Please note that new user registrations disabled at this time.

A query about damage from snares

This forum is to be used for all discussions pertaining to BioWare's Baldur's Gate II: Shadows of Amn.
Post Reply
User avatar
nephtu
Posts: 989
Joined: Wed Mar 06, 2002 10:38 am
Location: Bellevue, WA
Contact:

A query about damage from snares

Post by nephtu »

Just what is it, and how does it work? Is it single target, multiple or AoE, instantaneous or over time? My results seem inconsistent when I've experimented with them.

I'm fairly clear on the HLA traps (not that I've ever used any except spke traps...yet ;) ), but what about the basic Set Snare damage? - I'm still confused, as the amount and targetting does not seem consistent.

Also, are Bounty Hunter special snares the same except for the special (level based) ability like Hold person and the ability to "throw" them - it seems like Hold works as the spell Hold Person (i.e. AoE party friendly effect) - is that right ?

Traps have so much cheesy goodness.... :D
I have given up all lesser evils as inadequate to my purpose.
User avatar
JackOfClubs
Posts: 823
Joined: Thu Apr 25, 2002 1:51 pm
Location: California, USA
Contact:

Post by JackOfClubs »

Traps have a limited area of effect so sometimes members of a group will be outside of the area. This is especially true if you set the traps in front of a group that is moving toward you. Typically, only the first guy will get hit because the trap detonates as soon as he walks within the area of effect.

Also, if you set traps around a group that is neutral (eg Mae'Var and his henchmen) the trap will go off as soon as one of them turns hostile. However, it will not affect those that still have blue circles, so it may appear that the area of effect is not working.

Not sure what the actual parameters for the damage are, but they are definitely random. There also seems to be a poison-type effect where the traps will continue doing damage in succeeding rounds.

The various BH snares work like spells, and take saving throws and immunities into account where applicable.
Resistance to Tyrants is Service to God.
User avatar
UserUnfriendly
Posts: 4109
Joined: Mon Aug 06, 2001 10:00 pm
Location: Sluggy Zone
Contact:

Post by UserUnfriendly »

oh and snares and spikes are pure direct damage....they override magic resistance...

and time traps are even better in many ways than even spike traps...

set a time trap, trigger the event or dialog, or lead the enemies to the time trap...then when the trap triggers, have jan cast timestop...

this covers the single disadvantage of timestop spell...its long cast time, and easy to spell disrupt...

explosive traps are very very nice...

i havent explored this fully, but explosive traps will hurt wes weimer creations, that are immune to spike traps...

like undead sola and bodhi, and the five in ascention...they are almost immune to spike traps, but they took some damage from explosive traps...the knock back is useful too...
They call me Darth...

Darth Gizka!

Muwahahahahhahahha!!!
Post Reply