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Benommenheit bemisst die Ermüdung bei Menschen und Kreaturen. Wenn die Benommenheit bei Menschen 50 erreicht werden diese bewustlos. Während man bewustlos ist kann man nichts tun und andere Spieler können einen herumschleppen, weitere Narkosemittel verabreichen, einem seine Ausrüstung stehlen oder einfach töten. Kreaturen werden bewustlos wenn der Wert bei ihnen das Maximum erreicht. Ist einmal der Wert 0 der Benommenheit, bei Menschen oder Kreaturen, erreicht wachen diese auf. |
Erhöhung von Benommenheit bei Menschen und Kreaturen[]
Benommenheit kann erhöht werden durch:
Konsumgüter[]
- Narcobeeren (7.5 Punkte über 3 Sekunden)
- Narkosemittel (40 über 8 Sekunden)
- Bio Toxin (80 über 16 Sekunden)
- Ascerbic Pilz (25 Punkte über 2 Sekunden)
Waffen[]
- Menschen Fäuste
- Spitzhacke
- Speer
- Holzknüppel
- Elektroschocker
- Steinschleuder
- Betäubungspfeil
- Betäubungsdart
- Schockender Betäubungspfeil
- Tranq Spear Bolt
- Boomerang
- Giftgasgranate (hat nur Effekt auf Menschen)
- Toxicant Arrow (nur mobile)
Fallen[]
Status Effekte[]
- Cryo Sickness (beeinflusst nur Kreaturen)
Kreaturen die Benommenheit verursachen[]
- Araneo
- Arthropluera
- Basilisk
- Beelzebufo
- Cnidaria
- Electrophorus
- Equus
- Eurypterid
- Gacha
- Pachy
- Pulmonoscorpius
- Reaper Queen
- Therizinosaur
- Titanoboa
- Lightning Wyvern
- Thorny Dragon
- Troodon
- Tusoteuthis
- Broodmother Lysrix
- Manticore
Benommenheit nimmt auch langsam zu wenn Hunger und Wasser auf 0 ist, außerdem steigt sie wenn Nahkampfangriffe ohne Ausdauer zu haben ausgeführt werden.
Benommenheit verliert Punkte über Zeit, der Verbrauch von Stimbeeren oder Stimulanzien lässt die Benommenheit schneller abnehmen.
Die Attacken die betäubung verurachen können in zwei Kategorien eingeteilt werden. Die aus kurzer Distanz (wie von der Steinschleuder, Electric Prod und Pachy) betäuben das Ziel dierekt um einen Wert, während diese, Pulmonoscorpius, Titanoboa und Beelzebufo einen erweiterten Effekt verursachen der die Benommenheit über Zeit ansteigen lässt. Einige Attacken passen in beide Kategorien, wie etwa der Betäubungspfeil und der Betäubungsdart.
Der Wert an Benommenheit der verursacht wird skaliert direkt mit dem Schadenswert. (z.B. Kopfschüsse verursachen bei Zielen mit Kopfschuss hitbox mit Betäubungspfeil mehr Schaden und dadurch auch mehr Benommenheit). Since most Torpidity-increasing effects come in the form of hostile attacks and bites, it's advised to wear good Armor to combat the Benommenheit infliction. For example, Datei:Flakrüstung.png Flakrüstung heavily increases your chances against Titanoboa compared to using Datei:Lederrüstung.png Lederrüstung, as the former provides more damage resistance, and thus more Torpor resistance, allowing you to take more hits before being knocked out. The armour value provided by a creature's Datei:Sattel.png Sattel works the same way.
Consuming or force-feeding multiple Narcotics at once won't cause Torpor to rise faster, but will instead increase the duration of the narcotic effect (e.g Using one Narcotic will cause Torpor to increase for 8 seconds, using two at the same time will cause it to increase for 16 seconds, and using one when 4 seconds remain from a previous Narcotic will increase the effect's duration to 12 seconds). A popular way of taming creatures with rapid Torpidity loss, such as Gallimimus and Giganotosaurus, is force-feeding many Narkosemittel at once, as a creature's Torpor stat will stop decreasing while the creature is under a Torpidity-increasing effect. Feeding many Narcotics at once will cause the creature's Torpidity to increase for longer, and if enough are used, the effect can last the entire duration of the taming process, thus not allowing Torpor to drop at all. It is important to note however that if any stat reaches its maximum value, including Torpidity, any status effects affecting that particular stat will immediately wear off. So if, for example, a creature would reach max Torpidity with the use of three Narcotics, using any more than three will not result in any additional duration, as Torpidity will reach maximum before the addition duration would occur.
A lot of melee weapons also increase the Torpidity, but the low amount is not usually worth the high risk of death.
Resistenz[]
The Torpidity stat cannot be directly increased, but can be affected by Fortitude. The higher your Fortitude, the higher your resistance to torpidity-increasing effects. In addition, each point invested into Fortitude will increase your knock-out threshold by 1.
Benommenheits-verlust[]
All creatures and players have a natural Torpidity Decay Rate which determines how fast they will fight off the Torpidity and wake up. Some creatures, like Giganotosaurus, lose Torpidity at a prodigious rate, while others seem to just love to sleep. Once again, it is important to remember that Torpidity Decay is always put on hold whilst under a Torpidity-increasing effect, so as long as new Torpidity is applied (i.E. via Narkosemittel or creature attacks), a creature or player cannot recover from unconsciousness.
For example, a Armbrust equipped with Betäubungspfeils will immediately inflict Torpidity equal to 200% of the Gesundheit damage dealt, and additional Torpidity damage equal to 250% of the Health damage dealt over 4 seconds. During those 4 seconds, the target's Torpidity Decay is put on hold, so the most resource- and time-efficient method would be to shoot the Crossbow once every 4 seconds. However, not only can this be somewhat difficult to accurately measure in the heat of combat, the duration of the Torpidity effects of Betäubungspfeils and Betäubungsdarts stack, similar to Narkosemittel, so shooting in rapid succession is usually a much easier way to render a creature unconscious. Utilizing an external tool such as Dododex can allow players to determine exactly how many shots are required to knock out a certain creature, and thus avoid wasting supplies.
Aside from arrows and darts however, Torpidity effects usually do not stack. The Scorpion for example applies a debuff with every attack that increases Torpidity by 300% of the Health damage dealt over 10 seconds, but subsequent hits will not increase the timer, instead setting it back to 10 seconds. Therefore, attacking more often than that won't increase Torpidity any faster, while the damage from the attack itself will still occur. A Steinschleuder or Pachy on the other hand will apply Torpidity instantly, but will not apply any debuff, causing the Torpidity Decay to start immediately after each hit. Getting the timing right is critical when using methods other than arrows/darts to knock out creatures. If you wait too long between attacks, the Torpidity on the creature might already have decayed completely, meaning additional attacks, and thus more health damage, will be necessary to knock out the creature, making further taming attempts potentially more difficult or less rewarding.
Notizen[]
- Torpidity is one of two stats that cannot be leveled up once a dino has been tamed (the other being Bewegungsgeschwindigkeit (flyers only)). Increasing Fortitude will increase a player's resistance to Torpidity-increasing effects, but not directly increase the Torpidity stat.
- If a Kreatur was released from a Cryopod by a player under the effect of Cryo Cooldown, they will be inflicted with the Cryo Sickness status effect, immediately rendering them unconscious with full Torpidity. Creatures affected by Cryo Sickness will take longer to wake up than normal. Stimbeeren or Datei:Stimulanuien.png Stimulanuien do reduce Torpidity as normal, but the duration of Cryo Sickness is not affected by Torpidity, meaning that a creature can wake up before Cryo Sickness wears off, and will still suffer the other effects of the status condition (decreased damage resistance, inability to be stored in a Cryopod etc) until it wears off naturally.
- By wearing a Gasmaske, it is possible to avoid Torpidity infliction by the Tripwire Narcotic Trap and Giftgasgranate.
- Unconscious players are immune to fall damage.
- Torpidity was named Torpor in the game before v275.0.
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