Labyrinth Traps (some tests)
** Updated after some extra testing **
I was curious about mechanics of Lab traps and decided to do some tests. Maybe this information (small amount, that I managed to get anyway) is available somewhere, I haven't seen it. So here goes:
General Information
All testing was done in Normal Trials, since testing in the Lab is a major pain. That's why there are no "choppy blades/cleavers" in the Traps section. I imagine the way they work is quite similar to spikes traps, though. [These traps were confirmed to proc CWDT. It reinforces original assumption that they work like Spikes Traps. Thanks to LightningStars for testing.] Normal was chosen, because damage % seems to be the same across difficulties. This was tested with spikes trap (my favorite trap by far) in Normal and Merciless Trials. [Confirmed with a second character with different max life pool] Fire traps from Crematorium trial weren't tested, since they are a fairly straightforward fire DoT. Pack a Ruby Flask or just run/warp/jump/whirl across, no big deal. Trap names that are used: Spikes trap - (Trial in Lower Prison) Sword Pillars - (Trial in Crypt) Saw Blades - (Trial in Chamber of Sins) Roombas - (Trial in Catacombs) Darts - (Trial in Hedge Maze) Cleavers - Labyrinth only choppy blades
Test dummy
Stats: Around 3.5k life, no energy shield. No life regen. No armor. Around 1k evasion. 52% block. Extra stuff: Mind over Matter CWDT setup Flasks: Jade of Staunching Granite of Iron Skin Basalt For passive tree see DancingCentipede in my profile (gear is already replaced). Most test were performed ~10 times for each flask and ~3 times for EC/IC for each trap.
Traps
Damage from all traps can be mitigated by % physical reduction (Endurance charges, Chaos Golem Buff and Basalt Flask). [This part is pretty much 100% confirmed using Basalt Flask] Also, all damage can be prevented completely by Immortal Call. Damage from Spikes trap and Dart trap has a "hit" part and a "DoT" part. Thus damage from "hit" part can be mitigated by Armor, Fortify and Mind over Matter (same goes for Cleavers). Sword Pillars, Saw Blades and Roombas don't have a "hit" part, all damage is a physical DoT. Thus Armor, Fortify and Mind over Matter have no effect. [This part was tested using CWDT]
Spikes trap
The easiest one to test. Does around 52-53% max life damage total. Damage comes in two parts: initial hit (~30% max life) and bleed (~20% max life). Initial hit can be mitigated by Armor and Fortify buff, bleed can be completely mitigated by Staunching Flask.
Sword Pillars, Saw Blades and Roombas
These are quite similar in that they're a fucking nightmare to test properly, cause their damage is very swingy. Even if you stand in one place, take full damage from each pass and just heal to full between passes, the difference in damage taken can be quite high. Sword Pillars are the most inconsistent and Roombas are the most reliable, but that's not saying much really. (They can't fool a Basalt Flask though :), see mechanics in main section)
Darts
This trap is my second favorite, since not only it's easy enough to test, but it has some special mechanic to boot. Does around 24% max life damage total. Two parts again: initial hit (~20% max life physical) and poison (~4% max life chaos (probably)). On hit always applies slow. Initial hit can be mitigated by Armor and Fortify. Special mechanic is that dart can be blocked (slow still applies) and evaded (slow doesn't apply)! With Jade up (should be 5-6k evasion) I evaded around every 4th or 5th dart on Normal. Block seemed to be fully effective at ~50%. I assume it can be dodged as well. Originally I planned to test this stuff with ES as well, but since GGG will make a second pass on ES damage, I decided not too. If you have something to add, or if I made a mistake somewhere, feel free to point that stuff out (including language mistakes and unclear wording). Last edited by PaperRat#1771 on May 3, 2016, 11:02:10 AM Last bumped on Apr 18, 2016, 1:03:37 PM
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Fortify has no effect of Damage over Time stuff, so testing it with anything that does DoT damage should show no results.
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" Yeah, the problem, as I see it, is finding out which traps do DoT. So far it seems, that all moving traps (sword pillars, saw blades and roombas) do phys DoT similar to Atziri trio degen, meaning it's a phys DoT, that's not bleed. It occurred to me that it can, probably, be checked with CWDT, since DoT doesn't proc CWDT at all. |
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Thanks for testing this!!!
It's good to know that you can stop the bleed from spike traps with staunching flask. And super cool to know you can block and evade dart traps. Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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" At first I was thinking darts are desyncing on me :), I wish other traps had more ways to prevent their damage as well. But according to second array of tests they all are just a boring physical DoT, that can only be mitigated by % phys reduction. Can't win 'em all, I suppose. I updated the OP a bit after CWDT, Basalt and MoM testing. |
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