How much knockback protection is enough?


Boomie

 

Posted

I know most melee defense ATs get mag 10 protection and I wanted to match that, but I noticed Acrobatics gives 9, and the KB protection IOs are 4 per IO. I'm a bit tight on both slots and powers (and SJ isn't my travel power, though I will take CJ), but I will make room for KB protection, so I was wondering what's the best way to go:
-2 KB IOs
-Acrobatics
-3 KB IOs / Acrobatics + 1 KB IO

Basically is mag 8 protection enough? 9? What are some examples where I'll be flying backward with 8/9 but a regular melee-er with mag 10 protection will still be standing up?


 

Posted

First of all, the answer changes depending on whether you're talking about PvE or PvP - the number you want in PvP is much higher because players can slot their powers.

The melee defense ATs that get mag 10 protection also almost always get 10,000% resistance to KB as well, meaning that even 1 point would be sufficient for them.

Grounded, in Electric Armor, provides just under 16 points of KB protection (and no resistance) at level 50, as long as you're on the ground. That's generally enough in PvE content with very few exceptions.

At mag 8, you'll be fine for most everything but things like Fake Nemesis will be able to send you flying for a short distance. I forget the exact mag of their Nemesis Staff attack but level differences will make it more powerful in any case. My SS/FA Brute uses 3 -KB IOs for mag 12 protection and doesn't run into problems. My ranged characters usually just slot a single -KB IO and that's more than enough most of the time - far more attacks that do KB are set to be around or under mag 1 than not, so that will stop most of the KB all by itself. It's just that the ones that are higher are generally much higher - in the just over 4 to just under 8 range for "high KB", and then the 12-19 range for "extreme KB".

In PvP, I think the "magic number" is 42 due to diminishing returns (without it, some attacks can go higher than that).


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Posted

Also, if you slot one standard lvl 35 KB IO in Acrobatics, it will push the protection over 10 as a portion of the kb protection is enhanceable. Won't do you much for the end cost.

General opinion: 4 is enough for over 50% of the content. IF you want to cover a greater portion, such as Nemesis staff, or hami blasts you want over 10. On a tank I'd want 10+ kb protection. If you were going with KB IO's like Steadfast or Karma, I'd recommend getting three of them in your build for a total of 12 kb protection.

On a side note, I'm not a huge fan of Acrobatics. I don't believe the end cost for what it gives you is worth it. But as always, ymmv.


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Posted

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Originally Posted by Siolfir View Post
In PvP, I think the "magic number" is 42 due to diminishing returns (without it, some attacks can go higher than that).
41 is the go to number for pvp. Force Bolt can get up to 48 but odds are you won't be see much of that in pvp.

To the OP: I'd just slot one or two -kb IO's and call it a day. 4-8 kb protection will protect you from most of the things you'll encounter.


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Posted

Quote:
Originally Posted by Boomie View Post
41 is the go to number for pvp. Force Bolt can get up to 48 but odds are you won't be see much of that in pvp.

To the OP: I'd just slot one or two -kb IO's and call it a day. 4-8 kb protection will protect you from most of the things you'll encounter.
Ah. I thought I saw someone say in a build discussion that they weren't knocked by a (slotted) Force Bolt at 42, which is why that came to mind - I didn't do testing with it myself. And let's face it: it's a much better number for an answer anyway.


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Posted

My Fire/Kin has 20pts of KB protection.

Overkill? Probably.

But as they say... "There's no kill like overkill!"


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Posted

I thought it was "there is no overkill only kill or don't kill". =) But the concept is bang on.

I can say that I have a fire armor with 7 points of -kb from 1 IO and 3 pieces of fury of the glad set. Definitely not enough. I spend a lot of time on the ground and it's not just Fake Nems.


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Posted

With -KB IOs, the usual advice I hear and give is to slot either one or three -KB IOs. One IO protects you from most knockback; three protects you from most of what is left; but there's little or nothing that hits with more KB than one IO can handle but that two IOs can.


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Posted

Quote:
Originally Posted by evertheskeptic View Post
Basically is mag 8 protection enough? 9? What are some examples where I'll be flying backward with 8/9 but a regular melee-er with mag 10 protection will still be standing up?
Fake Nemesis will knock you on your butt. I believe their staff attack is mag 11 or so. Don't bother with mag 8, as anything that exceeds mag 4 exceeds mag 8 as well. If you're not going to get mag 12 protection, I wouldn't go past mag 4, which will protect you from 90% of the PvE KB you're likely to face.

Also, not sure if you know this or not, but melee ATs get knockback resistance as well as protection. That means that any KB power that hits them will first have it's magnitude decreased by the resistance, then the protection will be applied. And the resistance is like, 10,000%. It's virtually impossible to knock back a melee AT that has KB protection built into it's mitigation set. (Fiery Aura, Dark Armor, and Ninjitsu have no inherent KB protection)


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Posted

Quote:
Originally Posted by Boomie View Post
41 is the go to number for pvp. Force Bolt can get up to 48 but odds are you won't be see much of that in pvp.
But you WILL see a lot of TK Blast. Since you can't throw a rock in a populated PvP zone without hitting 6 Psi/EM blasters.


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Posted

Ummmm...

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Posted

Quote:
Originally Posted by ClawsandEffect View Post
But you WILL see a lot of TK Blast. Since you can't throw a rock in a populated PvP zone without hitting 6 Psi/EM blasters.
TK Blast on a blaster can't get up that high of a mag kb solo but yeah a group would be able to do it. OTOH if you ran into said group you should be on a team anyway and your teammates can help prevent said Psi/ spike.


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Posted

Quote:
Originally Posted by Boomie View Post
TK Blast on a blaster can't get up that high of a mag kb solo but yeah a group would be able to do it.
That's why I mentioned the fact that there are a LOT of them in PvP zones.

Still wonder how well Dark Blast is going to end up doing in PvP. Dark/EM seems like a decent combo on paper.


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Posted

For PvP, I recommend either:

  • 4 points, enough to keep every Tom, Dick and Harry of villainy from knocking you on your rump. You'll still get knocked around some times, but it will be far fewer foes doing it.
  • 12 points, enough to keep almost anything from knocking you down. A few things will still do it if you fight them at +levels. (I need to check, but I think a +4 Fake Nemesis will still knock you back.)
My SM/FA Brute has 16 points of KB, which is overkill for 99% of the game. I really hate being knocked around on my melees, though.


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Posted

What I've always heard is, and it's being echoed here, get at least four, and if you go higher get 12. If it can knock you at 12, it's going to knock you regardless.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Fake Nemesis will knock you on your butt. I believe their staff attack is mag 11 or so. Don't bother with mag 8, as anything that exceeds mag 4 exceeds mag 8 as well. If you're not going to get mag 12 protection, I wouldn't go past mag 4, which will protect you from 90% of the PvE KB you're likely to face.

Also, not sure if you know this or not, but melee ATs get knockback resistance as well as protection. That means that any KB power that hits them will first have it's magnitude decreased by the resistance, then the protection will be applied. And the resistance is like, 10,000%. It's virtually impossible to knock back a melee AT that has KB protection built into it's mitigation set. (Fiery Aura, Dark Armor, and Ninjitsu have no inherent KB protection)
Just go with this, but to add one thing that's funny.

Granite armor has no KB Resistance at all just protection, Stone armor gets its KB Resistance from rooted. On my stone I only use Granite with Rooted only when facing some high level AV's. Its always fun when you occasionally get knocked back while in Granite, but all you have to do is just turn on rooted.


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Posted

A single KB IO or -KB set bonus is enough to cover the vast majority of the game's KB effects. However, they can still stack and there are some very few attacks used by enemies that will significantly exceed that single IO or bonus. If you want to beat them, I believe you need 16pts.

As for PVP, Force Bolt and Power Thrust are the most common and hardest-hitting KB powers. The latter is a lot more common than the former, thanks to the Psi/EM hordes. Not sure how much diminishing returns hits either, but they enhance to over 51mag (FB) and 45mag (PT) before DR.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Fake Nemesis will knock you on your butt. I believe their staff attack is mag 11 or so. Don't bother with mag 8, as anything that exceeds mag 4 exceeds mag 8 as well. If you're not going to get mag 12 protection, I wouldn't go past mag 4, which will protect you from 90% of the PvE KB you're likely to face.

Also, not sure if you know this or not, but melee ATs get knockback resistance as well as protection. That means that any KB power that hits them will first have it's magnitude decreased by the resistance, then the protection will be applied. And the resistance is like, 10,000%. It's virtually impossible to knock back a melee AT that has KB protection built into it's mitigation set. (Fiery Aura, Dark Armor, and Ninjitsu have no inherent KB protection)
I will second what Claws said and back it up with personal experience on my SS/Fire brute. I played L1-50 on her with only a single -KB IO and maybe once in a blue moon actually got knocked back. Then I got to incarnate content and spent a ton of time flying through the air until I slotted up 2 more -KB io's for a total of 12 points resistance - after that I was fine again. So 4 points should carry you through all the PVE content with only minor issues that can pretty much be ignored, then if you want to run incarnate content I would recommend bumping up your protection to 12 points at least - but I don't see any need for more than that.


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Posted

Quote:
Originally Posted by EricHough View Post
I will second what Claws said and back it up with personal experience on my SS/Fire brute. I played L1-50 on her with only a single -KB IO and maybe once in a blue moon actually got knocked back. Then I got to incarnate content and spent a ton of time flying through the air until I slotted up 2 more -KB io's for a total of 12 points resistance - after that I was fine again. So 4 points should carry you through all the PVE content with only minor issues that can pretty much be ignored, then if you want to run incarnate content I would recommend bumping up your protection to 12 points at least - but I don't see any need for more than that.
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Posted

Been two places where I've run into 'issues' with knockback beyond things already noted. As with most posters particularly those with non-melee/PvP concerns I generally grab 4 pts worth of protection. My Emp/Sonic/Elec Incarnate build being the sole exception having 12 pts currently.

1) On an /Electric Armor scrapper (no resistance, 4 pts kb protection at that time) up level Cabal Stormy bosses (in Croatoa) primarily with Gale as I recall and

2) Tin Mage TF ... the Malta AV Director 11 and his way happy trip mine pets, despite 12 pts of kb protection would knock my Emp/Sonic/Elec if she happened to get hit by a mine(s?). Quite possibly either because of multiple hits or that combined with rank etc. modifiers as at least my own trip mine users don't have anywhere enough kb to send a foe with 12 pts protection flying via a single trip mine.


 

Posted

Quote:
Originally Posted by Obscure Blade View Post
With -KB IOs, the usual advice I hear and give is to slot either one or three -KB IOs. One IO protects you from most knockback; three protects you from most of what is left; but there's little or nothing that hits with more KB than one IO can handle but that two IOs can.
This, 2 kb IOs (8 points) won't really protect you more than one (4 points) in practice. So it's 4 or 12+.

I go for -12 on my melee mans but usually only bother with -4 while leveling (but I guess I'd go for 12 asap if I played Tankers, the only Brutes susceptible to knockback I have are lowbies, both /DA). I have a dark/dark scrapper who's fine with only 1 -kb IO (ya know, tight build and all) but she's rarely pseudotanks and has no taunt aura, I'd recommend 12 for melee especially taunters (/shield, /invul scrappers and all tankers and brutes). She gets knocked once in a blue moon but I can live with that. She did fine on Nemesis missions but I never tanked them with her, I guess it wouldn't turn out well

Although it was a pain when I had to tank Mary in the KHTF when people did that back to back, because of Gale (just checked, at least the def/troller version has 10.4 kb, so if the witches' version is the same, you'd be fine with -12).

I'd never go over 12 but maybe 16 is the magic 'I don't want to ever get KB'ed' number. I'm saying that because I don't ever recall my Stone/Elec Armor Brute being knocked back (except when she jumped, which was fixed by adding a steadfast -KB in Grounded) and Grounded provides 15.6 kb protection.


 

Posted

The Generic Giant Monster Foot Stomp is a fairly common, and annoying, magnitude 10 knockback attack. If you're going to be in melee with a GM much, you want at least 10 knockback protection. Otherwise, the bare minimum of knockback protection is good enough to deal with the 0.67 knockback attacks just about every NPC in the game has.

Acrobatics for knockback protection is a trap. If you're not a super jumper, you have to expend two power choices to get it. More than one slot in Acrobatics is a huge trap. Not much of Acro's knock protection is enhanceable, so enhancing Acro gives you 1.5 per slot, compared to Karma, Steadfast, or Zephyr, which give you 4 per slot. At the ED cap, Acro gives about 12 protection.


 

Posted

Ha when I first saw the Topic I thought it was going to be about how much KB should your attacks give you to keep the mobs away from you (mitigation=protection). To which I was going to answer with a resounding *No KB is Needed!!!*

So...the real topic, 1 -KB IO has always been more than sufficient for me for my non-Meleers, but man I hate life without that one.


 

Posted

Quote:
Originally Posted by Socorro View Post
Ha when I first saw the Topic I thought it was going to be about how much KB should your attacks give you to keep the mobs away from you (mitigation=protection). To which I was going to answer with a resounding *No KB is ever enough!!!*
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