I'm wondering if anyone who has a bit more knowledge of some of the game play mechanics can clarify a bit about the immunity to knock down items.
On my last play through as a DW rogue I got the Etched Ring of the Twins but Hawke did still go flying a few times (mostly during act 3).
From what I saw I'm thinking that the immunity works for basic attacks that have a knock back effect (ie raiders swinging heavy mauls) but doesn't help if the knock back is caused by a talent/activated ability (ie Varric's Kickback).
Does this sound about right?
Immunity to knock down clarification
Débuté par
frustratemyself
, mai 14 2011 10:14
#1
Posté 14 mai 2011 - 10:14
#2
Posté 14 mai 2011 - 10:25
Am not sure, my Rogue use Arish-weapons that have inmunities and the sorts in act 1 and she still flying.. not by the archers but mele with shields and sword, Haven't got to the bone pit, she is like lvl 7.
#3
Posté 14 mai 2011 - 10:46
My Hawke was somewhere lvl 20 by the time I got the ring & I also had her equipped with the Carta's Left Hand in act 3 so that's why I'm thinking along that line.
#4
Posté 14 mai 2011 - 11:02
The etched ring has immunity to knockback NOT knockdown. Knockback are interrupts/staggers. Knock downs is when you get knocked on your backside. Knockdowns are very easy to negate. All you have to do is boost your armor and constitution. In the case of the etched ring you need only boost your consistution/armor just enough so that you never get knocked on your backside. The ring negates all the staggers/interrupts.
#5
Posté 14 mai 2011 - 11:21
That would explain it then. I usually ignore constitution for Hawke all together.
#6
Guest_Puddi III_*
Posté 14 mai 2011 - 11:40
Guest_Puddi III_*
#7
Posté 15 mai 2011 - 01:42
Here's a summary I did a while back, based on those posts from Peter Thomas
Explanation to knock-back/knockdown mechanics
After getting damaged there are four possible outcomes depending on the amount of force behind it.
Force is calculated by the amount of damage done (after taking into account armour/resistance and dmg reduction) multiplied by the force multiplier of the attack - e.g. 10dmg*x3-multiplier = 30 force.
Fortitude (force resistance) is subtracted from the amount of force that is received - e.g. 10 fortitude = 30-10 = 20 force taken.
Depending on the amount of force taken relative to max health you get:
1. <10% of max health = twitch of head - no interruption of actions
2. <20% of max health = knocked back a step - interrupted actions
3. <30% of max health = knocked back several steps - interrupted actions
4. >30% of max health = knocked of down/sent flying - interrupted actions
Based on this there are several methods to reduce knockback issues.
a) Increase armour rating/damage resistance = less damage taken
Increasing fortitude = less force taken
c) Increasing constitution = less force taken relative to max health
d) Items with immunity to knockback properties = immune to knockback(2&3) but knockdown(4) still possible
e) Not getting hit via dodging (via moving away or defence) or not been targeted (threat management & CC)
After some experience and gaining greater CC ability it is possible to get by quite easily via the methods listed above. However, for the initial levels while constitution, fortitude, and armour/dmg resistance are low knockback issues will be a major problem unless you are very good at option e).
Note: This is only in regards to physical damage - elemental damage causes other effects but based on the same force mechanics.
Explanation to knock-back/knockdown mechanics
After getting damaged there are four possible outcomes depending on the amount of force behind it.
Force is calculated by the amount of damage done (after taking into account armour/resistance and dmg reduction) multiplied by the force multiplier of the attack - e.g. 10dmg*x3-multiplier = 30 force.
Fortitude (force resistance) is subtracted from the amount of force that is received - e.g. 10 fortitude = 30-10 = 20 force taken.
Depending on the amount of force taken relative to max health you get:
1. <10% of max health = twitch of head - no interruption of actions
2. <20% of max health = knocked back a step - interrupted actions
3. <30% of max health = knocked back several steps - interrupted actions
4. >30% of max health = knocked of down/sent flying - interrupted actions
Based on this there are several methods to reduce knockback issues.
a) Increase armour rating/damage resistance = less damage taken
c) Increasing constitution = less force taken relative to max health
d) Items with immunity to knockback properties = immune to knockback(2&3) but knockdown(4) still possible
e) Not getting hit via dodging (via moving away or defence) or not been targeted (threat management & CC)
After some experience and gaining greater CC ability it is possible to get by quite easily via the methods listed above. However, for the initial levels while constitution, fortitude, and armour/dmg resistance are low knockback issues will be a major problem unless you are very good at option e).
Note: This is only in regards to physical damage - elemental damage causes other effects but based on the same force mechanics.
#8
Posté 15 mai 2011 - 02:18
Thank you.
#9
Posté 17 mai 2011 - 12:12
if you have high enough defense to get a glancing blow does this cut down the force applied to you from the attack or just the amount of damage you take?
#10
Posté 17 mai 2011 - 12:17
Both. Force you take = Damage you take multiplied by the force multiplier for that attack.
So you're not going to get knocked around from ~1dmg haha.
However, defence will only really apply to enemy auto-attacks as abilities will always hit.
Defence can be useful for escaping knock-back locks and dodging enemies (e.g. moving back when they attack)
So you're not going to get knocked around from ~1dmg haha.
However, defence will only really apply to enemy auto-attacks as abilities will always hit.
Defence can be useful for escaping knock-back locks and dodging enemies (e.g. moving back when they attack)
Modifié par mr_afk, 17 mai 2011 - 12:20 .
#11
Posté 17 mai 2011 - 12:40
this is what i thought, i ask b/c i have 80% def to normal and in lowtown at night act 1 and all the arrow attacks, even from the critters were causing knockback. i have only went dex and cun to level 11 and i took little health damage from each attack, so i can only assume that even basic attacks for mobs have a quite high force multiplier. on nightmare btw
#12
Posté 17 mai 2011 - 02:07
It's because they were arrow attacks. Bows have the largest single target damage (for each hit) and I think they have a pretty nasty force multiplier as well. Alongside shades, archers cause the most knockdown issues. You'll probably just need to get a tank to draw threat/arrows while your rogue sneaks around killing them.
#13
Posté 18 mai 2011 - 04:30
GREESE -- you should also note that on NM difficulty, per a thread I read in this forum (I personally cannot say if it is true or not as have always playerd on NM) that on NM, enemy AI will more often target your exposed squishy party members. Since ranged enemies are often out of taunt range at the begining of an encounter, even at 80% defense as you say, if you are targeted by 4 archers at the same time, there is a high chance of being staggered. The only way to mitigate this is to pump constitution and wear the higher armor available to you.
I found that my archer rogue needed only the Ring of the Etched Twins + 15 con to avoid most interuptions while my DW rogue needed more con.
I found that my archer rogue needed only the Ring of the Etched Twins + 15 con to avoid most interuptions while my DW rogue needed more con.





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