Anyone know the Archvillain base knockback resistance?
You seem to be confusing KB resistance and KB protection a little bit with how normal mez protection/resistance works. Just to be sure, let's make it clear--
Normal mez: Protection reduces magnitude by a flat value, then Resistance reduces duration by an inverse percentage (1 / [1 + X]).
Knockback: Resistance reduces magnitude by a percentage (1 * [1 - X]), then Protection reduces magnitude again by a flat value.
Now on to the real question. The actual answer is that it depends on the AV in question. For example, if you look at Johnny Sonata's Soul, his base KB resistance and protection are both 0, but his PToD KB resistance is 90% and his protection is mag 100. Now comes the interesting bit: Johnny's PToD power cycles every 75s. The KB resistance offered by his PToD lasts for 99999s, while the KB protection lasts 70s.
Look at a different AV. The Radio has 100% KB resistance and mag 100 KB protection all the time; he's designed to be a stationary AV, so the game won't let you move him (100% resistance reduces your KB to 0, then 100 mag protection becomes redundant). Nemesis has 90% resistance for 99999s every 75s just like Johnny, but his mag 100 protection lasts 72s instead of 70s. Stheno's protection lasts 73s. Dr. Vahzilok's KB resistance is only 50%, and his protection lasts 72s.
So, let's look at Vahzilok, the weakest I've listed so far. He'll always have 50% KB resistance (his inherent resistance power activates every 75s, and his KB resistance lasts for 27 hours, 46 minutes, and 39.99 seconds), so cut the magnitude of your Force Bolt in half. Then, for 3 seconds out of every 75 second cycle, he has no KB protection. During that window, you can knock him down, easy (req: KB <= 1.5), and you should be able to knock him back a short distance (KB > 1.5). The rest of the time, you would need more than mag 200 knockback to even knock him on his butt.
Now Johnny Sonata, a higher-level, more average AV when it comes to KB. 5s in every 75s cycle, he has 0 protection, but still 90% resistance. You can KD him simply (KB <= 7.5), but you still need 7.5 or more to actually make him move (in Johnny's case, he'll probably be in the air, too, so KB has a smaller actual effect). However, during the larger 70s portion of the cycle, you need more than mag 1,000 to even make him flip in the air.
http://www.fimfiction.net/story/36641/My-Little-Exalt
The short version of what was just said.
No amount of KB can keep an AV off thier feet for more than one or 2 times at a time.
Ah, I see. Yeah it's not worth trying out then. If I were to do it, I'd have to devote five slots to it, blatantly ignoring the ED cap, to get to 55. But that's not going to be enough. The devs really don't want us to knock around AVs, do they?
Aegis Rose, Forcefield/Energy Defender - Freedom
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It sounds like it's set up so that AVs can occasionally be knocked down by a "lucky shot" but not reliably enough to be useful mitigation. I kind of like it, because just making them immune is boring while this system prevents any meaningful chain KB while occasionally allowing a "cool, I just decked an AV" moments.
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[u]Arcs[u]
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As the title suggests, I'm interested in knowing exactly how much knockback magnitude it'll take to knock an Archvillain off its feet reliably. I've seen them trip, occasionally, so I know it's possible, but how much do you need to do it?
I've tried looking it up both on Paragon Wiki and City of Data, but I can't find it. I know the PToD apparently add 50 Mag and 90% resist to whatever the base is, but I can't find the base. I'm asking because it might be possible to push Force Bolt over 50 Mag, if you overslot it, and I seem to remember that base AV KB resistance is about that level. So... anyone know?
I'll happily admit it's just a party trick if it's possible, but it's just too funny to not do if I can.
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"