Trap Sin Build Questions

Discuss Median XL!
gkgktmd
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CircaG wrote:
serek wrote:Here is my 110 trapsin.

Surprisingly I had no issues on hell going alone up to baal and probably could kill him too. Just starting doing charms but can definitely recommend this setup to get 110 maybe even 115 charms.

I’ve MOed my gear with resistances mostly to max out on hell, and put perfect gems to be able to wear gear and spell damage in weapons (probably visible in NotArmoury link)

BTW. Block and avoid mechanic is giving me facetanking experience with most content thus far. Only struggled with Ancients on hell and had to run around while throwing light traps, cause 3 hits put you down ;)

https://tsw.vn.cz/acc/char.php?name=SerekTRAP

What ideas do you guys have for next upgrades? Crafts? Sets? SSUs?


Thanks for the info and your items/skills. What is the reason you max strength over VIT with one of our skills allowing 50%+ VIT? I don't really understand the stats in Median. I know VIT is kind of lack luster, but I feel like strength would be pointless in a way for us?

Also, I have no experience with anything after 105 so I won't know any upgrades unfortunately.


MAYBE ITS HIGH STR REQ OF ARMOR..? BECAUSE OF LACK OF CHARM, STR POINT NEED VERY MUCH
racerxrom
Skeleton
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Does pierce over -100% enemy resist continue to add damage?

Asking because I switched to a sword and shield for more % spell damage and it seems decent right now but sure if ideal.
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Sprow
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racerxrom wrote:Does pierce over -100% enemy resist continue to add damage?

Asking because I switched to a sword and shield for more % spell damage and it seems decent right now but sure if ideal.


135 - normal monsters
170 - boss
Captcha
Mangler
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Im using
The Allseeing Eye
The Allseeing Eye
Coronet (4)

Defense: 58 to 106
Required Level: 6
Required Dexterity: 17
Item Level: 1
+1 to All Skills
+10% to Physical/Magic Spell Damage
+(31 to 50) Defense
(4 to 5)% to Strength
+3 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Level: 23
Required Dexterity: 36
Item Level: 31
+1 to All Skills
+15% to Physical/Magic Spell Damage
+(71 to 90) Defense
(8 to 9)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Level: 41
Required Dexterity: 85
Item Level: 51
+2 to All Skills
+20% to Physical/Magic Spell Damage
+(111 to 130) Defense
(12 to 13)% to Strength
+8 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Level: 49
Required Dexterity: 183
Item Level: 77
+2 to All Skills
+25% to Physical/Magic Spell Damage
+(131 to 150) Defense
(14 to 15)% to Strength
+10 Mana after each Kill
Socketed (4)
hat for +skills and spell damage. Also TU boots and sash.

I didnt use spell grip because I read somewhere that you dont get the benefit of pierce on your own items? I went with
Circuit Breaker
Circuit Breaker
Scissors Katar (4)

One-Hand Damage: (9 - 11) to (11 - 13)
(Assassin Only)
Required Level: 12
Required Dexterity: 68
Item Level: 19
Dexterity Damage Bonus: (0.13 per Dexterity)%
+1 to Assassin Skill Levels
15% Attack Speed
+12% to Fire Spell Damage
-3% to Enemy Fire Resistance
+(24 to 46)% Enhanced Damage
+12% to Poison Spell Damage
-3% to Enemy Poison Resistance
Lightning Resist +(21 to 30)%
+3 Mana after each Kill
Socketed (1)
One-Hand Damage: (27 - 30) to (32 - 36)
(Assassin Only)
Required Level: 30
Required Dexterity: 99
Item Level: 36
Dexterity Damage Bonus: (0.13 per Dexterity)%
+2 to Assassin Skill Levels
25% Attack Speed
+20% to Fire Spell Damage
-6% to Enemy Fire Resistance
+(69 to 92)% Enhanced Damage
+20% to Poison Spell Damage
-6% to Enemy Poison Resistance
Lightning Resist +(41 to 60)%
+5 Mana after each Kill
Socketed (2)
One-Hand Damage: (55 - 61) to (66 - 73)
(Assassin Only)
Required Level: 49
Required Dexterity: 195
Item Level: 51
Dexterity Damage Bonus: (0.13 per Dexterity)%
+(2 to 3) to Assassin Skill Levels
35% Attack Speed
+28% to Fire Spell Damage
-9% to Enemy Fire Resistance
+(115 to 137)% Enhanced Damage
+28% to Poison Spell Damage
-9% to Enemy Poison Resistance
Lightning Resist +(71 to 90)%
+8 Mana after each Kill
Socketed (2)
One-Hand Damage: (85 - 93) to (88 - 96)
(Assassin Only)
Required Level: 57
Required Dexterity: 384
Item Level: 85
Dexterity Damage Bonus: (0.13 per Dexterity)%
+3 to Assassin Skill Levels
40% Attack Speed
+36% to Fire Spell Damage
-12% to Enemy Fire Resistance
+(138 to 160)% Enhanced Damage
+36% to Poison Spell Damage
-12% to Enemy Poison Resistance
Lightning Resist +(101 to 120)%
+10 Mana after each Kill
Socketed (3)
even though the poison spell dmg doesnt count.

Also seems to be a bug with subterfuge not giving max resists?

Also used leather gloves early on for teh +skills even though the poison dmg doesnt help. And
Jerhyn's Tawiz
Jerhyn's Tawiz
Amulet

Item Level: 1
+(12 to 15)% Damage to Demons
+50 Life Regenerated per Second
+6% to Experience Gained
because it has useful mods and no level reqt so I can MO mana regen, MF and individual +spell dmgs. Shield is a problem early on. I just use
Doomfall
Doomfall
Gothic Shield (4)

Defense: (357 - 462) to (696 - 902)
Chance to Block: Class%
Required Level: 10
Required Strength: 30
Required Dexterity: 87
Item Level: 19
-(1 to 5)% Attack Speed
15% Block Speed
Slows Attacker by (6 to 10)%
+(71 to 130)% Enhanced Defense
+(51 to 100) Defense
+(1 to 10) to all Attributes
Elemental Resists +(11 to 15)%
Physical Resist (1 to 2)%
Socketed (1)
Defense: (939 - 1198) to (1745 - 2222)
Chance to Block: Class%
Required Level: 28
Required Strength: 60
Required Dexterity: 128
Item Level: 40
-(6 to 10)% Attack Speed
30% Block Speed
Slows Attacker by (11 to 15)%
+(91 to 150)% Enhanced Defense
+(101 to 200) Defense
+(11 to 20) to all Attributes
Elemental Resists +(16 to 20)%
Physical Resist (2 to 3)%
Socketed (3)
Defense: (2072 - 2595) to (3667 - 4609)
Chance to Block: Class%
Required Level: 45
Required Strength: 210
Required Dexterity: 270
Item Level: 67
-(11 to 15)% Attack Speed
45% Block Speed
Slows Attacker by (16 to 20)%
+(111 to 170)% Enhanced Defense
+(201 to 300) Defense
+(21 to 30) to all Attributes
Elemental Resists +(21 to 25)%
Physical Resist (5 to 6)%
Socketed (4)
Defense: (3209 - 3922) to (5610 - 6886)
Chance to Block: Class%
Required Level: 54
Required Strength: 420
Required Dexterity: 558
Item Level: 85
-(16 to 20)% Attack Speed
60% Block Speed
Slows Attacker by (21 to 25)%
+(141 to 200)% Enhanced Defense
+(301 to 400) Defense
+(31 to 40) to all Attributes
Elemental Resists +(26 to 30)%
Physical Resist (7 to 8)%
Socketed (4)
until I can make
Dar-Al-Harb
Dar-Al-Harb
Assassin Shields

'FalUm'
Runeword Level: 58
+(3 to 4) to Assassin Skill Levels
15% Cast Speed
0.25% to Fire Spell Damage (Based on Character Level)
0.25% to Lightning Spell Damage (Based on Character Level)
+(16 to 19) to Summon Darklings
+(19 to 22) to Skeletal Flayer
+25 to Dexterity
5% to Dexterity
+25 to Energy
Elemental Resists +10%
partly because summons should help in busy places.
Edited by Captcha 4 years.
racerxrom
Skeleton
3 | 0
Can't summon
Dar-Al-Harb
Dar-Al-Harb
Assassin Shields

'FalUm'
Runeword Level: 58
+(3 to 4) to Assassin Skill Levels
15% Cast Speed
0.25% to Fire Spell Damage (Based on Character Level)
0.25% to Lightning Spell Damage (Based on Character Level)
+(16 to 19) to Summon Darklings
+(19 to 22) to Skeletal Flayer
+25 to Dexterity
5% to Dexterity
+25 to Energy
Elemental Resists +10%
minions btw. Skills and spell damage is still okay though I guess unless the dual claw block is working?

Right now I'm using
Aeterna
Aeterna
Broad Sword (Sacred)

One-Hand Damage: (101 - 118) to (105 - 124)
Required Level: 100
Required Strength: 488
Item Level: 105
Strength Damage Bonus: (0.11 per Strength)%
Amazing Grace
4% Chance to cast level 50 Blizzard on Death Blow
+(3 to 5) to All Skills
+100 Spell Focus
(20 to 50)% Cast Speed
+(20 to 40)% to Spell Damage
+(130 to 170)% Enhanced Damage
(10 to 20)% to Strength
Socketed (6)
and
Witch Drum
Witch Drum
Small Shield (Sacred)

Defense: (2638 - 3298) to (2841 - 3552)
Chance to Block: Class%
Required Level: 100
Required Strength:
300 to 350
Required Dexterity: 299 to 349
Item Level: 105
+(1 to 4) to Amazon Skill Levels
+(1 to 4) to Sorceress Skill Levels
+(1 to 4) to Assassin Skill Levels
+(25 to 40)% to Physical/Magic Spell Damage
+(15 to 30)% to Lightning Spell Damage
+(15 to 30)% to Cold Spell Damage
+(60 to 100)% Enhanced Defense
+1 to Energy (Based on Character Level)
Cannot Be Frozen
Requirements -(30 to 40)%
Socketed (4)
.
Captcha
Mangler
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Good point on the shield, you saved me wasting time making it. I'm not at the stage for SUs yet.

Does that sword say minus 200 to EF? Isn't that a bad thing? Does Blizzard ever proc (death blow vs on-kill)?
racerxrom
Skeleton
3 | 0
Do traps get stat bonus from anything? Hopefully I'm not losing damage there. I see the blizzard proc sometimes.
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Mangler
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CircaG wrote:Wow thanks for the information! This is great. So would you recommend maxing Subterfuge based on this info? I probably would. Also, would you work on getting an even amount of fire and lightning %spell dmg or are you solely trying to stack lightning?

My understanding:

- At 1 point in subterfuge, you get the 33% to traps and 1% max resists (max res bonus not working as far as I can tell?).
- At 4 points you get the same to traps, but 2% max resists.
- At 8 points you get the same to traps, but 3% max resists.

For every point in it you get +4% to trap damage, so apart from the above the only reason to put extra points in subterfuge is if you want the 4% per point.

So 25 points would double trap damage, but it's not obvious if that's doubling the base damage or the "end damage" (what you get after the whole calculation of final damage has been worked out).
That might not make a lot of sense lol, basically I'm trying to say that the effect it has would depend on where you add this into the overall calc.

I didn't really understand the other posters saying about "adding it all together" since it would make no difference if you took 33% of each spell damage and added them at the end, you get the same answer. I think what they might be saying is that they were surprised that the lightning trap gets boosted by other non-lightning spell damage types through subterfuge, but that is what the tooltip says so I wasn't surprised by that. I was surprised that poison seems to be added in though.

Other stuff...
    Getting items with +spell dmg is definitely best since it seems to work as all 4 types.

    Items with pierce should have no effect according to the patch notes which say: "Traps do not inherit any player stats, unless stated otherwise on the skill tooltip.". So if pierce from player items is working, then looks like it's a bug so don't bet the house on keeping it!
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blood-doll
Prowler
18 | 3
Captcha wrote:
    Getting items with +spell dmg is definitely best since it seems to work as all 4 types.

    Items with pierce should have no effect according to the patch notes which say: "Traps do not inherit any player stats, unless stated otherwise on the skill tooltip.". So if pierce from player items is working, then looks like it's a bug so don't bet the house on keeping it!

pierce from items does not work from my testing

Captcha wrote:I was surprised that poison seems to be added in though.

yes i was at first thinking it was 33% of whatever specific element. but it's definitely 33% of all of them aside from poison.
poison is not added in on further testing.
i'm not sure why i had an extra 10% dmg from some sort of spell increase on previous testing, but it's not from the 33% of 35% poison.
poison % dmg doesn't increase trap dmg.
Edited by blood-doll 4 years.
serek
Jungle Hunter
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My STR is high due to chest requirement (no charms), with charms I’ll prolly go full VIT and some energy for longer fights and mana regen (I did MO rings + amu for 25% regen).

Planning to do my first skills reset after 115 charms and see how it goes.

About leech: I don’t rely on it whatsoever, simply spamming potions.

Worth noting is that I’m also aiming at crafts with low STR req or some SSU once I get to duncraig.

Duncraig is a love/hate relationship but overall is mostly about dodging barrels and taking it easy ;)