1000% Resistant to KB


AnElfCalledMack

 

Posted

Does that mean you're totally immune to KB?


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
Does that mean you're totally immune to KB?
No.

There are two ways status effects are countered.

Status Protection: This is a magnitude. If you have magnitude zero knockback resistance and you're hit by a magnitude 1 knock-back, you'll be knocked back. If you have magnitude 13 knockback and you're hit by a magnitude 1 knock-back, nothing happens. If you've got Magnitude 13 knock-back protection, nothing happens between Magnitude 1 knock-back and Magnitude 13 knock-back. From higher than 13 but lower than around 13.8, you'll be knocked down. Anywhere above that, you'll be knocked back.

Status Resistance: This is a percentage. For status effects like stuns and holds, this reduces the duration by a percentage. For Knock-back, it reduces knock-back magnitude.

However, if you have no knock-back protection, even if you have 10000.00% knock-back resistance, as long as the knock-back is non-zero, you will be knocked down. I just don't know of any powers that provide knock-back resistance but not knock-protection as well.

There is also unresistable Knock-back. And nothing will make you immune to that.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
Does that mean you're totally immune to KB?
You are immune to all resistible knock effects. Even if a power had mag 1,000,000 KB, it would be reduced to 0 and have no effect, as long as it was not flagged to ignore resistance.


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Posted

That seems to make more sense. I actually asked because I'm playing a squishy /FF mastermind with 10 magnitude kb power, and all the destroyer bosses are resisting it. I figured Tank players would know more about how that works than anyone.

Using power analyzer I saw that the boss had only 2 KB resist, but it was from "Integration", and I guess the power normally that also grants the 1000% resistance. So what you just said would explain it. No matter how much I enhance my Force Bolt, it will always be flagged as "resistable" and therefore incapable of pushing those guys down I guess.


 

Posted

I though mez resistance used the recharge formula? MezTime = BaseDuration / (1 + MezResistance), with the resistance expressed as a percentage. Also, the powers with KB resist usually give 10,000% resistance. For some reason, just 1000% resistane to repel, though...

I'm not sure how that interacts with KB, with its resistance applying to magnitude, but if the formula is similar, then it should reduce your magnitude by a factor of 101. If you can get your KB power up to Mag 203, you should knock down that Big Dog. Unfortunately, I think players can't realistically get KB much above Mag 50, so it's still not really worth trying.


 

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Quote:
Originally Posted by AnElfCalledMack View Post
I though mez resistance used the recharge formula? MezTime = BaseDuration / (1 + MezResistance), with the resistance expressed as a percentage. Also, the powers with KB resist usually give 10,000% resistance. For some reason, just 1000% resistane to repel, though...

I'm not sure how that interacts with KB, with its resistance applying to magnitude, but if the formula is similar, then it should reduce your magnitude by a factor of 101. If you can get your KB power up to Mag 203, you should knock down that Big Dog. Unfortunately, I think players can't realistically get KB much above Mag 50, so it's still not really worth trying.
10,000% Resistance does not give you immunity to KB. It only reduces the mag of the KB. Most status protection armors have both Mag and Resistance to KB, thus are nearly immune to KB. Those that don't rely on IOs and powers like Combat Jumping which if I am not mistaken do not have resistance, and thus will from time to time get KB'd by PvE Mobs.

I do not know the equation, and truthfully there may be more than one for different status effects, but the above poster is probably pretty accurate. I know that a status effect is first reduced by any resistance, then the Mag Protection takes over. This is why a Fake Nem with a Mag 19.8ish KB can't KB a tank with Unyielding (Mag 12ish KB Protection). However a Fire tank with 3x KB Protection IOs (total mag 12 KB Protection) will get KB'd.

Interesting side note, while not common, KB does stack. If multiple sources of KB hit at the same time (with in the same server tick I assume) all that KB stacks, and you do get KBd, even with Granite and Rooted on. Seen it, in person. I believe it was a Portal Corp mission with energy blast robots on an 8 man team, I tanked 1.5 full spawns, got KBd.


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Posted

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Originally Posted by sturm375 View Post
10,000% Resistance does not give you immunity to KB. It only reduces the mag of the KB. Most status protection armors have both Mag and Resistance to KB, thus are nearly immune to KB.
10,000% resistance to KB does give you immunity to all resistible KB. You could totally remove the KB protection in status protection armors and still not be KBd, except by unresistible KB.

KB resistance is a straight up resist. If you had 100% resistance, the KB mag would be reduced by 100%, in other words, it would be zero, no matter how high it started at. The fact that the armors have such high resistance is overkill, anything above 100% is really a waste.

KB protection is useful vs. unresistible KB, although most of that contains a mag over the protection the armors give, so they still get pushed a little bit, but the protection lowers the mag some at least.


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What the hell? Let's buff defenders.
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Posted

Quote:
Originally Posted by sturm375 View Post
10,000% Resistance does not give you immunity to KB. It only reduces the mag of the KB. Most status protection armors have both Mag and Resistance to KB, thus are nearly immune to KB. Those that don't rely on IOs and powers like Combat Jumping which if I am not mistaken do not have resistance, and thus will from time to time get KB'd by PvE Mobs.
Just to confirm, the -KB IOs and Acrobatics do not bestow knockback resistance, just protection. My Fire tanker gets knocked back by Lord Recluse's cone attack through Acrobatics and one such IO, which together are mag 13 protection. On the other hand, she barely flew a couple of feet before she got back up again, which helped a lot with keeping aggro.


 

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Originally Posted by StratoNexus View Post
10,000% resistance to KB does give you immunity to all resistible KB. You could totally remove the KB protection in status protection armors and still not be KBd, except by unresistible KB.

KB resistance is a straight up resist. If you had 100% resistance, the KB mag would be reduced by 100%, in other words, it would be zero, no matter how high it started at. The fact that the armors have such high resistance is overkill, anything above 100% is really a waste.

KB protection is useful vs. unresistible KB, although most of that contains a mag over the protection the armors give, so they still get pushed a little bit, but the protection lowers the mag some at least.
I am sorry, but I am 99.999% sure you are wrong sir. Castle posted many years ago on the difference between status res v. status prot. It was clear you cannot be immune to a status effect with resistance alone. You cannot reduce a status effect to 0 with res alone.


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Posted

Quote:
Originally Posted by sturm375 View Post
I am sorry, but I am 99.999% sure you are wrong sir. Castle posted many years ago on the difference between status res v. status prot. It was clear you cannot be immune to a status effect with resistance alone. You cannot reduce a status effect to 0 with res alone.
That is true when the resistance affects the mez duration. However, KB resistance affects the magnitude and works as I have stated.

Don't take my word for it.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
If you had 100% resistance, the KB mag would be reduced by 100%, in other words, it would be zero, no matter how high it started at. The fact that the armors have such high resistance is overkill, anything above 100% is really a waste.
I think this is wrong.

I believe KB works the same as any other status effect as far as resistance is concerned. 100% resistance reduces the effect by 50% (why it works like that I don't know).

Status effect resistance and damage resistance don't work quite the same. Damage resistance does indeed reduce damage by the stated amount, but status resistance cuts the stated amount in half. You can see that in the combat attribute window. If you have 40% resistance, the duration of a status effect will be 80%, instead of the 60% you would expect.

From what I understand that is so you can't just ignore status effects with resistance alone. Even with 200% resistance you will still be affected by it for a split second, which is enough to shut down any offensive toggles.

As far as KB goes, most sets with built in KB protection also get KB resistance. The resistance reduces the magnitude of the KB hitting you, which will reduce it to less than your protection. So, if you are playing Invuln and get hit with a mag 40 KB, the resistance will reduce that to around mag 4, which is below Unyielding's protection. Dark Armor and Fiery Aura have no native KB protection, and hence no resistance, so they have to get enough from Acrobatics or IOs to beat whatever mag is being thrown at them.


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Originally Posted by Dechs Kaison
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Posted

KB resist works the same as mez resist (it's not protection). If you have 1000% mez resistance, you're still going to get mezzed, but it will be for a tiny fraction of a second (and will come with the requisite annoying retoggle of certain powers). Likewise if you have 1000% KB resist (and no KB protection, but there are no powers that grant resistance and not protection so this is really just a mechanics question because it never happens in the game) knockback will approach, but never reach, mag zero, and you'll get knocked down. The only things that are going to KB characters with knockback resistance are powers that deal unresisted knockback higher than mag 10 (Sister Psyche's Levitate, Rikti bombs, and one of the Warburg nukes, I believe). Otherwise that knockback will be reduced to a tiny decimal before the 10 points of protection is applied, so you won't get KB'd anyways. Characters that rely on Acro or KB IOs (or armor sets with no in-set protection, or "odd" armor sets like Elec) may still get KB'd by anything higher than their protection.


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Originally Posted by ClawsandEffect View Post
I believe KB works the same as any other status effect as far as resistance is concerned. 100% resistance reduces the effect by 50% (why it works like that I don't know).
I play a couple other games with similar mechanics. One "why" answer is because linear advancement makes higher numbers exponentially more useful (see also - the goofy way defense works in this game. Going from 0 def to 5 is not terribly noteworthy, but pushing up from 40 to 45 is godly.)

It helps to look at it differently. You aren't 100% resistant to disorients. Instead, you recover from disorients 100% faster. Let's pretend disorients are poop. Someone throws 100 seconds of disorient on your face. A normal person removes 1 poop per second, recovering from poopiness in 100 seconds. You, however, are awesome - you have 100% better poop-cleaning ability. Therefore, you remove 2 poops/sec, and are free in 50 seconds. Someone with 200% faster recovery from disorient / poop can remove 3 poops/sec, and is in the clear ~33 seconds in while you and that lamer in the corner are still recovering.

You could call this "diminishing returns", or you could say that the game's description of this ability is an entirely obtuse and unhelpful way of describing the ability - whatever the game may say about "resistance", we who are in the know are aware that actually each 1% is an increase to the speed at which you shake off status effects.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
That seems to make more sense. I actually asked because I'm playing a squishy /FF mastermind with 10 magnitude kb power, and all the destroyer bosses are resisting it. I figured Tank players would know more about how that works than anyone.

Using power analyzer I saw that the boss had only 2 KB resist, but it was from "Integration", and I guess the power normally that also grants the 1000% resistance. So what you just said would explain it. No matter how much I enhance my Force Bolt, it will always be flagged as "resistable" and therefore incapable of pushing those guys down I guess.
Destroyer bosses tend to resist every control you throw at them, solo. Teams can SOMETIMES control a destroyer boss, but in general a Big Dog is effectively immune to any and all basic controls in the game, especially softer controls like Slow, Sleep, and the Knock effects.

They are basically Brutes with better status protection at lower levels.


 

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Arcanaville knows the difference between zero and non-zero values. She wouldn't say zero if she didn't mean zero.


 

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Originally Posted by Zombie Man View Post
Arcanaville uses 'non-zero' in her speech patterns more often than a teen uses 'like'.
I'll cop to that.

Here's the rule. Strength and Resistance can affect only one thing per effect in the game: either its duration or its magnitude. However, this is not hard coded by kind of effect. Every single effect of every single power in the game is tagged as either a Duration effect or a Magnitude effect. Its up to the devs to do the right thing here.

Damage is always tagged as a Mag effect. That means when you boost the strength of your damage, its magnitude rises. Damage resistance reduces the magnitude of that damage because its tagged as a magnitude effect.

Most holds and other mezzes are tagged as Dur effects. That means when you slot them for more strength, their duration goes up, not their magnitude. And therefore, when the target has resistance to that mezz effect, its the Duration that drops, not magnitude. This is not always true. Intangible powers are an exception: they are often coded so the intangible effect is a Mag not a Dur. So slotting for intangible increases magnitude in that case, not duration. Resistance to intangible would decrease the magnitude of that effect, not its duration.

Knockback is a mag effect in virtually all the powers its in. How do you know this? Because when you slot the power for KB, the mag goes up not the duration. Its that simple. The game can only do one or the other. Think of it as a radio button: each effect can only have it set this way or that way. There is no way to do both even if the devs wanted to, because there's no way to set a radio button to both positions.

So because slotting KB increases mag, its a mag effect. Resistance therefore reduces mag. It can do nothing else.

There are two different resistance formulas in the game. Mag resistance uses this one: Net = Initial * (1 - Res). Dur resistance uses this one: Net = Initial / (1 + Res). That's why duration resistance works differently: mag resistance can reduce a value to zero (unless there is a cap in the way). But duration resistance can't really reduce a duration to zeo, it can only reduce it to increasingly small values. That's also why resistances greater than "100%" are meaningful for duration resists but not really for magnitude resists.

KB resistances are 10000% because, I think, somebody goofed in the distant past and set the resistance to "100" thinking that would be 100%, when setting it to "1.0" would be 100%. That error has been propagated to this day. This would not be the first time this happened in the powers system. Also, if this sounds slightly confusing, don't feel too bad. The devs messed this one up in spectacular fashion themselves when they first designed Hamidon. They thought Hamidon was immune to holds because it had 100% resistance to holds. But all that did was reduce the duration of holds to one half normal. Oops.


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