How Much Dmg Do Lesion Traps Do

Siu Mei Lin (Chinese: 蕭美蓮), codenamed Ying, is an Attacking Operator featured in Tom Clancy's Rainbow Six Siege, introduced in the Operation Blood Orchid expansion alongside Lesion and Ela. Born in the comfortable Central district of Hong Kong, Siu Mei Lin was a close protection operative before. Lesion le´zhun any pathological or traumatic discontinuity of tissue or loss of function of a part. Lesion is a broad term, including wounds, sores, ulcers, tumors, cataracts, and any other tissue damage. They range from the skin sores associated with eczema to the changes in lung tissue that occur in tuberculosis. Kimmelstiel-Wilson lesion a. Yes, that may be true but as videos show its not a conclusion i mean players do it with valk they love to rush attackers on certain sites the same will be with lesion but worse, the trap is fully invisible, this means you can drop it outside near key points of entry and because he gets to know which one and where it has been set off he can easily be ready with a callout or opening a window. He has 8 invisible traps that do 10 damage+Damage over time+no sprinting. It’s fine like it is. To calculate the excised diameter, you should begin with the size of the lesion (2 cm) and add the width of the narrowest margin multiplied by 2 (1.5 x 2, or 3 cm total) for a total of 5 cm (2 + 3 = 5). In this case, therefore, you should report 11606 (Excision, malignant lesion including margins, trunk, arms or legs; excised diameter over 4.0 cm). Apr 06, 2017  The really 'big' Lesion thing is to use a frame that has some sort of stealth/silence/blind aspect to get the multiplier for crit/status, in which case you do need Maiming Strike and you're relying on constant slide attacks. I do use lightening warp for movement. The mobs are no sweat. The trap damage is insane and the possibility of a mess up running into a spinning blade or saw blade is great, the molten floors aren't that bad, the spike traps or pressure plates aren't that bad.but for christ sakes this is super tough for the normal difficulty.

  1. How Much Dmg Do Lesion Traps Do I Need
  2. How Much Dmg Do Lesion Traps Do I Know
  3. How Much Damage Do Lesion Traps Do
  4. How Much Dmg Do Lesion Traps Don T
  5. How Much Dmg Do Lesion Traps Do I Make
Hello,
I'm playing a lvl 83 summoner build with dual fire totem. I have 3.9k ES and 2.2 K hp, 4k Armor,24% block chance, 12% evasion and 800+ per second ES recharge rate. I do use lightening warp for movement. The mobs are no sweat. The trap damage is insane and the possibility of a mess up running into a spinning blade or saw blade is great, the molten floors aren't that bad, the spike traps or pressure plates aren't that bad...but for christ sakes this is super tough for the normal difficulty. I am not saying make it easy as it should be difficult, but how the heck do you expect someone of the current level to do this if i can not at 83. To me this sounds like you need to make a character specifically designed with jumpy jump leap slam or other movement types and have 8k Hps. This expansion could be actually worse than Talisman just because of the fact you have to be lucky as all get out to even get to the end...then not die to the end boss or have your map with no exit.
I know all of us do not have the time to play this non stop or for a living, and i will probably get flammed at some point by people that have done this trial with no problem. I think you need to tone it down on the normal difficultly just so you can complete it before you give up on the other difficulty settings lol.
I realize my character could have better ES and Hps but i am geared for Pet and Totem damage and can run most of all the maps to ten or better even if yellow'd without pushing up daisies once.
Personally i think the trials should have been set to specific classes to reflect that classes abilities and possibility play styles. I am not even sure that armor effects the damage reduction from traps, i am thinking NO. Since i have no health recharge as its put into ES recharge i think i am hosed on this. No expecting any answers , i just think this expansion is a mute point and if you are thinking of beating your head against a wall trying to complete this, just forget it . Very frustrating . The game has evolved around a few certain builds that the game and programmers have run out of options to counter to make it difficult as far as mobs goes, so the next alternative was to introduce traps that can only be countered with a movement spell, but even then you are at risk of getting a hard map with little to no safe points, or finding a map that's easier, but just because you get the first 5 locations down doesn't mean the next part you enter will have any or little to non safe points for a 'Warp', 'leap slam', as the programmers can install the traps in a such a fashion and at speed to require you to be 'HIT' and melt.
I think the Labyrinth should have a timer count down to make it more difficult../sarcasm off.
Loading please wait....Camelot Unchained can not get her fast enough :)
Last bumped on Mar 16, 2016, 1:18:05 PM
Posted by
Serapis182
on Mar 13, 2016, 11:28:59 PM
Trap Damage is relative to your HP/ES, similar to Righteous Fire. No matter how much HP you have, standing in the middle of a trap like a doofus will get you killed in no time. Additionally, you can avoid all significant Damage by moving carefully. Don't rush it if you're not strong enough to rush it down. Traps are not the hard part of the Labyrinth, frankly :/
'Personally i think the trials should have been set to specific classes to reflect that classes abilities and possibility play styles'
Classes don't have a specific playstyle, so that would never work. It goes entirely against one of Path of Exile's core designs.
Last edited by Vipermagi on Mar 13, 2016, 11:35:40 PM
Posted by
on Mar 13, 2016, 11:35:25 PM
Ya i just stand on traps like a dofus screw you dick weed.
Posted by
Serapis182
on Mar 14, 2016, 1:25:21 AM
Well what do you want from us then? You've made this long frustrated post about something that's really easy to deal with and shouldn't be causing you problems. You must be doing something wrong, and Vipermagi's post covered everything you need to do to trivialise traps. You don't need high MS or a movement skill. Just play carefully and dodge them if you aren't confident you can run through.
Have you done something awesome with Sire of Shards? PM me and tell me all about it!
Last edited by viperesque on Mar 14, 2016, 1:32:07 AM
Posted by
viperesque
on Mar 14, 2016, 1:31:47 AM
What Vipermagi is saying is that traps ARE avoidable. If you learn how to avoid the traps, the remaining challenges are Argus and Izaro. If you understand the mechanics of all 3, the labyrinth becomes significantly easier.
Please contact support@grindinggear.com if you need any assistance.
Posted by
Gary_GGG
on Mar 14, 2016, 1:32:53 AM
Well I agree with what was said to avoid stuff.. as an ele witch, it got easier when I started using hybrid armor es chest n gear. For both traps n izar n puppy. First time ever was glad to see ice tomb drop. Seemed to me to make it a lot easier...blash+enfeeble probably had a bit to do with it as well.
I still die to traps but mostly do to carelessness.
Good luck
Posted by
on Mar 14, 2016, 2:26:15 AM
'
Hello,
...but for christ sakes this is super tough for the normal difficulty. I am not saying make it easy as it should be difficult, but how the heck do you expect someone of the current level to do this if i can not at 83.

This part is where you are wrong.
Traps are the same difficulty no matter what level you have, because their damage is percentage based.
I think poison darts deal 25% of your life as damage.
So whether you are lvl 80 with 6000 life or lvl 36 with 2000. The amount of damage compared to your max life is the same in that you can get hit by 4 darts in a row and you die (without any heal or regen).
“Demons run when a good man goes to war'
Last edited by Sneakypaw on Mar 16, 2016, 11:54:35 AM
Posted by
on Mar 16, 2016, 11:52:05 AM
i see two problems with this. first problem is the difference between life and es. with my first char, lab was pretty simple. just use your instant pots while the trap is hitting you, easy. with es, you are fucked.
second problem is, low life. only a few might have this problem, i think most go ci or life, but it is there. i made a duo run yesterday and while those spikes took like 2/3 of the hp from my friend, i lost all es. and being low life, loosing all es is pretty devastating. maybe something else hit me, but it seems like trap dmg is based of your maximum, so life+es.
but i ripped in the end, izaro can teleport you around, was pretty fucked on top of a spinning saw...never happend in the 8 runs i did with other chars :D
Posted by
Sharkuuu
on Mar 16, 2016, 1:18:05 PM

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Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of Poisoned darts.
A trap can be either mechanical or magical in Nature. Mechanical traps include pits, arrow traps, Falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell Effects when activated. Spell traps are Spells such as Glyph of Warding and that function as traps.

Traps in Play

When adventurers come across a trap, you Need to Know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.

Triggering a Trap

Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the Glyph of Warding spell) have more complicated trigger Conditions, including a password that prevents the trap from activating.

Detecting and Disabling a Trap

Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.Lesion
A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.
Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, Dispel Magic has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use Dispel Magic.
In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s Actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your Common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt.
You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.
Foiling traps can be a little more complicated. Consider a trapped Treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a Shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the Shield.
Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent Monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a Secret door might conceal a Passage that goes around the trap.

Trap Effects

The Effects of traps can range from inconvenient to deadly, making use of elements such as Arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap’s description specifies what happens when it is triggered.
The Attack bonus of a trap, the save DC to resist its Effects, and the damage it deals can vary depending on the trap’s severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.
A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels.
Trap Save DCs and Attack Bonuses
Trap DangerSave DCAttack Bonus
Setback10–11+3 to +5
Dangerous12–15+6 to +8
Deadly16–20+9 to +12
Damage Severity by Level
Character LevelSetbackDangerousDeadly
1st–4th1d102d104d10
5th–10th2d104d1010d10
11th–16th4d1010d1018d10
17th–20th10d1018d1024d10

Complex Traps

Complex Traps work like standard traps, except once activated they execute a series of Actions each round. A complex trap turns the process of dealing with a trap into something more like a Combat encounter.
When a complex trap activates, it rolls Initiative. The trap’s description includes an Initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic Challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.
For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded.

Sample Traps

The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.

Collapsing Roof

Mechanical trap

This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.
TrapsThe trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.
The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse.
When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes Difficult Terrain.How Much Dmg Do Lesion Traps Do
Mechanical trap

This trap uses a trip wire to release a net suspended from the ceiling.
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and Restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 Hit Points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.

Fire-Breathing Statue

Magic trap

This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a WizardCasting a Spell.
The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of Evocation magic around the statue.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful Dispel Magic (DC 13) cast on the statue destroys the trap.

How Much Dmg Do Lesion Traps Do I Need

Pits

Mechanical trap
Four basic pit traps are presented here:
Simple Pit. A simple Pit Trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s depth (usually 10 feet, but some pits are deeper).
Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.
When a creature steps ON THE COVER, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. Once the Pit Trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the Arcane Lock spell or similar magic.
Locking Pit. This Pit Trap is identical to a hidden Pit Trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a Secret door nearby) opens the pit.
Spiked Pit. This Pit Trap is a simple, hidden, or locking Pit Trap with sharpened wooden or Iron spikes at the bottom. A creature Falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any Falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Poison Darts

Mechanical trap

When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.
The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing The Holes with cloth or wax prevents the darts contained within from launching.
The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged Attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this Attack roll). (If there are no Targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.

Poison Needle

Mechanical trap

A Poisoned needle is hidden within a Treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 hour.
A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

Rolling Sphere

Mechanical trap

When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling Sphere of solid stone.
With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A Search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
Activation of the Sphere requires all creatures present to roll Initiative. The Sphere rolls Initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The Sphere can move through creatures’ spaces, and creatures can move through its space, treating it as Difficult Terrain. Whenever the Sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.
The Sphere stops when it hits a wall or similar barrier. It can’t go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the Sphere to keep moving.
As an action, a creature within 5 feet of the Sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat.

Sphere of Annihilation

Magic trap

Magical, impenetrable Darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.
A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a Sphere of Annihilation that can’t be controlled or moved. It is otherwise identical to a normal Sphere of Annihilation.
Some versions of the trap include an Enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy

How Much Dmg Do Lesion Traps Do I Know

aspect of the

How Much Damage Do Lesion Traps Do

antipathy/sympathy spell. A successful

How Much Dmg Do Lesion Traps Don T

Dispel Magic (DC 18) removes this Enchantment.

How Much Dmg Do Lesion Traps Do I Make