Power

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Power resides only where men believe it resides. [...]
A shadow on the wall, yet shadows can kill.
And ofttimes a very small man can cast a very large shadow.

— George R.R. Martin, A Clash of Kings


Power

Every mechanism and magic circle in Ghost Trappers gives you two basic statistics about themselves: their raw power and their mystic power.

The first question people hear when they ask a question about how to catch a particular ghost tends to be, "how much power do you have?".

Some setups are stronger in raw power than mystic power; some setups are much stronger in mystic power than in raw power. But if you're trying to put together a setup that is stronger in one type of power, where do you start?

This page attempts to distinguish between these two forces, and to give you some background information that can help a lot when you are picking your trap mechanism or magic circle.

Raw power


Raw power is the primary force that allows you to capture a ghost. Raw power comes from many different sources and sometimes manifests differently depending on the type of power involved.

Arcane power sources

Arcane-powered mechanisms tend to have more mystic power than other trap types at a comparable level, and consequently also tend to have less raw power than those comparable mechanisms. In some instances, the amount of raw power available for a particular arcane-powered mechanism is significantly less than the amount of mystic power, which can result in some variability in results while hunting. (In other words, you need to be prepared to miss more ghosts than normal if you start off with an arcane mechanism.

Bio power sources

Bio-powered mechanisms tend to have relatively small amounts of mystic power available compared to the amount of raw power they have.

High tech power sources

High tech powered mechanisms tend to have a lot of raw power and very little mystic power compared to other mechanisms available at the same level. The additional raw power of a high tech mechanism often must be compensated for with longer cooldowns, decreased efficiency (more bait usage per hunt), or other impediments.

Infernal power sources

Infernal power sources tend to make very strong mechanisms, but there is still a price to pay. Infernal mechanisms are afflicted with the dark arts, which negatively affects the amount of XP of GBP you receive from a certain percentage of your catches.

Traditional power sources

Traditionally powered mechanisms, like bio-powered mechanisms, tend to have both raw power and some mystic power available, although the amount of mystic power tends to be less than 5% of the amount of raw power in the mechanism.

Mystic power


Mystic power is generally defined as your chance to catch a particular ghost regardless of the strength of your trap.

As far as we can tell, there is no specific correlation between the amount of mystic power and the rate at which you catch non-mystic resistant ghosts.

And while mystic power is generally a big help in trapping the special mythic-creature ghosts, having a high-mystic set up is no guarantee that you will attract those ghosts.

A high-mystic set-up often has little or no raw power, and can often cause you to miss many ghosts in a row.

Mystic resistance

Some ghosts are resistant to mystic power, meaning that they can only be caught with a high raw-power set-up, or with a setup with a lot of willpower to overcome that resistance.

Negative mystic power

The nightmare mode locations automatically lower the mystic power of your setup by 70. If the resulting number is below 0, your setup shows as having 0 mystic power.

Some pieces of equipment balance their positive benefits with a negative amount of mystic power. Depending on the rest of the components in your setup, you may still end up with negative mystic power for your trap.

When hunting by yourself, negative mystic power simply becomes "0" when displayed in your setup info on the camp page.

When raiding, if one person in the raid unit has negative mystic power, the total amount of negative mystic power is subtracted from the team's overall mystic power.

High mystic power

Many players talk about "high" mystic power. Except for the mystic temptress, this generally means a mystic power setup of at least 70.

Scare factors


Each ghost has a scare factor. The overall power of your trap must be greater than the scare factor of a ghost for you to have a chance of catching it.

History


  • 22 October 2009: For the first time ever, some ghosts are now mystic-resistant.

See also


You might also be interested in looking at:

Personal tools
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