Just a tidbit of research I've done I'd like to share with the community, and have updated based on feedback in this thread. This was all tested within a Nightmare map, NOT the tavern.
Electric Auras vs. Inferno Traps? Which is better in Nightmare? (Current as of v7.32)
Naked inactive hero (with 120 into damage, attack rate, and radius):
Electric Aura: 479 damage every .41 seconds. DPS = 1168 (234 per DU)
Range: 6.87
Inferno Trap: 575 damage every .29 seconds. DPS = 1983 (496 per DU)
Range: 8.29 (4.19 activation)
Geared with 850/1850/1150/850 inactive hero (no weapons so their stats are identical):
Electric Aura: 2713 damage every .23 seconds. DPS = 11796 (2359 per DU)
Range: 11.20
Inferno Trap: 2473 damage every .16 seconds. DPS = 15456 (3864 per DU)
Range: 12.55 (6.84 activation)
Geared inactive, fully upgraded, with a fully upgraded Buff Beam (EV 1500/1500/700/750)
Electric Aura: 9053 every .13 seconds. DPS = 69638 (13928 per DU)
Range: 17.83
Inferno Trap: 10952 every .16 seconds. DPS = 68450 (17113 per DU)
Range: 12.63 (10.88 activation)
Both auras and traps have spherical ranges, so an inferno trap with 10 range reaches the EXACT same places as an electric aura with 10 range (even vertically); I've tested this personally, and can confirm it. Inferno traps have the appearance they are lower because of their animation of flames on the ground.
Advantages to electric auras: Scale better late-game, they are always on, and don't need activation (manually or by an enemy). Nice for wyverns, especially when accompanied by an ensnare and strength drain. When buff beamed, their effective range is greatly increased.
Advantages to inferno traps: higher damage output early game, ALWAYS better DPS per DU. If buffed by a guardian when activated, the guardian's effect persists for that entire activation (even if the guardian leaves). You can also cram a buttload of them into a single area by shrinking the trap activation radius. Planting a buncha these in a single spot does some pretty hefty damage, especially since they set eachother off when one is activated. They also last freaking forever; a huntress with 1500 tower HP can plant one of these and have it last all the wave to survival wave 25 without any repairing.
Disadvantages to electric auras: Cannot stack them in any way. Don't last nearly as long as inferno traps do (maybe a couple waves tops). Less effective damage per DU.
Disadvantages to inferno traps: require activation, and have a cooldown time once set off. Terrible dependent to take out wyverns, unless it's in a high-traffic area. Buff beams and Monk Guardians increase their effective range by practically nothing (though their activation range is greatly increased, which is helpful). Their flames don't let you see an effing thing, and if you have several of them going at once makes most video cards shed a tear. I sometimes don't use them simply because of the mere cosmetic havoc they wreak.
Conclusion: If you have end-game gear and you don't mind forking over the extra defense unit, or if you are heavily reliant on range boosts, use electric auras. If you don't have end-game gear and don't mind the complete blindness they cause, use inferno traps. My favorite is to use both tied to a buff beam; after all they are not mutually exclusive in builds.
Which do you use, and why do you use it? I'd like to hear your feedback!


Reply With Quote
