KB protection question


CriticalKat

 

Posted

Can someone tell me how much kb protection exactly is needed for say the 5 highest kb attacks in the game? Like for each attack, not just tell me I need such and such amount. :-) I am working on a build that I can't get as high as I want but I might as well not waste slots that are going to put me somewhere in between that I don't need either.


 

Posted

The common high-mag KB powers are, when fully slotted, assuming DR on, as knockback enhancement DRs at a higher rate than knockback protection:

* Force Bolt - mag 54, need mag 49 or so protection
* Gale - mag 41, need mag 35 or so protection (interesting note: Gale works funny and will sometimes apply two packets of knockback, which means it'll cut through KB protection on just about any non-squishy)
* Power Push (Defender/Dominator version) - mag 46, need 41
* Power Push (Blaster/Corruptor version) - mag 35, need 31
* Lift/Levitate - mag 35, need 31

Anything below that is negligible and will be covered by the standard protection in a PvP build.


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Posted

Something with forcebolt, its Base KB mag is 18.7.

If you six slot with kinetic Crash you are looking at Mag 51 KB
Six slot with just KB IO's Mag 57.9 KB
Frakenslotting for acc/KB yields around 52-53 KB

Gale is only a base 10.4 Mag KB
6 Slotted for just KB it maxes out at 32.2 KB
With Kinetic Crash its only 28.5 KB
Gale actually always applies two packets of KB, though they are usually 1 second apart, enough time that each is tested against your KB protection separately. However what happens sometimes is server lag and the KB's overlap. (Similar to the way powers like Invincibility, AAO and RTTC can self stack for a split second)

Also I think Corrs get a bit lower mag than Defenders/Controllers.

Lift and Power push match the numbers I get in game.


 

Posted

Ty very much guys. I ended out having one more KB proc than I needed so I am glad I asked. :-)