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Improve trap potency

Posted: Thu Jun 04, 2020 6:11 pm
by Kitunenotsume
Hello again. I'm here with another suggestion for QoL and efficacy of traps.

I would like to begin by addressing a couple points brought up in my previous suggestion regarding the stacking of traps:
Blackman D wrote: Wed Jun 03, 2020 8:12 pm well having had a trapper all this time i can tell you that for pve anything under epic is kinda worthless to use because of the sheer amount of hp vs damage that is done and pvp wise the damage isnt what you are really after but rather the secondaries and in that case there are only a few traps that are worth using in pvp
Blackman D wrote: Wed Jun 03, 2020 8:26 pm nah, damage values of traps aren't gonna get touched

you have to remember traps are used on both sides, players and environment, increase the amount of damage traps do and you are also increasing how much damage people to run into traps or who set them off with their face are also taking

all you would be doing is increasing the number of traps that can one shot low hp builds that fail the saves

you would be increasing the value of rogue party members sure, but no one has every cared about the rogue taking the time to get rid of a trap... even when they are in the party

As brought up by Blackman D, there is a clear lack of utility for anything aside from Epic Traps, due primarily to damage. However, he also notes that increasing the damage would penalize low HP builds that run through dungeons without a rogue, while pointing out that the current paradigm allows for most players to ignore traps regardless.

It is my inclination to suggest that this dual-standard effectively relegates traps to a mechanic that, outside traps with genuinely high damage and DCs (IE Epic), are effectively a poor choice of skill-points, weight, and time - in addition to being heavily save and preparation dependent.

However, assuming the damage and effects from the NWN2 wikia are correct, the damage by all rights should be adequate (In all but one case, discussed below). Those traps that deal lower damage tend to be accompanied by an effect, while those that focus on damage can hit on-par with upper-tier spells. This is honestly fine, but the area that I feel traps are severely penalized is in their DCs once set.

Using the arguably more useful Frost Trap as an example, we see that the standard variants have a Fort Save DC of 12, 13, 14, and 15 - but the Epic variety suddenly spikes to a DC 30 fort save (Ignoring the damage jump from 8d4 to 40d4, since its the paralysis that matters). Under the current server paradigm, where saves for both PCs and monsters are often quite high, a DC 15 fort-save is effectively trivial for most character and (from what I have heard) negligible for monsters. Even without evasion or similar abilities, saving results in half damage and avoiding the status effect, becoming effectively forgettable by anyone prepared to take on dungeon mobs that deal substantially more.

The Spike Trap is slightly more insulting - it is a flat DC 15 reflex save regardless of strength, and has the only trap damage that seems reasonable to adjust: stepping from 2d6, 3d6, to 5d6 in Minor through Strong, followed by 25d6 at Deadly (with no Epic variant), it could probably benefit from a more consistant damage curve as it improves, in addition to some actual variation in the DC.


As it stands, each of the nw_t1_*.nss and X2_T1_*.nss scripts appear to have a flat DC associated with them. The simple and easy solution would be to take a look at the general trends once epic traps are considered, and even the DCs out across the spread, to take into account the expected saves of PCs at those levels.

A more dynamic means of addressing it would be to increase the DC of the traps by some proportion of how much better the trapper did on the Set-Trap roll than its Set-Trap DC (such as +1 save DC/5 points over the set DC). This idea was actually mentioned in a previous thread, but was at the time referenced back to the wikia. Unfortunately, I have not yet identified which script actually handles the setting of traps, to examine how to extract that information. If anyone has a suggestion of where to look, I would happily poke into it to see if the variables can be linked.

This would, in turn, mean that traps are not more lethal, but would have a higher probability of inflicting their full damage and effects on a server where saves are, effectively, inflated across the board. Likewise, it would mean that a master trapper could make even relatively basic traps have some utility if monsters and PCs become less likely to "Save and take no damage" or "Fail and take half damage". Obviously, any sort of immunities would still function - as they rightly should.


As a disclaimer, I have experience only with sub-epic content so far. Even so, outside of level 1, no trap has been a life-threatening concern unless accompanied by either 1) a spawn of monsters that take advantage of it, or 2) jumping to a region well outside level band (which basically means being carried). My primary use for traps is choke-points in dungeons or securing areas against spawns during dungeon RP or interruptible actions. - at which they fail predictably, but functions at least as a proximity warning.

TL/DR: This suggestion is about increasing the DCs of various traps to account for server power-level. I only suggest increasing damage on Average/Strong Spike traps due to their clear anomaly.

I would be interested to hear the thoughts and considerations of others on this topic.

Cheers,
~Kit

Re: Improve trap potency

Posted: Thu Jun 04, 2020 7:25 pm
by zhazz
I believe that the damage of traps could, and should, be increased.

However, as Blackman_D correctly states:
Blackman D wrote: Wed Jun 03, 2020 8:26 pmyou would be increasing the value of rogue party members sure, but no one has every cared about the rogue taking the time to get rid of a trap... even when they are in the party
We would be dealing with a chicken and egg situation here. Or a catch 22 situation:
"No one cares about rogues taking the time to get rid of a trap, because the trap is not dangerous to warrant it."

Give characters some incentive to bring along a rogue. Make them scared of opening a chest, without first checking for and removing traps.

Side-note
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I realize that such a discussion, about making individual classes have meaning in the gameplay, based on class fantasy, is a much broader talk. A talk that will also have to include such topics as Raise Dead Scrolls, Lesser Restoration Potions, and Healing Kit Spam — which, for a large part, removes incentive to bring a cleric or druid along.

Such a discussion would require a whole different thread. I mention it only here, because it relates to how a mechanic of the game is currently being handled, namely traps. And due to the way traps are handled, there is, if not a roadblock then at least some pushback against buffing one aspect of traps used by players.
Even though I no longer play a rogue character (I did 6 years ago), I would welcome any change to traps that make them more useful to players, who delve into that particular line of RP and class fantasy.

Increasing the DCs by a fixed amount, based on the Set Trap skill, is a good start.

Re: Improve trap potency

Posted: Thu Jun 04, 2020 8:34 pm
by Blackman D
well lets remember there are two sides to this you need to be worried about, pvp and pve

all concerns revolve around pve... pvp side, you really dont wanna mess with because in the hands of the right (or wrong? :think: ) person traps are already great pvp wise

the main problem pve wise is the inflated hp, could traps be mad more dangerous? sure! i have a trapper, i definitely wouldnt mind :P however the decision some years ago was trying to keep low level content friendly for new players
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Kitunenotsume wrote: Thu Jun 04, 2020 6:11 pm As brought up by Blackman D, there is a clear lack of utility for anything aside from Epic Traps, due primarily to damage. However, he also notes that increasing the damage would penalize low HP builds that run through dungeons without a rogue, while pointing out that the current paradigm allows for most players to ignore traps regardless.

It is my inclination to suggest that this dual-standard effectively relegates traps to a mechanic that, outside traps with genuinely high damage and DCs (IE Epic), are effectively a poor choice of skill-points, weight, and time - in addition to being heavily save and preparation dependent.
i wouldnt call it a penalty, just a side effect, one that those who set traps off with their face without care would still ignore and one the low hp builds who heal to full before opening a chest to not get one shotted are going to just get one shotted more

yes you could bring a rogue but that has never been a strong argument, mostly because people tend not to like them but an increase in damage would make rogues more valued

and traps were never a poor choice for skill investment, because it meant you never had to worry about them and it was extra money to sell off, that comment is an epic content viability one: you cannot use non epic traps as a trapper in epic content, it does nothing, i have used 15 deadly traps on a lizard before and it was still alive not even near death
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Kitunenotsume wrote: Thu Jun 04, 2020 6:11 pm However, assuming the damage and effects from the NWN2 wikia are correct, the damage by all rights should be adequate (In all but one case, discussed below). Those traps that deal lower damage tend to be accompanied by an effect, while those that focus on damage can hit on-par with upper-tier spells. This is honestly fine, but the area that I feel traps are severely penalized is in their DCs once set.
the damages are fine, the problem was the inability to use epics which has been fixed -- the DCs, not that they can probably be changed are something you definitely dont want to change, everyone would fail... would be great for pve tho
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Kitunenotsume wrote: Thu Jun 04, 2020 6:11 pm Using the arguably more useful Frost Trap as an example, we see that the standard variants have a Fort Save DC of 12, 13, 14, and 15 - but the Epic variety suddenly spikes to a DC 30 fort save (Ignoring the damage jump from 8d4 to 40d4, since its the paralysis that matters). Under the current server paradigm, where saves for both PCs and monsters are often quite high, a DC 15 fort-save is effectively trivial for most character and (from what I have heard) negligible for monsters. Even without evasion or similar abilities, saving results in half damage and avoiding the status effect, becoming effectively forgettable by anyone prepared to take on dungeon mobs that deal substantially more.
this one is not true, both damage and save vs matter quite a bit, what wiki isnt telling you is the fact that not all traps save for half damage, the better traps you take full damage regardless of if you made the save or not because the save is for the secondary and not the primary; example, people were getting upset at the acid blob trap because they had evasion/imp evasion and still took damage, however acid blob is a save vs paralysis and not damage so evasion does nothing
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Kitunenotsume wrote: Thu Jun 04, 2020 6:11 pm The Spike Trap is slightly more insulting - it is a flat DC 15 reflex save regardless of strength, and has the only trap damage that seems reasonable to adjust: stepping from 2d6, 3d6, to 5d6 in Minor through Strong, followed by 25d6 at Deadly (with no Epic variant), it could probably benefit from a more consistant damage curve as it improves, in addition to some actual variation in the DC.
this is because a spike trap is the most simplest of traps ever, there is actually nothing wrong with its DC as awkward as it may seem, DC is difficulty challenge, the complexity of rigging spikes simply never changes, so neither does the complexity of avoiding them... move... spikes have no spray
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Kitunenotsume wrote: Thu Jun 04, 2020 6:11 pm As it stands, each of the nw_t1_*.nss and X2_T1_*.nss scripts appear to have a flat DC associated with them. The simple and easy solution would be to take a look at the general trends once epic traps are considered, and even the DCs out across the spread, to take into account the expected saves of PCs at those levels.

A more dynamic means of addressing it would be to increase the DC of the traps by some proportion of how much better the trapper did on the Set-Trap roll than its Set-Trap DC (such as +1 save DC/5 points over the set DC). This idea was actually mentioned in a previous thread, but was at the time referenced back to the wikia. Unfortunately, I have not yet identified which script actually handles the setting of traps, to examine how to extract that information. If anyone has a suggestion of where to look, I would happily poke into it to see if the variables can be linked.

This would, in turn, mean that traps are not more lethal, but would have a higher probability of inflicting their full damage and effects on a server where saves are, effectively, inflated across the board. Likewise, it would mean that a master trapper could make even relatively basic traps have some utility if monsters and PCs become less likely to "Save and take no damage" or "Fail and take half damage". Obviously, any sort of immunities would still function - as they rightly should.
i think you may have misread that thread or are referencing it a bit weirdly, but it was not about increasing the DCs it was just talking about setting them

the set DC like all the other DCs are fixed, a deadly gas trap is a deadly gas trap regardless of where you got it from, what changes is the DC to find it after it has been set, which is the set DC of the trap + the trappers set skill, it basically means you will NOT find a trap set by a skilled trapper because at a minimum you just doubled the search DC for it

i would love to have a 200+ damage dealing trap that no one could dodge tho... but thats literally bad for everyone (except the trapper... and even the trapper at the wrong point in time)

Myrkul: soooo... how did you die exactly?
Trapper: well, i set this epic frost trap and some nub fighter ran threw and set it off and killed us both...
Myrkul: LOL! Ma man!

Re: Improve trap potency

Posted: Thu Jun 04, 2020 10:30 pm
by Kitunenotsume
I will reiterate that my personal concern is not damage, but likelihood of full effect as it concerns non-epic traps.
I doubt I have addressed all your points, but I have attempted to reply what I see as your main concerns.

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Blackman D wrote: Thu Jun 04, 2020 8:34 pm well lets remember there are two sides to this you need to be worried about, pvp and pve

all concerns revolve around pve... pvp side, you really dont wanna mess with because in the hands of the right (or wrong? :think: ) person traps are already great pvp wise.

the main problem pve wise is the inflated hp, could traps be mad more dangerous? sure! i have a trapper, i definitely wouldnt mind :P however the decision some years ago was trying to keep low level content friendly for new players
I do not have disagreement here, but I am curious about your expectation of "Low level content". I understand that areas under level 3 are high lethality even with current traps, but are presumably Minor traps, and I would expect every 5 levels to introduce a new class of trap (1-5 Minor, 6-10 Average, 11-15 Strong, 15+ Deadly). If you consider "Low level content" to be anything under epic level, then we have a substantial difference in definition which would cause understandably different opinions on when a 30d6 deadly electrical trap would be appropriate.

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Blackman D wrote: Thu Jun 04, 2020 8:34 pm and traps were never a poor choice for skill investment, because it meant you never had to worry about them and it was extra money to sell off, that comment is an epic content viability one: you cannot use non epic traps as a trapper in epic content, it does nothing, i have used 15 deadly traps on a lizard before and it was still alive not even near death

the damages are fine, the problem was the inability to use epics which has been fixed -- the DCs, not that they can probably be changed are something you definitely dont want to change, everyone would fail... would be great for pve tho
As mentioned, Epic traps are an outlier, both in DC and Damage by a substantial margin. My intention with this post is that currently most non-epic traps are ineffective in non-epic content when implemented by players. If the argument is "Traps are fine because I only use Epic traps and do Epic content and they are in a good place", I would think that serves to illustrate my point that non-epic traps are not particularly functional, or are an irrelevant comparison as it does not address the concern.

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Blackman D wrote: Thu Jun 04, 2020 8:34 pm this one is not true, both damage and save vs matter quite a bit, what wiki isnt telling you is the fact that not all traps save for half damage, the better traps you take full damage regardless of if you made the save or not because the save is for the secondary and not the primary; example, people were getting upset at the acid blob trap because they had evasion/imp evasion and still took damage, however acid blob is a save vs paralysis and not damage so evasion does nothing
Curiously, based on the NSS comments, the hold effect should occur on a failed fort save and the damage only on a failed reflex save.
The effect where damage occurs with a failed save is actually an error in the trap script. I have expectations that this is not a singular case.
Even the Holy trap checks target touch AC and makes an attack roll, but checks to see if the roll is greater than 0 instead of target AC.
Acid Blob Code:
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nw_t1_acidstrc.nss wrote: void main()
{
//Declare major variables
int nDuration = 4;
object oTarget = GetEnteringObject();
effect eDam = EffectDamage(d6(12), DAMAGE_TYPE_ACID);
int nSaveDC = 25;
effect eHold = EffectParalyze(nSaveDC, SAVING_THROW_FORT);
effect eVis = EffectVisualEffect(VFX_IMP_ACID_L);
effect eDur = EffectVisualEffect(VFX_DUR_PARALYZED);
effect eLink = EffectLinkEffects(eHold, eDur);
int nDamage;

//Make Reflex Save
if(!MySavingThrow(SAVING_THROW_REFLEX, oTarget, nSaveDC, SAVING_THROW_TYPE_TRAP))
{
//Apply Hold and Damage
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
}
else
{
//Apply Hold
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
This should be corrected to:
void main()
{
//Declare major variables
int nDuration = 4;
object oTarget = GetEnteringObject();
effect eDam = EffectDamage(d6(12), DAMAGE_TYPE_ACID);
int nSaveDC = 25;
effect eHold = EffectParalyze(nSaveDC, SAVING_THROW_FORT);
effect eVis = EffectVisualEffect(VFX_IMP_ACID_L);
effect eDur = EffectVisualEffect(VFX_DUR_PARALYZED);
effect eLink = EffectLinkEffects(eHold, eDur);
int nDamage;

//Make Reflex Save
if(!MySavingThrow(SAVING_THROW_REFLEX, oTarget, nSaveDC, SAVING_THROW_TYPE_TRAP))
{
//Apply Hold and Damage
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
}
else
{
//Apply Hold
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
}
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
}
Given this fact, it is fair to say that these scripts should be corrected, after which we might see a substantial difference in DC dependency across the board. It is possible that they already are corrected on the server but from your comments I assume the base vanilla trap scripts are used.
I appreciate your pointing this out and will likely be filing a bug report on the relevant scripts when I get an opportunity later to sort through them.

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Blackman D wrote: Thu Jun 04, 2020 8:34 pm this is because a spike trap is the most simplest of traps ever, there is actually nothing wrong with its DC as awkward as it may seem, DC is difficulty challenge, the complexity of rigging spikes simply never changes, so neither does the complexity of avoiding them... move... spikes have no spray
Assuming that all spikes move at the same rate and pattern. A spike stabbing at 1 foot per second is much easier to dodge than five moving at 10 feet per second from different angles, particularly when you are standing on the trigger. Presumably the damage is a function of either speed or number, both of which require sharper reflexes to get your hand out of a hazard area.
They are not Pungi-sticks, but even pit-traps vary in complexity based on how well they are hidden or how deep and sharp the spikes are, or if the edge of the pit is straight or an overhang.

In either regards, my comment on Spike traps is one of internal mechanical consistency, Spike traps do not follow the pattern established by every other trap and do not have a consistent damage increase.

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Blackman D wrote: Thu Jun 04, 2020 8:34 pm i think you may have misread that thread or are referencing it a bit weirdly, but it was not about increasing the DCs it was just talking about setting them
to quote the OP of the refferenced thread specifically:
The Whistler wrote: Tue Jan 26, 2016 6:19 pm No, not the DC required to set one up. What I want to know is how the reflex check is calculated when you trigger a player-set trap. My google queries proved fruitless, so I turn to you good people, to answer this for me.

Is the set trap skill used to determine the check at all, or is it just the default trap DC one has to save against ? Thanks in advance for any responses.
(emphasis mine)

It is explicitly asking if the Set-Trap roll is used in determining the DC. The paragraph referring to NSS scripts is specifically addressing the possibility that they could be adjusted to do so.

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Blackman D wrote: Thu Jun 04, 2020 8:34 pm i would love to have a 200+ damage dealing trap that no one could dodge tho... but thats literally bad for everyone (except the trapper... and even the trapper at the wrong point in time)
Currently Epic Electrical Traps deal 60d6 electrical damage to 6 targets, DC35 reflex half.
This is already capable of a theoretical 360 damage.
Per my suggestion, increasing the save DC by 1 per 5 over the roll, even with a set-trap roll of 70 (which might be conservative, IDK how stupid these number get) would increase the DC by 5 (70-45=25, 25/5=5) to a DC 40 reflex save. Is a DC 40 reflex save half practical to avoid? Perhaps, perhaps not, I leave that to you to determine as you have more experience.

Would that same roll of 70 make an average Fire Trap useful? It's reflex DC 25, set DC 25, so we as looking at a difference of 45, or +9 to the DC. Is 8d6 at a reflex DC 34 the end of the world? Hardly, ie we look at your other statements, but it becomes substantially more likely to deal more than 8d3 against non-epic things when set by an epic trapper.

In either regards, using the set-trap roll to adjust the DC could have no effect on traps 'out in the wild' as they are encountered by standard players. I would still suggest adjusting some upwards, but as noted in an earlier point - the scripts would need to be verified to be working as intended, as not all of them are. Specifically, I suggest evening the DC curves out between Minor and Epic, not adjusting the individual endpoints.

Addendum:
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Blackman D wrote: Thu Jun 04, 2020 8:34 pm Myrkul: soooo... how did you die exactly?
Trapper: well, i set this epic frost trap and some nub fighter ran threw and set it off and killed us both...
Myrkul: LOL! Ma man!
After examining the relevant script, vanilla Epic Cold traps also don't save VS damage. The situation you listed is currently the case, although rather than a save DC too high, no save can be made against the 40d4 Cold damage they inflict. Unfortunately, unlike your example, Frost Traps are single-target. Epic Sonic Traps, however, would fulfill the situation perfectly as they deal 40d4 saveless in a medium circle.

Re: Improve trap potency

Posted: Fri Jun 05, 2020 12:48 am
by Blackman D
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Kitunenotsume wrote: Thu Jun 04, 2020 10:30 pm I do not have disagreement here, but I am curious about your expectation of "Low level content". I understand that areas under level 3 are high lethality even with current traps, but are presumably Minor traps, and I would expect every 5 levels to introduce a new class of trap (1-5 Minor, 6-10 Average, 11-15 Strong, 15+ Deadly). If you consider "Low level content" to be anything under epic level, then we have a substantial difference in definition which would cause understandably different opinions on when a 30d6 deadly electrical trap would be appropriate.
i dont know how the trap generator is ranged but its not that simple for sure, its fairly random and there are the odd high end traps in low areas, at least back in the day, there are also custom traps that are much worse

as far as being appropriate, that depends on your point of view, sure an average electrical can do up to 90 dmg and that will one shot most, but at what point do you have someone playing a barbarian hit 90hp? if we are trying to kill people then its fairly far down, so are we calling appropriate based off of highest or lowest hp?

trapper wise, traps at low level are pretty dangerous because of how they work, you can probably expect most to blow up in your face if you are unlucky
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Kitunenotsume wrote: Thu Jun 04, 2020 10:30 pm As mentioned, Epic traps are an outlier, both in DC and Damage by a substantial margin. My intention with this post is that currently most non-epic traps are ineffective in non-epic content when implemented by players. If the argument is "Traps are fine because I only use Epic traps and do Epic content and they are in a good place", I would think that serves to illustrate my point that non-epic traps are not particularly functional, or are an irrelevant comparison as it does not address the concern.
i would say irrelevant, because while there is inflated hp on mobs across the board, its a bigger issue with epic content and low level mobs tend to be easy to hit also, and again, traps are not even something you can mess with at lower levels because most will just go off on you, unless you are starting off with a lot of gear, which wasnt even possible till like last year or w/e
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Kitunenotsume wrote: Thu Jun 04, 2020 10:30 pm Curiously, based on the NSS comments, the hold effect should occur on a failed fort save and the damage only on a failed reflex save.
The effect where damage occurs with a failed save is actually an error in the trap script. I have expectations that this is not a singular case.
Even the Holy trap checks target touch AC and makes an attack roll, but checks to see if the roll is greater than 0 instead of target AC.
idk about the scripts but i do know about traps actually being set off and what happens, if they are all suppose to be saves for half damage that is definitely not the case, and then there are the custom ones where you touch it and you take a lot of unavoidable damage with no save
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Kitunenotsume wrote: Thu Jun 04, 2020 10:30 pm It is explicitly asking if the Set-Trap roll is used in determining the DC. The paragraph referring to NSS scripts is specifically addressing the possibility that they could be adjusted to do so.
yea in that respect no, it only adds to the search DC and disarm DC
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Kitunenotsume wrote: Thu Jun 04, 2020 10:30 pm Currently Epic Electrical Traps deal 60d6 electrical damage to 6 targets, DC35 reflex half.
This is already capable of a theoretical 360 damage.
Per my suggestion, increasing the save DC by 1 per 5 over the roll, even with a set-trap roll of 70 (which might be conservative, IDK how stupid these number get) would increase the DC by 5 (70-45=25, 25/5=5) to a DC 40 reflex save. Is a DC 40 reflex save half practical to avoid? Perhaps, perhaps not, I leave that to you to determine as you have more experience.
well if its difference over the DC it would be 70-35 would it not? so 7 diff instead of 5

but we would be talking a set trap roll of an 80-35 for +9 to a DC, 44 reflex is pretty up there, even my hin would actually have to roll over a 10 (would have to roll an 11! :mrgreen: ) most average builds only end up with a high save in a the 20s, stacked builds like my hin (all reflex high w/ 30 dex) may end up with saves in the 30s, so yea while it would be doable we are talking about saves that would be damn hard for most
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Kitunenotsume wrote: Thu Jun 04, 2020 10:30 pm Would that same roll of 70 make an average Fire Trap useful? It's reflex DC 25, set DC 25, so we as looking at a difference of 45, or +9 to the DC. Is 8d6 at a reflex DC 34 the end of the world? Hardly, ie we look at your other statements, but it becomes substantially more likely to deal more than 8d3 against non-epic things when set by an epic trapper.
yea it would... tho i think that scenario lacks practicality
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Kitunenotsume wrote: Thu Jun 04, 2020 10:30 pm In either regards, using the set-trap roll to adjust the DC could have no effect on traps 'out in the wild' as they are encountered by standard players. I would still suggest adjusting some upwards, but as noted in an earlier point - the scripts would need to be verified to be working as intended, as not all of them are. Specifically, I suggest evening the DC curves out between Minor and Epic, not adjusting the individual endpoints.
nah... as someone who has set up a mine field to grind in only to have it ruined by joe smoe barbarian, if DCs go up they better hurt him also :P good traps are not easy to get after all :snooty:

and idk, the traps might be backwards on the save but honestly that might be a good thing, instead of getting half damage you are saving vs paralysis which if you get no save on and are just stuck you are just as good as dead... which would make those traps even better in pvp since paralysis and hard stun = unlimited sneak attacks

Re: Improve trap potency

Posted: Fri Jun 05, 2020 11:40 am
by Tanlaus
Quick side question about traps in pvp, can’t all players see player set traps regardless of spot skill?

Re: Improve trap potency

Posted: Fri Jun 05, 2020 11:49 am
by Snarfy
Tanlaus wrote: Fri Jun 05, 2020 11:40 am Quick side question about traps in pvp, can’t all players see player set traps regardless of spot skill?
Nope. If you're seeing a bunch of player laid traps, they've probably been set by a character with the Hunter class. There's something about that class' traps that lets everyone see them. Also, spot doesn't count towards trap detection, search does. If my rogue set a deadly trap, you'd probably need a search skill in the 60+ range to detect it.

Re: Improve trap potency

Posted: Fri Jun 05, 2020 12:58 pm
by Blackman D
the only other time you will see a trappers trap is if you are in a party

however if you leave party with a trap out it breaks and becomes hostile to everyone, even the trapper

Re: Improve trap potency

Posted: Fri Jun 05, 2020 1:09 pm
by Tanlaus
Snarfy wrote: Fri Jun 05, 2020 11:49 am
Tanlaus wrote: Fri Jun 05, 2020 11:40 am Quick side question about traps in pvp, can’t all players see player set traps regardless of spot skill?
Nope. If you're seeing a bunch of player laid traps, they've probably been set by a character with the Hunter class. There's something about that class' traps that lets everyone see them. Also, spot doesn't count towards trap detection, search does. If my rogue set a deadly trap, you'd probably need a search skill in the 60+ range to detect it.
Oh yeah, meant search not spot. I did have a trapper for awhile but dropped the skill when I rcrd him. Could lay a row of deadly traps and hardly hurt whatever I was hunting at the time. This was low epics before I RCRd so I only imagine it got worse.

Re: Improve trap potency

Posted: Sun Sep 06, 2020 8:07 pm
by Valefort
First some info :

Spike traps

Minor : 2d6, DC 15
Average : 3d6, DC 15
Strong : 5d6, DC 15
Deadly : 25d6, DC 15

Reflex for half, evasion for 0.

Holy traps

Minor : 2d4
Average : 3d4
Strong : 6d4
Deadly : 8d4

No save

Tangle traps

Minor : 3 rounds, DC 20, small radius
Average : 4 rounds, DC 25, small radius
Strong : 4 rounds, DC 30, medium radius
Deadly : 5 rounds, DC 35, medium radius

Acid splash traps

Minor : 3d6 damage, DC 15 reflex to avoid 2 rounds hold with DC 15 fort.
Average : 5d6 damage, DC 20 reflex to avoid 3 rounds hold with DC 20 fort.
Strong : 12d6 damage, DC 25 reflex to avoid 4 rounds hold with DC 25 fort.
Deadly : 18d6 damage, DC 25 reflex to avoid 5 rounds hold with DC 25 fort.

Fire traps

Minor : 5d6, DC 18, small radius
Average : 8d6, DC 20, small radius
Strong : 15d6, DC 23, medium radius
Deadly : 25d6, DC 26, medium radius
Epic: 50d6, DC 33, medium radius

Reflex for half, evasion for 0.

Electric trap

Minor : 8d6, DC 19, up to 3 targets in a large radius
Average : 15d6, DC 22, up to 4 targets in a large radius
Strong : 20d6, DC 26, up to 5 targets in a large radius
Deadly : 30d6, DC 28, up to 6 targets in a large radius
Epic: 60d6, DC 35, up to 6 targets in a large radius

Reflex for half, evasion for 0.

Gas traps

Minor : Giant wasp poison, DC 18, 1d6 DEX damage, 1d6 DEX damage
Average : Deathblade, DC 20, 1d6 CON damage, 2d6 CON damage
Strong : Dark Reaver powder, DC 26, 2d3 CON damage, 2d6 CON damage
Deadly : Black lotus, DC 22, 1d6 CON damage, 2d6 CON damage

Frost traps

Minor : 2d4, DC 12, 1 round
Average : 3d4, DC 13, 2 rounds
Strong : 5d4, DC 14, 3 rounds
Deadly : 8d4, DC 15, 4 rounds
Epic: 40d4, DC 30, 4 rounds

Fort to avoid the paralysis.

Negative energy traps

Minor : 2d6, DC 12, -1 STR
Average : 3d6, DC 15, -1 STR
Strong : 5d6, DC 18, -2 STR
Deadly : 8d6, DC 21, -1 level

Fort save to avoid the drain.

Sonic traps

Minor : 2d4, DC 12, 2 rounds stun
Average : 3d4, DC 14, 2 rounds stun
Strong : 5d4, DC 17, 3 rounds stun
Deadly : 8d4, DC 20, 4 rounds stun
Epic : 40d4, DC 30, 4 rounds stun

Will DC, medium radius for all

Acid splash traps

Minor : 2d8, DC 12
Average : 3d8, DC 14
Strong : 5d8, DC 17
Deadly : 8d8, DC 20

Evasion for 0


Some tweaks could be done.

Re: Improve trap potency

Posted: Sun Sep 06, 2020 10:02 pm
by Kitunenotsume
As an ammendum, Vanilla trap-scripts also exist at the Fatal level for any trap that has an Epic variant.

Fatal trap scripts:

Acid Blob: 22d6 Acid damage, DC 28 Reflex+Fort VS Paralysis for 4 rounds.
(All Acid Blob traps are Reflex+Fort to save vs Paralysis)

Electrical: 40d6, DC 30, up to 6 targets in a large radius
Reflex half, Evasion for 0

Fire: 30d6, DC 36, medium radius
Reflex for half, evasion for 0.

Holy (Has both Fatal and Epic not included in Valefort's table)
Fatal: 12d4 Divine / 16d10 vs Undead
Epic: 16d4 Divine / 20d10 vs Undead
(All Holy traps deal substantial damage VS undead, but have no save)

Sonic: 12d4, DC 35 Will, 2 rounds stun, Medium radius

Re: Improve trap potency

Posted: Mon Sep 07, 2020 3:05 am
by Domovoi
Arent traps that players set a lot weaker than the normally server-placed ones? I could swear that a deadly X trap will be much more potent before I pick it up and reuse it. After I do, they are almost like wet noodles. You really have to throw a whole bowl of them, including the bowl itself, to even inconvenience your target. And at that point, either don't loot the chest in PVE and sell the traps, and you'll lose less, or don't trap players in PVP and just use that money to bribe them to leave you alone. :P

I'm just adding my voice in the mix. As a trapper, I fully support less shitty traps.

Re: Improve trap potency

Posted: Mon Sep 07, 2020 5:50 am
by Blackman D
no, deadly simply sucks in most cases

deadly lightning is decent for damage but reflex saves will null it

Re: Improve trap potency

Posted: Mon Sep 07, 2020 7:32 am
by Kitunenotsume
Domovoi wrote: Mon Sep 07, 2020 3:05 am Arent traps that players set a lot weaker than the normally server-placed ones?
There are two classes of traps: Scripted Traps and Trap Kits.

Scripted Traps include all sorts of interesting things, from spell traps, to dispels, to arrow-traps. These are only available in the Toolset, and come in many varieties (look up x0_trap*.nss) but are only ever intended to be used against PCs. They can be Disabled, but only sometimes Recovered. Whenever they can be Recovered, it will always turn into a Trap-Kit of a legal type.

Trap-Kits are the type we are discussing in this thread. They can be found both as items and as spawned traps in dungeons and can be both disarmed and recovered, as they are intended for use both against PCs and as a weapon by PCs with Set Trap ranks. They come in a few flavors, but are relatively restricted in variety to allow multiple strengths (either as nw_t1_*.nss, nx_t1_*.nss, or x2_t1_*.nss). They are usually weaker than Scripted Traps by simple explanation that they will inevitably go wherever the PC chooses them to (and often in close proximity), instead of being spaced out suitable for a dungeon for all classes.

Due to the power-level of the server, the vast majority of Trap-Kits suffer from never having been adjusted the way that other damage items and spells were, and are simply irrelevant in most situations due to their relatively low damage and DCs, combined with their high weight and very slow/situational action economy.

Re: Improve trap potency

Posted: Mon Sep 07, 2020 3:54 pm
by Valefort
Besides tweaking the values of the existing traps it should be possible to add some, need more dispel and breach traps 0:)