Heatstroke Posted Monday at 11:19 AM Posted Monday at 11:19 AM Enhance Knockback is listed as a IO that can be slotted into Gremlins.. but they cannot take KB enchancements sets? Shouldnt they be able to take KB sets to either enhance or eliminate KB if desired?? Gremlins knocking foes OUT of patches is kinda bothersome IMO
Ridiculous Girl Posted Monday at 01:54 PM Posted Monday at 01:54 PM 2 hours ago, Heatstroke said: Enhance Knockback is listed as a IO that can be slotted into Gremlins.. but they cannot take KB enchancements sets? Shouldnt they be able to take KB sets to either enhance or eliminate KB if desired?? Gremlins knocking foes OUT of patches is kinda bothersome IMO there is one power from the gremlins that has a knock power, jolting chain which is set to .66 which makes it a knockdown. adding any KB IO would change it to a knockback. 🙂 "I'm not crazy, my reality is just different than yours" the Cheshire Cat "Ce n'est rien de mourir; c'est affreux de ne pas vivre" (It's nothing to die, it's terrible not to live) Jean Valjean "وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب” (Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz
Rudra Posted Monday at 05:24 PM Posted Monday at 05:24 PM (edited) 3 hours ago, Ridiculous Girl said: there is one power from the gremlins that has a knock power, jolting chain which is set to .66 which makes it a knockdown. adding any KB IO would change it to a knockback. 🙂 They shouldn't be doing actual KB with their Mag .66 KB Jolting Chain, but they routinely do. And not against lower level enemies, against equal level or higher. On my Dominator, I'll watch either of my Gremlins pop Jolting Chain and watch +1 mobs go flying. Not very far, but definitely enough that the mobs can go flying out of my Static Field. Because their KB is so low, I don't see how slotting any KB sets would help, unless you want to increase the distance mobs get sent, so I agree that they shouldn't be able to slot KB sets for that purpose. (Unless you want to increase the KB distance.) However, they do send enemies flying. (Not all the time, but consistently enough.) Edited Monday at 05:25 PM by Rudra Edited to remove unnecessary "if". 1 1
Heatstroke Posted Tuesday at 10:39 AM Author Posted Tuesday at 10:39 AM 17 hours ago, Rudra said: They shouldn't be doing actual KB with their Mag .66 KB Jolting Chain, but they routinely do. And not against lower level enemies, against equal level or higher. On my Dominator, I'll watch either of my Gremlins pop Jolting Chain and watch +1 mobs go flying. Not very far, but definitely enough that the mobs can go flying out of my Static Field. Exactly what happens with my Dominator.. AND if I could slot KB sets I could slot the Sudden Acceleration -KB...
Rudra Posted Tuesday at 05:37 PM Posted Tuesday at 05:37 PM 6 hours ago, Heatstroke said: Exactly what happens with my Dominator.. AND if I could slot KB sets I could slot the Sudden Acceleration -KB... Wouldn't make a difference. The Gremlins are already set to do MAG 0.66 KB. Sudden Acceleration sets KB to MAG 0.67 KB (I think). So slotting a KB to KD enhancement isn't going to help. Instead, we need to find out why the Gremlins are even knocking targets around despite their MAG 0.66 KB setting.
Burk Posted Wednesday at 01:52 AM Posted Wednesday at 01:52 AM Sudden Acceleration applies a "-763.6% Knockup, Knockback Strength", so it will basically reduce any knockback to such a low magnitude that it cannot end up being knockback instead of knockdown, even with a ton of level difference. 2 From Champion (Hero) and Infinity (Villain), currently playing on Everlasting. Former member of the Hammers of Justice on Champion. Raid leader for 'Everlasting TFs'. Mains: Trickery Girl (Ill/Rad Controller), Burk (Sword/Shield Stalker), and 8 other complete badge characters.
Honorbridge Posted Wednesday at 02:26 AM Posted Wednesday at 02:26 AM As far as why things are getting knocked back, could your Gremlins be synced up such that they are stacking Jolting chain on the same target? Attacking on the same server tick would put the combined mag at 1.2ish and be KB instead of KD.
Heatstroke Posted Wednesday at 04:37 PM Author Posted Wednesday at 04:37 PM 14 hours ago, Honorbridge said: As far as why things are getting knocked back, could your Gremlins be synced up such that they are stacking Jolting chain on the same target? Attacking on the same server tick would put the combined mag at 1.2ish and be KB instead of KD. I believe this is happening,,
Heatstroke Posted Wednesday at 04:40 PM Author Posted Wednesday at 04:40 PM 22 hours ago, Rudra said: Wouldn't make a difference. The Gremlins are already set to do MAG 0.66 KB. Sudden Acceleration sets KB to MAG 0.67 KB (I think). So slotting a KB to KD enhancement isn't going to help. Instead, we need to find out why the Gremlins are even knocking targets around despite their MAG 0.66 KB setting. Not true.. I was able to test thing by slotting the Overwhelming Force -KB.. and they no longer knock anything back. Problem is that IO is Unique.. you cant slot more than one.. My Elec/Storm has that in Tornado so it cant be slotted in Gremlins.. and Gremlins cant take the Sudden Acceleration because Gremlins Cant take KB IO SETS.. although the can be slotted with generic KB IOs
Rudra Posted Wednesday at 05:10 PM Posted Wednesday at 05:10 PM 24 minutes ago, Heatstroke said: Not true.. I was able to test thing by slotting the Overwhelming Force -KB.. and they no longer knock anything back. Good to know, thanks. I sit corrected. 25 minutes ago, Heatstroke said: My Elec/Storm has that in Tornado so it cant be slotted in Gremlins.. and Gremlins cant take the Sudden Acceleration because Gremlins Cant take KB IO SETS.. although the can be slotted with generic KB IOs Couldn't you slot the OF in Gremlins and the SA in Tornado then? I still think the devs need to look at Gremlins and determine why with a MAG 0.66 KB they are still knocking even higher level enemies, and then fix it. Especially since the exclusion of KB sets seems intentional to me as the out of endurance modification, KB, and damage being allowed enhancements, only damage is an allowed set. Not going to argue if the devs change it so that endurance modification and KB sets are enabled for Gremlins, I just would rather that the KD pet do KD.
Heatstroke Posted Wednesday at 05:24 PM Author Posted Wednesday at 05:24 PM 4 minutes ago, Rudra said: Good to know, thanks. I sit corrected. Couldn't you slot the OF in Gremlins and the SA in Tornado then? I still think the devs need to look at Gremlins and determine why with a MAG 0.66 KB they are still knocking even higher level enemies, and then fix it. Especially since the exclusion of KB sets seems intentional to me as the out of endurance modification, KB, and damage being allowed enhancements, only damage is an allowed set. Not going to argue if the devs change it so that endurance modification and KB sets are enabled for Gremlins, I just would rather that the KD pet do KD. Sure.. In fact that is what I eventually did.. but I had to alter my build to do so.. Now that being said.. im VERY good at figuring out builds.. but what about others.. and I agree something seems off with the =KB.. i think it might be when they attack the same target with the same attack. It stacks and starts doing KB.
Captain Fabulous Posted Wednesday at 06:10 PM Posted Wednesday at 06:10 PM Some critters like Clockwork have -resistance to knockback. So they will typically go flying with a knock less than 1. Sounds like the gremlins are stacking their attacks. I'm curious if this happens with only one gremlin out. Domination *shouldn't* affect this, but it's something to consider if people are seeing it only on Dominators and not Controllers.
Rudra Posted Wednesday at 06:44 PM Posted Wednesday at 06:44 PM 29 minutes ago, Captain Fabulous said: Some critters like Clockwork have -resistance to knockback. So they will typically go flying with a knock less than 1. Sounds like the gremlins are stacking their attacks. I'm curious if this happens with only one gremlin out. Domination *shouldn't* affect this, but it's something to consider if people are seeing it only on Dominators and not Controllers. Domination isn't affecting it. I almost never use Domination, reserving it for like EBs and AVs only. And I haven't fought any Clockwork in a long while, but still routinely see even a single Gremlin popping Jolting Chain sending a mob flying instead of just knocking the target down. As previously stated, it is not a constant thing that happens, but happens consistently enough.
Captain Fabulous Posted Wednesday at 07:02 PM Posted Wednesday at 07:02 PM 10 minutes ago, Rudra said: Domination isn't affecting it. I almost never use Domination, reserving it for like EBs and AVs only. And I haven't fought any Clockwork in a long while, but still routinely see even a single Gremlin popping Jolting Chain sending a mob flying instead of just knocking the target down. As previously stated, it is not a constant thing that happens, but happens consistently enough. Then it could have something to do with the chaining mechanic. Perhaps it's bouncing back to the same critter and stacking. You might be able to confirm this looking at the combat logs. Stacking is the only thing I can think of that would occasionally convert a KD to KB on critters not susceptible to KB. The only way to prevent this would be to disallow stacking of the KD effect, which is easy enough to do.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now