

Once a spike trap is triggered, it is destroyed. The damage listed is the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once. Note that both the damage and AP of the attack in the info screen are misleading. AP is the armor penetration of each attack.The armor penetration of the attack is determined by the following equation: This random factor is rolled once only and then applied to all attacks, it is not rolled for each attack. War machines don't have these kinds of upgrades. Normal traps have 3 tiers of these upgrades, each costing more than the one before. the amount of damage it deals or its coin cost. rand(0.8,1.2) is a random factor between 0.8 and 1.2. All traps in Orcs Must Die 3 have two types of upgrades available: Upgrades directly improving a single aspect of a trap, e.g.

Material Sharp Damage Multiplier is a material dependent factor.Trap Melee Damage is 100 for spike traps.Combined trap placement, powerful magic, and weapons to take down your enemies before they can reach your rift gate and keep the human world safe from the evil orcs. Return to the ranks of the Order and do battle with the evil hordes of marauding orcs, ogres, and other beasties. A spike trap performs 5 of these attacks when triggered. Orcs Must Die 3 is the latest entry in the long-running Orcs Must Die series. Damage per Attack is the damage each attack does to the target.

The amount of damage dealt by each attack is determined by the following equation:ĭamage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5 When triggered, the spike trap makes five attacks against the pawn that triggered it. In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns. Friendly visitors will never trigger a trap. Colonists, and tame animals have 0.4% (one in 250) to trigger the trap, but are also aware of the location of traps and will avoid pathing over them if reasonably possible. Non-manhunting wild animals have a 25% chance to trigger the trap but are aware of the location of traps and will avoid pathing over them if reasonably possible. The base trigger chance is 100% for enemies, including animals affected by the manhunter mental state. Spike traps are single use traps that may be triggered when a pawn of any kind walks over it. Because it hits many targets at once you can easily 2-3 shot multiple. Spike traps cannot be placed or constructed directly next to each other nor next to any other kind of trap. The lightning ring is by far the best way to kill a mob of them coming down on you. Spike traps require 45 Stuff ( Wood/ Metals/ Stone), 3,200 ticks ( 53.33 secs) of work, and a Construction skill of 3.
