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Blinded by the acid (Anonymous)Sat 27-Jan-24 11:58 PM
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#25439, "Zero percent chance of thief trap save or failure"


          

There appears to be literally a zero percent chance of thief traps failing, or the victims of said traps saving against them. I have a feeling that this is a bug, since this cannot possibly be designed to have no chance of failure or save like virtually every other blindness or spell-like effect in the game.

If it is not a bug, perhaps put it on the roadmap of things to consider. A 100% effective blindness (or immolation, or boneshatter, or or or) is, for obvious reasons, pretty ridiculous an eliminates all risk for these characters.

  

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IshuliSun 28-Jan-24 08:28 AM
Member since 13th Feb 2017
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#25440, "You didn't even include a log snippet."
In response to Reply #0


          

Why.

  

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Blinded by acid (Anonymous)Sun 28-Jan-24 10:59 AM
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#25441, "RE: You didn't even include a log snippet."
In response to Reply #1


          

I will compile a log today showing the traps working. The reason I hadn't is, all I have is logs of traps hitting me repeatedly, which I'm not sure is super helpful in illustrating a fail rate or lack of saves. What I'm suspecting is a bug is likely more like the fend bug, where there was supposed to be a percentage of effectiveness or failure, but the math was wrong. This feels like, traps in general should have an entire failure/save calculation that is not being called or is incorrect.

But logs incoming shortly.

  

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IshuliSun 28-Jan-24 01:00 PM
Member since 13th Feb 2017
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#25443, "Yes"
In response to Reply #2


          

Exactly what I need.

Trap code is HUGE. It's old, it's ugly, it's ancient - it hasn't been touched in a long time. I remember looking at it for something else and giving up fast due to the complexity.

So even just the echo of when a trap hits you saves me a lot of time digging. I will look forward to the logs!

  

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