What damage does the normal thief trap do? and other trap questions...
Oxford_Guy
Member Posts: 3,729
What damage does the normal (non-bounty hunter) trap do and what type is this (i.e. is it non-elemental/poison?)?
Also, how many points do you need to put into this for it to be reasonably reliable? Is it as simple as 50 points means 50% chance of successfully laying it? Is there ever a chance of a critical failure (i.e. the character laying it triggers it)? Thanks!
Also, how many points do you need to put into this for it to be reasonably reliable? Is it as simple as 50 points means 50% chance of successfully laying it? Is there ever a chance of a critical failure (i.e. the character laying it triggers it)? Thanks!
0
Comments
Unfortunatly it was written for BG2 so it doesn't have info on lvl1 traps, hopefully someone else can help us out there.
Level 6 Trap:
Deals 2d8+5 damage to any enemies within the area
of effect of the Trap when it goes off. This is non-magical damage
so Magic Resistence can't stop it (as is the same for all initial
damage of later Traps).
Level 11 Trap:
Deals 2d8+5 damage to any enemies within the area
of effect of the Trap when it goes off. In addition, for the next
three rounds, it deals 2d6 poison damage per round (hence
resistence or vulnerability to poison also affects the damage).
In addition, this extra damage also disrupts spell casting (like
Melf's Acid Arrow).
Level 16 Trap:
Deals 3d8+5 damage plus 4d8+2 fire damage to any
enemies within the area of effect of the Trap when it goes off.
Like poison, any vulnerability or resistence to fire also effects
the extra damage.
Level 21 Trap:
Deals 3d8+5 damage plus 20 poison damage to any
enemies within the area of effect of the Trap when it goes off.
Plus, enemies must Save vs Death with a +4 bonus or die instantly.
Again, the poison damage can be reduced or increased according to
resistence/vulnerability.
No idea about the critical failure...5% would be my guess.(based on thac0 where critical failure is 5% so it would be consistent)
As for critical failures: Yes they do happen. It's usually not fatal, but still annoying. In my current game Imoen has a score of 60 in set traps and she is starting to lay them reliably.
For example hide and move silently has negative modifiers(daylight and some armor types can decrease it), so for those skills it makes sense to have higher then 100. But no such modifiers (as far as I know) for open locks, find traps, set traps, detect illusions.
1) Once you've successfully laid a trap, is there any danger of your own party triggering it, or do only enemies trigger it?
2) Still need the trap damage/effects for thief levels 1-5, can anyone help? Thanks
3) If enemies trigger one of your traps, can you be caught in the damage?
3. Nope, it will only damage your enemies... well there is the explosive trap high level ability, I'm not sure about that one. Thats the only trap that might damage you too, but all the others are safe.
10, 15, 15, 13, 15, 14 ,12 ,13, 15, 15, 14, 9, 15, 11, 14, 18, 8, 15, 12, 18, 17, 15, 11, 9
Smallest damage was 8, largest 18. Sample size is small but I already got bored doing this much.
The level 6 trap does 2d8+5 damage, which is 7-21
8-18 (which of course could have lower or higher limits with that small sample size) could be something like 2d6 +8? i.e. 8-18? Though I'd be surprised if there is a +8 in there, given that the level 6 trap only gets a +6 (albeit to 2d8).
Anyway, up to 18 damage is still pretty nice for a low-level trap!
BTW does anyone know if the trap damage can damage creatures that can only be damaged by +1/+2/+3 weapons?
limits due to variance.
I'm quite sure they can damage anything. I recall using them a lot in my earlier BG2 game and I don't remember any case where they were not effective...maybe against some golem types (adamantine I think) who were immune to piercing damage, but the poison effect still worked there.
"IT'S A TR—"
*Nukenin is felled by a fish*
BTW In BGEE the highest thief level you can reach is 10, so would be max of two traps/day at the "level 6" effectiveness - good, but not OP
@Oxford_Guy, True, but it still deals a significant amount of damage before they can even react.