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Talk:Trapmaking

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according to forum user Nokowi (see below) the DCs for magical traps are based on the deployers Disable Device skill level not his Intelligence mod. I am going to try this out myself but, you know, too many things & not enough time... Snake (ContributionsMessage) 09:55, September 23, 2014 (EDT)

Quote:
Originally Posted by nokowi Source on October 13, 2014

String exceeds 1,000 character limit for automatic parsing of {{BB code}}, passing quote through:
I did some informal testing and here are the results for EE content (Tested Web Traps in EE End of the Road):

Trap DC is based on your disable device skill when the trap is used, not when it is crafted.

With 81 Disable Device and no ranks in Improved Traps (Mechanic Tree), mobs would occasionally get caught in my web traps, but usually only for 1 second or so. With 108 Disable Device and no ranks in Improved Traps (Mechanic Tree), mobs would get caught in my web traps, and remain for a few seconds. I then added 1 Rank in Improved traps (Mechanic Tree), and noticed that 81 Disable with 1 rank acted similar to 108 Disable with no Ranks. Even though magical Trap DC is not listed, I am concluding that Magical Trap DC has the same formula as Elemental Trap DC.

Assumption for Magical Trap DC with Improved Traps: 0 Ranks (Magical Trap DC is 50% of Disable Skill) 1 Rank (Magical Trap DC is 65% of Disable Skill) 2 Ranks (Magical Trap DC is 80% of Disable Skill) 3 Ranks (Magical Trap DC is 100% of Disable Skill)

With this assumption, my results show that your Magical Trap DC needs to be in the 60 (useful) - 70 (few failures) range for EE content. I also assumed the text for +1,2,3 Magical Trap DC from the Mechanic Tree is correct to get the results below:

0 Rank in Improved Traps: Minimum useful Disable Device = 120 Recommended Disable Device = 140 1 Rank in Improved Traps: Minimum useful Disable Device = 91 Recommended Disable Device = 107 2 Rank in Improved Traps: Minimum useful Disable Device = 73 Recommended Disable Device = 86 3 Rank in Improved Traps: Minimum useful Disable Device = 57 Recommended Disable Device = 67

I hope this helps if you are interested in setting magical traps for EE content!

Prerequisite[edit]

I am confused about the prerequisite. It reads:

Prerequisite: Level 4: Artificer, Rogue. Trapfinding and any one of the following: Skill Focus: Disable Device, Nimble Fingers, Least Dragonmark of Making

Trapfinding is a feat granted to both Artificers and Rogues at 1st level. So the way the prerequisite reads an Artificer or Rogue could begin Trapmaking at levels 1-3 if they took one of the following: Skill Focus: Disable Device, Nimble Fingers, Least Dragonmark of Making

Is that correct? Because it could also be read that to begin Trapmaking you need to be a level 4 Rogue or Artificer, have Trapfinding (which you will), and also have one of the following: Skill Focus: Disable Device, Nimble Fingers, Least Dragonmark of Making

And that is not correct. Niminae (ContribsMessage) 00:33, May 28, 2016 (EDT)

Not enough parts to test![edit]

"It gives the ability to not only craft traps, but scavenge parts from existing traps."

This line appears to be incorrect. I was able to craft noisemakers and weak fire traps on a char with no trapmaking feat or rogue / arti lvls. WAI? I do not have the parts available to test all of the recipes. This feat is required to USE traps and scavenge parts from existing trap boxes. The *USE* part needs additional testing too. With a 9th lvl bard I was able to craft and use Grenades with Crude and Simple vials. 206.55.181.126 (Message • Block • Check) 10:14, September 6, 2019 (EDT)Nostravar

  • You can craft "Noisemakers" but without the Trapmaking Feat (or perquisites) you cannot actually arm them. For example if your test Bard enters the quest Haverdasher and tries to arm a Noisemaker mine without the relevant Feat(s) it won't allow that to happen. Grenades: made via the 'Device Workstations' are 'simple weapons' that supposedly has a Class Restriction for: Rogue or Artificer. Albeit there is also a UMD value, so theoretically you probably can bypass that Grenade restriction with enough UMD. Grenades can be thrown in public places as far as I know... I suspect what the [quoted] sentence was supposed to mean is; you can also harvest (scavenge) Trap Parts from Control Panels and use them when crafting traps, etc.
  • I do agree the Page itself needs ironing-out as there are confusing or ambiguous statements on the [Page] in several places compared to what is actually occurring in-game.
  • I haven't yet, seen any real solid evidence to suggest the Trapmaking Feat was ever required to craft traps themselves. I get the impression; it was mainly designed to allow the Rogue/Artificer to scavenge trap parts themselves. To then use with "The Free Agents" own Device Workstation and permit the "Trapsmith" to deploy/activate traps. From reading: Update 5 Release notes, even though the notes tend to be sketchy, that doesn't talk about it being needed for crafting itself, other than it being a way to acquire Trap making components.

Dywypi (ContribsMessage) 14:41, September 6, 2019 (EDT)

Parts from "Bear Traps"[edit]

At level 4 I have been able to get trap parts from "Bear Traps" in the "Anniversary Party" quest. I don't know, however, if this works outside of that quest as well. Alrik (ContribsMessage) 12:06, March 14, 2020 (EDT)