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 Post subject: Trapsins -- placing traps, and issues?
PostPosted: Sun Sep 18, 2011 8:01 am 

Joined: Sun Sep 18, 2011 7:58 am
Posts: 2
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!


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 Post subject: Re: Trapsins -- placing traps, and issues?
PostPosted: Sun Sep 18, 2011 9:05 am 
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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.


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 Post subject: Re: Trapsins -- placing traps, and issues?
PostPosted: Sun Sep 18, 2011 9:19 am 

Joined: Sun Sep 18, 2011 7:58 am
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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. :)


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 Post subject: Re: Trapsins -- placing traps, and issues?
PostPosted: Sun Sep 18, 2011 9:27 am 
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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.


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 Post subject: Re: Trapsins -- placing traps, and issues?
PostPosted: Sun Sep 18, 2011 12:21 pm 

Joined: Mon Jul 25, 2011 12:30 pm
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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.


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 Post subject: Re: Trapsins -- placing traps, and issues?
PostPosted: Sun Sep 18, 2011 2:11 pm 
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This change was implemented due to exploitation of AI


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 Post subject: Re: Trapsins -- placing traps, and issues?
PostPosted: Mon Sep 19, 2011 12:55 am 
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Unrelated question, but didn't need a new thread for it. Does concentration still work to enhance blessed hammer?


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 Post subject: Re: Trapsins -- placing traps, and issues?
PostPosted: Mon Sep 19, 2011 7:15 am 
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Half the %ED boost of concentration gets applied to blessed hammer.


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 Post subject: Re: Trapsins -- placing traps, and issues?
PostPosted: Mon Sep 19, 2011 8:59 am 
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Okay, thanks for the info Baerk.


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