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#25439, "Zero percent chance of thief trap save or failure"
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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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Ishuli | Sun 28-Jan-24 08:28 AM |
Member since 13th Feb 2017
2148 posts
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#25440, "You didn't even include a log snippet."
In response to Reply #0
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#25441, "RE: You didn't even include a log snippet."
In response to Reply #1
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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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