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CrimsonOne

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Everything posted by CrimsonOne

  1. I was the main target of the ID once I started the Recluse butt bounce. 😃
  2. On a side note. My team had a Kin who was hitting me with Increase Density as well, which also adds a Mag 10 KB for 60 seconds, which can stack, and I know they stacked that on me a few times, and yet I still got knocked on my butt. So it all boils down to that Knockback Resistance that is not attainable unless it is coded into the build.
  3. The only time my feet left the ground is when Recluse made them leave the ground. And since it is Energy melee, no I did not use Lightning Rod. 😃
  4. Posted something more in the feedback section. There are three Tank armors that would run into this issue due to not having Knockback Resistance. I am now convinced you couldn't add enough Knockback Protection into your build to stop Lord Recluse from knocking you back, it's all about that resistance.
  5. I have been running some tests on my Electric Armor/Energy Melee Tanker over the past few days and I have run across an issue I think should be looked into. As many of you might know Electric Armor comes with a power called Grounded that gives you Knockback Protection at a whopping Mag 15.6, and in most cases this is enough to get you through just about everything. Most people don't slot other AT's past a Mag 8 for Knockback. So, I figured this would be good enough for my Tank. Then Lord Recluse happened ... Old spider-butt couldn't hurt me, but he was bouncing me around like I was a basketball. So this got me wondering about how much KB Protection I would need to add to prevent him from knocking me down again. However, slots are valuable so I had to be able to only alter one or two slots to add more KB to achieve this. So I added another Mag 4 KB enhancement to my build and increased my KB Protection to 19.6 and tried it again. And yet again, I was still knocked down! So I took to Mid's and started looking at all the Tank Armor Sets and noticed something. Three of the eleven Armors didn't have Knockback Resistance at all, which is something entirely different from Knockback Protection. Fire Armor, and Dark Armor, don't even have powers that give them KB protection of any kind, so they have to slot KB Protection into their builds, which seems odd for a Tank. The other eight Armor sets give an INSANE Knockback Resistance, AND Mag 10 Protection. Screenshot from my Super Strength/Invul Tanker Knockback Protection 10.0 Knockback Resistance 1.00% Distance (Unyielding -9900.00% distance from self) WTF??? Vs. what my Electric Armor Tank gets ... Knockback Protection 19.6 Knockback Resistance 100.00% distance Following the logic from the screenshots above, KB Protection 10.0 + KB Resistance 1.0% is somehow greater than KB Protection 19.6 + KB Resistance 100% ... Weird! I know there is more going on here, but you see my point. So, my recommendation is to level the playing field and make all Tanks equal in this area and give them all the same Knockback Resistance and Protection. I don't see anything special in their power sets that would make the other three any stronger if they could stand on their feet the whole time like the other Tanks. Fire Armor - Add it to Plasma Shield Dark Armor - Add it to Obsidian Shield Electric Armor - Add it to Grounded and balance the KB Protection to match the others. I would still leave the part of this power that requires you to remain on the ground for it to work. 😃 This would make Knockback Resistance exclusive to ALL Tanks, which makes them all tanky and stuff! Then all the Squishies of the world can have all the Knock Protection they want. If you think adding this KB Resistance to these three Tank Armor types would be a mistake I would love to hear your reasoning. If you support this idea I would love to hear that as well. Thanks for reading through all this!
  6. Indeed! I believe it is broken. I am in the process of writing up another post in the feedback section to address this.
  7. Combat Attributes doesn't show any stats for Knockup. However, Grounded also adds the same Mag 15.6 to Knockup as well.
  8. It is all Knockback. Knockdown is the same thing just a different direction. You can slot your knockback powers so you knockdown instead, mainly so you don't piss off your teammates and spread nicely grouped mobs all over the map.
  9. Ran another test this morning and increased my KB Protection to 19.6 and I was still knocked down. I don't think this works like it should, or at least it doesn't work like we think it should.
  10. Here's a screenshot of the action, me on the ground, with Grounded on, getting Knocked back, and this is after Red and Blue towers are down, so he's not hitting as often and not as hard. I don't want to waste more slots just to add KB if i don't know how much it would take to fix it. It is more of a curiosity more than anything.
  11. Only time i was in the air was when I was flying from the Knockback =P
  12. Yup, I do have Grounded, and that is where all my KB is coming from, which says it is MAG 15.6, and yet Recluse was bouncing me around like a basketball. Invul tanks never seem to have the issue but they get a status resistance of 10000% to Knockback from Unyielding (Which is INSANE). So I am not sure if there is another way to give other tanks a similar KB resistance or protection.
  13. I am curious if anyone here would know, how much Knockback Protection would a non Invul tank need to no longer be knocked back by Lord Recluse? My Electric/Energy tank has 15.6 in Knockback and was being tossed around like a rag doll.
  14. Possibly, would have to see it. Thanks!
  15. I had an idea for a character and was wondering if there would be a way to create a Macro or a Bind that could randomly select a phrase from a short list and say it in chat?
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