The end product plus how you get there preferably. I've heard it's upwards of 90?
The end product plus how you get there preferably. I've heard it's upwards of 90?
I have no idea how I would go about getting a DC that high.
Assuming base int of 10...
23 ranks from leveling,
+20 item
+4 gh
+3 (+6) int item
+2 (+7 int int, +3 exceptional int)
+5 skill boost
+4 enhancements
+2 good luck
------
64 which is 9 off what I'd need for Cabal... Which leaves me confused as to what I missed.
+6 Gs item
+7 tools(DD only)
+3 ship buff
-----
73/80
Well, that's convenient. Thanks for that guys.
Last edited by Varashad; 03-15-2012 at 12:23 AM.
From the wiki
This actually makes it appear to be harder than most epic traps, i don't personally remember it being that high a disable requirement, but then again i may have rolled well.One of the chests has a super trapsmith's challenge and is the toughest non-epic trap in DDO. It's behind a secret door. On elite, the secret door has an unconfirmed 61 search DC. This infamous "trap of doom" has 51-52 search DC to find the trap box and an unconfirmed 73 disable DC (rolling 70 or below causes critical failure).
I'll test it out on my wiz/rogue tonight and see if i can get a screenshot confirming the wiki.
+7 thieves tools
+2 good luck from epic slot, cannith crafting, etc.
+1 airship int shrine
+4 large guild slot
+5 +20 epic item
+5 +5 enhancement item
+3 3 arti PLs
+3 completionist
+2 +4 tome
+2 bard skill song
+1 cosmetic helm from the pre order has +1 profane bonus to skills
If you ignore Cabal the highest is generally 52 search and 59-60ish for disable, all epic traps are that anyhoo.
First, elite Cabal has one optional chest that is trapped at that high a DC. Second, all other traps (edit: that you ever need to disable), even on epic, don't go past 62. Third, you roll a d20, and only "fail" if you miss the roll by more than 4, giving you leeway, even if you need to make multiple rolls. My wife's 2 rogue/18 paladin can hit all traps on epic no fail, though she often has to search and attempt the disables multiple times, depending. Basically, she needs to roll above a 5 on DD and gimped search, so around 17 or more. It can take awhile, but it works fine.
Last edited by countfitz; 03-15-2012 at 12:41 AM.
Here's the link to known search/spot/open/disable DCs (links to epic levels, click the various other levels for appropriate info). Lots of holes in this list.
http://ddowiki.com/page/DDO_informat...s_and_locks/25
Originally Posted by Towrn
Oh yes it's that high... The cabal trap used to be the trap that made or unmade rogues.
Nowadays with epic stuff around it's barely an exception.
Like once upon a time the reference lock was a chest in Twillight Forge, but now from my experience the hardest lock seems to be the E-VON1 door to the chest in the arena tower.
On G-Land : Flavilandile, Blacklock, Yaelle, Millishande, Larilandile, Gildalinde, Tenalafel, and many other...
As others have pointed out, all epic traps require 52 search and 61 disable (a roll of 1 is a success at +60DD).
The locked door in VON1 requires ~90 OL, i couldn't get it rolling a 20 with +66 OL.
The trap in cabal... you'd probably have to build a toon ONLY around traps to get it at lvl without a chance at failure, and it's totally not worth it.
Bard songs...
Server: Cannith
Mains: Miahoo, Miahoorog, Miahoohealer, Miahoohjeal, Miahoopuke
If you're going for the cabal trap you can factor in ventilated bracers for +3 stacking disable. Honestly though, cabal is a vanity trap.
Epic DCs were reliably low, i'm not sure if anyone has confirmed the new quests' traps to follow the existing pattern. My wizzy rogue was doing them with 2 death pens, no buffs, and not bothering to skill boost, so i'm assuming they do follow said pattern.
Assuming a starting int of 8, and a +2 int tome:
Base int bonus (+0)
+6 int item +3
Skills + 23
Item + 15
GH + 4
GL + 2
Tools +7
= +54 already
Trap dc of 61 means no-crit fail would be a success on a 5 roll so our target bonus is +56. There are a miriad of ways to get this (basic skill bost of +2 for example)
If you use utility vest, you'll have a +20 item with a +2 int mod, taking you to +60 on the nose without boosting or ship buffs. (dice roll 1 success for DC 61)
Anything after +60 in epics is security to cover situations like no gh, death pens/neg levels, and debuffs like symbol of pain, crushing despair and hostile prayer.
Not so sure on how the trap DCs progress relative to level for non-epic. Levelling a base int 8 without access to best tools is "fun" if i remember correctly.