KB Vs Acro


Alvan

 

Posted

|Ok ive been trawling the us forums trying to find out about Acrobatics vs KB. There are a lot of numbers being thrown around and not much in the way of conclusive figures. Or at least none i can make sense of. So im asking if anyone has any better worded or more concrete numbers. The best i can get from the us is that acro gives 10000% res to KB, which would mean that it makes you all but invincible to KB. But im almost certain that ive been KB'd with acro at some point in the past but cant remember by what.

So in short if im trying to knockback someone ith acro, what am i gonna have to do?


 

Posted

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But im almost certain that ive been KB'd with acro at some point in the past but cant remember by what.

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Are you sure it was knockback and not knockdown?

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So in short if im trying to knockback someone ith acro, what am i gonna have to do?

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Need more details like what AT you use.


 

Posted

acro is -100 knockback (and up) protection it has no resistence componant, other mez protections have -10 protection but 10000% resistience.

You cannot knock someone back through acro in pvp, not even if you slot for knockback (which increases the KB mag) use powerboost and vanguard, the only way past it is to detoggle it.


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Posted

so for a claws regen scrapper im pretty knackered unless i manage to de-toggle it then?


 

Posted

yep or get them to use up all of their end so it crashes


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Posted

As a teacher, the next person to quote 10000% anything, will get a slap.


 

Posted

Yup, and this is the reason my Energy Blaster is useless in PvP, no other blaster has their secondary effects completely wiped out, that I know of.

Even if there was just a 10-20% chance, at least it's there as a chance.


We built this city on Rock and Roll!

 

Posted

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Yup, and this is the reason my Energy Blaster is useless in PvP, no other blaster has their secondary effects completely wiped out, that I know of.

Even if there was just a 10-20% chance, at least it's there as a chance.

[/ QUOTE ]

Aye. They should make it MAG -10. Still useful but far from total protection. That or give us MAG -100 protection for every other mes <_<


@Jay Leon Hart
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Posted

I beleive it's technically possible to overcome Acrobatics, but you have to be an /NRG blaster with power boost, repulsion field 3 slotted for KB, power thrust 3 slotted for KB and possibly vanguard running. You would need to be able to time power thrust so it hits at the same time as Rep field pulses.

Hmmm, actually, looking at the numbers on City of Data it might be possible to do it with power boosted power push and power thrust both 3 slotted for KB _if_ they can be made to stack - I beleive you can self stack KB powers if you're quick about it - My archer has been able to KB DE Devoured (some small KB protection) by hitting them with explosive arrow and power thrust one after the other.


Union 50s:
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Posted

Ah, yes, the age old "But how can you counter Acro, my main secondary affect is knockback!".

Oh, how something like a good, reliable chance to drop a Toggle would help...


 

Posted

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Oh, how something like a good, reliable chance to drop a Toggle would help...

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Heh, yeah, a good chance to drop toggles would be nice as well


We built this city on Rock and Roll!

 

Posted

Yes, acro is, for all practical purposes, immune to knockback. It has so high KB prot it might as well be a bug. I think its current value is higher than devs intended but they have left it as is regardless.

Other anti-KB powers arent nearly as good. For instance elec brutes Grounded is not enough to protect from /EM blasters power thrust KB.


 

Posted

The reason why acro has such insane kb protection is because it is relative to the endurance cost, considering it gives only mag 1 (I think) hold protection so it is very, very easily detoggled by anyone with a hold that can stack or any type of mez which doesn't have to.

You get immunity to knockback but it comes at a price, and it is not as well rounded as proper mez protections like /regen's Integration for example. If any of my toons with Acro got KBed then it isn't really worth the end cost for what you get, especially with the introduction of KB Rez IOs.


@Rooks

"You should come inside the box... Then you'll know what I mean."

 

Posted

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As a teacher, the next person to quote 10000% anything, will get a slap.

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Why? Its perfectly correct mathematically speaking.


@Sweet Chilli

 

Posted

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The reason why acro has such insane kb protection is because it is relative to the endurance cost, considering it gives only mag 1 (I think) hold protection so it is very, very easily detoggled by anyone with a hold that can stack or any type of mez which doesn't have to.

You get immunity to knockback but it comes at a price, and it is not as well rounded as proper mez protections like /regen's Integration for example. If any of my toons with Acro got KBed then it isn't really worth the end cost for what you get, especially with the introduction of KB Rez IOs.

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actually the end cost of acro isnt as bad as you think, its the same as running a standard sheild toggle. Acro just "ticks" half as often as normal sheilds so the builders show it as being double end cost to reality.


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Posted

Also it's worth noting that in PvP, a Blaster hold, or a Defender hold, hell, I'm pretty sure any hold other than from a Controller or Dominator will have to be stacked x2 in order to go over Acrobatics.


 

Posted

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Also it's worth noting that in PvP, a Blaster hold, or a Defender hold, hell, I'm pretty sure any hold other than from a Controller or Dominator will have to be stacked x2 in order to go over Acrobatics.

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Seismic Smash (Tanker/Brute Stone Melee) is a Mag 4 hold, going through Acrobatics with one hit. (And these days you can slot your holds with the % of hold proc, which also allows overcoming acro with one hit some of the time.)


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Posted

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The reason why acro has such insane kb protection is because it is relative to the endurance cost, considering it gives only mag 1 (I think) hold protection so it is very, very easily detoggled by anyone with a hold that can stack or any type of mez which doesn't have to.

You get immunity to knockback but it comes at a price, and it is not as well rounded as proper mez protections like /regen's Integration for example. If any of my toons with Acro got KBed then it isn't really worth the end cost for what you get, especially with the introduction of KB Rez IOs.

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Acro has actually pretty cheap end cost, for some reason opposed to what people think. I consider it as one of the cheapest (cheapest that I know being combat jumping). I suspect some of the confusion may stem from Nofuture where people dont pay attention to the activation time as well as the end cost.

ps. Its end cost is 0.26 per second
lots of toggles activate time is 0.5 secs but acro is 1 sec..

Example: Integration is 0.13 per 0.5 second, so acro and integration cost as much end.

EDIT: damn, stalko already said this..


 

Posted

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[ QUOTE ]
Also it's worth noting that in PvP, a Blaster hold, or a Defender hold, hell, I'm pretty sure any hold other than from a Controller or Dominator will have to be stacked x2 in order to go over Acrobatics.

[/ QUOTE ]

Seismic Smash (Tanker/Brute Stone Melee) is a Mag 4 hold, going through Acrobatics with one hit. (And these days you can slot your holds with the % of hold proc, which also allows overcoming acro with one hit some of the time.)

[/ QUOTE ]
And those procs are about as reliable as dropping an important toggle.


 

Posted

Well, acro is often the last toggle to be reactivated after a detoggelation (yes, that is a word, check in the dictionary) witch is a mistake, more than once i have been hit hard with crane kick while re-toggleing... that KB leads to the quickest beatings ever. I use KB with my energy melee blaster after a sucsessful stun to gain one or two vital seconds before Acro is activated. Its earned me more than a few kills.


 

Posted

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And those procs are about as reliable as dropping an important toggle.

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Proc chance of one mez is 20% per hit, which is actually pretty nice, however due to the weak magnitude one hit doesnt take you anywhere. And if you need procs to stack the percentages drop to useless levels. (Im pretty sure the duration isnt anything to celebrate either)


 

Posted

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And those procs are about as reliable as dropping an important toggle.

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*nods* I've slotted the the % of hold in my Bitter Freeze Ray on my main, something I use only as an opener anyway. 1/5 shot in holding a squishy with just that is better than no shot. (And if it doesn't work, I still have 2 other holds to do the trick).

But mainly I was just nitpicking to the "nothing else than a controller/domi can oneshot a hold through acro" argument


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