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Thread: Changing Stages

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    Default Changing Stages

     
    This just crossed my mind. If you're on a stage that changes dramatically & you have traps employed, what happens to them?

    In the Planet's Core, I suppose they'd mostly stay in-tact, but what if they get hit by moving scenery?

    Similar question with Interdimensional Rift.

    Perhaps the biggest problem & the easiest one to figure out would be the World of Darkness.

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    Very good question, I'll have to test this out.
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    I believe CoD found the answer not too long ago too. Even on stages with breakable terrain (I.E. Crystal World, World of Darkness), TC remains for 3-4 seconds before disappearing completely. It just cuts the time down
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    Yeah, I just tested a few things...

    World Of Darkness, :
    When the stage changed, :

    Ground Mines - Fell to the bottom of the Banish trap
    Aerial Mines - Stayed in place
    Dynamite - Continued on its path towards wherever it landed, and exploded
    Lightning Crest - Stayed in the air, duration cut down drastically
    Flares - Carried on to the next area
    Light Crest - Stayed in place

    Now when you reset these traps and everything reverts back to the normal stage, all the traps disappear. If you are in the middle of an action it is cancelled. Really boring -_-

    The Rift is relatively the same, :
    Ground Mines - Depends on where they are, but they may float down to the banish traps.
    Aerial Mines - No change (I still am testing whether they can be cancelled if a building appears on tp of them.)
    Flares - Normal
    Lightning Crest - same as World of Darkness, duration cut down
    Starfall can obviously be cancelled.
    I'm still testing Light sigil and whether it can be cancelled as well. (Same with every other trap, I want to see if buildings can erase them)

    Forgot Dynamite in the Rift, Dynamite will stay suspended in midair if it was sticking to an object, my favorite effect personally since it still gets that splash radius damage.

    EDIT :
    Okay, in the rift your traps can be completely erased if a building appears on it. I have tested this with the flares.
    Last edited by Cloud of Darkness; 08-09-2010 at 07:48 PM.
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    What about traps that are far away when the stage shrinks? Do they disappear altogether, or do they just move?

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    They stayed in their respective places, I set up a Lightning crest and fired a dynamite before the stage changed, but I also dashed to the opposite side of the stage before it changed.

    Me and my opponent warped, but you always warp into the center of the area, so the traps were basically where they were in the normal phase, but just where they were left. (Sounds confusing, but in the World of Darkness they stay where they were left)

    EDIT

    Okay, new news on this,

    When you warp to the alternate stage that is very small and cramped, all of your traps are cancelled out, BUT when everything reverts back to normal, the traps you reset are carried on to the orginal stage! The two alternate areas in the World of Darkness are opposites
    Last edited by Cloud of Darkness; 08-09-2010 at 08:11 PM.
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    I'm confused. So...they stay in the big stage, but they disappear when returning? And...in the small stage, they disappear, but return when the stage returns to normal?

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    Agh, after further testing I found what I said is not true *facepalm*

    I'll upload a video to try and clear this up, but let me explain,

    When fighting in the World of Darkness, you can set up any traps you like, then when it shifts to the large wide open area of the world of darkness, your traps still remain.

    When it shifts back, your traps actually shift back with it, but it depends on where those traps are when the stage reverts. For example, if you set up traps very high in the air while in the alternate area, then those traps will be very high up in the stage when things revert back to normal, which is why I did not spot them, until now. So it seems that traps are not erased with that in mind.


    YouTube- &#x202a;Dissidia : Emperor's Traps in Stages&#x202c;&lrm;
    However I am now testing the small alternate area, it seems that your traps will be erased if they are out of this area's range, which would be your range. Confusing?

    Well when you set up a trap and it shifts to the smaller area in the world of darkness, the traps will remain, but only if they are spaced right or have enough room, if you fire a trap off at the opposite end of the stage and it shifts to the small area, then it will not appear, because it is outside the smaller area's range. In other words it gets erased. But if you use a flare in the center of the stage and it shifts then it could get carried on to the smaller area, from there it is just a matter of whether or not it hits a wall and dissipates, then after that those traps should still be carried on to the normal world of darkness stage. Like I said, I have cracked the large area's secret, now I am testing the smaller areas.

    I hope that was not really confusing
    Last edited by Cloud of Darkness; 08-10-2010 at 07:59 PM.
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