Zero percent chance of thief trap save or failure
Description
There appears to be literally a zero percent chance of thief traps failing, or the victims of said traps saving against them. I have a feeling that this is a bug, since this cannot possibly be designed to have no chance of failure or save like virtually every other blindness or spell-like effect in the game.
If it is not a bug, perhaps put it on the roadmap of things to consider. A 100% effective blindness (or immolation, or boneshatter, or or or) is, for obvious reasons, pretty ridiculous an eliminates all risk for these characters.
Carrion Fields on 2024-01-28 04:58 UTC
Automatically imported from the legacy bug board forum.
Ishuli on 2024-01-28 13:28 UTC
Subject: You didn't even include a log snippet.
Why.
Blinded by acid on 2024-01-28 15:59 UTC
Subject: RE: You didn't even include a log snippet.
I will compile a log today showing the traps working. The reason I hadn't is, all I have is logs of traps hitting me repeatedly, which I'm not sure is super helpful in illustrating a fail rate or lack of saves. What I'm suspecting is a bug is likely more like the fend bug, where there was supposed to be a percentage of effectiveness or failure, but the math was wrong. This feels like, traps in general should have an entire failure/save calculation that is not being called or is incorrect.
But logs incoming shortly.
Ishuli on 2024-01-28 18:00 UTC
Subject: Yes
Exactly what I need.
Trap code is HUGE. It's old, it's ugly, it's ancient - it hasn't been touched in a long time. I remember looking at it for something else and giving up fast due to the complexity.
So even just the echo of when a trap hits you saves me a lot of time digging. I will look forward to the logs!