Projectile Traps

Oh, that point blank Projectile bug is still listed on the Known Issues list? They might wanna scratch that one off, because it was fixed way long ago. The origin of projectiles was slightly further away from the character - you could actually target between the character and the origin, which made you fire backwards.
(back then, Traps weren't a thing!)

So that's not the source of the problem.

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aleksandros wrote:
They probably felt that since the base traps, fire bear conversion lightning, didn't actually need to target anything, they could be a bit lazy about it and just make the traps target a random location, since it wouldn't matter anyways. I could be wrong though.

When Traps were first introduced, Lightning Trap didn't exist yet - the Trap Support did.

EDIT: fixing my url :/ That was sloppy!
Last edited by Vipermagi#0984 on Jan 30, 2014, 6:20:02 AM
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Vipermagi wrote:
Oh, that point blank Projectile bug is still listed on the Known Issues list? They might wanna scratch that one off, because it was fixed way long ago. The origin of projectiles was slightly further away from the character - you could actually target between the character and the origin, which made you fire backwards.
(back then, Traps weren't a thing!)

So that's not the source of the problem.

"
aleksandros wrote:
They probably felt that since the base traps, fire bear conversion lightning, didn't actually need to target anything, they could be a bit lazy about it and just make the traps target a random location, since it wouldn't matter anyways. I could be wrong though.

[url°http://pathofexile.gamepedia.com/Version_0.9.9]When Traps were first introduced[/url], Lightning Trap didn't exist yet - the Trap Support did.


Interesting. So the point blank idea isn't what's causing this. They seemed to have thoroughly planned out support traps as well.

This must mean that somewhere from Version 0.9.9 and now, support traps somehow got bugged. All you need to do to test this, is the trap support gem, split arrow/poison arrow, and a bow. When you shoot Poison Arrow with a bow, it explode on top of where you targeted. When you shoot split arrow, the closer you target to yourself when you shoot, the wider the grouping of the cone. With the trap support skill gem, both of these skills act as if the target is not the enemy who stepped on the trap, or any enemy at all. It just seems as if it chooses a random point and goes for it.

It actually reminds me of Chance to Flee. Maybe somewhere along the line, the targetting AI for support traps was replaced with the same behavior as Chance to Flee.
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aleksandros wrote:
For testing with the sunblast belt, i would throw traps next to, but not on top of the skeletons. I tested every bow skill using sunblast and none of them seemed to target the skeletons, but i suppose that since the skeletons didn't actually set off the trap, they wouldn't be targeted.
Sunblast makes traps set off their skills when they expire, it doesn't extend their range, and even if it did, it couldn't make them target specific enemies in that case.
The trap has a specific range in which it can detect enemies. If something was in that area, the trap would have already triggered, and thus wouldn't have reached the point of expiring. If nothing's entered that area, then when it expires, there's nothing there for it to detect, and so it can't target anything. That hold true regardl;es of how the range is increased - something is either in the area or isn't, and if they're going off because of sunblast, then there isn't, because if there were they'd already have gone off normally before.

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aleksandros wrote:
For testing without the sunblast belt, i would throw traps directly on top of skeletons or in front of them and wait for them to trigger the traps. It wasn't entirely conclusive whether or not the traps were targeting the skeletons, since the projectiles would miss the skeleton that stepped on the trap a very large percentage of the time. I even tested the Ethereal Knives spell, since it has a cone and thus should have a better chance to hit the targets. Even then, it could miss the skeleton who stepped on it.
If set of by a monster, the trap will target that monster - this doesn't guarantee a hit if the monster is moving, but in my experience arrows are fast enough that things don't usually get out of the way. They can still miss from accuracy/evasion, and can hit and pierce through if you have passives or supports giving pierce chance.
I'll get QA to test a copy of your character and see how triggered projectile traps work for them on that.
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aleksandros wrote:
i can only assume that when traps were introduced to that game, they didn't fully prepare for the many types of traps that we can make. They probably felt that since the base traps, fire bear conversion lightning, didn't actually need to target anything, they could be a bit lazy about it and just make the traps target a random location, since it wouldn't matter anyways.
The initial traps were only Fire Trap, Bear Trap, and Conversion Trap, of which both bear trap and conversion trap do explicitly need to target a specific enemy.

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aleksandros wrote:
Just please make it so that using projectile traps with and without sunblast becomes a viable option. There are currently 0 builds that i know of that are pure trappers with a bow even though it's possible to do so.
As explained above, this just doesn't work. By definition if a trap goes off at the time of expiry because of sunblast, there cannot be any enemies close enough for it to detect. Because if there were, it would have already been set off by them and targeted them, and thus wouldn't have expired.
Last edited by Mark_GGG#0000 on Jan 29, 2014, 6:45:51 PM
Ok, thank your for the response. So due to the nature of how traps work, the projectiles won't target anything if the trap is set off due to the Sunblast belt. That makes sense.

Traps can still miss the enemy who stepped on them due to accuracy, movement, evasion, etc. That also makes sense.

I would just like to clear up one more thing. According to you, the trap will target the enemy that stepped on and set off the trap. The skill Poison Arrow will explode on top of where it is targeted to. By this logic, even if the Poison Arrow projectile misses the target, it should still explode on where the enemy that stepped on it is standing. I recorded myself testing Poison Arrow with and without the Trap Support Gem. Please explain why the Poison Arrow skill simply does not explode on top of the enemy that triggers the trap, in the event the Arrow Misses.

https://www.youtube.com/watch?v=D5BUtNPWLV8
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From Known Issues:

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Ranged attacks at point blank can fire sideways or backwards.


Based on your video, it looks like this is what's happening here.
Projectiles have to have a direction. If a projectile is told to fly at it's current location, because that's impossible it aims in a random direction. I think two things are in play here:

1) Because poision arrow is still an arrow skill, this random direction picking is still extending to a long distance. I'm not sure how easy this is to fix, but in theory it shouldn't matter except for:
2) The arrows aren't colliding with the skeletons. Unless your accuracy is quite low, this shouldn't be happening - they should start moving towards their (random) target location, and detect the collision in the first frame of movement. It looks to me like one of the traps on the rightmost skeleton does work, but all the ones on the left clearly don't hit it. I'll make sure this gets tested by QA to see what factors might be affecting this.

UPDATE: We've worked out the problem - projectiles start their movement a little bit ahead of the thing creating them. with small projectiles like arrows, and medium monsters like skeletons, this means that an arrow fired from the centre of the monster will start moving from just outside where it would collide. The effect is exasperated on smaller monsters. We'll find a fix for it in the long term.
Last edited by Mark_GGG#0000 on Jan 29, 2014, 11:38:46 PM
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Mark_GGG wrote:
Projectiles have to have a direction. If a projectile is told to fly at it's current location, because that's impossible it aims in a random direction. I think two things are in play here:

1) Because poision arrow is still an arrow skill, this random direction picking is still extending to a long distance. I'm not sure how easy this is to fix, but in theory it shouldn't matter except for:
2) The arrows aren't colliding with the skeletons. Unless your accuracy is quite low, this shouldn't be happening - they should start moving towards their (random) target location, and detect the collision in the first frame of movement. It looks to me like one of the traps on the rightmost skeleton does work, but all the ones on the left clearly don't hit it. I'll make sure this gets tested by QA to see what factors might be affecting this.

UPDATE: We've worked out the problem - projectiles start their movement a little bit ahead of the thing creating them. with small projectiles like arrows, and medium monsters like skeletons, this means that an arrow fired from the centre of the monster will start moving from just outside where it would collide. The effect is exasperated on smaller monsters. We'll find a fix for it in the long term.

Cool beans, glad you worked it out.
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