Traps

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Revision as of 03:24, 24 June 2024 by Jaqenn (talk | contribs) (Edit Trap Damage example calculations to match Wildlands update: https://forums.uooutlands.com/index.php?threads/expansion-skill-changes-and-combat-mechanics.5492/)
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Summary

  • Tinkering is required to craft these Traps
  • There are two types of Traps: Container and Ground Traps
    • Container Traps only work in PvP
    • Ground Traps only work in PvM


Container Traps

Trap Placement

  • Players must have 100 Tinkering Skill or higher to create a Container Trap
  • Container Traps will now always be considered Explosive Traps (can no longer do other types)
  • Players can create a Container Trap by double-clicking a Trap Wire in their backpack and then targeting the desired container
  • Successful placement of a Container Trap will consume 1 Trap Wire and 1 Greater Explosion Potion from the player's backpack


Ground Traps

  • Ground Traps are a physical item that can be crafted using the Tinkering skill under the Traps category
  • Ground Traps are always considered to be Explosive Traps (there are no longer 8 different types of traps)
  • Ground Traps are stackable and are consumed upon successful placement

Trap Placement

  • Players must have 80 Tinkering Skill or higher and 80 Detecting Hidden Skill or higher to place a Ground Trap
  • Players can place a Ground Trap at their current location by double-clicking it in their backpack
  • Players may also type [PlaceTrap to place a Ground Trap at their current location
  • Ground Traps take 3 seconds to place, and will Hinder the player during placement
  • The Ground Trap will be consumed upon successful placement

Trap Mechanics

  • When placed, Ground Traps will remain for up to 5 minutes, unless they are detonated
  • Players may only have 1 Ground Trap placed in the world at a time
  • If a player attempts to place an additional Ground Trap, it will remove their previous Ground Trap from its location
  • Players can only see their own Ground Traps (they cannot see traps belonging to other players)
  • There is no restriction on placement location of Ground Traps relative to other player's Ground Traps
  • Ground Traps have a default Radius of 2
  • The Center of the Trap is depicted by the center Ground Trap Marker
  • The Radius of the Trap is depicted by surrounding Purple Radius Markers

Trap Recovery

  • Players can recover a placed Ground Trap by shift-clicking the center Ground Trap Marker and selecting "Deactivate This Item"

Trap Detonation

  • In order to Detonate a Trap, players must have a Trap Detonator in their Backpack and be within 8 tiles of the center Ground Trap Marker
  • Players can Detonate their Ground Trap by double-clicking a Trap Detonator in their backpack
  • Players can also Detonate their Ground Trap by double-clicking any of its Purple Radius Markers
  • Players can also Detonate their Ground Trap by typing [DetonateTrap


Trap Cooldown

  • Once a player has detonated a Ground Trap, they must wait for a Trap Cooldown duration to pass before they may detonate another Ground Trap
  • Players have a Trap Cooldown of (30 - (0.25 *(Detect Hidden Skill - 80))) seconds
  • Players can place a new Ground Trap while they have a Trap Cooldown in effect (they just cannot detonate it)
  • Players will receive a system message informing them when they are able to detonate another Ground Trap
  • Players can also single-click a Trap Detonator to see how much time remains before they can detonate another Ground Trap


Trap Max Targets

  • When a Ground Trap detonates, it will hit a number of Creatures within its Radius value up to the Trap's Max Targets number
  • Ground Traps have a default Max Targets of 5
  • If the number of available targets exceeds the Trap's Max Targets number, it will prioritize hitting creatures with the lowest remaining Hit Points


Trap Damage

  • When Ground Traps are detonated, they will have a Base Damage of (1200 + (15 * (Tinkering Skill - 80))) Damage
  • If more than one creature is hit by the trap, the Base Damage of the trap will be reduced by (10% * (Targets Hit - 1))
  • Each creature hit will immediately take 33% of the Base Damage of the trap
  • Each creature hit will then also take 66% of the Base Damage of the trap spread out over 9 seconds (in 3 second tick intervals)
  • Players will be able to substantially increase the damage of their Ground Traps with additional resources such as Mastery Chain Links, Aspects, Codexes, and other mechanics

Example
  • A player has 120 Tinkering Skill and places a Ground Trap
  • The Trap's Base Damage is (1200 + (15 * (120 - 80))) = 1800 Damage
  • The Trap will hit 3 creatures, resulting in a (10% * (3 - 1)) = 20% reduction to Base Damage
  • The Trap's adjusted Base Damage is (1800 * 80%) = 1440 Base Damage
  • Each creature hit will immediately take (33% * 1440) = 480 Damage
  • Each creature hit will then take (66% * 1440) = 960 Damage spread out over 9 seconds (i.e. 320 damage per tick every 3 seconds)

Trap Kit

  • Trap Kits are a Blessed items that players can use to improve their Ground Traps (effectively a "Trap Codex")
  • Trap Kits can be crafted with the Tinkering skill under the Traps category
  • Trap Kits require 80 Tinkering and 80 Detecting Hidden to use
  • Players will earn Experience towards their Trap Kit when killing Monsters
  • By accumulating experience, players unlock up to a maximum of 20 Points to spend on Upgrades within the kit
  • Upgrades will only affect Ground Traps, and not any Container Traps
  • Players can Reset their Spent Points for a Trap Kit if they have no Ground Trap currently placed and have no Trap Cooldown in place

Trap Kit Upgrades

Name Points Per Tier Description
Blasting Powder 1 / 2 / 3 Reduces the 10% Damage Penalty of hitting more than one target down to (7% / 4% / 0%) per additional target hit
Breaching Charge 1 / 2 / 3 Increases Damage by (5% / 10% / 15%) and each creature hit will take an additional (5% / 10% / 15%) damage from any future traps detonated by player within next 45 seconds (bonus will not stack)
Flashdust 1 / 2 / 3 Increases Damage by (6% / 12% / 18%) and each target hit will be Hindered for (1 / 2 / 3) seconds
Groundwork 1 / 2 / 3 Increases Damage by (8% / 16% / 24%) but increases time needed to place traps by (0.5 / 1 / 1.5) seconds
Kill Switch 1 / 2 / 3 Detonating a trap has a (7% / 14% / 21%) chance for player to incur no Trap Cooldown
Nail Canister 1 / 2 / 3 Increases Damage by (5% / 10% / 15%) and hits will ignore (15% / 30% / 45%) of target's Armor
Razorglass 1 / 2 / 3 Increases Damage by (8% / 16% / 24%) but delayed damage will be resolved over an additional (1 / 2 / 3) seconds
Trigger Happy 1 / 2 / 3 Increases Damage by (5% / 10% / 15%) and reduces the time needed to place traps by (0.5 / 1 / 1.5) seconds