Difference between revisions of "Traps"
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Trap detection chance is based on [[Detection]] or both detection and traps skill. There are two formulas for trap detection value, the greater of the two for the particular character is used: | Trap detection chance is based on [[Detection]] or both detection and traps skill. There are two formulas for trap detection value, the greater of the two for the particular character is used: | ||
− | * '''Pure detection''' equals 75% of | + | * '''Pure detection''' equals 75% of regular detection value. |
− | * '''Hybrid detection''' equals 50% of | + | * '''Hybrid detection''' equals 50% of regular detection value plus 75% of effective trap skill. |
Hence characters with high traps skill also have better chance of detecting traps. The player can try to disarm any traps that have been detected - or trigger them with grenades or other AoE weapons. Your character will automatically avoid walking on traps that have been detected. | Hence characters with high traps skill also have better chance of detecting traps. The player can try to disarm any traps that have been detected - or trigger them with grenades or other AoE weapons. Your character will automatically avoid walking on traps that have been detected. |
Revision as of 06:43, 19 January 2016
Traps are items that can be placed on the ground and they are triggered by anything that moves over them.
Trap mechanics
Arming
Traps can only be placed while out of combat. Arming them takes 7 seconds, or only 3 seconds with Trap Expert.
To place a trap, the player needs some points in the traps skill, the amount depending on the trap being used. Placing traps within the sight of friendly or neutral NPCs may provoke hostilities. No enemies are directly seen placing traps, but there are traps placed all around the Underrail nevertheless.
Disarming
Traps can only be disarmed while out of combat. Traps must be detected before a disarming attempt can be made. Disarming traps takes 10 seconds just like arming them does.
When disarming a trap, if your traps skill is 20 points above the trap disarming difficulty, or if the trap is your own, you receive it as an item.[1][2] Otherwise, you cannot reuse the disarmed trap. If your traps skill is 10 points below the trap disarming difficulty, disarming attempt may lead to critical failure and trigger the trap.
Some enemies may also try to disarm your traps if they can detect them.
Detection
Trap detection chance is based on Detection or both detection and traps skill. There are two formulas for trap detection value, the greater of the two for the particular character is used:
- Pure detection equals 75% of regular detection value.
- Hybrid detection equals 50% of regular detection value plus 75% of effective trap skill.
Hence characters with high traps skill also have better chance of detecting traps. The player can try to disarm any traps that have been detected - or trigger them with grenades or other AoE weapons. Your character will automatically avoid walking on traps that have been detected.
The detection difficulty for traps you place is based on your traps skill and modified by the trap's detection difficulty and other modifiers like trap expert feat. Generally speaking, only humanoid and robotic enemies try to detect traps, animals don't.
Zone Control
- Main article: Zone Control
The level of zone control defines how well traps set by you can be tracked back to you, allowing assassination with traps but preventing indiscriminate slaughter of friendly NPCs without triggering hostilities.
Related feats and items
- Quick Tinkering - allows you to arm a trap instantly, even in combat
- Trap Expert - allows faster arming of traps, makes them harder to detect
- Trapper's Belt - reduces trap arming cooldown, increases traps skill
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