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Jan 25 2017 02:56pm
Testing with some trap doors during this event... Not sure if either of these questions have been verified but here we go:

1- During this event... is the 25% difficulty added to whatever % difficulty increase that a trap door gives, or is it compounded?
Mathematically, lets say a TD adds 5%... is it: 1+.25+.05 = 1.3 (30% increased diff) or is it: (1+.25)x1.05 = 1.3125 (31.25% increased)

Thats a small difference when speaking of %, but it can add up a lot when you consider going down multiple TDs and being at higher levels.
I've gone 2 TDs down this event and the difference is very noticeable. I would suspect that the difficulty is compounded.

2- if you are down 1 TD (or more) and you complete the maze... Does the TD effect continue on the next maze you spawn (assuming you don't remake the game)??

I ask because I just finished one such maze (down 2 TDs) and the next maze I spawned seems like the effects are still present. If I whistle, I can kill quickly and easily, but if I explore its much more difficult... I would guess that the effects are still present. So if I were to find another TD i would actually be feeling the effects of 3. Does anyone know if that is true?
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Jan 25 2017 03:13pm
IF it works as if it gave mdif from 1 td it would be a total of 30%

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Jan 25 2017 05:45pm
Trapdoors don't give mdif
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Jan 25 2017 05:47pm
Quote (harmacintyre @ Jan 25 2017 04:45pm)
Trapdoors don't give mdif


oh? interesting. What exactly do they do then? increase monster level?
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Jan 25 2017 06:04pm
1- Thought about this as well, but the main determining factor is whether trapdoors give mdif. Sometimes I feel like they do, and sometimes... not really lol. Since they add +1 to +5 monster levels, it can be the monster level that makes it appear as though monster difficulty is being increased (or when +1 level, it can appear almost as if nothing has changed. To my knowledge there has never been any confirmation that trapdoors add monster difficulty but there has been some speculation that they might. I would say that if they do, it's going to be small per trapdoor. But if they do add mdif ( maybe it's 1-5% mdif? lol or 0 - 0% :P ) then whether the effect is compounded will depend on how Paul implemented the event ^_^

2- I have noticed that sometimes, rarely, the trapdoor effect persists into the next maze if and only if you complete the maze and reenter catacombs. I don't know what causes this or if it's intentional, but it does not happen most of the time. Furthermore, If I am not mistaken, when this occurs, going from the old maze into the new maze counts as 1 trapdoor (although I can't be 100% sure based on my limited sample size).

I encourage you to continue testing though--I love trapdoors :blush: and there are still a few mysteries to solve where they're concerned. I'd be interested to hear any qualitative or (of course) quantitative info you gain through your testing during this event :thumbsup:
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Jan 25 2017 06:52pm
Quote (BWConformity @ Jan 25 2017 05:04pm)
1- Thought about this as well, but the main determining factor is whether trapdoors give mdif. Sometimes I feel like they do, and sometimes... not really lol. Since they add +1 to +5 monster levels, it can be the monster level that makes it appear as though monster difficulty is being increased (or when +1 level, it can appear almost as if nothing has changed. To my knowledge there has never been any confirmation that trapdoors add monster difficulty but there has been some speculation that they might. I would say that if they do, it's going to be small per trapdoor. But if they do add mdif ( maybe it's 1-5% mdif? lol or 0 - 0% :P ) then whether the effect is compounded will depend on how Paul implemented the event ^_^

2- I have noticed that sometimes, rarely, the trapdoor effect persists into the next maze if and only if you complete the maze and reenter catacombs. I don't know what causes this or if it's intentional, but it does not happen most of the time. Furthermore, If I am not mistaken, when this occurs, going from the old maze into the new maze counts as 1 trapdoor (although I can't be 100% sure based on my limited sample size).

I encourage you to continue testing though--I love trapdoors :blush: and there are still a few mysteries to solve where they're concerned. I'd be interested to hear any qualitative or (of course) quantitative info you gain through your testing during this event :thumbsup:


Well... Today (and I mean all freakin day lol) I was looking for a well... Started a lvl 1 mule exploring and I dropped down a TD. Almost remade a game but I got curious (damn me) and kept going.
2 more trap doors later I finally completed a maze. It was very very difficult for the lvls (1-15). After that I towned, stayed in the game, and started a new maze. The difficulty was the same as it was down the trap doors... So, yes I think the Trap Door effect sticks with the game after you complete a maze and start a new one. I proceeded to fall down 2 more, making a total of 5 (or 6? If the new maze counts as one). It was VERY difficult. At level one I was only killing 2-3 mobs per regen. Thats with a near perf tier 3 axe, a max life scale, and a stat charm.
One cool / interesting thing that I noted:

at level 3, I killed a regular mob. No EP, no objective, just a normal mob. And a Tier 4 (lvl 5 req) dagger dropped. From lvl 3 to 5 several of these dropped. So I think that probably answers the question of "Do the TDs increase monster levels". The mobs would have to be lvl 15+ to drop tier 4 items (or at least lvl 13ish+? idk but way higher than lvl 3 lol). OFC i dont know if they ALSO increase the mdif. Only thing I can say is it took me 2 hours to go from lvl 1 to lvl 7.

When I finally found a well, the welling part was very anticlimactic... It doesnt look like TDs affect wells at all, or not much anyway. Didn't see a difference in difficulty or drops. I didn't really expect it to... The monster lvls are set by the whites you throw in... But I wanted to test it anyway.

This post was edited by ItsLotd on Jan 25 2017 06:52pm
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Jan 25 2017 07:08pm
I asked Paul some time ago what the trap door benefits were supposed to be, if any, and I got this response:

''Nothing good ever comes from falling into a trap''



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Jan 25 2017 07:17pm
Quote (Paparick @ 26 Jan 2017 02:08)
I asked Paul some time ago what the trap door benefits were supposed to be, if any, and I got this response:

''Nothing good ever comes from falling into a trap''


and boy he was right about that -_-
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Jan 25 2017 07:18pm
Quote (Paparick @ Jan 25 2017 06:08pm)
I asked Paul some time ago what the trap door benefits were supposed to be, if any, and I got this response:

''Nothing good ever comes from falling into a trap''


Idk it was kinda fun :P
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Jan 25 2017 10:52pm
Resetting a map doesn't carry over the td. It does increase the mdif because it bumps the monster level up which is the same as the mod on the maps. You should have the best chance of finding better drops in a td, in a map with increased monster difficulty. If the map mods carry over into a td. Which they do not.
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