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REMOVE TRAP should be made more reliable at 100.0 skill

Started by popps · 2024-12-05 · 56 posts · General Discussions
#0

To my opinion, Remove Trap really is unreliable, even at GM 100.0 skill level... way too many fails.

Not saying that it should succeed 100% of times but at least 9 out of 10 times, that yes....

@Kyronix , is it possible to beef up Remove Trap at high skill levels and make it succeed way more times as what it currently is ?

As it is, lot of people use telekinesis rather then Remove Trap because the failure rate, even at 100.0 GM skill level, is a waste of skill points.

Thank you.
#1
ya its pointless for this event just open them and be off to the next
#2
Telekinesis will reveal you, however remove trap you can remain hidden (in theory, however since you fail so often you will get revealed anyway)

Remove trap should have added value, like i.e. 50% reduction of damage from traps.
+ other things


Overall its not easy to make a template with hiding stealth, detect hidden, remove trap, stealing, ninjitsu, youd want some magery in there aswell,  perhaps eval, focus or resisting spells, how about meelee, wrestling    or anat/eval ?  The definition of a 'rouge' or ChestHunter can be very vaque, but you definately need alot of skills to master it.
#3
Yes, I agree.  
#4
According to the crystal ball of knowledge my dungeon crawler uses the hidden chests in the invasion towns are rated Easy and above to be untrapped.  Which means even at GM remove trap most attempts will fail.
#5
Kyronix said:
Yes, I agree.  

I'm not even sure what you're agreeing to.
#6
LilyGrace said:
Kyronix said:
Yes, I agree.  

I'm not even sure what you're agreeing to.
He is agreeing to the title of this thread.
#7
Make it fun and more reliable only for sneaky build, use the keyboard arrow to play a mini game of press the correct button within the next second (your character also move) 4-6 steps (you could highlight the next square in orange/ 4directional, need to step on it)

Edit: try to hurt the tamer by rewarding the sneaky build.
Edit2: just to make sure.. a mini-game combine with stealth!
#8
KroDuK said:
Make it fun and more reliable only for sneaky build, use the keyboard arrow to play a mini game of press the correct button within the next second (your character also move) 4-6 steps (you could highlight the next square in orange/ 4directional, need to step on it)

Edit: try to hurt the tamer by rewarding the sneaky build.
Edit2: just to make sure.. a mini-game combine with stealth!
If someone is considering this as an option, please don’t.  

That is not fun.
#9
Oreogl said:
If someone is considering this as an option, please don’t.  

That is not fun.
c'mon! You never played dance dance revolution on keyboard?
make it a 6 combo step within 10 seconds to the kill switch for your old hand  :p

PS: take it as a timed puzzle.
#10
Kyronix said:
Yes, I agree.  

Thank you !!

So, please, for the happiness of all the Rogues out there.... make it happen !!! 🙂

And, while you are at it, please, make also a change that Rogues investing heavily in their skills (Hiding, Stealth, Lockpicking, Detect Hidden, Remove Trap, Snooping, Stealing and Magery to cast invisibility) can have some form of protection from being revealed from MoBs, Paragons included...

The logic behind this plea, is that, as you can see from the many skills involved, a Rogue that needs to have so many skills trained to be effective for these TOT Events hidden chests Events (by the way, GREAT addition and fun play, Thank You !!), is a template which is totally incapable of fighting any MoB, especially Paragons... when revealed, especially with many MoBs in the area, they are most often dead... their only way to survive is to stay hidden and not get revealed... especially when Luck seems to factor in (and quite a lot, see https://forum.uo.com/discussion/comment/113923/#Comment_113923) with the quality of items/loot in the hidden chests...

It is hard to make a high Luck suit, often impossible, that is also a suit that has other much needed properties... a Rogues' suit with all those skills involved needs jewellery and also worn items that have +skill points in several of those much needed skills and this often means not being able to also have Luck on them... or, if they have Luck, those skill points won't be accessable thus making the Rogue template be short in much needed skill points in several of those skills and not be as good and effective...

I mean, 100.0 Hiding, 120.0 Stealth, 100.0 Lockpicking, 100.0 Detect Hidden, 100.0 Remove Trap, 100.0 Snooping, 120.0 Stealing and 92.0 Magery (to cast invisibility 100%) makes 832.0 skill points (all non combat skills btw...) which it means having to come up with a whopping +112.0 matching skill points on items...

But as we know, there is just no protection from Paragons at these TOT Events revealing... please, make some change that these Rogues, investing so many skill points in those Rogues' skills, can have at least a good, decent way to avoid being revealed by MoBs, including Paragons, most of the time, at least.

Thank you.

#11
popps said:
Kyronix said:
Yes, I agree.  
@ Kyronix

Thank you !!

So, please, for the happiness of all the Rogues out there.... make it happen !!! 🙂

And, while you are at it, please, make also a change that Rogues investing heavily in their skills (Hiding, Stealth, Lockpicking, Detect Hidden, Remove Trap, Snooping, Stealing and Magery to cast invisibility) can have some form of protection from being revealed from MoBs, Paragons included...

The logic behind this plea, is that, as you can see from the many skills involved, a Rogue that needs to have so many skills trained to be effective for these TOT Events hidden chests Events (by the way, GREAT addition and fun play, Thank You !!), is a template which is totally incapable of fighting any MoB, especially Paragons... when revealed, especially with many MoBs in the area, they are most often dead... their only way to survive is to stay hidden and not get revealed... especially when Luck seems to factor in (and quite a lot, see https://forum.uo.com/discussion/comment/113923/#Comment_113923) with the quality of items/loot in the hidden chests...

It is hard to make a high Luck suit, often impossible, that is also a suit that has other much needed properties... a Rogues' suit with all those skills involved needs jewellery and also worn items that have +skill points in several of those much needed skills and this often means not being able to also have Luck on them... or, if they have Luck, those skill points won't be accessable thus making the Rogue template be short in much needed skill points in several of those skills and not be as good and effective...

I mean, 100.0 Hiding, 120.0 Stealth, 100.0 Lockpicking, 100.0 Detect Hidden, 100.0 Remove Trap, 100.0 Snooping, 120.0 Stealing and 92.0 Magery (to cast invisibility 100%) makes 832.0 skill points (all non combat skills btw...) which it means having to come up with a whopping +112.0 matching skill points on items...

But as we know, there is just no protection from Paragons at these TOT Events revealing... please, make some change that these Rogues, investing so many skill points in those Rogues' skills, can have at least a good, decent way to avoid being revealed by MoBs, including Paragons, most of the time, at least.

Thank you.

I don’t know about added protection, since I don’t get revealed much by spawn, but tweaking remove trap would be great.  I stopped trying to use it, and just eat the traps and heal through it, which makes it pretty useless at the moment.  This includes if you can just use telekinesis on the traps too.  




#12
Oreogl said:
popps said:
Kyronix said:
Yes, I agree.  
@ Kyronix

Thank you !!

So, please, for the happiness of all the Rogues out there.... make it happen !!! 🙂

And, while you are at it, please, make also a change that Rogues investing heavily in their skills (Hiding, Stealth, Lockpicking, Detect Hidden, Remove Trap, Snooping, Stealing and Magery to cast invisibility) can have some form of protection from being revealed from MoBs, Paragons included...

The logic behind this plea, is that, as you can see from the many skills involved, a Rogue that needs to have so many skills trained to be effective for these TOT Events hidden chests Events (by the way, GREAT addition and fun play, Thank You !!), is a template which is totally incapable of fighting any MoB, especially Paragons... when revealed, especially with many MoBs in the area, they are most often dead... their only way to survive is to stay hidden and not get revealed... especially when Luck seems to factor in (and quite a lot, see https://forum.uo.com/discussion/comment/113923/#Comment_113923) with the quality of items/loot in the hidden chests...

It is hard to make a high Luck suit, often impossible, that is also a suit that has other much needed properties... a Rogues' suit with all those skills involved needs jewellery and also worn items that have +skill points in several of those much needed skills and this often means not being able to also have Luck on them... or, if they have Luck, those skill points won't be accessable thus making the Rogue template be short in much needed skill points in several of those skills and not be as good and effective...

I mean, 100.0 Hiding, 120.0 Stealth, 100.0 Lockpicking, 100.0 Detect Hidden, 100.0 Remove Trap, 100.0 Snooping, 120.0 Stealing and 92.0 Magery (to cast invisibility 100%) makes 832.0 skill points (all non combat skills btw...) which it means having to come up with a whopping +112.0 matching skill points on items...

But as we know, there is just no protection from Paragons at these TOT Events revealing... please, make some change that these Rogues, investing so many skill points in those Rogues' skills, can have at least a good, decent way to avoid being revealed by MoBs, including Paragons, most of the time, at least.

Thank you.

I don’t know about added protection, since I don’t get revealed much by spawn, but tweaking remove trap would be great.  I stopped trying to use it, and just eat the traps and heal through it, which makes it pretty useless at the moment.  This includes if you can just use telekinesis on the traps too.  





Having to eat through the traps and getting low on health, in a heavily spawn area, though, and with Paragons moving really fast, is pretty much a guarantee for dieing for a Rogue template...

And this, because 100.0 Remove Trap is a useless skill to have ?

As said, a GM Remove Trap should "almost" guarantee to remove a Trap almost all the time (or get very, very close to that 100%), regardless of the high level of the chest.
#13
Why not just give it synergy with other thief skills. So if you have 100 hiding, 120 stealing, 120 stealth, and 100 remove trap, you have a 99% chance to remove any trap without mishap. Let thieves do thieving things. 

As is, my thief just runs magery with FC/FCR because I can telekinesis three times AND rehide myself in ~4 seconds. Depending on lag, I never get agro, even from mobs standing ~3-4 tiles from me.

Its silly that a lvl 3rd lvl magery skill is more reliable than 100 skill in an otherwise completely useless skill. 

Definitely agree Remove Trap needs looked over. Please just actually improve Remove Trap, instead of taking the lame way out and making telekinesis worse somehow, while leaving Remove Trap in its terrible state.


#14
Thief mastery with improved remove and some other feature..
#15
Rhel said:
Why not just give it synergy with other thief skills. So if you have 100 hiding, 120 stealing, 120 stealth, and 100 remove trap, you have a 99% chance to remove any trap without mishap. Let thieves do thieving things. 

As is, my thief just runs magery with FC/FCR because I can telekinesis three times AND rehide myself in ~4 seconds. Depending on lag, I never get agro, even from mobs standing ~3-4 tiles from me.

Its silly that a lvl 3rd lvl magery skill is more reliable than 100 skill in an otherwise completely useless skill. 

Definitely agree Remove Trap needs looked over. Please just actually improve Remove Trap, instead of taking the lame way out and making telekinesis worse somehow, while leaving Remove Trap in its terrible state.


As is, my thief just runs magery with FC/FCR because I can telekinesis three times AND rehide myself in ~4 seconds. Depending on lag, I never get agro, even from mobs standing ~3-4 tiles from me.

I assume, then, that you are not running the Protection spell... is that so ?

If this is the case, you get aggroed by MoBs around and, therefore, the Hiding skill does not work... hence, you need to cast invisibility on you but, with MoBs around and likely casting and/or hitting you, without protection the chances to succesfully cast the invisilbility spell fade away...

So, is my question, without being able to use the Hiding skill because being aggroed, and without Protection, being it highly likely that you get interrupted while trying to cast the invisibility spell on yourself, how do you go back into hiding ?

You have 50 ninjitsu skill points and use Smoke Bombs which do not get interrupted by surrounding MoBs ?

If so, to have on a Rogue Template needing so many rogue skills also both Magery and Ninjitsu skill points is really a hard goal to succeed at...
#16
popps said:
Oreogl said:
popps said:
Kyronix said:
Yes, I agree.  
@ Kyronix

Thank you !!

So, please, for the happiness of all the Rogues out there.... make it happen !!! 🙂

And, while you are at it, please, make also a change that Rogues investing heavily in their skills (Hiding, Stealth, Lockpicking, Detect Hidden, Remove Trap, Snooping, Stealing and Magery to cast invisibility) can have some form of protection from being revealed from MoBs, Paragons included...

The logic behind this plea, is that, as you can see from the many skills involved, a Rogue that needs to have so many skills trained to be effective for these TOT Events hidden chests Events (by the way, GREAT addition and fun play, Thank You !!), is a template which is totally incapable of fighting any MoB, especially Paragons... when revealed, especially with many MoBs in the area, they are most often dead... their only way to survive is to stay hidden and not get revealed... especially when Luck seems to factor in (and quite a lot, see https://forum.uo.com/discussion/comment/113923/#Comment_113923) with the quality of items/loot in the hidden chests...

It is hard to make a high Luck suit, often impossible, that is also a suit that has other much needed properties... a Rogues' suit with all those skills involved needs jewellery and also worn items that have +skill points in several of those much needed skills and this often means not being able to also have Luck on them... or, if they have Luck, those skill points won't be accessable thus making the Rogue template be short in much needed skill points in several of those skills and not be as good and effective...

I mean, 100.0 Hiding, 120.0 Stealth, 100.0 Lockpicking, 100.0 Detect Hidden, 100.0 Remove Trap, 100.0 Snooping, 120.0 Stealing and 92.0 Magery (to cast invisibility 100%) makes 832.0 skill points (all non combat skills btw...) which it means having to come up with a whopping +112.0 matching skill points on items...

But as we know, there is just no protection from Paragons at these TOT Events revealing... please, make some change that these Rogues, investing so many skill points in those Rogues' skills, can have at least a good, decent way to avoid being revealed by MoBs, including Paragons, most of the time, at least.

Thank you.

I don’t know about added protection, since I don’t get revealed much by spawn, but tweaking remove trap would be great.  I stopped trying to use it, and just eat the traps and heal through it, which makes it pretty useless at the moment.  This includes if you can just use telekinesis on the traps too.  





Having to eat through the traps and getting low on health, in a heavily spawn area, though, and with Paragons moving really fast, is pretty much a guarantee for dieing for a Rogue template...

And this, because 100.0 Remove Trap is a useless skill to have ?

As said, a GM Remove Trap should "almost" guarantee to remove a Trap almost all the time (or get very, very close to that 100%), regardless of the high level of the chest.
Not really that’s what smoke bombs are for.  I turn into dog form and HP regen through all of it. 

In fact I’ve not died to spawn yet.  It’s been the lone red that stalks me and the ocassional trap that does an obscene amount of damage when it explodes.
#17
popps said:

So, is my question, without being able to use the Hiding skill because being aggroed, and without Protection, being it highly likely that you get interrupted while trying to cast the invisibility spell on yourself, how do you go back into hiding ?

You have 50 ninjitsu skill points and use Smoke Bombs which do not get interrupted by surrounding MoBs ?

If so, to have on a Rogue Template needing so many rogue skills also both Magery and Ninjitsu skill points is really a hard goal to succeed at...
I don't have Ninjutsu, I've never built a Ninja and really don't know anything about Ninjutsu or Ninjutsu / Rogues. And I don't have room for it with this build that I share, switching out skills for Treasure Hunting.
But for re-hiding after popping a chest you really have to play around with staying in line of sight with the chest and not in line of sight with mobs if you can help it. Often you can stand far enough back that you may get a distant aggro on you but hiding will still work, or you time to cast invis, or drink a potion. Sometimes if mobs are uncomforatably close, cast telekinesis / hide, take a beat, cast telekinesis / hide again.

Now, with adding my Auspicious Kryss and Shield to to my suit to jack up my luck, potions are trickier. Have to drop the kryss to drink. An extra step I'd rather not have but you gotta have that luck!  You can get a fair ways back to cast telekinesis so you usually can find a sweet spot to get it all done. Unless you're in Trinsic!!

When you successfully cast or use a potion, take a beat and hit your hide macro so you don't have to worry about either wearing off.

Anyway, that's how I skin the cat. Maybe if they fix RT things will go a little differently.



#18
Kyronix said:
Yes, I agree.  
I agree as well, I am glad you agree. 🙂

I've thought this, and glad people have fed it back and said, I was just playing through it.

Khaldun had 3 levels of Remove Trap difficulty (big chest easy, middle sized box 50/50, small box mostly fail), and you could tell the hardest style by the shape of the small box. I felt Khaldun nailed it for difficulty, and Remove Trap success.

The Town Invasions, every single chest is set at the hardest level of Khaldun chests - which is basically a fail every time, and you have to use telekinesis or eat lethal poison. But at least in Khaldun, you can tell which ones it is, and you can make a choice how to play it. Here there is pretty much no choice, unless you are built to eat lethal poison - and survive mass mobs.
#19
LilyGrace said:
I don't have Ninjutsu, I've never built a Ninja and really don't know anything about Ninjutsu or Ninjutsu / Rogues. And I don't have room for it with this build that I share, switching out skills for Treasure Hunting.
At first glance u do have room.. u don't even need to lose any luck for that extra ninja safety.

You should test 85 stealth.. the difference from 120 to 85 stealth is.. i'm gonna be detected ~20% of the time in bedlam vs ~15%

my thief also is my cartographer and more:

I need to remove 10 more stealth (cuz of the new totem) he's at 95 stealth boosted.

Edit: just in case.. the ring is nothing crazy.. pretty basic.. it's a start:

#20
LilyGrace said:
popps said:

So, is my question, without being able to use the Hiding skill because being aggroed, and without Protection, being it highly likely that you get interrupted while trying to cast the invisibility spell on yourself, how do you go back into hiding ?

You have 50 ninjitsu skill points and use Smoke Bombs which do not get interrupted by surrounding MoBs ?

If so, to have on a Rogue Template needing so many rogue skills also both Magery and Ninjitsu skill points is really a hard goal to succeed at...
I don't have Ninjutsu, I've never built a Ninja and really don't know anything about Ninjutsu or Ninjutsu / Rogues. And I don't have room for it with this build that I share, switching out skills for Treasure Hunting.
But for re-hiding after popping a chest you really have to play around with staying in line of sight with the chest and not in line of sight with mobs if you can help it. Often you can stand far enough back that you may get a distant aggro on you but hiding will still work, or you time to cast invis, or drink a potion. Sometimes if mobs are uncomforatably close, cast telekinesis / hide, take a beat, cast telekinesis / hide again.

Now, with adding my Auspicious Kryss and Shield to to my suit to jack up my luck, potions are trickier. Have to drop the kryss to drink. An extra step I'd rather not have but you gotta have that luck!  You can get a fair ways back to cast telekinesis so you usually can find a sweet spot to get it all done. Unless you're in Trinsic!!

When you successfully cast or use a potion, take a beat and hit your hide macro so you don't have to worry about either wearing off.

Anyway, that's how I skin the cat. Maybe if they fix RT things will go a little differently.



Go full rogue. 🙂
I've finally smashed the 1,000 skills target 🙂

#21
Do not listen to Cookie on top of not being a cartographer.. he's built with 120 stealth (this is for PvP; member of the guild)
#22
KroDuK said:
Do not listen to Cookie on top of not being a cartographer.. he's built with 120 stealth (this is for PvP)
My rogue is a 100% pvm Dungeon Rogue, I have never used it for pvp, he cannot even combat monsters, he has no real method of fighting. Mainly for finding hidden chests all over the game I enjoy it. {I do also use him for VvV Sigils}

I have a separate gargoyle mystic Treasure Hunter with cartography (and remove trap/lockpicking etc). Being gargoyle allows for casting a rising colossus while flying.

I have a separate pvp Scout Rogue, with tracking, detect hide, and necromancy based - to get the benefit of stealth wraith-form so players can walk over me without realising.
#23
Cookie said:
KroDuK said:
Do not listen to Cookie on top of not being a cartographer.. he's built with 120 stealth (this is for PvP)
My rogue is a 100% pvm Dungeon Rogue, I have never used it for pvp... {I do also use him for VvV Sigils}
120 stealth make sense.. PvP stuff. *waving*

You should use your bot to speak on forum.. u doing a poor job.. contradicting yourself in the same sentence.
"I'M 100% NOT! except when I do"
#24
ive opened tonnes of chests and got 2 of the rare totems so far with my luck suit, not quite max due to gems etc but holding around 2.3k
Template is <span>🙂</span>

110 Animal Lore
110 Animal Taming
100 Detecting hidden
100 Hiding
60 Magery
95 Lockpick
80 Stealing
65 Stealth

Then i have jewelry that adds 20 Stealth and 30 Stealing in reserve (only swop on if find stealable) (rares dont need 120)  and carry a spellbook that i can swop on to bump magery up higher if needed

Takes a few goes sometimes to pick the locks and detect where the chest is but there are hardly hundreds of them anyhow so doesnt overly matter

Pet provides the protection whilst removing trap with telekenesis. Using Ursine so can mount and run away and hide if get into trouble. Works really well, rarely die except from my own stupidity or a bot train pulling a paragon onto me
#25
KroDuK said:
Cookie said:
KroDuK said:
Do not listen to Cookie on top of not being a cartographer.. he's built with 120 stealth (this is for PvP)
My rogue is a 100% pvm Dungeon Rogue, I have never used it for pvp... {I do also use him for VvV Sigils}
120 stealth make sense.. PvP stuff. *waving*

You should use your bot to speak on forum.. u doing a poor job.. contradicting yourself in the same sentence.
"I'M 100% NOT! except when I do"
I don't really count VvV Sigils as pvp, I'm not fighting anyone, I'm staying hidden collecting stuff 🙂
#26
Cookie said:
I don't really count VvV Sigils as pvp, I'm not fighting anyone, I'm staying hidden collecting stuff 🙂
Why do u stay hidden?
Exactly, from what do u stay hidden? *waving*

When I was stealing powerscroll i was NOT fighting anyone.. this is PvP.. mobs with 85 stealth u good, specially with ninja. against PLAYERS.. it's different and the same goes with VvV stuff.
#27
popps said:
Rhel said:
Why not just give it synergy with other thief skills. So if you have 100 hiding, 120 stealing, 120 stealth, and 100 remove trap, you have a 99% chance to remove any trap without mishap. Let thieves do thieving things. 

As is, my thief just runs magery with FC/FCR because I can telekinesis three times AND rehide myself in ~4 seconds. Depending on lag, I never get agro, even from mobs standing ~3-4 tiles from me.

Its silly that a lvl 3rd lvl magery skill is more reliable than 100 skill in an otherwise completely useless skill. 

Definitely agree Remove Trap needs looked over. Please just actually improve Remove Trap, instead of taking the lame way out and making telekinesis worse somehow, while leaving Remove Trap in its terrible state.


As is, my thief just runs magery with FC/FCR because I can telekinesis three times AND rehide myself in ~4 seconds. Depending on lag, I never get agro, even from mobs standing ~3-4 tiles from me.

I assume, then, that you are not running the Protection spell... is that so ?

If this is the case, you get aggroed by MoBs around and, therefore, the Hiding skill does not work... hence, you need to cast invisibility on you but, with MoBs around and likely casting and/or hitting you, without protection the chances to succesfully cast the invisilbility spell fade away...

So, is my question, without being able to use the Hiding skill because being aggroed, and without Protection, being it highly likely that you get interrupted while trying to cast the invisibility spell on yourself, how do you go back into hiding ?

You have 50 ninjitsu skill points and use Smoke Bombs which do not get interrupted by surrounding MoBs ?

If so, to have on a Rogue Template needing so many rogue skills also both Magery and Ninjitsu skill points is really a hard goal to succeed at...
85 Real Stealth/120 Modified (+35 from Burglar's Bandana, Embroidered Oak Leaf Cloak and Shadow Dancer Legs)
90 Stealing/120 Modified (+30 from Burglar's Bandana and Shadow Dancer Legs)
80 Magery/100 Modified with Codex of Shadow
100 hiding
100 lockpick
100 detect hidden
100 remove trap
Total: 655

65 Points left over for whatever - 50 Ninjitsu if you want.

My resists are currently 70/66/54/70/70 with the LRC armor I'm using but my thief isn't meant to get into fights. Positioning is critical for when using telekinesis. I also don't actually run Remove Trap on the character atm, because its useless so you could just go 100 ninjitsu for shapeshifts and smoke bombs. I don't seem to have issues using telekinesis in most places and then rehiding before something aggros AND attacks me. The few times they have, I just run around the corner and chug a invis pot. I have a macro in EC to free my hands.

Also none of the current skills are on my jewelry, so arguably I could do +60 more skill points on jewelry if I really wanted to invest in a character I just sneak around on now and then.

Magery could also easily be lower since all I really need is telekinesis and recall, maybe invis and heal.

Oh and I just logged in and I guess he's also not wearing gloves, cloak, belt, sash, earings or feet.

Edit: I see others posted some real builds! lol Mine is just a haphazard piecemeal rogue, but seems to work fine. I think I threw him together a decade or more ago when SA came out and the puzzle boxes would give you pinks. Not sure if they still do.
#28
Err my gerd…I don’t think I’ve ever had a piece of jewelry with that much stuff packed into it @KroDuK. And I know for a fact I’ve never packed skills on a character like that @Cookie. I wouldn’t know where to begin. I’m pretty sure, under scrutiny, I look like I’m just limping along.  :p But that’s ok!
#29
@LilyGrace look at that ring.. it's not even a consumable items, could be consider as trash.. if it was brittle or antique it could be WAYYYYYYYY better.

I feel you tho.. not a big fan of using skill on items myself.. except when it come to the thief.. it's almost mandatory.

edit: one thing for sure.. there is a risk of using shadow jump.. the risk of getting addicted!
But yeah, u should totally consider 50 ninja for smoke bomb with 85 total stealth.
#30
you need luck otherwise all you get from the chests is crap
#31
you need luck otherwise all you get from the chests is crap
It would be nice to know when the luck is applied 
#32
ok i just did a test on a town scare spawn (Skara Brae) and hardly anyone except bots playing, so not sure if this affects chest spawn too?

1hour with 2990 luck in Trammel

Chests obtained 35 based on gold at end / 1500 as average as i wasnt counting

4 treasures, 3 from pet kills (2 from boss) 1 from chest 1/35 chance?

Chests defined as :

1 - bag smoke bombs gold and picks
2 - as above but paragon reagents in bag
3 - manifestation deco and gold
4 - gravestone or ingots or treasure and gold
5 - gold and stealable

Loot : see picture

52k gold
24 lvl1 chests - 70%
3 lvl2 chests - 8%
5 lvl3 chests - 14%
3 lvl4 chests-  8%
 0 lvl5 chest - 0%

So does luck affect chest lvl?

It this actually worth it vs logging a basic sampire and hitting anything that moves and getting 20+ treasure (except Atlantic?)

#33

It this actually worth it vs logging a basic sampire and hitting anything that moves and getting 20+ treasure (except Atlantic?)

The answer:  Do you play for fun or profit?  Did you get either?

Your talking to a guy watching a bear hit Gegorio over and over for hours to gain a couple of Chivalry points.  No drops.
#34
you need luck otherwise all you get from the chests is crap

And not just any Luck, I heard, but also 2.3k - 2.5k Luck at least, to get better loot...

And it is not easy at all, to have a Rogue with all those skills (and thus needing skill points items) and 2.3k - 2.5k Luck...
#35
ok i just did a test on a town scare spawn (Skara Brae) and hardly anyone except bots playing, so not sure if this affects chest spawn too?

1hour with 2990 luck in Trammel

Chests obtained 35 based on gold at end / 1500 as average as i wasnt counting

4 treasures, 3 from pet kills (2 from boss) 1 from chest 1/35 chance?

Chests defined as :

1 - bag smoke bombs gold and picks
2 - as above but paragon reagents in bag
3 - manifestation deco and gold
4 - gravestone or ingots or treasure and gold
5 - gold and stealable

Loot : see picture

52k gold
24 lvl1 chests - 70%
3 lvl2 chests - 8%
5 lvl3 chests - 14%
3 lvl4 chests-  8%
 0 lvl5 chest - 0%

So does luck affect chest lvl?

It this actually worth it vs logging a basic sampire and hitting anything that moves and getting 20+ treasure (except Atlantic?)



Could you please detail how you got to 2,990 Luc on your suit ?

Thanks !

#36
@popps care to share your skill window of that thief of urs?
#37
you need luck otherwise all you get from the chests is crap
Has anyone confirmed that luck even affects the event chest loot? 

I did a few days running around with a tamer I'd fixed detect hidden and lock pick on. I got garbage from the hidden chests with ~2400 luck. 

I've run around on my pure thief with ~100 luck and gotten about the same. 

I imagine if luck affects the event chest loot, it just gives you a slightly better chance at RNG. but 1% more of 0.001% chance is still not in your favor. It probably works like the chromatic totems. I went 1200/1400 charges into a Gwenno's killing only nightmares before I saw any purple horse. Every charge was used while a totem was up to disco/kill a nightmare and I probably missed a few due to skill cooldowns and my beetle sometimes two shotting them.
#38
Good thing Remove Trap took 45min to train.. i would have been pissed; training RT to end up 3x tele all the chests.. with RT i got poisoned +58 dmg.. I ended up at my house trying to cure the thief on the paladin.. after I have failed on arch cure & g. cure.

And yes, I died in my own house from that.  :s
#39
Ok test 2 Vesper, by far the best town for hidden chests apart from Minoc which doesnt appear anymore?

2390 luck (Fortunes Visage (250), Yukios Earrings (125), Medable gourget (100) , Etoile blue ring (150), Bracelet with Stealth/Stealing (100), 190 luck SC buckler, Royal guard survial knife (140), hooded robe blackthorn (140),Lucky Charm (150), Shadow Reaver cloak (125) , Medable legs (190), Armor of Fortune (200), Medable arms (190), Medable gloves (190) , Minax Sandles (150)

roughly 100 chests lost count and couldnt be bothered to collect gold as its a waste of time

75 lvl 1 chests - 
11 lvl 2 chests
6(9)  lvl3 chests - treasure maps pretty pointless but will stick in this category
5 lvl4 chests - all sanctum treasures this time other 9 were from pet kills
0 lvl5 chests

Loot below...you decide if worth it or not

Towns not worth bothering with :

Nujelm - too big
Trinsic - too big and too many monsters
Moonglow - yea good luck with that
Yew - too big

#40
Vesper Part 2 - same amount of chest, same everything pretty much

Similar results except more of the deco as opposed to sanctum drops

So pretty consistent %

75 lvl 1 chests - 
8 lvl 2 chests
8(11)  lvl3 chests - treasure maps pretty pointless but will stick in this category
6 lvl4 chests - all sanctum treasures this time other 9 were from pet kills
0 lvl5 chests

#41
here is the animation on the Totem, ghosts swirl around. Timer on doing it not sure what it is
#42
I did 12 chests today with just below 4000 luck and it wasnt better at all than with 0 luck
#43
Vesper Part 2 - same amount of chest, same everything pretty much

Similar results except more of the deco as opposed to sanctum drops

So pretty consistent %

75 lvl 1 chests - 
8 lvl 2 chests
8(11)  lvl3 chests - treasure maps pretty pointless but will stick in this category
6 lvl4 chests - all sanctum treasures this time other 9 were from pet kills
0 lvl5 chests

Thanks for sharing your findings Fen.

For what it’s worth your haul is similar to what I received today in my thief in Fel, with 0 luck (I think being in Fel though gives a 1000 luck bonus if I remember right).  


I even got one of the shattered gravestones that show the top off fallen over.  Sorry I don’t have a picture available.




#44
I did 12 chests today with just below 4000 luck and it wasnt better at all than with 0 luck

So, considering how 4,000 Luck is pretty much the max possible, shall we need to conclude that Luck does NOT factor in with the quality of Loot in Hidden Chests for this Event ?

@Kyronix , could you please kindly let us know whether luck is supposed to factor in but, then, apparently, it is bugged since 4,000 Luck does not make any significant change, or whether the Hidden Chests have been Designed with Luck NOT factoring in for the quality of Loot ?

Thank you.
#45
popps said:
I did 12 chests today with just below 4000 luck and it wasnt better at all than with 0 luck

So, considering how 4,000 Luck is pretty much the max possible, shall we need to conclude that Luck does NOT factor in with the quality of Loot in Hidden Chests for this Event ?

@ Kyronix , could you please kindly let us know whether luck is supposed to factor in but, then, apparently, it is bugged since 4,000 Luck does not make any significant change, or whether the Hidden Chests have been Designed with Luck NOT factoring in for the quality of Loot ?

Thank you.
Sample size of 12 really popps
#46
while your at it can you please fix detect hidden also, at 100 it should not take 20 tries to find the chest
#47
I did 12 chests today with just below 4000 luck and it wasnt better at all than with 0 luck
I started with a suit with a bit over 1600 luck. Beefed it up slightly to 2170. This is purely anecdotal, but it seemed like the number of chests I was finding went up, but there is no discernible difference in the loot found. The increased number of chests may well just be due to getting better at finding them. Anywho...

When I hit the statue I bump luck up to about 3500. I find no difference at all in the number of chests I'm apt to find or the loot that drops.

It would be nice to know for sure. I don't get why it's a problem for Dev's to offer a definitive answer on this. It's not like we're asking for particulars. We've been given a list of what luck effects in the past. This is sort of a grey area, town chests aren't Treasure Chests per se, but does luck play a part as it does with TC's? Do potions of fortune effect anything?

RT is broken, I've switched to a suit with less protection in order to get higher luck, and now I die if a chest poisons me. And I don't know for sure if telekinesis spell can make any chest contents go poof because of triggering traps. Help a rogue out with some info, for crying out loud.

Whitewolf said:
while your at it can you please fix detect hidden also, at 100 it should not take 20 tries to find the chest

I don't know that it's broken but the cool down is too long. It's truly aggravating. I'm guessing they won't change it though because of PvP.

#48
KroDuK said:
@ popps care to share your skill window of that thief of urs?

Don't hold your breath on that....


#49
Whitewolf said:
while your at it can you please fix detect hidden also, at 100 it should not take 20 tries to find the chest
This would be nice.

im going to be dropping remove trap.  It’s pointless to have.  Not sure about hiding yet, but with smoke bombs tied to the same timer, or close to it, no point really keeping it either.

I’ll probably add healing since even archcure seems to fail on some of the poison.
#50
Oreogl said:
Whitewolf said:
while your at it can you please fix detect hidden also, at 100 it should not take 20 tries to find the chest
This would be nice.

im going to be dropping remove trap.  It’s pointless to have.  Not sure about hiding yet, but with smoke bombs tied to the same timer, or close to it, no point really keeping it either.

I’ll probably add healing since even archcure seems to fail on some of the poison.

I wouldn't recommend dropping hiding, at least not completely, you need it to be able to use stealth.
#51
Mariah said:
Oreogl said:
This would be nice.

im going to be dropping remove trap.  It’s pointless to have.  Not sure about hiding yet, but with smoke bombs tied to the same timer, or close to it, no point really keeping it either.

I’ll probably add healing since even archcure seems to fail on some of the poison.

I wouldn't recommend dropping hiding, at least not completely, you need it to be able to use stealth.
Very bad intervention from Mariah, for a change.. *rolling eyes*

The Oreo dude, that celebrating people leaving the game, is saying he's gonna drop hidding cuz smoke bomb sharing the same timer.. meaning he only wanna use smoke bomb without hidding..

Smoke Bomb could be consider useless without hidding (it performs a hidding check).. as for stealth.. all you need is 85 and u can get at least 50 stealth from items real easy at moment with the heretic event brought to you by Boardsword studio made for bots, illegal third party scripters and racists.. the same bad players protected by the corrupt Game Masters

The only thing worth mentionning in the situation about stealth is; the fact it lower your hidding/smoke bomb timer when performed.


If it wants to get rid of hidding.. the only option i'd consider (forget smoke bomb/ninja) would be if i'm not using resist spell with magery on the thief.. activate protection; to cast invisible for a limited timer stealth.. and u still gonna need 30 hidding point to do that.
#52
Mariah said:
Oreogl said:
Whitewolf said:
while your at it can you please fix detect hidden also, at 100 it should not take 20 tries to find the chest
This would be nice.

im going to be dropping remove trap.  It’s pointless to have.  Not sure about hiding yet, but with smoke bombs tied to the same timer, or close to it, no point really keeping it either.

I’ll probably add healing since even archcure seems to fail on some of the poison.

I wouldn't recommend dropping hiding, at least not completely, you need it to be able to use stealth.
I think I’ll play around with it on test to see how big of an impact it’ll have moving forward.

definitely still getting rid of remove trap.

Hope your Thanksgiving was good!  Thanks for all you do here.


#53
Unpopular opinion but Remove trap should be removed and a passive take it's place get the ability to remove trap with Lockpicking and a bonus to it with Cart/Stealing it's never worked right and when they took magical unlock/tele/remove trap out of fold and forced you to have remove trap, it has at 100.0 a 59% fail rate, when you compare it to other skills it has one of the highest fail rates in the game.

And with this T-Hunter event it seems to have even higher now before the event I would spawn a chest guardian maybe 30% of the time on a level 2 T-map now its 70% of the time and 50% I get 2 or more off the chest.

If they want you to fail so much with it then why even have the skill in the first place and not just add it as a passive. Seems to me they want you to fail, so it's more of a challenge well I do not mind the challenge but would love to have another skill in it's place since it does very little and was forced down our throats.  
#54
Minion552 said:
Unpopular opinion but Remove trap should be removed and a passive take it's place get the ability to remove trap with Lockpicking and a bonus to it with Cart/Stealing it's never worked right and when they took magical unlock/tele/remove trap out of fold and forced you to have remove trap, it has at 100.0 a 59% fail rate, when you compare it to other skills it has one of the highest fail rates in the game.

And with this T-Hunter event it seems to have even higher now before the event I would spawn a chest guardian maybe 30% of the time on a level 2 T-map now its 70% of the time and 50% I get 2 or more off the chest.

If they want you to fail so much with it then why even have the skill in the first place and not just add it as a passive. Seems to me they want you to fail, so it's more of a challenge well I do not mind the challenge but would love to have another skill in it's place since it does very little and was forced down our throats.  
I hope they decided to tweak this.

having 100 remove trap I fail 90% of the time.  

having 100 detect hidden I fail 80% of the time.
i Initially thought I was just clicking the wrong area, but no, if you click the same area after the 4th or 5th time it’ll reveal the chest after you get the message.

These aren’t good odds for either skill.
#55
Oreogl said:
Minion552 said:
Unpopular opinion but Remove trap should be removed and a passive take it's place get the ability to remove trap with Lockpicking and a bonus to it with Cart/Stealing it's never worked right and when they took magical unlock/tele/remove trap out of fold and forced you to have remove trap, it has at 100.0 a 59% fail rate, when you compare it to other skills it has one of the highest fail rates in the game.

And with this T-Hunter event it seems to have even higher now before the event I would spawn a chest guardian maybe 30% of the time on a level 2 T-map now its 70% of the time and 50% I get 2 or more off the chest.

If they want you to fail so much with it then why even have the skill in the first place and not just add it as a passive. Seems to me they want you to fail, so it's more of a challenge well I do not mind the challenge but would love to have another skill in it's place since it does very little and was forced down our throats.  
I hope they decided to tweak this.

having 100 remove trap I fail 90% of the time.  

having 100 detect hidden I fail 80% of the time.
i Initially thought I was just clicking the wrong area, but no, if you click the same area after the 4th or 5th time it’ll reveal the chest after you get the message.

These aren’t good odds for either skill.
I 100% agree, the fail rate on it is so high and I get making it a challenge but we worked the skills up and there is nothing fun about it. Grueling grind for both with RT from 95.0 up it took well over a week for me to get it to 100 (4 hours a day working on the skill only) and with DH about the same the last 2.0 points was a nightmare and took forever.

I do not understand the massive fail rate on these skills when honestly neither of them are fun to grind nor is RT IMO even worth having better off taking the trap to the face and just heal through it and since T-Chests seem to always spawn a guardian now what's the point of having RT it was forced on us so we could avoid having to deal with a guardian popping on the chest but now even level 2's I normally get at least 1 and, half the time 2 or more, got 5 in the prime of the event once and was just mad a level 2, 5 guardians....really, with 100 RT....

I do not see why either it become a passive with lockpicking or make a new skill called Treasure Hunter and combine picking and remove trap together and add a 120 PS for the skill and let someone if they desire do the extra work to avoid traps failing at 120 make it like 15% of the time you fail and I'm okay with as much as 30% but anything past that is just dumb to me. 
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