KB Only When Dead
This was suggested a long, long time ago, and I remember the answer was that it wan't possible. But a lot of things weren't possible back then, it may be now.
I hope so, it's a great idea.
I doubt it would be possible without code changes. The game engine would have no way of knowing whether the attack would kill the target or not until actually applying the damage, and KB is generally applied at the same time as the damage so by the time it could test for the mob being dead (assuming "enemy is dead" is even a valid flag to base an effect on) the KB would already be applied. It might be possible to fake it with a delayed KB that applied a couple of server ticks after the hit lands to give the damage time to resolve first, but that would look rather odd and still might not be possible since once the enemy is a corpse it may not be targetable by KB. Best case: you'd either have a power that applied its damage before the hit reaction so the KB could play at the same time as the hit FX, or you'd get a "he got hit and then a quarter of a second later he went flying" effect that looked like a bad stunt man messing up his timing. Most likely case: it isn't technically possible at all.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
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[u]Arcs[u]
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I disagree that this isn't possible lets use Super Reflexes or Scourge as an example:
Super Reflex passives do: .3% resistance per percentage of hp below 60
Scourge does increased critical chance when target below X and 100% at 15%. (I forget what X is and how the value scales, point is it scales)
What if you set the parameter to mag 100 knockback when target goes below 1% health?
I disagree that this isn't possible lets use Super Reflexes or Scourge as an example:
Super Reflex passives do: .3% resistance per percentage of hp below 60 Scourge does increased critical chance when target below X and 100% at 15%. (I forget what X is and how the value scales, point is it scales) What if you set the parameter to mag 100 knockback when target goes below 1% health? |
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What if the check was set to a .1 second delay after damage was applied? We've seen powers are capable of this. (Think of the Defensive Tier 9's after 240 seconds applies -Recovery 1000%)
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That's not saying that it couldn't ever do this - it's just saying that it most likely would mean some changes to when the power effects are calculated and/or applied.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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If you kill them with Fire their should be textured entirely black. Rad they glow neon green.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Arc #40529 : The Furies of the Earth
Warshades have Dark Extraction which works on dead bodies and only dead bodies, so that much should be possible.
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Example:
- Mob has 30hp left, attack does 50 damage and does KB.
- Checks on power for valid target are done - mob is still at 30hp and is alive, so it applies all line items checking for living mobs.
- Effects are applied. Mob is knocked back while hit points are reduced to -20 (0) while mob is still alive.
- Mob is now dead and at 0 hp, after being knocked back at base knockback. Dark Extraction could work now, but the extra KB can't check since it's already applied (and if applied earlier the mob won't be dead!).
It would have to do something like the following:
- Mob has 30hp left, attack does 50 damage and does KB.
- Checks on power for valid target are done - mob is alive (valid target) and at 30hp.
- Apply damage effects ONLY prior to other effects.
- Another round of checks to see which line items happen to select which secondary KB effect to use.
- Mob is dead after applying damage, so higher KB value is used.
- Mob is dead and has been sent flying. Dark Extraction could be used now.
It's an extra round of checks but it's not impossible. But it's probably an engine change, and those aren't likely to happen quickly.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I'll pre add in the Standard Code Rant applying to my idea before even mentioning it.
As with mez effects currently, even if you resist the effect it's still there. Drop your protection etc. and you will get mezzed. It might be possible to add in an un-resistable kb/repel effect that only works when hp=0. IE. your alive and the effect won't work. You're dead and your "protection turns off" and you get bounced.
Not saying it would be easy, or something I'd like to see, but that might be a way of making it sorta work.
Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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they already do that with Nightstar and Seige in BAF. If he dead? No, then countdown res, otherwise die.
I'll pre add in the Standard Code Rant applying to my idea before even mentioning it.
![]() As with mez effects currently, even if you resist the effect it's still there. Drop your protection etc. and you will get mezzed. It might be possible to add in an un-resistable kb/repel effect that only works when hp=0. IE. your alive and the effect won't work. You're dead and your "protection turns off" and you get bounced. Not saying it would be easy, or something I'd like to see, but that might be a way of making it sorta work. ![]() |
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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That could work but KB is an instant effect while other mez types have durations (which is why it's so rare to stack it).
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Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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I very seriously doubt that it's the same thing that I'm talking about, but a grantable pseudopet could probably simulate the effect with some potential glitches (see my previous post). My assumption on how that works is an autopower that activates at the end of the countdown (checking the status of the other at that time, before any effects are applied).
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With Nightstar and Seige, the countdown doesn't trigger at all if the other is dead. So it definitely does a check when each of them dies to trigger the countdown. This is same with basically alot of common missions in the game eg. In AE, you already get when this mob dies, trigger this objective. So this effect of when die, do this, is already in the game.
With Nightstar and Seige, the countdown doesn't trigger at all if the other is dead. So it definitely does a check when each of them dies to trigger the countdown. This is same with basically alot of common missions in the game eg. In AE, you already get when this mob dies, trigger this objective. So this effect of when die, do this, is already in the game.
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Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
Ok there should already be something that handles mob death in the game and also KB effects. Like if dmg > hp then run die, or if KB mag > prot mag then KB. All you need is to add when die play this big effect instead of normal KB. And you're done.
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With Nightstar and Seige, the countdown doesn't trigger at all if the other is dead. So it definitely does a check when each of them dies to trigger the countdown. This is same with basically alot of common missions in the game eg. In AE, you already get when this mob dies, trigger this objective. So this effect of when die, do this, is already in the game.
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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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You'd like to think that, but that's what I'm saying - I can't think of a single case in the game that I'm aware of where some/most of the effects are applied and then conditions are checked for other effects on the same power activation. So no, there almost assuredly is NOT something that handles this already. Thus, engine change; thus, unlikely to happen soon if at all.
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It's not much different than if you KO blow them and they fly up in the air and die. They die, but the effect still plays, you're just adding an extra check in the middle.
Of cos this is all speculation, I have no idea how the engine works or how hard coded all this is.
That's still an "at activation, check <condition> and apply all effects" case, though. |
It's not much different than if you KO blow them and they fly up in the air and die. They die, but the effect still plays, you're just adding an extra check in the middle.
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Mobs that have things go off when they die have those things go off after every effect on the power that made them die happens (and independent of which power caused it). This means the extra check listed above is still required, because you have to apply the damage and then go back and check the rest of the effects. When I said "all effects are applied", I mean the damage is applied at the same mob state as the knockback - so it would either always do the extra knockback or it never would, due to timing.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Yeah, yeah, all that other stuff about this and that, blah blah blah, whatevs.
All I thought after readin' this:
I thought about putting this in the Suggestions section, but I'm unsure of the technical details here so I figured I'd start here first.
I'm just curious about whether it is possible to have a power that causes knockback only when the target dies from the attack. The idea is mainly for visual appeal, specifically with powersets like Super Strength and Titan Weapons. Would the current powers system support a huge knockback contingent upon death? Is it similarly possible for powers like Nova to multiply the KB even higher when the target dies? I'd love to see things go flying huge distances, but mainly dead things. (One possible route would be for any power with knock up or back in it to do something like (base value x 3) + Mag 6 knockback if the target dies from the attack.) |
/And if the game said "FINISH HIM!", well, that would be pure w00tness.
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///I somehow think Midway... no wait, Warner now... might have some sort of issue, but you can call it a 'parody' and get away with it just like musicians do, yeah?
August 31, 2012. A Day that will Live in Infamy. Or Information. Possibly Influence. Well, Inf, anyway. Thank you, Paragon Studios, for what you did, and the enjoyment and camaraderie you brought.
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Could it work similar to rain DoT as knockback over time where the second tic checks if dead?
The Oil Slick lights when the target is defeated, regardless of the type of damage that defeated it. It happens to be immune to all types of damage except fire and energy though, so in practice you need one of those two types to do it. It doesn't trigger based on the damage type though, just on defeat. In theory if you had access to unresistable damage you could light it with that.
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Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I thought about putting this in the Suggestions section, but I'm unsure of the technical details here so I figured I'd start here first.
I'm just curious about whether it is possible to have a power that causes knockback only when the target dies from the attack. The idea is mainly for visual appeal, specifically with powersets like Super Strength and Titan Weapons. Would the current powers system support a huge knockback contingent upon death? Is it similarly possible for powers like Nova to multiply the KB even higher when the target dies? I'd love to see things go flying huge distances, but mainly dead things.
(One possible route would be for any power with knock up or back in it to do something like (base value x 3) + Mag 6 knockback if the target dies from the attack.)