How does the Bomb Specialist bonus work?

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Jennik wrote:
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PaperRat wrote:
Cause you don't really have 6 traps when using multitrap


"Can set up to 3 additional Traps"

It has the exact same wording as everything else in the game that gives you additional maximum traps. I think you're confusing the maximum uses (I don't think terminology for this exists in POE, the wiki lists this in a "multi-cooldowns" section) with maximum traps.


I mean, they're not set up in your pocket, you can set them up on the ground. Otherwise all you have is 3. But you can believe what your will, if you believe hard enough you can find reasoning for anything. Maybe you're right, we'll see soon :).
PS: "People only see what they want to see" ;)
It is per "active trap"\"set up trap".
Obviously enough. Common sense, you know.

Sure, it's 'logical' for you to see "for each trap anywhere"
But it won't be "for each trap you own".
People would just put a trap skillgem into EACH gem slot other than "main skill" slots and receive 21*3*8% increased damage (or even more with multitrap gem).
Remember, suffering is convenient.
That is why many people prefer it.
Happiness requires effort.
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Last edited by Jennik on Feb 19, 2016, 4:12:18 PM
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Last edited by Jennik on Feb 19, 2016, 4:12:11 PM
Isn't there a forum rule regarding bumping threads so often?

Pretty sure there was...

Anyway it's 100% per active trap on the ground.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
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Last edited by Jennik on Feb 19, 2016, 5:56:16 PM
The only time the player has traps is when they're placed in the world. A number of cooldowns on a trap skill is not a number of traps.

This is supposed to be worded exactly as the bonuses per minion, but I've discovered those were changed after the point those descriptions were finalised, without being re-checked. Fixing this is on my to-do list, but may not make it into the initial ascendancy patch.
Last edited by Mark_GGG on Feb 20, 2016, 8:51:58 PM
This is disappointing, because when it's working that way it's going to encourage people to do silly things like planting 6-7 max-duration smoke mines or something at the zone entrance just so they have the maximum AoE bonus on their traps, and the strong anti-synergy it has with Chain Reaction by killing all your traps at once, eliminating the damage bonuses is nonsensical.

Compared to 75% crit multi and double crit chance against full-life enemies, it would not be that crazy to just base the two values off of the normal maximum number of traps/mines placeable by a given character.
Last edited by XCodesLIVE on Feb 24, 2016, 3:44:46 PM
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XCodesLIVE wrote:
This is disappointing, because when it's working that way it's going to encourage people to do silly things like planting 6-7 max-duration smoke mines or something at the zone entrance just so they have the maximum AoE bonus on their traps, and the strong anti-synergy it has with Chain Reaction by killing all your traps at once, eliminating the damage bonuses is nonsensical.

Compared to 75% crit multi and double crit chance against full-life enemies, it would not be that crazy to just base the two values off of the normal maximum number of traps/mines placeable by a given character.


Um.

All ur traps n mine at approx 2-3 screen away from u will disappear regardless of duration, so the bonus will really be used only in places where they are needed; ie boss fights etc you can set some extra traps/mine down before engage & reapply once in awhile if they get destroyed.

And as for the anti-synergy with chain reaction, i am not sure. Currently if you have say blade vortex casted previously, and all off a sudden you turned on rightous fire, then all the previously casted blades would get buffed, because there is no snapshotting; thus the blades gets updated right away. If it is like this for traps, then it would not be doing much for chain reaction builds, I just hope it is not.

I wish they could add a 10% reduced mana cost of trap&mine on tht node.
Last edited by SIQI on Feb 24, 2016, 10:38:29 PM

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