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Knockback/knockdown effects please help!


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#1
brizzo86

brizzo86
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 Hey all. Loving the game so far and entered act 2 just now. 

But seriously something that has been bothering me since level 8, even on my warrior/rogue/mage ( I am playing all three). Knockback effects.

No matter how much fortitude my warrior has he will get knocked down to the ground and spiders/archers/assassins will just repeatidly knock me down where the animation to stand up isn't over and I can not do anything about it. Worst of all it happens to my teammates as well. Even when I manually control them (which I do since I'm on hard). They get knocked down I kite around the room and still assassins teleport kill u instantly. 

I'm not hating on the game, in fact I'm loving it. 

Also another thing someone could maybe help me understand, how come when I use a potion on one character I can't use it on another? Sometimes I use one myself and than they are all greyed out for my party members?

Any tips ideas? Should i just dump like half of all talent points/gear/abilites into fortitude ? Even on mages/archers ? :(

I'm very frustrated. U would think a warrior with good gear/defense/hp/fort would not get knocked down repeatidly!

#2
Adhin

Adhin
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None of that makes any sense to me, sadly. Each character has there own Potion Timers so not sure why your getting that, or why you think you are.

As for the knock back though that's kinda a double thing. Certain skills will have 100% knockdown chance which fortitude can't help against. Some maybe Force Multipliers that're high which, effectively double or tripple the force put to you. But here's basically how it works.

Force = Damage done. So if they do 10 dmg to you, your taking 10 force from it (at base). For that to have an effect on said character force has to meet or exceed 10% of your maximum Health. So if you have 200 HP, they have to do at least 20 'Force' to make you stumble. 20% max hp will knock you down, 30% will throw you back and knock you down. Higher the force, further back you get tossed and so forth. Fortitude basically adds to that.

Force > 10%hp+Force. So if you have 20 force, and 200 hp, they'd need to do 40+ force to effect you from normal damage (elemental or otherwise).

I noticed a lot of Sword/Shield Elite/Boss mobs use a constant single target stun attack which always hits. Like there's no way to avoid it stunning you for a few seconds, complete pain in the ass.

As for Assassins ANYTIME they go invisible they 'back away then head back'. However when they do this they will often pick another target. This can be avoided by making sure everyone but your tank is far back. Anytime there is an assassin mob on the field I back everyone up, even other melees so they only focus on the tank. I also make heavy use of Pummel Strike to try and stun them in place, then use an upgraded chain lightning after I stagger them to try and rip most of there HP away instantly. CCC moves can be a huge game changer as far as big threats like that.

Another fun one is upgraded Crushing Prison. If the target is staggered, EVEN if its a boss. They instantly, 100% of the time, get paralyzed and take huge damage output from the spell. I have Merrill doing that and the chain lightning thing often.