Demon Shell Posted October 10, 2019 Posted October 10, 2019 (edited) I have a character with 3 Knockback Protection via the PvP set bonus. I have an extra slot in its build and I'm torn on what to do with it. One of the options is to slot the +4 Knockback protection IO. But would this have much functional difference in PvE content? Are there many knockbacks that are greater than 3 but less than 7? I still need a set slotted into the power, but should I maybe drop the PvP set bonus in favor of a different set and just use the IO? I'm good on +rech. I'm good on +def. Edited October 10, 2019 by Demon Shell
merrypessimist Posted October 10, 2019 Posted October 10, 2019 At work right now, so I don't have a complete list handy, but 95% of knockbacks are less than one (knockdown) or more than 12. There really isn't a lot in between that I can think of offhand. 1
MunkiLord Posted October 11, 2019 Posted October 11, 2019 Here is a list of enemy KB powers: https://paragonwiki.com/wiki/Knockback/Enemies_with_Knockback_Powers Just skimming it, there doesn't appear to be a ton between 3 and 7, but I quickly scrolled through. 1 The Trevor Project
Itikar Posted October 11, 2019 Posted October 11, 2019 1 hour ago, Sakai said: Acrobatics gives you 10? In mids it gives 9. Anyway acrobatics plus a single anti-KB IO will be a pretty thorough protection from most knockbacks in the game, totalling a good 13. Alternatively a similar effect could be achieved with 3 IOs. 1
Demon Shell Posted October 11, 2019 Author Posted October 11, 2019 3 hours ago, MunkiLord said: Here is a list of enemy KB powers: https://paragonwiki.com/wiki/Knockback/Enemies_with_Knockback_Powers Just skimming it, there doesn't appear to be a ton between 3 and 7, but I quickly scrolled through. Thanks! This is great! Sorting the list by KB mag there's quite a few between 3 and 7. And while I knew there was certainly a few between 3 and 4 (I've felt the difference), there's more between 3 and 4 then between all of 4 and 7. I think I'll keep it at 7 for variety's sake, but the real take away is that 4 seems to be a much more important number than 3 for KB protection. There's some really noteworthy ones, like anything with Telekinetic Blast or Swarm Missiles having a KB of 4 (which are most VGs with robots or psychics, including Rikti Pylons). 1
DSorrow Posted October 11, 2019 Posted October 11, 2019 I evaluated this quite a while ago, but from what I remember mag 4 protects you from ~95% of KB and mag 8 from ~99%. I go for 4 on my squishies, but for a melee character I'd go with 8 unless you have a slot to spare to go for 12. Torchbearer: Sunsinger - Fire/Time Corruptor Cursebreaker - TW/Elec Brute Coldheart - Ill/Cold Controller Mythoclast - Rad/SD Scrapper Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.
Eva Destruction Posted October 11, 2019 Posted October 11, 2019 16 hours ago, Demon Shell said: I think I'll keep it at 7 for variety's sake, but the real take away is that 4 seems to be a much more important number than 3 for KB protection. There's some really noteworthy ones, like anything with Telekinetic Blast or Swarm Missiles having a KB of 4 (which are most VGs with robots or psychics, including Rikti Pylons). Pylons are higher than that, or at least can be; I've been knocked back through mag 8 protection.
Demon Shell Posted October 11, 2019 Author Posted October 11, 2019 4 minutes ago, Eva Destruction said: Pylons are higher than that, or at least can be; I've been knocked back through mag 8 protection. What do you know? A quick search on the page for "Pylon" revealed that they have a second Swarm Missile that's 8. Such a good page!
DreadShinobi Posted October 12, 2019 Posted October 12, 2019 https://paragonwiki.com/wiki/Knockback_Protection_(Empowerment) Just craft this in your base whenever you need more knockback protection. It gives +10 pts of knockback protection and lasts at least an hour (pretty sure it lasts longer). 1 mathematic proof, 1 fortune. Currently on fire.
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