Jul 11 2012 07:02 PM #1
Difference between HARM and DAMAGE for hunters traps?
The description for some traps says that there is a 100% chance the mob will be released on harm after x seconds but a smaller chance of release on damage after x seconds.
What is the difference between "harm" and "damage"? How much damage do I have to do before it becomes "harm" and the mob is automatically released?
Jul 11 2012 07:35 PM #2
Similar rules apply to some sorts of crowd control used by other classes. The way I understand it is that if the trap roots the mob any additional attacks against the mob can release the mob from the trap. However, a mob could have a bleed on them before activating the trap or CC and the damage they take from the bleed will not trigger the trap or CC to be cancelled. Keep in mind that the description must state those specific terms and most of the CC which plays by those rules are usually roots. For example, a lore master Blinding Flash or burglar Riddle will be broken if the mob has a bleed on it.
I don't remember the exact terms and how they are used but I believe that is what is meant between the different terms.
Jul 12 2012 12:39 AM #3
For example, you trap a critter with a 5 second break on harm. You decide to use Barbed Arrow to hurt the mob. There will be a check to release the mob instantly. Some number of seconds later the critter will take the damage from the first bleed pulse - another break check will be made. Assuming the critter is still trapped, you are guaranteed that the trap will fail in five seconds. The trap may break before then if someone hits the critters, the trap decays or another bleed pulse occurs.
Another issue is skill that have do multiple hits. At higher levels, there is a Hunter skill that hits three times. I am not sure if you get one or three trap break checks.
The big issue with a trap is when a critter has a DoT on them, either one you applied or one applied by a group member. You want the critter out of action until the trap decays. The trapped mob is "supposed" ignored while you deal with the other critters.
A DoT will always break any kind of crowd control very quickly. Lore Masters learn very quickly that Burning Embers (applies a Dot) and Blinding Flash (a mez) do not play well together.
Unless stated otherwise, all content in this post is My Personal Opinion.
Jul 12 2012 01:21 AM #4
Pay attention to the posture of the foes and what graphics they may have spinning around their feet and heads. That will tell you if the foe is being crowd-controlled. As a burglar, I always get testy when someone decides to run up and whack on the guy I very carefully Riddled.
Jul 12 2012 02:13 AM #5
Harm or Damage (Hunter Trap)
In effect, DrnknElf says DoT is damage, normal/skilled damage is harm, Yula_the_Mighty says DoT is harm, normal/skilled damageis damage. I can see the arguments both ways, however ...
I KNOW that sometimes when a mob is trapped and I shoot it and cause damage, it DOESN'T break, but sometimes it does.
Therefore, I offer a third possibility, which is that harm means critical hits, devastating hits etc. It makes more sense that a prey will break the greater the damage but will not break on minor damage. Also, "harm" connotes something more serious than mere "damage".
Jul 12 2012 02:42 PM #6
No, read carefully: _may_ break cc, not guaranteed. You can always get lucky.
Crits/devs are always referred to as such when they matter.Tiger got to hunt,/ Bird got to fly;
Man got to sit and wonder, 'Why, why, why?'
Tiger got to sleep, / Bird got to land,
Man got to tell himself he understand.
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