Unstable Payload + Sunlast BeltNo Retrigger Under Certain Conditions

I've run several tests to see what the cause of this bug is, and I believe I have pinpointed it.

My Current set up:

52% change to cause traps to retrigger using Unstable Payload Jewels.
80% reduced Trap Duration from Sunblast.
49% Less duration and 10% reduced duration from "Less Duation Support Gem"
9% Reduced Skill effect from Warper Timepiece.
Total this reduces the duration of my traps to .1 second. If the traps trigger via sunblast and are not triggered by an enemy, no additional retriggers will occur. Ever. Out of 100 traps throw with no enemies, 0 replaced themselves and triggered again.

However, when I took off my warped time piece (made the trap duration .8 seconds) and allowed enemies to trigger the traps, about half of the traps triggered by enemies reset and cast again as intended.

The bug here is that the trigger from Sunblast does not satisfy the condition for the Unstable Payload to reset the traps. It seems only traps triggered by enemies can retrigger. This is definitely a bug and definitely needs to be addressed or the phrasing of Payload needs to be changed to reflect that it only retriggers when triggered by an enemy.
Last bumped on Apr 7, 2016, 7:39:09 PM
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Sunblast makes traps trigger at the end of their duration. The trap can't persist beyond it's duration, so can't do anything else, including re-arming to trigger again.
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Mark_GGG wrote:
Sunblast makes traps trigger at the end of their duration. The trap can't persist beyond it's duration, so can't do anything else, including re-arming to trigger again.


Just tested this using Sunblast without less duration and allowing the traps to be triggered via enemies. With a 3 second timer, payload does rearm the traps, and sunblast will detonate the rearmed traps at the end of the timer regardless of enemies present.

Not a bug, just a misunderstood/poorly phrased mechanic.

Payload doesn't cause the traps to trigger an additional time. As the game itself suggests that "Triggering" means releasing the attached skill (i.e trigger radius refers to how far someone can be from a trap to detonate it, sunblast triggers at the end of trap duration, etc.)

More accurately, Unstable Payload has a chance to rearm traps provided there is duration left on the primary toss of the traps.

Might I suggest altering the jewel text to "(8 to 12)% Chance for Traps to Rearm when triggered by an enemy." This might help clear up some of the confusion about the function of Payload's misleading "Trigger an additional time" actually meaning resetting the trap within the duration of the first trap cast.

While you have a point about the wording, the proposed alternative has problems (your wording suggests it would keep happening, when it's explicitly just one extra time, and it's not actually limited to being triggered by enemies).

The straightforward version of this during development was "Traps can trigger an additional time" (there was no chance), meaning when the trap triggered, it stayed around because it was still able to trigger (it was a trap that could trigger twice, but had triggered only once).
Some of this has been lost in re-wording the stat to work as a chance.

I'll be looking into improving this in future.
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Mark_GGG wrote:
While you have a point about the wording, the proposed alternative has problems (your wording suggests it would keep happening, when it's explicitly just one extra time, and it's not actually limited to being triggered by enemies).


May I suggest the following wording?

"(8 to 12)% Chance for Traps to Rearm Once when triggered."

OR

"(8 to 12)% Chance for Traps to be able to Trigger an aditional time."

This second wording borrows from Tremor Rod wording for mines. It explicits that traps aren`t Triggered one more time, but become able to trigger one more time, as much as the wording on Tremor Rod clearly shows that mines can be detonated again, not that they automatically do detonate once more.

Sounds clear enough for me.

Also, on a side note, I would love to have a Jewel, Unique or Ascendancy node to consistently rearm a trap on trigger, with 100% chance, but with a hard down side.
Last edited by Luxiel#6487 on Mar 11, 2016, 4:47:41 PM
I like the suggestions by Luxiel, but I'd stay away from the word Trigger as much as possible.

Perhaps a simple word change from Trigger to Rearm would suffice.

"(8 to 12% Chance for Traps to Rearm an additional time."

Since the trap arms once when set up, and can possibly rearm with Payload.

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