Difference between revisions of "Trap mastery (talent)"

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(Explain how to get traps. The code for trying to learn a trap from disarming a trap looks quite complicated, so I haven't specified the chances here yet.)
(Since there's only 2 traps that don't use Cunning for the combatStatScale, we can list them here. General range (taken from a code comment).)
 
(One intermediate revision by the same user not shown)
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{{Ability_box
 
{{Ability_box
 
|image=Trap_mastery_2017.png
 
|image=Trap_mastery_2017.png
|game_version=1.7.3
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|game_version=1.7.4
 
|name=Trap Mastery
 
|name=Trap Mastery
 
|category_type=[[Cunning (category type)|Cunning]]
 
|category_type=[[Cunning (category type)|Cunning]]
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|use_speed=Standard
 
|use_speed=Standard
 
|desc=
 
|desc=
This talent allows you to prepare up to (Raw talent level, min 1, max 3) different trap(s) of tier (Raw talent level) or less for later deployment. (Use this ability to select which to prepare.)
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This talent allows you to prepare up to (Raw talent level, min 1, max 3) different trap(s) of tier (Raw talent level, max 5) or less for later deployment. (Use this ability to select which to prepare.)
 
Designs known:
 
Designs known:
  
 
(Known/unlocked traps go here, in the format "Tier X: Trap Name - short description")
 
(Known/unlocked traps go here, in the format "Tier X: Trap Name - short description")
  
Traps prepared this way are difficult to detect ({{cS|Talent Level * .25 * Cun|10|3.75|75|125|0.25}} detection 'power') and disarm (1.25 * {{cS|Talent Level * .25 * Cun|10|3.75|75|125|0.25}} disarm 'power') based on your Cunning. They gain +{{cTS|25|100%}} effectiveness, and can be deployed without breaking stealth ((1 + {{CTS|25|100}}/100)*{{CSS|cun|1|5}}*10 + min(25, {{t|Advanced Trap Deployment}} talent level), min 0, max 100)% of the time.<br>
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Many traps scale based on a value called '''trap_effectiveness'''. This value is given by the formula (1 + {{CTS|25|100}}/100)*{{CSS|cun|1|5}}, and it generally ranges from 1 to 10 at normal character levels. The talent level used for the combatTalentScale is {{t|Trap Priming}}'s level if the trap is primed, or Trap Mastery's level otherwise. The stat that the combatStatScale uses is Cunning unless stated otherwise, but for {{t|Gravitic Trap}} it uses Magic, and for {{t|Purging Trap}} it uses Willpower.
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Traps prepared this way are difficult to detect ({{cS|Talent Level * .25 * Cun|10|3.75|75|125|0.25}} detection 'power')<br/>
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and disarm ((1.25 * the detection power) disarm 'power') based on your Cunning.<br/>
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They gain +{{cTS|25|100%}} effectiveness,<br/>
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and can be deployed without breaking stealth (trap_effectiveness*10 + min(25, {{t|Advanced Trap Deployment}} talent level), min 0, max 100)% of the time.<br>
 
You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.<br>
 
You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.<br>
 
Most traps last {{cTS|9|13}} turns if not triggered, and refund 80% of their stamina cost on expiration.<br>
 
Most traps last {{cTS|9|13}} turns if not triggered, and refund 80% of their stamina cost on expiration.<br>
 
More designs may be discovered or learned from special instructors in the world.<br/>
 
More designs may be discovered or learned from special instructors in the world.<br/>
note: It is to be noted that discovery usually involves disarming traps you find in the world.
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Note: Discovery usually involves disarming traps you find in the world.
  
 
The following traps are always available, and can be prepared as long as your Trap Mastery raw talent level is high enough:
 
The following traps are always available, and can be prepared as long as your Trap Mastery raw talent level is high enough:

Latest revision as of 04:35, 8 May 2022

Trap Mastery
Trap mastery 2017.png
Game Version 1.7.4
Category Type Cunning
Category Trapping
Requirements Level (0,3,8,15,24) Cun (15,17,19,21,23)
Use Mode Activated
Cost -
Range Melee/Personal
Cooldown -
Travel Speed Instantaneous
Use Speed Standard
Description This talent allows you to prepare up to (Raw talent level, min 1, max 3) different trap(s) of tier (Raw talent level, max 5) or less for later deployment. (Use this ability to select which to prepare.)

Designs known:

(Known/unlocked traps go here, in the format "Tier X: Trap Name - short description")

Many traps scale based on a value called trap_effectiveness. This value is given by the formula (1 + 25–100cTS/100)*1–5cSS:cun, and it generally ranges from 1 to 10 at normal character levels. The talent level used for the combatTalentScale is Trap Priming's level if the trap is primed, or Trap Mastery's level otherwise. The stat that the combatStatScale uses is Cunning unless stated otherwise, but for Gravitic Trap it uses Magic, and for Purging Trap it uses Willpower.

Traps prepared this way are difficult to detect (10–75cS:0.25P as Talent Level * .25 * Cun varies from 3.75–125 detection 'power')
and disarm ((1.25 * the detection power) disarm 'power') based on your Cunning.
They gain +25–100%cTS effectiveness,
and can be deployed without breaking stealth (trap_effectiveness*10 + min(25, Advanced Trap Deployment talent level), min 0, max 100)% of the time.
You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.
Most traps last 9–13cTS turns if not triggered, and refund 80% of their stamina cost on expiration.
More designs may be discovered or learned from special instructors in the world.
Note: Discovery usually involves disarming traps you find in the world.

The following traps are always available, and can be prepared as long as your Trap Mastery raw talent level is high enough:

The following traps must be unlocked. You can unlock them by specific methods, or you have a chance to unlock one by dismantling it or a similar trap as you disarm it:

It takes multiple uninterrupted turns (i.e. with no enemies around) to successfully learn a trap by dismantling it.