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StunnaTue 04-Dec-12 03:30 PM
Member since 04th Mar 2003
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#47866, "Snare"


          

Some general snare questions.

1) Can you "save" against snare the way you save against spells? In other words if it works 100% of the time, can you save against it and cut the duration?

2) What is the duration a person is held once snared if no combat is started?

3) Will reading a scroll that doesn't have damage on it (like plague/curse/blind) result in combat starting?

4) Are there edges or expertise that enable you to have more than one snare up at a time?

5) Is someone freed from the snare immediately once combat starts? Was it always this way?

6) If the answer to 5 is no, then what frees someone from the snare? A certain % loss of hit points? A certain # of rounds of combat?

Bonus) If a felar has protection heat/cold ability or spell do are they resistant to fire? Are they doubly resistant to cold?

Thanks!

  

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IsildurTue 04-Dec-12 04:47 PM
Member since 04th Mar 2003
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#47873, "RE: Snare"
In response to Reply #0


          

>1) Can you "save" against snare the way you save against
>spells? In other words if it works 100% of the time, can you
>save against it and cut the duration?

Dunno about duration, but you can definitely walk into the room and have the snare fail.

>2) What is the duration a person is held once snared if no
>combat is started?

Seems like it's about two hours.

>3) Will reading a scroll that doesn't have damage on it (like
>plague/curse/blind) result in combat starting?

Pretty sure yes.

>4) Are there edges or expertise that enable you to have more
>than one snare up at a time?

Not that I'm aware of.

>5) Is someone freed from the snare immediately once combat
>starts? Was it always this way?

Yes. But they get something approximating trip lag. If the ranger waylays you out of the snare he's guaranteed first command.

>Bonus) If a felar has protection heat/cold ability or spell do
>are they resistant to fire? Are they doubly resistant to
>cold?

Protection vs. heat/cold works like protection vs. alignment. So it's 25% dam redux. It does not counteract the felar's inherent vuln_fire and it stacks with the felar's inherent resist_cold.

Felar w/ protection vs. heat/cold takes (0.66 * 0.75) damage from cold and (1.33 * 0.75) damage from heat.

Felar w/ protection vs. heat/cold *and* resist heat takes (0.66 * 0.75) damage from both heat and cold.

  

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TsunamiTue 04-Dec-12 03:51 PM
Member since 25th Mar 2008
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#47869, "More info"
In response to Reply #0
Edited on Tue 04-Dec-12 03:53 PM

          

Some repeat from mort, but a bit more info and imo easier to read with questions quoted.

>1) Can you "save" against snare the way you save against
>spells? In other words if it works 100% of the time, can you
>save against it and cut the duration?

The snared can get out of a snare faster if they are wielding a dagger. Commands made by the snared insinuate that you get "more stuck" which may increase the duration, but I don't know for sure.


>2) What is the duration a person is held once snared if no
>combat is started?

Mort's answer "3 ticks" sounds a good ballpark.

>3) Will reading a scroll that doesn't have damage on it (like
>plague/curse/blind) result in combat starting?

Mort's answer "Yes"

>4) Are there edges or expertise that enable you to have more
>than one snare up at a time?

Mort's answer "No, but sometimes snare can last longer than the timer effectively giving you two snares for a very short time."

>5) Is someone freed from the snare immediately once combat
>starts? Was it always this way?

Mort's answer again "Yes, but takes a couple rounds before they can input a command. Ambush lets them flee before bearcharge, waylay doesn't."

Useful to note that waylay has other uses such as a (nearly?) completely lag free attack if you have it input a bit before they enter as opposed to them being in the room. Can also do things like check where, use staves, etc. while still in waylay mode.

>6) If the answer to 5 is no, then what frees someone from the
>snare? A certain % loss of hit points? A certain # of rounds
>of combat?

NA

>Bonus) If a felar has protection heat/cold ability or spell do
>are they resistant to fire? Are they doubly resistant to
>cold?

This requires understanding the difference between "protection" and "resist". I believe the following numbers are correct, but not sure. The mechanics are certainly correct.

Felar is resist cold (-33% from cold damage)
Felar is heat vuln (+33% from heat damage)
Protection heat/cold (-25% from heat and cold damage)

Now, here is where the fun part comes in. When someone uses a "resist" prep, they automatically go to full resist (-33% damage from relevant source). Doesn't matter if they were vuln before or neutral. It essentially erases the vuln and brings you to resist level.

Protection doesn't do this and it can stack with resist. So felar with Prot heat/cold, but no resist heat prep is still going to be partially vuln to heat (but even less damage from cold). However, felar with resist heat prep AND prot heat/cold is now taking the same damage as a human with resist heat and prot heat/cold or a fire giant with just prot heat/cold.

Now, as for ENDURE heat (bedouin) I have no idea which type of affect that is. I always assumed resist, but have never tested.

Hopefully that makes sense.

PS: One more note. A resist + protection is not -58% damage. It's diminishing returns or however you describe that affect. First you take off 33% and then you take off 25%.

  

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TacTue 04-Dec-12 04:05 PM
Member since 15th Nov 2005
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#47871, "One tibit...or two..."
In response to Reply #2


          

>The snared can get out of a snare faster if they are wielding
>a dagger.

I believe this is essentially a cut themselves out and basically don't get snared situation, but I could be wrong.

>Commands made by the snared insinuate that you get
>"more stuck" which may increase the duration, but I don't know
>for sure.

I believe this to be 100% false. People seemed to believe the same about spinebreaker, and I can't tell you how much that helped me. Several times, people who be freed from spinebreaker due to damage and simply lay there because they didn't want to extend the duration by spamming commands. I'm very sorry for ruining this for other orcs, but this particular bit of misinfo seems to be very prevalent and completely stupid.

  

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MortTue 04-Dec-12 03:33 PM
Member since 23rd Jan 2006
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#47867, "RE: Snare"
In response to Reply #0
Edited on Tue 04-Dec-12 03:34 PM

  

          

1) dunno, but most probably no
2) around 3 ticks IIRC
3) yes
4) no (though very occasionally the snare timer might wear off just a tiny moment before the previous snare disappears, letting you have two for a second)
5) technically yes; the victim is also lagged for 2 rounds, however, making it handy to combo with waylay+bearcharge
6) ---

Prot heat cold is distinct from vulns and resists and stacks with them as one might expect, i.e. a felar is less vulnerable to fire and even more resistant to cold.

  

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