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Is it possible to knockdown AVs or at least large mobs like War Walkers?


KaizenSoze

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First, I always want to credit my inspirations.

 

 

Now, to the topic. I looked through Mids to find the max possible knockback powers.

 

The two most obvious candidates are:

Force Field: Force bolt. Max KB is ~51

Energy Blast: Nova, Max KB is 57

 

Has anyone tried to max these or other powers I might have missed? Do they work on very knockback resistant mobs, like AVs or large mobs, War Walkers for instance?

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Not going to say it's impossible, but usually when they give something -KB protection in the game, it's a crazy number, like -10000% or something like that.  

He doesn't HAVE an ass.  That's one of the things we're transplanting!

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Just glanced though the War Walker files. They appear to have Mag 50 protection to knock up, knockback and Repel, but no resistance I can spot right away.

 

To overcome that you'd need to also deal with the Purple Patch. So if they're +3 to you at the end game, you'd need 50 = Val x 0.65, or Mag a little over 76 knockback to overcome them. Should be a lot more doable versus a low level War Walker. 

 

I didn't check to see if they have additional sources of knock resistance, which could render this moot.

 

FWIW it's only just now because I'm looking at these files that I realize War Walkers have a self heal. It's on a 30 Recharge. So overcoming their mezz may actually have some value. I confess since I usually encounter them while playing an Elec Dominator I haven't noticed them use the heal, since I guess I was always robbing them of being able to cast it... it costs 19 endurance so they can't use it while drained. So there's something I didn't know about the usefulness of one of my toons.

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4 hours ago, oedipus_tex said:

Just glanced though the War Walker files. They appear to have Mag 50 protection to knock up, knockback and Repel, but no resistance I can spot right away.

 

To overcome that you'd need to also deal with the Purple Patch. So if they're +3 to you at the end game, you'd need 50 = Val x 0.65, or Mag a little over 76 knockback to overcome them. Should be a lot more doable versus a low level War Walker. 

 

I didn't check to see if they have additional sources of knock resistance, which could render this moot.

 

FWIW it's only just now because I'm looking at these files that I realize War Walkers have a self heal. It's on a 30 Recharge. So overcoming their mezz may actually have some value. I confess since I usually encounter them while playing an Elec Dominator I haven't noticed them use the heal, since I guess I was always robbing them of being able to cast it... it costs 19 endurance so they can't use it while drained. So there's something I didn't know about the usefulness of one of my toons.

Since, a maxed out force bolt probably won't knockdown an AV or kd resistant mob w/o help. I went looking for help.

 

There are two powers that debuff knockback resistance:

Poison: Weaken -37% 16 sec recharge

Cold Domination: -75% 120 recharge

 

I will have to see if combined with a kb maxed Power Push will work. Not sure how the debuff is applied to the kb value.

 

*evil mastermind laugh*

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I think -Knockback Resist would be subject to Purple Patch first, then act on the raw KB protection. -KB resist would resist KB resist, but the bots didn't have any I could see. Keep in mind I just looked at the public DEF files, didnt actually look at them with an Analyzer, so there could be a nasty surprise in there.

 

 

I reserve the right to be wrong in my calcs below, quick math while dressing to go out tonight. 😄

 

 

 

Poison:

Against a +3, -37% becomes .37 * .65 = -24%.  

 

1 - .24 = 0.76, War Walker should have 38 KB protection remaining.

 

38 = Val x 0.65 = You need about 58 KB to knock the target back.

 

 

Cold:

Against a +3, -75% becomes .75 * .65 = -48%.  

 

1 - .48 = 0.52; War Walker should have 26 KB protection remaining.

 

26 = Val x 0.65, You need about 40 KB to knock the target back.

 

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1 hour ago, oedipus_tex said:

I think -Knockback Resist would be subject to Purple Patch first, then act on the raw KB protection. -KB resist would resist KB resist, but the bots didn't have any I could see. Keep in mind I just looked at the public DEF files, didnt actually look at them with an Analyzer, so there could be a nasty surprise in there.

 

 

I reserve the right to be wrong in my calcs below, quick math while dressing to go out tonight. 😄

 

 

 

Poison:

Against a +3, -37% becomes .37 * .65 = -24%.  

 

1 - .24 = 0.76, War Walker should have 38 KB protection remaining.

 

38 = Val x 0.65 = You need about 58 KB to knock the target back.

 

 

Cold:

Against a +3, -75% becomes .75 * .65 = -48%.  

 

1 - .48 = 0.52; War Walker should have 26 KB protection remaining.

 

26 = Val x 0.65, You need about 40 KB to knock the target back.

 

 

  Now, we are talking. Energy Blaster: Power push, 45 KB maxed out.

 

 *evil laughter intensifies*

 

Paging Mad King! @Sir Myshkin  

 

I will come up with build for these two defenders:

Cold Domination/Energy Blast

Poison/Energy Blast

Edited by KaizenSoze
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7 minutes ago, Vanden said:

I don't think the War Walker skeleton even has a knocked down animation.

It's probable like BP Ravagers. They just turn the model 90 degree. Then it pops back up.

 

I could knockback Ravagers, which I do not think was expected by the animators.

 

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