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Traps Hurt (v.6)
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0.007 MB
May 23, 2013 @ 12:23am
Jul 20, 2013 @ 7:32pm
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Description
This mod gives traps a much needed UMPH that they were so lacking.

Trap Changes:
  • Large Buffs to traps random damage, the max damage of traps has been increased dramatically.

  • Legend: #Seconds - Min/Max - Weapon%

  • TNT bomb: 150% 200/250 -} 200% 300/600
  • HP drain on explosive casks increased to 2% hp per tick.
  • Gas trap on death: 6s. 100/100 -} 6s. 500/500
  • Gas Explode: 6s. 100/100 -} 6s 500/500
  • Gas Explode Immediate: 6s. 30/30 -} 6s 400/400
  • Poison Trap: 200/250 + 6s. 100/100 -} 300/300 + 6s. 400/400
  • Poison Trap on death: 200/250 + 6s. 100/100 -} 300/300 + 6s. 400/400
  • Fire Trap: 100% -} 150%
  • Inferno Trap: 6s. 100/100 -} 6s. 500/800
  • Electric Dart Trap: 140/180 -} 400/800
  • Explosion on death: 200% -} 250%
  • Firedart Trap: 80/100 -} 400/800
  • Explosion Trap: 100% 200/250 -} 150% 300/600

This mod is now part of my Dungeon-Master Mod.
9 Comments
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roberto tomás Feb 23 @ 6:04am 
this was a great mod idea but for regular use it is too much. often poison traps at the beginning of the game will kill you even if you drink a heal pot to survive the damage. :) Anyway I wanted to thank you for providing this mod, I made some tweaks and am using it.
BigHawngry Nov 19, 2013 @ 4:09pm 
Hi, I used this amazing MOD you've created in one of my MOD packs
Loved it so much I just had to bundle it!
BiG Hawngry's MAD Workshop
Bandit  [author] Jul 20, 2013 @ 7:34pm 
I toned back the poison damage on all poison clouds and poison on death enemies. Let me know if anyone is still getting oneshot by poison clouds.
Mythgaard Jun 24, 2013 @ 5:25pm 
Urns/chests with poison puddles in them can one shot if you dont see it right when it goes off, or even if you pass through the edge of it while it is fading off. This is problematic in large fights or other tight spaces where mobs and urns are mingled, not to mention urns that are hidden by the environment. A poison puddle should never take more than 2/3 HP at the absolute most of even a naked level one character. Way, way, way overtuned.
Bandit  [author] Jun 6, 2013 @ 12:21am 
I have done another pass on the poison damage to get it in a better place. Please keep in mind that Gas explosion barrels are still extremely dangerous. I want traps that are obvious to still do more than average damage. Like the explosion on death, that is very obvious that it is happening, and gives you plenty of time to duck out of the way. Also the tnt bomb is another one that is still pretty strong but takes quite a while before it goes off. Keep giving me feedback and I will continue to balance the mod to keep it appropriate damage.
Bandit  [author] Jun 1, 2013 @ 7:28pm 
I scaled back the % weapon bonus on the instant damage blasts to help the melee classes out. Do keep in mind that the damage has a min and max value, and it could have just been an unlucky max roll blast. Either way, I did not want the mod to be called Traps Kill :P
DorcasAurelia Jun 1, 2013 @ 6:32pm 
It was a level 40 Engineer, in the dungeon for the Wraithring quest in Act III, and to be entirely honest, the 8000 to 10000 was on my pet. My "highest damage taken" shows 2865, and my hp at the time was about 2400 so that's probably what hit me. 424 physical armor, 136 poison armor, 36% physical reduction, 25% poison reduction (although physical armor might have been a little lower because I've pumped about 10 points into Vitality since then).
Bandit  [author] May 31, 2013 @ 9:23pm 
Can I ask what defenses you have, and which class you are? And also what level were you, and in which area were you in when you took the damage.
DorcasAurelia May 31, 2013 @ 8:58pm 
I like the idea of making traps an actual threat, as the basic forms are pretty toothless, but I'm having issues with the upgraded poison traps. They're doing several thousand damage per tick. As in 8,000-10,000. This is particularly frustrating when breaking urns with a melee weapon, and then immediately I'm dead.