OOPS there went 500,000 platinum now im broke again
    I'm hopeful this will get some people using Trap the Soul. Right now, there is a market for Earth gems only, this make the market a little larger. The need is there and will be met my Wizards who need plat.


    Quote Originally Posted by Mikeeys View Post

    5. ... they ... are gonna get screwed by some idiot zerging barbarian/fighter etc thats just going to wanna just rush in and start swinging away
    They require enough resources you are going to make an assessment, is this a patient group that will make effective use of my resources or no. If not, shame on you for putting one on the ground.

    Quote Originally Posted by Mikeeys View Post

    6. well that being said heres a thought to prevent the idiots from zerging in (i havent tested the traps) but will they be able to hurt my own party members (personally i would like to see it happen) =D
    Just what we need, a way to kill our own party in adventure areas doing direct damage. Very few spells negatively affect party members, and none do direct damage.

  20. #140
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    Quote Originally Posted by Mikeeys View Post
    This new skill is going to be fun once I learn on my rogue how the basics work but I feel this is yet going to be another failure and here's why:


    5. And the other .01% that actually will have enuff smarts to set traps and start to learn to use their Bluff skill to pull the mobs into the traps they set are gonna get screwed by some idiot zerging barbarian/fighter etc thats just going to wanna just rush in and start swinging away

    6. well that being said heres a thought to prevent the idiots from zerging in (i havent tested the traps) but will they be able to hurt my own party members (personally i would like to see it happen) =D

    You forgot to mention the jackrabbit jumping Rangers!!!!!!!

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