Traps: Nightwood (merged threads)

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Traps: Nightwood (merged threads)

Post by MannyJabrielle on Mon Mar 21, 2011 12:27 am

The traps in the nightwood forest seem to be bypassing damage resistances. Ran over an acid trap, and it ignored my -/30 acid resistance granted via item.

They're also ignoring improved evasion as well (the save is being listed as save vs traps, not as an imp.evasion save)


*edit*: The acid traps are definintely bypassing imp.evasion and damage resistances. The spike traps seem to be working as they're supposed to.

The poison traps... they're not even giving a save, and are hitting the PC 8 times per single trap.
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Re: Traps: Nightwood (merged threads)

Post by The Amethyst Dragon on Tue Mar 22, 2011 1:32 am

Blob of Acid Trap: The reflex save is to avoid being paralyzed, it doesn't affect damage from the trap (so evasion doesn't apply). The ones I found in the Nightwood Forest are strong ones, so they inflict 12d6 damage...which is quite a bit and would easily surpass 30 points of acid resistance. I may change them to acid splash traps in the near future (less damage and subject to further reduction via save).

Poison Trap: It looks like it's just applying the poison when you enter the trigger (cloud) area (which lasts for 2 rounds). The poison should give a save as part of the poison mechanics (2 saves, actually, one initial and one secondary, if the 1st is failed). I'll have a look at why you might be getting it applied multiple times (hopefully you're not just going in and out of the AoE trigger).

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Re: Traps: Nightwood (merged threads)

Post by MannyJabrielle on Tue Mar 22, 2011 10:18 am

Not entirely sure I'm running over an acid blob then... on a failed save I would have gotten a "immune to paralysis message" then if the save is to avoid paralysis. I'd have to double check too, but when I triggered the trap, I get the trap's name and level in the combat log, and I don't recall it being a blob trap Surprised

And no, not running in and out of the posion one. One click to walk, enter the trigger, and immediately have 8 instances of "immune to poison message" pop into the combat log.
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Re: Traps: Nightwood (merged threads)

Post by daveyeisley on Tue Mar 22, 2011 12:57 pm

I would have already added this to my "stuff I noticed" list (I really need to edit that thread title, by the way... may as well go do it after this post)... but I am not really sure how to write it up.... what can we defnitely we know about the issue that would be "buggish"?
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Re: Traps: Nightwood (merged threads)

Post by MannyJabrielle on Tue Mar 22, 2011 1:03 pm

Well, the trying to inflict a poisoned status 8 times with one trap's a bit buggish. Auger's immune so it wasn't really an issue, but it would be very nasty for non-ascended PCs.
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Re: Traps: Nightwood (merged threads)

Post by The Amethyst Dragon on Mon Mar 28, 2011 1:04 am

Removing offending traps from these areas, replacing them with something else.

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Area: TMI

Post by Angel of Death on Sat Oct 22, 2011 3:40 am


<Shentil: Nightwood>
Script 00000001enter, OID: 80008153, Tag: , ERROR: TOO MANY INSTRUCTIONS

<Shentil: Nightwood: East>
Script 00000001enter, OID: 80008153c, Tag: , ERROR: TOO MANY INSTRUCTIONS

<Shentil: Nightwood: Further East>
Script 00000001enter, OID: 80008167, Tag: , ERROR: TOO MANY INSTRUCTIONS

<Shentil: Nightwood: River Source>
Script 00000001enter, OID: 80008170, Tag: , ERROR: TOO MANY INSTRUCTIONS






^
-- > I noticed the above script lines popping up when I entered the areas described above...


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Re: Traps: Nightwood (merged threads)

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