Item Database
Nano Crystal (Intense Agglutinative Nanoweb)
Nano Crystal - Hinders the movement of the target to a great extent, rendering it almost unable to move. If the target is above level 265 it may be hard to get the maximum effect out of this nano formula.
| Flags | Visible, Modified Description, Tell Collision, Has Energy |
|---|---|
| Patch | 15000100 |
| QL | 214 |
Requirements
| Hook | Attribute | Operator | Value |
|---|---|---|---|
| To Use | Sensory improvement | at least | 1538 |
| To Use | Time and space | at least | 1273 |
| To Use | Profession | exactly | Fixer |
| To Use | Expansion sets | unknown | SL |
| To Use | Level | at least | 214 |
| To Use | Specialization | unknown | 8 |
Effects
| Hook | Target | Action | Attribute | Value |
|---|---|---|---|---|
| On Use | User | Upload | Nano | 223143 |
Combine this with a running fixer with some sick AS's. ^^ U just unleashed hell
Level <= 218 and
Level >= 246
Isn't that bugged? There is no number smaller than 218 that is at the same time greater than 246.
I have heard a lot of fixers lament that the single snares given to us that work in SL are not useful. I must admit, I was once a believer in this theory as well, but it is not actually true. Snares just work a bit differently and once you master them they are a very nice tool for handling adds in missions, etc. Basically, if you cast the snare on a monster in SL that is moving, it has no effect or very little effect, the mob will still get to you within a few seconds. However if you cast it on a mob that is not aggroed and moving yet, it works like a root, keeping the mob in place (it doesn't move at all). All you need to do is apply this knowledge in a logical fashion. If you open a door and there are two mobs close together, don't bother being sneaky, hoping to pull one and not get your team killed - assume you will pull both. Fire a defensive perk, and run right up to the mobs, that's right, stand next to it. This way it won't move. As soon as you are next to it cast SL snare, and when it lands, run away with the mob you didn't snare close on your heels. Then hope you kill it before the snare runs out.
P.S. I (will steal your cheeze) like to (you know what's coming[don't you!?]) use excessiv(:D)e bracketing(!)[?]!
It's not a theory ;) And if you read my advice again you will see I suggest running up to a mob to snare it, hence, it will not be moving. Then you run away.
You run to the mob and snare it, it hits you and your damage shield/reflect breaks the snare, and you end up pulling 2 (or more) mobs ;D
A mob level 266 or more gets -800 RS. Okay. That's easy.
A mob between level 240 and 265 gets a random roll that has a 75% chance of doing -800 RS and 25% of doing -2000 RS.
A mob at level 239 or lower get no rolls and gets -2000 RS straight out.
Now, assuming I got these correct, doesn't it actually mean that this nano will have a hard time affecting a mob above 239, rather than 265 as the description says?