Knockback Protection from IO's Question
total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.
More importantly, while 4 points protection is good for much of the game, 8 points protection does not cover very much more than that. Most people advocate 4 points or if you really want as much protection as possible, go 12 with karma/steadfast/BotZ.

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I personally always slot for 12 points of knockback protection. While 4 points will protect you from 80% of the knockback in the game, 12 points will protect you from knockback from Rikti pylons and Hamidon, among others.
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More importantly, while 4 points protection is good for much of the game, 8 points protection does not cover very much more than that. Most people advocate 4 points or if you really want as much protection as possible, go 12 with karma/steadfast/BotZ.
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I had 4 on my defender and 8 on my fire/fire tank. I didn't notice any difference.
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What about when fighting higher level mobs? Would 4 cover that? Like if you fought +4's...
The typical melee status protection that provides knockback protection usually gives about 10 points. So if you have a set that provides no knockback and want equivalent then you'll likely go for three of the 4pt -KB IO's or stack an equivalent number in set bonuses if possible.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
I have 7 on my fire/db tank and that is definitely not enough. I get knocked around all the time.
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The typical melee status protection that provides knockback protection usually gives about 10 points. So if you have a set that provides no knockback and want equivalent then you'll likely go for three of the 4pt -KB IO's or stack an equivalent number in set bonuses if possible.
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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Melee in-set knockback protection (with the exception of Grounded from Elec Armor) also has 10,000% knockback resistance, which essentially turns that knockback into mag zero before the protection's even applied. As an example, Recluse's Spider Smash power on the STF will KB my Defender, who has 26 points of protection slotted, but it won't touch pretty much any melee with in-set KB protection.
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Melee tends to get outright KB protection for the few cases of unresistible Knock-back in the game.
Note all three KB protection IOs are simple global IOs, and non-unique. You can go all three Karma if you want,for example.
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My Fire Armor scrapper had 4 points of knockback protection, from a single IO. In levelling her to 50, I got knocked back once by some Council or Fifth Column (two grenades at once) and several times by Fake Nemesis robots.
This was less than 1% of my journey to 50 and beyond.
I'd say 4 is perfectly adequate. The occasional knockback doesn't hurt you, just makes you feel toguher and more heroic.
I've been noticing more and more KB on a lot of my characters that only have 4 points protection. I suspect the old adage about 4 points being enough for most of the KB in the game is really old data that went out the window recently (possibly with the introduction of Going Rogue?)
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Check you combat attributes. Some people have reported a bug with some KB protection not working recently. Only post I can find right off but I believe there were some others.
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"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Good to know. But I have had the issue of 7 points of KB not being enough for more than 6 months so not sure if that counts as "recently" or not.
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You may have the freak KB from two effects landing in the same server tic once in a blue moon but since KB has no duration you aren't going to get two KB attacks land simultaneously very often.
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I don't know of any KB effects that are greater than MAG 4 but less than MAG 8. That's why people say either stop at MAG 4 or go to MAG 12, there just isn't anything between MAG 4 & 8 so 2 IO's don't do more for you than 1.
You may have the freak KB from two effects landing in the same server tic once in a blue moon but since KB has no duration you aren't going to get two KB attacks land simultaneously very often. |
I didn't build with the idea of having 7. I didn't build with any goal at all, never do. I just happen to have 7, and can say that as a tank, 4 is definitely not enough. I get knocked around a lot. It is rare that I go 3 missions in a row without having issues. And on the iTrials I'm on the ground more than on my feet in some spawns.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
My SS/Fire brute has 7 points
He occasionally gets knock around, but it is rare.
I'll be upping him to 11-14 next respec.

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For characters that have no access to Knockback protection, how many points of protection do you need to be protected from 90% of the KB in the game? Just curious how many IO's I'd need to buy.