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Question about trapped boxes

Posted: Tue Feb 23, 2010 9:22 am
by Lazarus
The ones that will kill you if you open them, whats the max HP they do and with what skill level do you make these? Do you have to be at GM tinkering to make them that strong?

Are there anyone here that could make me some?

Re: Question about trapped boxes

Posted: Tue Feb 23, 2010 10:29 am
by HardCore
•Tinkered Explosion & Dart trap damage: Reduced by armor, and for exp by distance.

I haven't messed around with them since the update, but you can make boom chests around 92 tinkering and it appears they kill 98% of the time (Totally a guess, I remember only about 3 times they didn't kill the opener).

I'm sure with the new armor and distance from opening changes, gm tinkering might be necessary now. No max damage formulas for ya sorry.

Re: Question about trapped boxes

Posted: Tue Feb 23, 2010 10:33 am
by Hicha
Lazarus wrote:The ones that will kill you if you open them, whats the max HP they do and with what skill level do you make these? Do you have to be at GM tinkering to make them that strong?

Are there anyone here that could make me some?
I think the max damage they do is somewhere between 130-150; its basically like +10 hp more than you can have completely buffed and protected. It is possible for people to survive them now that they are range based (further away, less damage.)

You need to be a GM tinker to make them at their greatest strength. Takes 1 ingot, an explosion pot, and a lockable container. From what I've noticed, it doesn't matter if you use a lesser explosion or greater explosion, they both inflict the same amount of damage.

The same applies with poison traps; using a lesser or deadly and it still creates a lethal poison trap. I'm assuming its based on tinker skill and not potion strength.

Re: Question about trapped boxes

Posted: Tue Feb 23, 2010 12:06 pm
by archaicsubrosa77
Poison traps are about as deadly but a little slower (not much). I didn't try using potions in trying to cure but I couldn't arch-cure/cure myself for the life of me when I tested it out with my tinker.

Re: Question about trapped boxes

Posted: Tue Feb 23, 2010 12:33 pm
by Rhaps
Also poison traps are a lot more funny to watch. *spasms uncontrollably*

Re: Question about trapped boxes

Posted: Tue Feb 23, 2010 1:18 pm
by Drull
Do they give kill counts if the trapped chest is in your house, someone opens it and dies? Someone who isn't friended.

Re: Question about trapped boxes

Posted: Tue Feb 23, 2010 1:47 pm
by Lazarus
I need to get my tinkering up.

Re: Question about trapped boxes

Posted: Tue Feb 23, 2010 2:24 pm
by Rhaps
Drull wrote:Do they give kill counts if the trapped chest is in your house, someone opens it and dies? Someone who isn't friended.
In order not to get counts off your trapped boxes you must trap the box on the floor (not in your pack) of a property you own (possibly co-own/are friended to as well). Although I think in the situation you're talking about they would become grey to you upon entering your house so as long as your tinker was a house owner/friend then no count would be given wether the box was trapped on the floor or in his pack.

Re: Question about trapped boxes

Posted: Tue Feb 23, 2010 2:26 pm
by Hicha
Drull wrote:Do they give kill counts if the trapped chest is in your house, someone opens it and dies? Someone who isn't friended.
If you trap the box while it is sitting on the floor of your house, you won't get a murder count or be flagged a criminal, regardless of who opens it. Anywhere else (including your pack) and it counts.

This is also something to be very careful about; if you trap a dungeon chest or bank chest and someone opens it while you're in any guard zone, you'll get flagged criminal and guard-whacked.