Magnitude question


Aett_Thorn

 

Posted

I can't think of a great way to ask this question, so I'll try with some examples...hopefully it won't be too long

I have a basic understanding of magnitude, and stacking it to achieve higher mag to affect a tougher foe. But, what about powers that have a magnitude but no listed duration?

Example: My particular character in question is an AR/Traps Corruptor. I know that if I toss a web grenade and it doesn't stick my foe that further applications during the duration of the first one have a chance to do so. What about things with knockback? For instance, assuming a foe has a mag 4 protection against knockback and I have multiple attacks that have lesser mag knockback. Is there any residual effect from one that lingers to allow a second attack with KB to have an effect on the foe? As in, does a KB effect from buckshot "stick around" for a while so that the KB from M30 has a chance to KB a foe, even though neither one has enough on it's own? Or, since neither attack has mag 4 on its own the foe is safe from being knocked back from me using those powers?

Bonus question Along the same lines, if I enhance a KB power with a KB distance enhancement, does that effectively increase the magnitude of the KB or, as listed, just the distance? And, does increased magnitude in KB automatically increase the distance or just who it can affect? It's tough for me to test since I always play with the same group, and they also have knockback attacks, so it's hard to tell what caused it sometimes. If I knew the exact mag of a foe I could possibly set up a test, but I'm not sure what those numbers are.

I know, there are about a dozen questions mixed up in there, but I'll settle for an answer on any of them you can give me!

Thanks!


 

Posted

No, KB doesnt linger on a foe, however, you can enhance the power with KB Enh's to add more mag to a KB attack I believe. It also increases the distance the baddie will be KB'd.


 

Posted

Well, KB does have a minimal duration. And they can stack. However, you either need to be really (un)lucky, or have a persistent KB effect going on, like Earthquake or Ice PAtch, to really have a chance to see it. This is why, if you were on an Earthquake patch with a mob, and hit them with a KD effect of your own, it can turn into KB. Basically, the two KD effects have stacked their Magnitude, and become KB.

Knockback is a different beast for when it comes to magnitude. Basically, the distance the enemy travels in the air IS the magnitude of the effect. Enhancing for knockback distance is actually increasing the magnitude of the effect. It's one of two 'mez' effects that have enhancements that work this way. The other being Intangibility enhancements. So, if you have a KB-protected foe, but slot for KB in an attack, you can overcome their KB protection.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Awesome, thanks for the info everyone!


 

Posted

Also, there are a select few KB powers which have a listed duration. I'd have to look them up to find an example, but I know they exist (and are uncommon)


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