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Traps: Difference between revisions

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[[Category:PvM Mechanics]][[Category:PvM]][[Category:PvP]][[Category:PvP Mechanics]]
[[Category:PvM Mechanics]]
'''Tinkering''' is required to craft Traps, which come in two forms: '''Container Traps''' and '''Ground Traps'''. '''Container Traps''' are used exclusively in '''PvP''', while '''Ground Traps''' are designed for '''PvM'''. Players must meet specific skill requirements to craft and use each type of trap effectively.
[[Category:PvM]]
[[Category:PvP]]
[[Category:PvP Mechanics]]
[[Category:Tinkering]]
[[Category:Skills]]
__TOC__


== Container Traps ==
Traps are devices crafted using the [[Tinkering]] skill. They come in two main varieties with distinct uses:


Players must have at least '''100 Tinkering''' skill to create a '''Container Trap'''. These traps are always '''Explosive Traps''' and cannot be of any other type. To create a trap, a player must double-click a '''Trap Wire''' in their backpack and then target the desired container. If the placement is successful, it will consume '''one Trap Wire''' and '''one Greater Explosion Potion''' from the player’s backpack.
'''Container Traps:''' Placed inside containers, primarily for PvP purposes (triggering when opened).
'''Ground Traps:''' Placed on the ground, designed for PvM area-of-effect damage.


[[File:containertrapimg.png|link=]]
== Container Traps (PvP) ==
*  '''Crafting Requirement:''' 100.0 [[Tinkering]].
*  '''Type:''' Always '''Explosive Traps'''.
*  '''Creation Process:'''
**Double-click a '''Trap Wire''' (crafted via Tinkering).
** Target the container you wish to trap.
**Requires and consumes: '''1 Trap Wire''' and '''1 Greater Explosion Potion'''.
*  '''Effect:''' Deals explosive damage to the player who opens the trapped container.


== Ground Traps ==
[[File:containertrapimg.png|thumb|center|300px|A container trap being set.]]


'''Ground Traps''' are physical items that can be crafted using the '''Tinkering''' skill under the '''Traps''' category. Like Container Traps, Ground Traps are always of the '''Explosive''' type, and they are stackable. A placed Ground Trap is consumed upon activation.
== Ground Traps (PvM) ==
Ground Traps are physical, stackable items crafted via [[Tinkering]] under the '''Traps''' category. They are designed for dealing AoE damage to creatures.


[[File:craftgroundtrap.png|link=]]
[[File:craftgroundtrap.png|thumb|center|300px|Crafting Ground Traps via Tinkering menu.]]


=== Trap Placement ===
=== Trap Placement ===
*  '''Skill Requirements:''' 80.0 [[Tinkering]] AND 80.0 [[Detect Hidden]].
*  '''Placement Action:''' Double-click a Ground Trap item in your backpack or use the command `[PlaceTrap`.
*  '''Process:''' Takes '''4 seconds''' to place, during which the player is [[Hamstring|Hindered]] (cannot run). Success consumes the trap item.
*  '''Location:''' Placed at the player's current location.


To place a '''Ground Trap''', a player must have at least '''80 Tinkering''' and '''80 Detect Hidden'''. Players can place a Ground Trap at their current location by double-clicking it in their backpack or by typing '''[PlaceTrap'''. The placement process takes '''4 seconds''', during which the player is hindered. Successfully placing a trap consumes it.
[[File:groundtrapplacement.gif|thumb|center|300px|Placing a Ground Trap.]]
 
[[File:groundtrapplacement.gif|link=]]


=== Trap Mechanics ===
=== Trap Mechanics ===
*  '''Duration:''' A placed Ground Trap remains active for up to '''5 minutes''' unless detonated or replaced.
*  '''Limit:''' Players may only have '''one''' Ground Trap placed in the world at a time. Placing a new one removes the old one.
*  '''Visibility:''' Players can only see their '''own''' placed traps. Traps placed by other players are invisible and cannot be interacted with (detected, disarmed, or detonated by others). Multiple traps from different players can occupy the same tile.
*  '''Visuals:'''
**  A placed trap appears as a central '''Ground Trap Marker'''.
**  Purple '''Radius Markers''' indicate the trap's effect radius.
**  Default Radius: '''2 tiles''' from the center marker.


Once placed, a Ground Trap will remain in the world for up to '''5 minutes''' unless detonated. Players may only have '''one Ground Trap''' placed at a time, and placing a new trap will remove the previous one. Each player can only see their own traps and cannot detect or interfere with traps belonging to others. Placement locations are unrestricted, meaning multiple traps from different players can exist in the same area.
[[File:groundtrapplaced.png|thumb|center|300px|A placed Ground Trap with center and radius markers.]]
 
A '''Ground Trap''' has a default '''Radius of 2'''. The trap’s '''center''' is marked by a '''Ground Trap Marker''', while its active '''radius''' is depicted with surrounding '''Purple Radius Markers'''.
 
[[File:groundtrapplaced.png|link=]]


=== Trap Recovery ===
=== Trap Recovery ===
Players can safely recover their own placed, undetonated Ground Trap:
*  Shift-click the '''center Ground Trap Marker'''.
*  Select '''"Deactivate This Item"''' from the context menu.
*  The Ground Trap item is returned to the player's backpack.


Players can recover a placed '''Ground Trap''' by shift-clicking the '''center Ground Trap Marker''' and selecting '''"Deactivate This Item"'''.
[[File:deactivetrap.png|thumb|center|300px|Deactivating a placed Ground Trap.]]
 
[[File:deactivetrap.png|link=]]


=== Trap Detonation ===
=== Trap Detonation ===
*  '''Requirements:''' Must have a '''Trap Detonator''' (crafted via Tinkering) in backpack and be within '''8 tiles''' of the trap's center marker.
*  '''Trigger Methods:'''
**  Double-click the '''Trap Detonator''' item.
**  Double-click any of the trap's '''Purple Radius Markers'''.
**  Use the command `[DetonateTrap`.


To detonate a Ground Trap, players must have a '''Trap Detonator''' in their backpack and be within '''8 tiles''' of the center '''Ground Trap Marker'''. Detonation can be triggered by:
[[File:trapdetonatorinbackpack.png|thumb|center|150px|Trap Detonator item.]]
 
* Double-clicking the '''Trap Detonator''' in the backpack
* Double-clicking any of the '''Purple Radius Markers'''
* Typing '''[DetonateTrap'''
 
[[File:trapdetonatorinbackpack.png|link=]]


== Trap Cooldown ==
== Trap Cooldown ==
 
After detonating a Ground Trap, the player incurs a cooldown before they can detonate another one.
After detonating a Ground Trap, players must wait for their '''Trap Cooldown''' to expire before detonating another. The cooldown duration is calculated as:
'''Cooldown Formula:''' ` (30 - (0.25 * (Detect Hidden Skill - 80))) seconds `
 
**  Example: 80 Detect Hidden = 30s cooldown.
'''(30 - (0.25 * (Detect Hidden - 80))) seconds'''
**  Example: 100 Detect Hidden = (30 - (0.25 * 20)) = 25s cooldown.
 
**  Example: 120 Detect Hidden = (30 - (0.25 * 40)) = 20s cooldown.
While players can place a new Ground Trap during this cooldown, they cannot detonate it until the timer has expired. A system message will notify the player when they are able to detonate another trap. The remaining cooldown time can also be checked by single-clicking a '''Trap Detonator'''.
*  Players '''can''' place a new trap during the cooldown but cannot detonate it until the cooldown expires.
A system message indicates when the cooldown is over. Single-clicking a Trap Detonator also shows the remaining time.


== Trap Max Targets ==
== Trap Max Targets ==
*  When detonated, a Ground Trap hits up to a maximum of '''5 targets''' (creatures) within its radius.
*  If more than 5 valid targets are in the radius, the trap prioritizes hitting the '''5 targets with the lowest current Hit Points'''.


When detonated, a '''Ground Trap''' will hit up to '''5 targets''' within its radius. If the number of available targets exceeds this limit, the trap prioritizes hitting creatures with the '''lowest remaining Hit Points'''.
== Trap Damage (PvM) ==
 
Ground Trap damage scales with the placer's [[Tinkering]] and [[Alchemy]] skills.
== Trap Damage ==
 
When detonated, a Ground Trap deals damage based on the player’s Tinkering and Alchemy skills. The '''Base Damage''' is calculated as:
 
'''(1200 + (15 * (Tinkering - 80)))'''
 
Players also receive a '''Bonus Damage''' equal to '''25% of their Effective Alchemy Skill'''. If multiple creatures are hit, the base damage is reduced by '''10% per additional target''' beyond the first.
 
Each creature hit takes:
 
* '''33% of the Base Damage instantly'''
* '''66% of the Base Damage over 9 seconds (split into 3-second intervals)'''


Traps have a '''cumulative 15% Damage penalty''' for each additional target hit beyond the first target.
*  '''Base Damage Formula:''' ` (1200 + (15 * (Tinkering Skill - 80))) `
*  '''Bonus Damage:''' ` + (Effective Alchemy Skill * 0.25) ` (Added to the Base Damage)
*  '''Multi-Target Penalty:''' Base Damage (after Alchemy bonus) is reduced by a cumulative '''15%''' for each target hit beyond the first.
**  Hitting 1 target: 0% penalty
**  Hitting 2 targets: -15% damage
**  Hitting 3 targets: -30% damage
**  Hitting 4 targets: -45% damage
**  Hitting 5 targets: -60% damage
*  '''Damage Application:'''
**  '''33%''' of the (penalty-adjusted) damage is dealt '''instantly'''.
**  '''66%''' of the (penalty-adjusted) damage is dealt '''over 9 seconds''' as a Damage Over Time (DoT) effect (ticking every 3 seconds for 3 ticks).


Additional damage bonuses can be gained from '''Mastery Chain Links''', '''Aspects''', '''Codexes''', and other mechanics.
[[File:trapdamageingame.gif|thumb|center|300px|Trap damage numbers appearing on creatures.]]


[[File:trapdamageingame.gif|link=]]
*  Additional damage bonuses can apply from [[Mastery Chain]] Links, [[Aspect Gear|Aspects]], [[Trap Kit|Trap Kit upgrades]], etc. These typically modify the final calculated damage.


{| class="wikitable" style="background:black;"
{| class="wikitable" style="background:black; margin-left: auto; margin-right: auto;"
|- style="vertical-align: bottom;"
|+ Trap Damage Example
! Example
|- style="vertical-align: top;"
|- style="vertical-align: bottom;"
|
|  
*   Player has '''120 Tinkering''' and '''100 Alchemy'''.
* A player with '''120 Tinkering''' places a Ground Trap.
*  Base Damage = (1200 + (15 * (120 - 80))) = 1200 + (15 * 40) = 1200 + 600 = '''1800'''.
* The '''Base Damage''' is '''(1200 + (15 * (120 - 80))) = 1800'''.
*   Alchemy Bonus = 100 * 0.25 = '''25'''.
* The trap hits '''3 creatures''', reducing Base Damage by '''30%''' (15% per additional target).
*  Total Pre-Penalty Damage = 1800 + 25 = '''1825'''.
* The adjusted Base Damage is '''(1800 * 0.7) = 1260'''.
*  Trap hits '''3 creatures'''. Penalty = 30% (15% * 2 additional targets).
* Each creature immediately takes '''415.8 damage'''.
*   Adjusted Damage = 1825 * (1 - 0.30) = 1825 * 0.70 = '''1277.5''' (per target).
* Each creature then takes '''844.2 damage over 9 seconds''' (320 damage per tick every 3 seconds).
*   Instant Damage per target = 1277.5 * 0.33 ≈ '''421.6'''
*  DoT Damage per target = 1277.5 * 0.66 ≈ '''843.1''' (approx 281 per tick for 3 ticks).
|}
|}


== Trap Kit ==
== Trap Kit ==
A '''Trap Kit''' is a '''Blessed''' item that players can use to enhance their Ground Traps, effectively acting as a '''Trap Codex'''. Trap Kits can be crafted using the '''Tinkering''' skill under the '''Traps''' category. Players must have '''80 Tinkering''' and '''80 Detect Hidden''' to use them.
A '''Trap Kit''' is a [[Blessed]] item functioning like a Codex specifically for Ground Traps.
 
'''Crafting:''' Made via [[Tinkering]] (Traps category).
A player gains '''experience''' towards their '''Trap Kit''' by killing monsters, which unlocks up to a maximum of '''20 Points''' to spend on '''Upgrades'''. These upgrades affect only '''Ground Traps''' and not '''Container Traps'''. Players may reset their '''Trap Kit Upgrades''' if they have no active Ground Trap and no Trap Cooldown.
'''Usage Requirements:''' 80.0 [[Tinkering]] AND 80.0 [[Detect Hidden]].
'''Progression:''' Gains experience from killing monsters, unlocking up to '''20 Points''' to spend on '''Upgrades'''.
*  '''Effect:''' Upgrades enhance Ground Trap functionality (damage, cooldown, radius, special effects). Does '''not''' affect Container Traps.
'''Resetting:''' Upgrade points can be reset if the player has no active Ground Trap placed and is not on Trap Cooldown.


{{TrapKit}}
{{TrapKit}}

Latest revision as of 04:20, 28 March 2025

Traps are devices crafted using the Tinkering skill. They come in two main varieties with distinct uses:

  • Container Traps: Placed inside containers, primarily for PvP purposes (triggering when opened).
  • Ground Traps: Placed on the ground, designed for PvM area-of-effect damage.

Container Traps (PvP)

  • Crafting Requirement: 100.0 Tinkering.
  • Type: Always Explosive Traps.
  • Creation Process:
    • Double-click a Trap Wire (crafted via Tinkering).
    • Target the container you wish to trap.
    • Requires and consumes: 1 Trap Wire and 1 Greater Explosion Potion.
  • Effect: Deals explosive damage to the player who opens the trapped container.
A container trap being set.

Ground Traps (PvM)

Ground Traps are physical, stackable items crafted via Tinkering under the Traps category. They are designed for dealing AoE damage to creatures.

Crafting Ground Traps via Tinkering menu.

Trap Placement

  • Skill Requirements: 80.0 Tinkering AND 80.0 Detect Hidden.
  • Placement Action: Double-click a Ground Trap item in your backpack or use the command `[PlaceTrap`.
  • Process: Takes 4 seconds to place, during which the player is Hindered (cannot run). Success consumes the trap item.
  • Location: Placed at the player's current location.
Placing a Ground Trap.

Trap Mechanics

  • Duration: A placed Ground Trap remains active for up to 5 minutes unless detonated or replaced.
  • Limit: Players may only have one Ground Trap placed in the world at a time. Placing a new one removes the old one.
  • Visibility: Players can only see their own placed traps. Traps placed by other players are invisible and cannot be interacted with (detected, disarmed, or detonated by others). Multiple traps from different players can occupy the same tile.
  • Visuals:
    • A placed trap appears as a central Ground Trap Marker.
    • Purple Radius Markers indicate the trap's effect radius.
    • Default Radius: 2 tiles from the center marker.
A placed Ground Trap with center and radius markers.

Trap Recovery

Players can safely recover their own placed, undetonated Ground Trap:

  • Shift-click the center Ground Trap Marker.
  • Select "Deactivate This Item" from the context menu.
  • The Ground Trap item is returned to the player's backpack.
Deactivating a placed Ground Trap.

Trap Detonation

  • Requirements: Must have a Trap Detonator (crafted via Tinkering) in backpack and be within 8 tiles of the trap's center marker.
  • Trigger Methods:
    • Double-click the Trap Detonator item.
    • Double-click any of the trap's Purple Radius Markers.
    • Use the command `[DetonateTrap`.
Trap Detonator item.

Trap Cooldown

  • After detonating a Ground Trap, the player incurs a cooldown before they can detonate another one.
  • Cooldown Formula: ` (30 - (0.25 * (Detect Hidden Skill - 80))) seconds `
    • Example: 80 Detect Hidden = 30s cooldown.
    • Example: 100 Detect Hidden = (30 - (0.25 * 20)) = 25s cooldown.
    • Example: 120 Detect Hidden = (30 - (0.25 * 40)) = 20s cooldown.
  • Players can place a new trap during the cooldown but cannot detonate it until the cooldown expires.
  • A system message indicates when the cooldown is over. Single-clicking a Trap Detonator also shows the remaining time.

Trap Max Targets

  • When detonated, a Ground Trap hits up to a maximum of 5 targets (creatures) within its radius.
  • If more than 5 valid targets are in the radius, the trap prioritizes hitting the 5 targets with the lowest current Hit Points.

Trap Damage (PvM)

Ground Trap damage scales with the placer's Tinkering and Alchemy skills.

  • Base Damage Formula: ` (1200 + (15 * (Tinkering Skill - 80))) `
  • Bonus Damage: ` + (Effective Alchemy Skill * 0.25) ` (Added to the Base Damage)
  • Multi-Target Penalty: Base Damage (after Alchemy bonus) is reduced by a cumulative 15% for each target hit beyond the first.
    • Hitting 1 target: 0% penalty
    • Hitting 2 targets: -15% damage
    • Hitting 3 targets: -30% damage
    • Hitting 4 targets: -45% damage
    • Hitting 5 targets: -60% damage
  • Damage Application:
    • 33% of the (penalty-adjusted) damage is dealt instantly.
    • 66% of the (penalty-adjusted) damage is dealt over 9 seconds as a Damage Over Time (DoT) effect (ticking every 3 seconds for 3 ticks).
Trap damage numbers appearing on creatures.
Trap Damage Example
  • Player has 120 Tinkering and 100 Alchemy.
  • Base Damage = (1200 + (15 * (120 - 80))) = 1200 + (15 * 40) = 1200 + 600 = 1800.
  • Alchemy Bonus = 100 * 0.25 = 25.
  • Total Pre-Penalty Damage = 1800 + 25 = 1825.
  • Trap hits 3 creatures. Penalty = 30% (15% * 2 additional targets).
  • Adjusted Damage = 1825 * (1 - 0.30) = 1825 * 0.70 = 1277.5 (per target).
  • Instant Damage per target = 1277.5 * 0.33 ≈ 421.6
  • DoT Damage per target = 1277.5 * 0.66 ≈ 843.1 (approx 281 per tick for 3 ticks).

Trap Kit

A Trap Kit is a Blessed item functioning like a Codex specifically for Ground Traps.

  • Crafting: Made via Tinkering (Traps category).
  • Usage Requirements: 80.0 Tinkering AND 80.0 Detect Hidden.
  • Progression: Gains experience from killing monsters, unlocking up to 20 Points to spend on Upgrades.
  • Effect: Upgrades enhance Ground Trap functionality (damage, cooldown, radius, special effects). Does not affect Container Traps.
  • Resetting: Upgrade points can be reset if the player has no active Ground Trap placed and is not on Trap Cooldown.
Trap Kit Upgrades
Name Points Per Tier Description
Blasting Powder 1 / 2 / 3 Reduces the cumulative Damage Penalty of hitting more than one target by (4% / 7% / 10%)
Breaching Charge 1 / 2 / 3 Increases Damage by (5% / 10% / 15%) and each creature hit will take an additional (5% / 10% / 15%) damage from any future traps detonated by player within next 45 seconds (bonus will not stack)
Flashdust 1 / 2 / 3 Increases Damage by (5% / 10% / 15%) and each target hit will be will be Hindered for (1.5 / 3.0 / 4.5) seconds
Groundwork 1 / 2 / 3 Increases Damage by (8% / 16% / 24%) but increases time needed to place traps by (0.5 / 1 / 1.5) seconds
Kill Switch 1 / 2 / 3 Detonating a trap has a (6% / 12% / 18%) chance for player to incur no Trap Cooldown
Nail Canister 1 / 2 / 3 Increases Damage by (4% / 8% / 12%) and hits will ignore (20% / 40% / 60%) of target's Armor
Razorglass 1 / 2 / 3 Increases Damage by (8% / 16% / 24%) but delayed damage will be resolved over an additional (2 / 4 / 6) seconds
Trigger Happy 1 / 2 / 3 Increases Damage by (3% / 6% / 9%) and reduces the time needed to place traps by (0.5 / 1.0 / 1.5) seconds