quick question about kb protection


Angelic_EU

 

Posted

So I slotted one of my lower lvl toons w/ karma last night but he was still get getting knocked around. I also got a drop for a recipe kb IO that can be slotted to any travel power (can't remeber the name). Does the travel power I slot it to have to be active for the kb protection?


Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute

 

Posted

No. You don't need to have the travel power active.


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Posted

Quote:
Originally Posted by EvilGeko View Post
No. You don't need to have the travel power active.
Awesome, thanks!


Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute

 

Posted

Quote:
Originally Posted by Radubadu View Post
So I slotted one of my lower lvl toons w/ karma last night but he was still get getting knocked around.
What were you fighting? Were you exemped to a lower level? Are you Free or Premium without an invention license?

The Karma -KB protection acts like a set bonus. If you exemp more than 3 levels below the level of the IO it will no longer work.


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Posted

The Blessing of the Zephyr KB protection (the one that goes in a travel power) will also disable if you exempt more than the levels below the level of that IO, too.


 

Posted

Piggy backing off of this, what levels of -KB matter. I've seen some people say that -4 is ok for most things, -8 is useless unless you're on your way to -12. What about -11? Just curious sine that's the goal on my DA tank.


 

Posted

Quote:
Originally Posted by Sir Hextor View Post
Piggy backing off of this, what levels of -KB matter. I've seen some people say that -4 is ok for most things, -8 is useless unless you're on your way to -12. What about -11? Just curious sine that's the goal on my DA tank.
for tank i would aim for 10+ kb protect

4-8 is usually the best for squishies since they shouldnt be the main targets of the enemies


 

Posted

Quote:
Originally Posted by StarGeek View Post
What were you fighting? Were you exemped to a lower level? Are you Free or Premium without an invention license?

The Karma -KB protection acts like a set bonus. If you exemp more than 3 levels below the level of the IO it will no longer work.
Yes, more detail is necessary to even know if this is a problem. For instance, Fake Nemeses will knock you back every time if you have only 4 pts of -knb, but that doesn't necessarily mean you need more, since they're such a small part of the game, and it doesn't mean anything is broken, either.


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Posted

I normally shoot for 4 kb on a squishie.

If you get hit by 3 or 4 council grenages you can get ragdolled but otherwise you are fine.


 

Posted

I usually go for 12. Its usually not that hard to achieve. The few things that can still knock you back at that point are nearly impossible to protect against anyways.


 

Posted

4 seems fine for most squishies. The extra slots I could spend trying to mitigate those oh so rare higher mag KB would be better spent (in my opinion) trying to mitigate damage.. Like by boosting my def (which inadvertently also protects my from KB) or boosting my Res, or my mez resist, or my HP total, or my regen, etc, etc.. You get the point.


 

Posted

My rule is 1 kb IO for squishies and 3 for melee toons (unless they have inherent protection).


 

Posted

Quote:
Originally Posted by Sir Hextor View Post
Piggy backing off of this, what levels of -KB matter. I've seen some people say that -4 is ok for most things, -8 is useless unless you're on your way to -12. What about -11? Just curious sine that's the goal on my DA tank.
In general, 95% or so of KB is under mag 4 (quite a bit is under 0.75 since it's actually Knockdown). About 4% is around mag 10 or so (hardly anything is between 4 and 8, which is why two KB IOs are a waste), and maybe 1% is mag "way more than you can block." I don't think there's much difference between 11 and 12, but I'm not 100% sure about that. I've heard that most of the heavy KB that isn't near-unresistable is around 10-10.5 though.


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Posted

You can also consider getting the KB prot toggle from the Super Jump set. Otherwise, Hover is a good alternative.


 

Posted

Quote:
Originally Posted by Angelic_EU View Post
You can also consider getting the KB prot toggle from the Super Jump set. Otherwise, Hover is a good alternative.
I am of the personal opinion that Acrobatics is not worth 3 power picks unless you really, really want Super Jump in your build.

This comes down to the problem that, mechanically speaking, Speed is so much more powerful than the other Travel sets since it includes Hasten and a 35ft stealth that stacks with other sources.

Also, for two slots (counting the inherent one), you can give Hover or Combat Jumping 8 points of KB protection, via BotZ and Karma -KB IOs.


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Posted

For my /fire scrapper, two KB IO's is enough. I tried using just one for a bit, and found I was getting knocked down in itrials more than I liked even at 50 +3. With two, the only time I get knocked down with any frequency is during Hami raids, but that's such a unique situation that I prefer to solve it with break-frees instead.


 

Posted

Quote:
Originally Posted by Intrinsic View Post
For my /fire scrapper, two KB IO's is enough. I tried using just one for a bit, and found I was getting knocked down in itrials more than I liked even at 50 +3. With two, the only time I get knocked down with any frequency is during Hami raids, but that's such a unique situation that I prefer to solve it with break-frees instead.
Fake Nemesis will still send you flying with just 2.

I believe their staff is mag 9.5-mag 11 or so. 12 points will stop it, less than that they'll still play ping pong with you.


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Posted

It is common forum knowledge that fakes take three IOs, but that just hasn't been my experience. I never slot more than one KB IO because I can always think of something I'd rather do with a slot than provide redundancy there. It could be in part because by the time I'm fighting fakes all of my characters are going to be close to the softcap for either s/l or ranged defense, but it's not like I never get hit. Actually getting knocked back is incredibly rare though. I assume fakes have only a chance for KB, but how low can it be? The thing I notice causing KB is the alpha from a x8 spawn full of grenade-throwing council or tons of nemesis sergeants and warhulks, and even then it isn't common.


 

Posted

Quote:
Originally Posted by Angelic_EU View Post
Otherwise, Hover is a good alternative.
Hover used to be pretty good for working like knockback protection, but they changed it a while back, so that now you are unable to act while re-stablizing yourself in midair for a period of time equivalent to the knockback. So I no longer consider it useful against knockback.


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----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

One other option if *usually* X knockback protection is enough for you but once in awhile (say, running the Katie TF) you really want a bit more is the base enhancement station buff. It lasts 60 minutes (last I knew the text saying 15 minutes was wrong), and I think adds Mag 4? You just need a base with the right equipment and a couple of pieces of common salvage.


 

Posted

Quote:
Originally Posted by Supermax View Post
My rule is 1 kb IO for squishies and 3 for melee toons (unless they have inherent protection).
Sounds about right, might be more than needed on the melee alts, but that's a lot about preference. At 12 however, almost nothing will ever KB ya.


 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
I am of the personal opinion that Acrobatics is not worth 3 power picks unless you really, really want Super Jump in your build.

This comes down to the problem that, mechanically speaking, Speed is so much more powerful than the other Travel sets since it includes Hasten and a 35ft stealth that stacks with other sources.

Also, for two slots (counting the inherent one), you can give Hover or Combat Jumping 8 points of KB protection, via BotZ and Karma -KB IOs.
Well, quite a few people might want super jump in their build, as it's vertical is quite handy. Also, just as Speed includes Hasten, Jumping includes Combat Jumping, another very handy, widely desired power. Especially since you can easily slot said CJ for many other benefits, as you pointed out.

But, all that aside, Acrobatics is a great option mostly to squishies, as not only does it provide KU/KB protection, but also Hold Protection and Resistance. That added value really can't be overlooked, because outside of sonic, ff, and devices, I can't think of any way prior to epics or in some cases Incarnate Destiny slot for some squishies to pick up any mez protection.