ZeroGravitas
The Destroyer
Ah, excellent, so you've been reading the code then? (Not got around to trying that myself with 1.3, yet.) You're quite right that spikey balls do have 5s cool down. I'd been testing with alternating 1s timers (to hear the clicks), but it's known that having timers turn each other on/off shuffles the precise (same tick) order and mucks things up (I should have known better).Spiky ball traps seemed to work fine with 5 second timers for me, so I looked into it. After a bit of digging around I found that the use times for them are as follows:
Taking into account what I assume is a 60 tickrate, it means that the Dart/Flame traps cooldown is ~3.3s, Spiky ball trap cooldown is 5s, and the Spear trap cooldown is 1.5s.. I think..?
- Dart, super dart, flame - 200
- Spiky ball - 300
- Spear trap - 90
So yeah, that looks like what we're dealing with. Shall we assume the other properties on my trap characteristics chart are unchanged? [Just updated cool-downs there.] Worth checking base damage, projectile speeds and durations? A rough test showed that having several hundred (1000, I think) dart projectiles (in world) still stopped my terra blade from firing projectiles...
Any new trap types in game? Or trap-like items? (A yes/no will suffice, if you don't want to spoil it for slow-coaches, like me.)
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