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Trapsins -- placing traps, and issues?
http://forum.arimyth.com/viewtopic.php?f=8&t=4616
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Author:  Theaisa [ Sun Sep 18, 2011 8:01 am ]
Post subject:  Trapsins -- placing traps, and issues?

Hello everyone.. so, I started a lightning trapsin only to discover that I can only place traps in melee.. this caught me somewhat by surprise, but i've not had a trapsin in HU before. Is this working as intended or some kind of bug with the new patch?

Somewhat related, are there any current bugs or issues i should be aware of when building my sin? I understand both +% and -% damage now works for all traps (and is cloned on), but I read something about mainhand and offhand claws?

Thanks for the help,
Cheers :)

Edit:
I am using the high res version btw, if that has anything to do with it!

Author:  Baerk [ Sun Sep 18, 2011 9:05 am ]
Post subject:  Re: Trapsins -- placing traps, and issues?

High Res version only affects the user interface. The only effect it really has on game play is that you can see the enemies from farther. Aside from those two things its identical to normal res.

The offhand and onhand claw thing used to concern how pierce was applied to attacks in normal LOD. Due to how the trap's pierce is coded, however, they just simply get the pierce from both claws ignoring the normal diablo rule of only getting pierce from one weapon applied to the attack.

Author:  Theaisa [ Sun Sep 18, 2011 9:19 am ]
Post subject:  Re: Trapsins -- placing traps, and issues?

Baerk wrote:
High Res version only affects the user interface. The only effect it really has on game play is that you can see the enemies from farther. Aside from those two things its identical to normal res.

The offhand and onhand claw thing used to concern how pierce was applied to attacks in normal LOD. Due to how the trap's pierce is coded, however, they just simply get the pierce from both claws ignoring the normal diablo rule of only getting pierce from one weapon applied to the attack.


Alright, thanks for the quick answer!

So I take it only being able to place traps in melee is working as intended? Wasn't quite clear on that, but I assume it's a yes. :)

Author:  Baerk [ Sun Sep 18, 2011 9:27 am ]
Post subject:  Re: Trapsins -- placing traps, and issues?

The trap at feet thing is longstanding... it really hasn't been talked about on this so I assume the the change has been around for over a year.

Author:  SvF-Cagematch [ Sun Sep 18, 2011 12:21 pm ]
Post subject:  Re: Trapsins -- placing traps, and issues?

Baerk wrote:
The trap at feet thing is longstanding... it really hasn't been talked about on this so I assume the the change has been around for over a year.


It was done a long time ago, presumably because it was used to bug out AI.

Author:  Soulmancer [ Sun Sep 18, 2011 2:11 pm ]
Post subject:  Re: Trapsins -- placing traps, and issues?

This change was implemented due to exploitation of AI

Author:  nazleth [ Mon Sep 19, 2011 12:55 am ]
Post subject:  Re: Trapsins -- placing traps, and issues?

Unrelated question, but didn't need a new thread for it. Does concentration still work to enhance blessed hammer?

Author:  Baerk [ Mon Sep 19, 2011 7:15 am ]
Post subject:  Re: Trapsins -- placing traps, and issues?

Half the %ED boost of concentration gets applied to blessed hammer.

Author:  nazleth [ Mon Sep 19, 2011 8:59 am ]
Post subject:  Re: Trapsins -- placing traps, and issues?

Okay, thanks for the info Baerk.

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