Question about traps


Arcanaville

 

Posted

Update: any power that plays the "place trap" animation (and there's a bunch) plays two animations in a row, both of which are apparently rooted animations. They take a combined 88 frames to play, or 2.933 seconds. That's equivalent to an ArcanaTime of 3.168 seconds: close to the measured 3.25 seconds.

I'm still working on two separate questions: why I didn't detect this issue before (a technical problem of my own) and whether the cast time or the animation time is in error. I'll let you know when I find out: my suspicion is that the cast time is technically in error, but the animation times are too long as configured and should probably be trimmed a little (which probably would not be difficult in this case). It might be a while before this is addressed, though, because the devs are currently in the mad dash to get I17 released, and will transition immediately (if not already) into the mad dash to take GR gold. But I'll try to stay on it periodically until the devs have a chance to give it a good look over.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Update: any power that plays the "place trap" animation (and there's a bunch) plays two animations in a row, both of which are apparently rooted animations. They take a combined 88 frames to play, or 2.933 seconds. That's equivalent to an ArcanaTime of 3.168 seconds: close to the measured 3.25 seconds.

I'm still working on two separate questions: why I didn't detect this issue before (a technical problem of my own) and whether the cast time or the animation time is in error. I'll let you know when I find out: my suspicion is that the cast time is technically in error, but the animation times are too long as configured and should probably be trimmed a little (which probably would not be difficult in this case). It might be a while before this is addressed, though, because the devs are currently in the mad dash to get I17 released, and will transition immediately (if not already) into the mad dash to take GR gold. But I'll try to stay on it periodically until the devs have a chance to give it a good look over.
Excellent. It takes way too bloody long (subjectively and objectively now that it is confirmed and I can stop thinking I'm crazy when I play my trappers) to lay down your pbaoe traps. It takes nearly 10 seconds at the start of any fight you wish to put out acid, pt, tb. Getting them down to their listed cast times will be a great first step in addressing many of the "traps is too slow for normal/fast teams" issues. A small trimming of cast times beyond that ala trickarrow which is similar in using multiple powers to layer its valuable debuffs would really take the set places.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Update: any power that plays the "place trap" animation (and there's a bunch) plays two animations in a row, both of which are apparently rooted animations. They take a combined 88 frames to play, or 2.933 seconds. That's equivalent to an ArcanaTime of 3.168 seconds: close to the measured 3.25 seconds.

I'm still working on two separate questions: why I didn't detect this issue before (a technical problem of my own) and whether the cast time or the animation time is in error. I'll let you know when I find out: my suspicion is that the cast time is technically in error, but the animation times are too long as configured and should probably be trimmed a little (which probably would not be difficult in this case). It might be a while before this is addressed, though, because the devs are currently in the mad dash to get I17 released, and will transition immediately (if not already) into the mad dash to take GR gold. But I'll try to stay on it periodically until the devs have a chance to give it a good look over.
Fantastic news Arcanaville, cheers

It'd be Christmas come early if both this and Arctic Fog got fixed in a patch soon


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Posted

Quote:
Originally Posted by Silas View Post
Fantastic news Arcanaville, cheers

It'd be Christmas come early if both this and Arctic Fog got fixed in a patch soon
? Arctic Fog issue?

The only trap power that feels like forever to me is Trip Mine and Time Bomb.



 

Posted

Quote:
Originally Posted by Negate View Post
? Arctic Fog issue?

The only trap power that feels like forever to me is Trip Mine and Time Bomb.
Steamy Mist and Shadowfall grant defense to all positions and types in addition to their resistances.

Arctic Fog only grants defense to all positions and its resistances. It's missing the typed defense.

Arctic Fog defense is confirmed to be not WAI.

Hell, if memory serves I think there used to be a problem with its ranged defense portion too. Either it wasn't granting the ranged def, or it was granting only that portion. I forget.


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Posted

Quote:
Originally Posted by Silas View Post
Steamy Mist and Shadowfall grant defense to all positions and types in addition to their resistances.

Arctic Fog only grants defense to all positions and its resistances. It's missing the typed defense.

Arctic Fog defense is confirmed to be not WAI.

Hell, if memory serves I think there used to be a problem with its ranged defense portion too. Either it wasn't granting the ranged def, or it was granting only that portion. I forget.
Oh wow...no wonder I was thinking to myself "Steamy Mist seems to be MUCH better as far as defense goes" I'm not a numbers person so the information you just told me only now adds up. Heh



 

Posted

Quote:
Originally Posted by Zmoosh View Post
No apology necessary, the problem with text communication is that it can be very hard to convey tone and nuance without going on for pages.

I haven't stripped my fire/traps corr yet, so I went back and played him. I tried diff approaches and played solo and team. I have come to the conclusion that what i really don't like about traps is not the powers themselves (they are good), it's the whole place them at my feet thing.
If I could place Triage Beacon, Acid Mortar, and Poison Trap at range it would improve the set immeasurably.
But you CAN place two of those three at range. Traige beacon you just need to be in melee range of your allies, which is out of melee range of your enemies. And Acid Mortar has a short, but definite range. Poison Trap is the only one you're really in melee with. The other two it is PBAoE at worst, and you can stay out of most of those.


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