Multiple Traps
" Uses Trap cooldown. |
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With multitrap do the (for example) fire traps overlap eachother if the burning ground area is big enough?
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Sure, they'll overlap, but enemies will be affected by only one burning ground at a time. The damage doesn't stack.
Sorry Exile, but your loot is in another dungeon! IGN: Delirii Last edited by Delirii#1605 on Dec 2, 2013, 2:43:46 PM
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" I see.. yea i know they won't stack, I was just interested in the actual area size since I'm trying to maximize my fire traps radius (and the area i can cover with it) and wasn't sure if i should get multi traps or just manually throw it. |
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" This is making gameplay as a Trap based character very frustrating. IGN: Ragearo
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" seriously, can we get a dev response on this please? ~SotW HC Guild~
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" +1 Please guys | |
Lets say I have two different trap setups. One is Lightning Trap+Multiple Traps and the other is Fire Trap without. If I cast the Lightning Trap and then the Fire Trap, will the Fire trap break one of the Lightning Traps or will the +3 Settable traps from Multiple Traps keep the Lightning Traps in play despite Fire Trap not being linked to a Multiple Traps Gem?
"What is a strongbox? A miserable little pile of loot. But enough RNG, Have at you!"
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It being vertical sucks big times. I'm giving you an example:
I'm using a 5L Searing Touch with Searing Bond lv12 + Traps lv 11 + Multiple Traps lv 12 + Increased Burning Damage + Reduced Duration lv1 and a Sunblast Belt with 40% increased Trap-Damage. My Char is currently LV52 at Merc Act 1. This should lead to the following Trap-Mods: + 25% increased Trap-Damage from Traps LV11 + 40% increased Trap-Damage from Sunblast + 22% increased Trap-Damage from Multiple Traps LV12 - 40% decreased Trap-Damage from Multiple Traps LV12 = 47% increased Trap-Damage OVERALL Theoretically at least when you consider that the same Mod would have the same functionality. At least that 's how almost any %-Based Mod / Tree-Node works in this Game, like for example %-Phys-Damage. Now as Multiple Traps is VERTICAL and doesnt work that way, I get a DPS-Decrease even with my Trap-Setup of 3 Additional Gems and a locked Belt Slot. See below: Real-Damage without Traps (2 Gems): 3796.5 DPS Real-Damage with Trap LV11*: 5247.7 DPS Real-Damage with a LV12 Multiple Traps Gem *²: 3314.4 DPS Real-Damage with a LV1 Multiple Traps Gem: 3148.6 DPS * Using Sunblast as well *² Trap-Setup, using Multiple Traps LV12 Edit - BUG!?!: Which means its a real DPS decrease of 36,7% (!!!) when using a LVL 12 MT Gem! That would mean that the added Damage from Multiple Traps is HORIZONTAL and the Decrease from Multiple Traps is VERTICAL !?! I don 't think the developers had that in mind - right? It 's just LACKLUSTER until the Gem itself is at around LVL20 and working against the decrease by investing in other Trap-Gems and Equipment just won't do much at all! It makes it a pain to level that gem with anything at all. So either: - Reduce the amount of Damage reduction (f.e. 20%), - Increase the Damage you get back per Level (like 4% per Level) - or at best just make it horizontal The last one, sounds the best in my opinion. After all it enables synergies with Trap-Equipment (and increases Build versitality). Edit: Oh, wow. The increased Damage from MT seems horizontal and the decreased Damage from MT seems to be vertical, which is even worse! Last edited by thelegendaryof#3412 on Feb 15, 2014, 10:49:27 AM
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I'm not sure how an increase can be vertical or horizontal.
I do know that Increased and Reduced modifiers are additive, whereas More and Less modifiers are multiplicative. This is a universal rule in Path of Exile. Working as intended. |
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