Fake Nemesis Lts: Knockback Mag = ???


 

Posted

Having a hard time finding a solid answer to this one

Fake Nemesis do a higher amount of knockback than most foes. My question is, how much knockback protection do I need vs one or two Fake Nemesis Lieutentants (not bosses, if it is different?) For all I know, I am overslotted for knockback protection, and if I can, I'd like to save a slot or two

I am hoping I can get by with -3, -4 or -7 Mag. Let me know if I need more. Thanks


 

Posted

I think they do mag 10


 

Posted

Quote:
Originally Posted by Stratos View Post
Having a hard time finding a solid answer to this one

Fake Nemesis do a higher amount of knockback than most foes. My question is, how much knockback protection do I need vs one or two Fake Nemesis Lieutentants (not bosses, if it is different?) For all I know, I am overslotted for knockback protection, and if I can, I'd like to save a slot or two

I am hoping I can get by with -3, -4 or -7 Mag. Let me know if I need more. Thanks
I can tell you with 100% certainty that it is magnitude 9.

Keep in mind however that it is affected by the purple patch, so fighting Fake Nemsis higher than you will yield stronger knockback.

for example: a +2 Fake Nemesis would have:

9 x 1.22 = 10.98 (The game would probably show this as 11 in the real numbers window)


 

Posted

That's the annoying thing about the +KB Protection IOs. One will grant 4 pts. of protection, which will help versus a lot of things. But for what that doesn't fix, you will need 3 for (a.k.a. having 8 pts. won't help).

This case is a classic example.



 

Posted

Hate to tell you this but Force Bolt is Mag 18.7. It's pretty much impossible to defend against. If the toon actually slots it up, its mag 50-something. But very rare in the field, and most teams hate it so rare on Force Field Defenders too.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Hate to tell you this but Force Bolt is Mag 18.7. It's pretty much impossible to defend against.
Ha! My Plants/Energy Dominator is strutting around with 19 points of KB protection. 15 of those points were simply incidental in his quest for perma-dom (5 sets of Kinetic Crash), the last 4 are the Karma in Combat Jumping which I gave him for when he exemps far enough down to lose the K-Crash bonuses).

And once he does finally achieve perma-dom, that will add an additional significant amount of protection (can't remember what the KB protection mag is on domination at the moment though).

So yeah, That Nemi staff is not impossible to protect against by any definition.


Oh, and the OP was asking about the Nemesis Staff that the Fake Nemesis bots use, not the vet reward and temp power versions. The Fake Nemi staff is 9 points of KB, as was stated earlier, not 18.7.


 

Posted

Quote:
Originally Posted by Willowpaw View Post
Oh, and the OP was asking about the Nemesis Staff that the Fake Nemesis bots use, not the vet reward and temp power versions. The Fake Nemi staff is 9 points of KB, as was stated earlier, not 18.7.
Yes, not sure why Oedipus brought up the Force fields power..
and as far as the nemesis staff:

The veteran reward Nemesis Staff for players is actually less than 9 depending on the AT using it..except for tankers and brutes, in which case it's above 9 at level 41+, capping out at about 10.4 at 50

The temp power version however, is much higher, up to as much as 23.37 for tankers and brutes at level 50