Traps

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imom411
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Traps

Post by imom411 »

Hey all,

I'm building a rogue, and to me, that includes traps. Since components for crafting are not all that common and they're the only way to get hold of traps (haven't seen one in a chest yet, I don't think) I'd like to find out some more information about traps so as not to waste them.

I know that at least some kinds of traps have secondary (serious) effects that fire on a missed save. I'm fairly sure that frost traps and acid traps can paralyze. Sonic traps stun (will save) and tangle traps just entangle (reflex). I have an inkling that negative traps *might* level drain.

Basically, does anyone have more details? I've checked the grimoire and asked on the NWN boards, but no one yet has told me what the save DC's are (grimoire has set, detect, and disarm) or what KIND of save they are. I'm pretty sure that frost and acid traps have a reflex save against damage, but I'm not sure about the paralysis. Does mind spell/effect immunity protect from this paralysis (which certainly seems physical and bodily to me).

Thanks.

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Post by JesterOI »

Traps are really cool because the devs can totally customize them.
As of right now I think the best place to get traps is from Jewelled and Magical Jewelled Chests.
You'll need search and disarm trap to obtain these traps.
I've seen them hit for up to 100 damage I think.
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Post by TheBestDeception »

Few characters I know use traps ... to help them, I now always collect the small components when I see them (skel knuckle, quartz, alchemist fire, etc...). Between my chars, I prolly have several hundreds total (only takes 7 for a "deadly" trap).

100 dmg is possible from electric or fire traps, but only if they dont make the save. Frost does less and sonic even less (but a chance to stun).
But, it's such a draining job that, until you've DMed on an NWN server yourself, you the playerbase, have got to cut the DMs some slack. - Flailer

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Post by Donan »

I started crafting different traps and here is some basic info. I will be testing these out and can hopefully get more detailed information soon. All the traps I made are deadly, seems a waste to craft anything less. My favorite by far is the electrical (quartz) on deadly does chain lightning and seeing an average damage of around 85 but be careful if you are close it will hit you also. Fire and acid splash do ok damage, most ive seen so far is 50 and it only hits 1 target.

It seems the crafting ability has been disabled. I have been able to make traps all the time suddenly I am unable. I don’t play my rogue to often so not sure how long ago this happened unless it’s a prob with my char and not server.

As soon as I am able to craft again I will post more details on damage as well as DC info.

imom411
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Post by imom411 »

I've been crafting fairly recently, only at low levels, but not since the xp changes and level cap removal--don't know if this might have gotten changed at the same time.

DC's of setting, detecting, and disarming are all in the Grimoire. You can figure out the DC's of setting and disarming by trying it. However, I have no idea how you could figure out the save DC short of having someone walk over the trap and tell you what it says, because you don't get that feedback yourself.

I've got pre-epic feat selection down for a rogue/ftr/sd that's currently a 4 rogue/1 ftr, but I'm choosing between blind fight and skill focus: set trap. In PW's with abundant traps, this would be a no-brainer in favor of blind fight, but maybe not on NS4.

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Post by TheKala »

The components are a lot easier to obtain than you may think. When i started a trapping char i realized how much i just ignored those little things in the past :D

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Post by JesterOI »

Any thoughts on special areas that would allow ranger to make traps that better disable a target and a special area taht allows rogues to make traps with higher damage?
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Post by Eva »

Neversummer sewers :-D, since no high lvl player gets xp there, it will be only used by low lvl characters and easy to bring down :p

No , in my opinion , players that craft and set traps are morely tfor ''pk - i didn't do it'' kinda stuff, but it sounds fun to me :-) , a little creativity will do nice on the server, it surely doesn't have to be always a wail,bigby or knockdown (kinda get bored to this kinda pk-wannabies).

Good luck with the traps; if u want i can pick up some components in the future for you .

Greetz Eva 8)

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Post by Elagneros »

I've played a little bit with traps in the past on my ranger, but I don't really have a lot of ranks in it; there's too many other skills that are really too important for me to be putting points into craft and set trap. Of the damage causing traps, the electrical traps seem to cause the most damage, so are probably the most useful. Tangle traps slow enemies, and sonic traps can stun them briefly (I used to have a bit of fun trapping the narrow passages in the Archaeologist camp and Southern Pass and then luring a bunch of ogres into them). Trap components are fairly common too, I've got plenty of them squirreled away, probably more than I'll ever use. One downside to traps is that you don't get xps if the trap kills something, IIRC.
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imom411
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Post by imom411 »

Softening enemies up with high-damage traps is great, but for the sake of strategy against non-sneak-immune enemies, disabling-type traps are wonderful for a rogue. If a ranger feels like breaking out their bow, tangle traps could be good against non-ranged-focused enemies.

The one thing that no one seems to be able to tell me is what the DC's for the various level of traps are, or what the side-effects of traps besides tangle and sonic are. Would a look at the toolset help? Maybe some insight from the devs?

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Post by Terminal Insanity »

yeah i always pick up those little trap making items and stick them all on my mule for when i do make my trapper

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Post by Elagneros »

Cold stones, skeleton knuckles and quartz crystals do eventually take up a lot fo space if you're hoarding them though. The other components aren't as much of a problem because they stack.
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Post by imom411 »

By the way, a wonderful table that covers all the information I was looking for can be found here: http://www.sorcerers.net/Games/NWN/traptable.zip

One issue: the minor tangle trap is listed as having a reflex save but all the others are listed as will. AFAIK they should all be reflex.

Also, check out the Grimoire for specifics on the poisons used for the Gas Cloud traps. The minor trap does dex damage and all the rest do con damage.

Finally! :D

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Post by imom411 »

I've tried to make acid blob traps and had no luck. Are they available in NS4? All it says is "Acid Trap" which is an acid splash.

For those who didn't check the trap table I linked to, acid blob requires a reflex save against paralysis. Cool, huh? Acid splash does damage that's only so-so and requires reflex save for half damage.

On another note, is there poison in NS4 for annointing blades and such? I've yet to see any.

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Post by JesterOI »

One way I would like to see traps improved is maybe a delayed effect (explosion, etc...) or a delay that is centered on the first enemy crossing it so that the trap will hit more creatures than the first one to set it off.

As for what a trap's save DC should be... good question.
If it was equal to the trapper's set trap skill that would be a little much.
10 + half the trapper's set trap skill? Would see DC 40 traps easily that way, but not DC 60 traps which would be way unbalanced.
Or maybe just half the trapper's skill should be used.
Any way it works though I think it should be based off of the trapper's set trap skill some how.

Trap Ideas: http://www.nsrealm.com/boards/viewtopic ... 3737#23737
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