Trap

Old: horsepowerhsu 2021-08-27 15:35:54

New: Yueren 2021-08-27 14:45:18

OldNewDifferences
1-# Ailment
1+# Trap
22
3-An **ailment** is a detrimental [[effect]] associated with one or more [[damage]] types.
4-
5-[[Ignite]], [[chill]], [[freeze]], [[shock]], [[scorch]], [[brittle]], and [[sap]] are collectively referred to as **elemental ailments**.
6-
7-[[Chill]], [[freeze]], [[shock]], [[scorch]], [[brittle]], and [[sap]] are collectively referred to as **non-damaging ailments**.
8-
9-[[Bleeding]], [[poison]], and [[ignite]] are damaging ailments.
10-
11-## Ailment Thresholds Changes 3.15
12-Now that player damage has been reduced, we've reviewed our Ailment Threshold calculations to compensate for the lower damage of fully-supported skills. It's now much easier to apply stronger non-damaging ailments on enemies with less damage, especially on skills less heavily-supported.
13-
14-We've also lowered the Ailment Threshold of particularly tough endgame encounters so that Chill or Shock investment is worthwhile on these encounters. Their threshold is now only slightly higher than regular map bosses.
15-
16-As a much requested quality of life change, players can now see the effect of non-damaging Elemental Ailments on enemies and themselves, so you can finally determine how powerful your Shocks are on enemies and thus know what benefit they are giving you. This also applies to ailments applied to you, and the buff granted to you by the Cruelty support.
17-
18-## 1. Ailment Guides
19-Monsters throughout Wraeclast won’t just hurt you — they can also inflict ailments. Fortunately, you can too.
20-
21-Ailments usually come from a specific kind of damage. Fire damage can ‘Ignite’, which deals further fire damage over time. Cold damage can ‘Chill’, slowing you down, or ‘Freeze’, causing you to stop moving entirely. Lightning damage can ‘Shock’, causing you to take a lot of extra damage from any source. Some enemies can also ‘Poison’ you or inflict ‘Bleeding’, both of which deal damage over time. If you move while you’re bleeding, the bleeding will deal extra damage.
22-
23-### What are the ailment thresholds formulas for Brittle, Scorch and Sap? How do I know the magnitude of the ailment applied?
24-- Scorch is the same as shock and chill; the magnitude is given by the formula: 1/2 * (Damage % of ailment threshold)^0.4
25-- Brittle is the same as above, but the multiplier fraction at the start is 1/4 instead of 1/2.
26-- Sap is the same but with 1/3.
27-
28-Do elemental ailments work if you one hit a mob? I tried out Cremator Cluster Node and realized many enemies didn't get destroyed even though I only had fire damage and high critical chance.
29-
30-The Ignite is effectively simultaneous with the death - it will die and be ignited, but to be destroyed by Cremator it would need to be ignited before the hit that killed it.
31-
32-## 2. List of Ailments
33-
34-<table class="wikitable sortable jquery-tablesorter" style="text-align: center; max-width: 100%;">
35-<thead><tr>
36-<th class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Ailment</th>
37-<th class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Associated with</th>
38-<th class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effect
39-</th></tr></thead><tbody>
40-<td>[[Bleed]]</a><img alt="" src="https://i.imgur.com/iCAKgb0.png" /></a>
41-</td>
42-<td>Physical
43-</td>
44-<td style="text-align: left;">[[Bleed]] can only be inflicted by [[physical]] damage from [[attack]]s. Bleeding enemies take 70% of the physical damage of the hit that inflicted Bleed as physical damage over time. Moving enemies take an additional 140% damage. The base duration is 5 seconds.
45-</td></tr>
46-<td>[[Poison]]</a><img alt="" src="https://i.imgur.com/ojFkeaB.png" /></a>
47-</td>
48-<td>Physical and Chaos
49-</td>
50-<td style="text-align: left;">[[Poison]] causes the affected target to take 20% of the combined [[physical]] and [[chaos damage]] of the hit that applied Poison as chaos damage over time. Poison can stack multiple times on a single target. Additional stacks do not refresh the duration, but stack independently from each other. The base duration is 2 seconds.
51-</td></tr>
52-<td>[[Ignite]]</a><img alt="" src="https://i.imgur.com/fG92Ze2.png" /></a>
53-</td>
54-<td>Fire
55-</td>
56-<td style="text-align: left;">[[Ignite]] causes the affected target to burn] for 50% of the [[fire damage]] of the hit that applied Ignite as fire damage over time. The base duration is 4 seconds.
57-</td></tr>
58-<td>[[Chill]]</a><img alt="" src="https://i.imgur.com/4guzREQ.png" /></a>
59-</td>
60-<td>Cold
61-</td>
62-<td style="text-align: left;">Cold damage always inflicts chill. Chill slows all actions of the affected target up to 30%, based on the [[cold damage]] of the hit. The base duration is 2 seconds.
63-</td></tr>
64-<td>[[Freeze]]</a><img alt="" src="https://i.imgur.com/2zxFSXa.png" /></a>
65-</td>
66-<td>Cold
67-</td>
68-<td style="text-align: left;">Freeze prevents the affected target from taking actions, based on the [[cold damage]] of the hit. The base minimum duration is 0.3 seconds and the base maximum duration is 3 seconds.
69-</td></tr>
70-<td>[[Shock]]</a><img alt="" src="https://i.imgur.com/7MlZp8m.png" /></a>
71-</td>
72-<td>Lightning
73-</td>
74-<td style="text-align: left;"> [[Shock]] causes the affected target to take up to 50% increased damage from all sources, based on the [[lightning damage]] of the hit. The base duration is 2 seconds.
75-</td></tr>
76-<td>[[Scorch]]</a><img alt="" src="https://i.imgur.com/aAOszFX.png" /></a>
77-</td>
78-<td>Fire
79-</td>
80-<td style="text-align: left;"> [[Scorched]] Enemies have their Elemental Resistances lowered by up to 30%, based on the [[fire damage]] of the hit. The base duration is 4 seconds.
81-</td></tr>
82-<td>[[Brittle]]</a><img alt="" src="https://i.imgur.com/N6rWeJ9.png" /></a>
83-</td>
84-<td>Cold
85-</td>
86-<td style="text-align: left;">[[Brittle]] causes hits against enemies to have up to +15% Base Critical Strike Chance against them, based on the [[cold damage]] of the hit. The base duration is 4 seconds.
87-</td></tr>
88-<td>[[Sap]]</a><img alt="" src="https://i.imgur.com/YomJcnm.png" /></a>
89-</td>
90-<td>Lightning
91-</td>
92-<td style="text-align: left;">[[Sapped]] enemies deal up to 20% less Damage, based on the [[lightning damage]] of the hit. The base duration is 4 Seconds.
93-</td></tr>
94-</tbody><tfoot></tfoot></table>
3+A **trap** is a type of [[active skill]] that throws a device that is triggered by proximity to produce an effect such as immobilizing the enemy, delivering a spell payload, or launching a volley of arrows.
954
965 ## Mechanics
976
98-Ailments are in many ways similar to debuffs. The most notable difference is that ailments are associated with [[damage]] types, whereas debuffs are associated with skill effects. Modifiers to skill effect duration affect the duration of debuffs applied by skills, but not the duration of ailments.
7+When a [[character]] uses a trap skill, he throws the trap to the target location. Characters have a base trap throwing speed of 0.5 seconds.
998
100-There is no limit on the number of different ailments a target can have at any given time.
9+Once a thrown trap lands on the ground it must arm itself before it can be triggered.
10110
102-### Application by damage
103-Ailments can be applied by hits of damage.
11+While armed, a trap can be triggered by an enemy entering its trigger radius. Characters have a base trap trigger radius of 10. Trap trigger radius is affected by trap trigger area of effect modifiers. Trap trigger radius is not affected by skill area of effect modifiers.
10412
105-Each ailment is associated with one or more damage types. A damaging hit has the potential to inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. Bleed has an additional restriction: It can only be applied by attacks.
13+Traps remain armed for a limited duration, after which they expire. Trap duration is specific to each trap skill. Most traps are triggered automatically when they expire, regardless of whether there are any enemies nearby. Exceptions include [[Bear Trap]] and [[Conversion Trap]], which are simply destroyed when they expire. Trap duration is not affected by skill effect duration modifiers. Likewise, trap duration modifiers do not affect the duration of skill effects created by traps.
10614
107-The damage type associations for ailments may be changed by certain effects. As an example, [[The Three Dragons]] changes which damage types have the potential to inflict elemental ailments.
15+Armed traps are invisible to enemies.
10816
109-A hit of damage also carries a property for each ailment that gives the hit a chance to inflict that ailment. By default, the chance to inflict most ailments is 0%. Any damaging hit has a 100% chance to inflict chill. Critical strikes have a 100% chance to inflict ignite, freeze and shock. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Additional chance to inflict ailments can also be gained from [[passive skill]]s and [[equipment]].
17+Traps will be destroyed if they take any damage. Traps cannot be targeted directly, but they are vulnerable to [[area of effect]] damage. Traps cannot be damaged while they are travelling through the air, while they are arming, or while they are triggering. The passive skill, [[Clever Construction]] can also prevent traps from being damaged for a number of seconds after being thrown.
11018
111-Targets may also have immunity or a chance to avoid certain ailments.
19+There is a limit on the number of traps a character can have out at one time. By default, a character can have 15 traps. Throwing an additional trap that would exceed the trap limit will cause the oldest trap to be destroyed. There are passive skills that can increase the limit.
11220
113-To summarize, an ailment is applied to the target if:
21+Some traps store limited uses and replenish one use after a cooldown period. A counter is shown on the skill icon which indicates how many uses are currently stored. Trap stocks are stored per skill and not per gem, so equipping multiple of the same skill gem will not allow you to bypass its maximum stored usage limit or cooldown time. Modifiers to cooldown recovery time such as [[Advanced Traps Support]] will change how fast you replenish a stock.
11422
115-- The hit of damage consists of damage types that have the potential to inflict the ailment
116-- The chance to inflict the ailment is successful
117-- The target fails to avoid the ailment
118-- The target is not immune to the ailment
119-- Any other conditions are met
23+When throwing multiple traps at a time with limited stock, it will only throw up to the amount of traps you have stocked. For example, using a [[Flamethrower Trap]] with [[Cluster Traps Support]] with 3 uses stored will cause you to throw three Flamethrower Traps and consume all three stocks.
12024
121-### Application by other means
122-Ailments can be applied in ways other than direct hits of damage.
25+### Targeting
12326
124-- [[Elemental proliferation]] causes elemental ailments to spread to other targets within a radius.
125-- Certain [[ground effect]]s apply ailments.
126-- Slaying a poisoned enemy with [[Bino's Kitchen Knife]] equipped spreads poison to other targets within a radius.
127-- [[Arctic Armour]] chills enemies when hit.
128-- A [[strongbox]] with the "Incandescent" prefix ignites the character that activates it.
27+When a trap is triggered by an enemy, it will use the skill at the enemy that triggered it. If a trap is not triggered by an enemy (either the trap duration expires or triggered by other means, such as [[Chain Reaction]]) or there are no enemies within the mine trigger radius, it will target its current location. If the skill is a forward-firing projectile, it will fire it in a random direction.
12928
130-### Damage with ailments
29+### Interaction with player stats and support gems
13130
132-Ignite, bleed and poison are damaging ailments. A damaging ailment deals [[damage over time]] based on the base damage of the skill that inflicts the ailment. Only the damage types that have the potential to inflict a damaging ailment are used as a basis for calculating the damage over time for that ailment. From a previous example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite.
31+Traps and mines act much like totems in that when they cast their payload, it is the trap/mine that casts the skill, not the player. This means:
13332
134-Damage with hits and damage with ailments are calculated separately and have different modifiers. Modifiers to damage with ailments do not contribute to the damage of attacks or spells. Similarly, modifiers to attack damage and spell damage do not contribute to damage with ailments. Modifiers to damage with weapons, melee damage, projectile damage and area damage do not apply to ailments under any circumstances. Modifiers to damage with ailments, damage over time modifiers, and generic damage modifiers all apply to damaging ailments. Modifiers to damage with specific ailments apply only to those ailments. Damage type modifiers apply to ailments that deal those types of damage. Additionally, [[burning]] damage modifiers apply to ignite, since 'burning damage' simply means fire damage over time. Resistances apply to damage of the corresponding types dealt by ailments.
33+- [[Leeching]]: Players cannot leech health or mana via traps. The trap/mine is actually doing the leeching, but they self-destruct after they're triggered, so leeching has no practical effect.
34+- [[Damage reflection]]: Damage is reflected back to the traps/mines and not the player, so they are safe to use on damage reflecting m[[onster]]s, [[map]]s, or PvP targets.
35+- [[Trigger]] gems: Traps and mines (and totems) will not work with "Cast on..." trigger gems, even if the trap/mine has a "Spell" type [[gem tag]]/keyword; the player places or throws the trap/mine, but the trap/mine is doing the actual spell-casting.
36+- [[Spell Echo Support]] only works for self-cast spells, so it has no effect when supporting traps or mines.
13537
136-The damage multiplier for ailments from [[critical strike]]s exists independently from the critical strike multiplier used for hits. A character's base damage multiplier for ailments from critical strikes is 150%. There currently exist no modifiers to this stat. However, the [[Perfect Agony]] keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.
137-
38+However, trap and mine skills will still get the benefits of any [[modifiers]] that would normally apply if it were the player casting the skill. This includes any modifiers from [[passive skill]]s and [[equipment]], [[buff]]s affecting the player, etc. For example, [[Ice Trap]] has the gem tags "Cold" and "Spell," so it will benefit from any equipment or passives that boost cold, spell, or trap damage.
39+
40+When the [[Trap Support]], [[Blastchain Mine Support]] or [[High-Impact Mine Support]], and [[Spell Totem Support]] or [[Ballista Totem Support]] gems are all linked in combination with a skill, the result is a skill that lays a mine. When the mine is detonated, it lays a trap. When the trap is sprung, it casts a [[totem]], which then can cast the linked skill.
41+
42+### Skill restrictions
43+
44+Triggering a trap also causes a trap/mine to be destroyed. Therefore [[aura]]s and other skills that require being turned on for a duration (such as [[Tempest Shield]]) cannot be put on traps/mines, although doing so would be pointless anyway.
45+
46+When the [[Trap Support]], [[Blastchain Mine Support]], or [[High-Impact Mine Support]] support gems are linked to an attack skill, the trap/mine is considered to be using whatever weapon you are wielding. Only ranged weapons can be used with Trap or Remote Mine attack skills, not melee weapons.