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Difference between revisions of "Traps"

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Traps set on the floor similar to mines, and are set off after an enemy runs over it. Traps disappear after about 20 seconds if they are not triggered.
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{{Expansion}}
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Traps are explosive devices placed on the ground.  They are useable by the protranser and ranger types.  The Protranser gets a damage bonus when using traps.
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==Useage==
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Traps are held in the third pane of the inventory window with other consumables and are bound to the item pallet.  When selected however, they take up your currently wielded weapon.  The primary attack button is used to plant traps.  Regular traps explode after roughly two seconds while G traps remain indefinitely until detonated via the secondary attack button.  Multiple G traps may be planted in which case using the detonator causes all set traps to explode simultaneously.  Changing weaponry while traps are still out in play cause all planted traps to be removed from the board without exploding, resulting in a lost trap.  Traps are capable of charging the SUV bar.
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==Damage==
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Traps use the following damage rules.  Protransers get a 50% boost on their damage.
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===Standard Traps===
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'''Damage'''
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Initial Damage: 325 + 3 per Level
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'''Virus, Shock, Silence'''
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Initial Damage: 282 + 2.7 per Level + SE Level 1
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'''Burn, Freeze, Poison, Confusion, Sleep'''
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Initial Damage: 238 + 2.4 per Level + SE Level 1
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===G Traps===
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'''Damage G'''
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Initial Damage: 198 + 2 per Level AoE + Blowout
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'''Virus G, Shock G, Silence G'''
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Initial Damage: 178 + 1.8 per Level AoE + SE Level 3
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'''Burn G, Freeze G, Poison G, Confusion G, Sleep G'''
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Initial Damage: 158 + 1.6 per Level AoE + SE Level 3
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==Secondary Effects==
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The secondary affects of traps follow special rules.
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*A trap's SE should affect any monster that can be affected by that SE, despite normal restrictions of SE level. (Normal Traps work on Large monsters)
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*SE levels remain constant despite level or Type.
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*Trap damage itself, as well as SE's damage/effects are nonelemental; meaning that they are not affected by a monster's element.
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==Current Traps==
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All the following traps may be purchased at any item store.  Including the merchants at any field lobby.
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{| class="wikitable"
 
{| class="wikitable"
 
! [[JP Name]] !! [[EN Name]] !! [[Carrying Limit]] !! [[Rarity]] !! [[Buy Price]] !! [[Comments]]
 
! [[JP Name]] !! [[EN Name]] !! [[Carrying Limit]] !! [[Rarity]] !! [[Buy Price]] !! [[Comments]]
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Revision as of 02:23, 14 June 2007

This article currently does not contain enough information, and needs to be worked on.
If you have information relating to this article that needs to be added, please do so.


Traps are explosive devices placed on the ground. They are useable by the protranser and ranger types. The Protranser gets a damage bonus when using traps.

Useage

Traps are held in the third pane of the inventory window with other consumables and are bound to the item pallet. When selected however, they take up your currently wielded weapon. The primary attack button is used to plant traps. Regular traps explode after roughly two seconds while G traps remain indefinitely until detonated via the secondary attack button. Multiple G traps may be planted in which case using the detonator causes all set traps to explode simultaneously. Changing weaponry while traps are still out in play cause all planted traps to be removed from the board without exploding, resulting in a lost trap. Traps are capable of charging the SUV bar.

Damage

Traps use the following damage rules. Protransers get a 50% boost on their damage.

Standard Traps

Damage

Initial Damage: 325 + 3 per Level

Virus, Shock, Silence

Initial Damage: 282 + 2.7 per Level + SE Level 1

Burn, Freeze, Poison, Confusion, Sleep

Initial Damage: 238 + 2.4 per Level + SE Level 1


G Traps

Damage G

Initial Damage: 198 + 2 per Level AoE + Blowout

Virus G, Shock G, Silence G

Initial Damage: 178 + 1.8 per Level AoE + SE Level 3

Burn G, Freeze G, Poison G, Confusion G, Sleep G

Initial Damage: 158 + 1.6 per Level AoE + SE Level 3

Secondary Effects

The secondary affects of traps follow special rules.

  • A trap's SE should affect any monster that can be affected by that SE, despite normal restrictions of SE level. (Normal Traps work on Large monsters)
  • SE levels remain constant despite level or Type.
  • Trap damage itself, as well as SE's damage/effects are nonelemental; meaning that they are not affected by a monster's element.


Current Traps

All the following traps may be purchased at any item store. Including the merchants at any field lobby.

JP Name EN Name Carrying Limit Rarity Buy Price Comments
ダメージトラップ (Damage Trap) Online= 10,

Offline= 30

1★ 100
バーントラップ (Burn Trap) 2★ 100
フリーズトラップ (Freeze Trap) 2★ 100
ポイズントラップ (Poison Trap) 2★ 100
コンフューズトラップ (Confuse Trap) 2★ 100
スリープトラップ (Sleep Trap) 2★ 100
ウィルストラップ (Virus Trap) 2★ 100
ショックトラップ (Shock Trap) 2★ 100
サイレンストラップ (Silence Trap) 2★ 100
ダメージトラップG (Damage Trap G) Online= 5,

Offline= 15

4★ 500
バーントラップG (Burn Trap G) 5★ 500
フリーズトラップG (Freeze Trap G) 5★ 500
ポイズントラップG (Poison Trap G) 5★ 500
コンフューズトラップG (Confuse Trap G) 5★ 500
スリープトラップG (Sleep Trap G) 5★ 500
ウィルストラップG (Virus Trap G) 5★ 500
ショックトラップG (Shock Trap G) 5★ 500
サイレンストラップG (Silence Trap G) 5★ 500

External Links


Item Types

Weapons | Line shields | Units | Currency | Consumable items | Foods | Traps | Grinders | Photon art disks | Clothes and parts | Remodeling tickets | Room decorations | Jukebox discs | Partner machine items | Synthesis boards | Synthesis materials