Question about KB prot vs Repel
Repel and KB are different mechanics. The only way to get repel protection is to be one of the melee defense sets that gets it (some get it in their mez protection power, like Shields or Willpower, and some get it in their tier 9, like Regen), team with a Kin with ID, or get it through set bonuses from the PvP IOs. Knockback protection is in every armor set's mez protection (except Fire, Dark, and Elec, though Elec gets limited KB protection elsewhere), and you can get it through the various KB IOs, Kinetic Crash, some PvP IOs, or teaming with a Kin with ID.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Ahh ok ty for that After looking at Mid's, my next question would then be, if I had 4 pvp sets that each gave 10% chance for 1000% repel resistance, do the bonuses stack? Would it be 40% chance for 4000% resistance? Or 4 seperate 10% chances? Also, how often is the check made? And if successful, how long does the resistance last?
Also: Is all this documented somwhere accruately where I can research it?
Gaheris
"I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside." - BABs
I'm not entirely sure how repel bonuses work, but I assume if you stacked the 10% chance four times you'd end up with a 40% chance for 1000% repel resistance. The check would presumably be made as often as most repel powers pulse, which is once every 0.75 seconds.
If you're looking for more detailed information on powers, your best bets are the in-game power numbers as well as City of Data.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
from looking at my combat log, i believe repel bonuses work by granting a defense bonus against repel, whose accuracy cannot be enhanced... pretty clever game mechanics there.
Im pretty sure who one of those trollers was
Don't breakfrees have repel protection? I haven't used them in so long I'm not really sure anymore.
EDIT: Break Frees: Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 30 seconds. This inspiration can be used even while under such effects.
-10 Magnitude protection against Hold, Sleep, Stun, and Immobilize; -5 Magnitude protection against Knockback, Knockup, Fear, and Confuse; 50% resistance to Taunt and Placate; 25% resistance to Repel
Ok the answer I got from Castle, after looking for an answer and not being able to find it, was that each 10% chance to resist is checked separately. So 5 bonuses means 5 independent 10% chances for 1000% resist. Castle didn't mention how often the check is made, however. Still wondering about that one.
Gaheris
"I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside." - BABs
I remember many times playing my MM in RV and being pushed around by a FF troller or whatever using repel, kept pushing me away from my pets and drove me nuts. How much KB protection do you need to be immune to it in pvp 2.0?
Gaheris
"I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside." - BABs