Author |
Message |
Nameless Baron
Joined: Tue Jan 26, 2016 4:00 am Posts: 3
|
Something I've been noticing is that ships that don't have a lot of combined hull and shield or take higher damage reducing total hits have traps that trigger earlier while ships that have higher combined hull and shield or take less damage due to being an SSB or possessing very high defence have traps that trigger after many successive hits. Curious as to whether or not this correlation is an actual thing or not.
|
Tue Feb 23, 2016 2:41 pm |
|
 |
AvatarRoku
Joined: Wed Aug 13, 2014 1:29 pm Posts: 392
|
The closer to the Damage Cap you are , the higher the chance of triggering traps
|
Tue Feb 23, 2016 2:56 pm |
|
 |
CapitainePaul
Joined: Tue Aug 16, 2011 3:02 pm Posts: 942
|
AvatarRoku wrote: The closer to the Damage Cap you are , the higher the chance of triggering traps I wish that were actually true. Ideally Halcyon traps would get triggered on the first hit and calming amps just as quickly.
_________________ As of 08/07/2021 treadmillers will be ZEROED!!!
|
Tue Feb 23, 2016 3:09 pm |
|
 |
Texas Toast
Joined: Mon Sep 08, 2014 6:44 pm Posts: 847
|
Calming amps go as fast as they are set, as it's not a trap. And the other traps trigger in the order in which they were set (other than QFT which isn't involved in attacking)
_________________--------------- GD: A good legion for collecting relic badges --------------- ---------------------------------------------------------------------
|
Tue Feb 23, 2016 4:56 pm |
|
 |
CapitainePaul
Joined: Tue Aug 16, 2011 3:02 pm Posts: 942
|
True.
I just think Halcyons "should" get off first despite the trap order. It would save most of us so many headaches and frustration.
_________________ As of 08/07/2021 treadmillers will be ZEROED!!!
|
Tue Feb 23, 2016 5:09 pm |
|
 |
Texas Toast
Joined: Mon Sep 08, 2014 6:44 pm Posts: 847
|
That's why I always set a KVT first, that annoyed the heck out of me when I was trying to get out of laughable and null fuses were at a premium. (Admittedly, at this point it doesn't really matter.)
_________________--------------- GD: A good legion for collecting relic badges --------------- ---------------------------------------------------------------------
|
Tue Feb 23, 2016 7:07 pm |
|
 |
juiceman
Joined: Sun Aug 03, 2014 6:17 pm Posts: 2224
|
im kind of with capt paul...you see the signs, kvt, omni, then halc --but often you waste so many hits to get there
_________________ Signature created by NecromancerSpy status_ #1 Cloak master in galaxy Moooooooooooooooooooo!
|
Tue Feb 23, 2016 11:50 pm |
|
 |
Texas Toast
Joined: Mon Sep 08, 2014 6:44 pm Posts: 847
|
Trap probes are a dime a dozen.
_________________--------------- GD: A good legion for collecting relic badges --------------- ---------------------------------------------------------------------
|
Wed Feb 24, 2016 2:27 am |
|
 |
juiceman
Joined: Sun Aug 03, 2014 6:17 pm Posts: 2224
|
meh, i say hit them all, if you get halc, it helps someone else...but # of hits to get there is the question
_________________ Signature created by NecromancerSpy status_ #1 Cloak master in galaxy Moooooooooooooooooooo!
|
Wed Feb 24, 2016 4:46 am |
|
 |
Texas Toast
Joined: Mon Sep 08, 2014 6:44 pm Posts: 847
|
I don't have limitless energy yet, so...I try to avoid halcs. If I do trip one, I just move on though. Such is the way of things.
_________________--------------- GD: A good legion for collecting relic badges --------------- ---------------------------------------------------------------------
|
Wed Feb 24, 2016 3:27 pm |
|
 |
Arc Light
Joined: Wed Oct 23, 2013 7:34 pm Posts: 174 Location: F'n Texas
|
I tend to believe that traps go off based upon a % of damage taken by the target ship. Naturally, if you're hitting a low hull / shield ship for big damage the traps are going to go off way sooner than if you were hitting a tougher ship for modest damage.
Think about when you're pvp'ing or doing something where you have taken damage into your hull and then a one hit bump from someone on the BT sets off one of your traps. If you were fully repaired with charged shields one hit wouldn't do this. This is why I think the timing of when traps go off is some kind of % thing related to the hull / shields of the ship being attacked.
_________________ Project Anarchy : We all dabbled in sportsmanship at one point...
|
Tue Mar 15, 2016 5:34 pm |
|
 |
Pongoloid
Joined: Fri Dec 28, 2012 3:54 am Posts: 988
|
Yeah, there is no question that traps go off faster on easier ships.
I hit a ship with massive amount of hull and high defense it consistently takes more hits for traps to go off. I hit somebody with low hull and low defense, it's rare to hit more than 3-4 times before at least one trap goes off.
I have no idea if it correlates to damage cap as well, since there are a lot of players with massive hull and high defense who also have low caps, but trap triggers have to be weighted. I suspect it may be tied in part to the difference between my strength and the other ship. Happens waaaaay too often to be a coincidence.
|
Wed Apr 13, 2016 2:45 am |
|
 |
juiceman
Joined: Sun Aug 03, 2014 6:17 pm Posts: 2224
|
ocassionally, and rarely, you actually kill the ship AS the halc goes off...
I agree with arc though, i think its incrementally likely based on hull/shields left on the target...less life left, higher % odds it trips. Do see alot of kvt on bumps...curious if that's random or %.
_________________ Signature created by NecromancerSpy status_ #1 Cloak master in galaxy Moooooooooooooooooooo!
|
Wed Apr 13, 2016 3:50 am |
|
 |
|