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Avoiding the knock back/stagger/interrupt animation from Walking Bomb


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15 réponses à ce sujet

#1
jvaz

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How do you avoid this on Nightmare difficulty? I have seen it in Arelex's videos and cant duplicate it.  I have tried spirt resist runes (in non warriors) and even combined with elemental aegis and resilience and still get that awful interrupt that lasts for about 2-3 seconds.  

 

#2
SuicidalBaby

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control the situation, recognise who has the effect, avoid the bomb.

#3
jvaz

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SuicidialBaby wrote...

control the situation, recognise who has the effect, avoid the bomb.


In some videos I have seen people (like Arelex) walk through an explosion unscathed.  Was this type of immunity changed in a patch or something?

#4
SuicidalBaby

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yes.

#5
frustratemyself

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In the last major patch they changed the maximum elemental immunity you could get. The character statistics info may show that you have 100% immunity to an element but it is actually capped at 70 or 80% so you can still take a lot of ff damage from walking bomb.
I think most of Arelex's videos were done before that patch.

#6
jvaz

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Ah I see now. I was busting my brain trying to figure it out lol

#7
mr_afk

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whoa, you're both still here.
the heroes of the DA2 nerd corner!

anyhow jvaz, the patch capped elemental resistance at 95% - so runes are still useful, just not so much for wading through walking bombs. I haven't played in a while, so I can't recall the exact amount of damage/force that a walking bomb dishes out, but I vaguely remember hitting the friendly-fire damage cap last time I tried.

However, if you are currently only getting a slight interrupt, it may be possible to avoid the interrupt by increasing fortitude, hp, damage resistance, and using immunity to knockback gear. Or, like suicidalbabby said (I just wanted to say "babby"), just not walking into the explosion in the first place.

The interrupts are based on the amount of force you take relative to your max hp.

To quote myself,

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
B) 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)


If youre currently at the 2-3 knockback stage, the immunity to knockback item should prevent interruption. There's a few shields and rings with that property, and I believe one of the passive abilities in the S&S tree conveys that too.
Alternatively, increasing your fortitude (strength), max hp (con) may be enough to tip you over the threshold. Probably more an option for warriors.
Although spirit damage is particularly nasty and ignores armour and 50% damage resistance - which makes option a) less effective - abilities that convey 100% damage resistance should allow you mitigate all the damage/force from the explosion, and avoid interruption. I don't know if it's possible via tactics, but getting a mage to drop a barrier on your character after using wb (or using a stonewall on your warriors) should enable you to avoid interruption.

Anyhow, spieled on long enough.
Hope this helps :)

Modifié par mr_afk, 11 septembre 2013 - 12:24 .


#8
SuicidalBaby

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the problem is the discrepancy between player health and mob health is somewhere in the vicinity of retarded.

Enemies have thousands upon thousands of health.  Were talking 43,000 on an elite by act 3.  95% of which is still over 4000 damage you have to deal with should you be in the radial of the walking bomb's detonation.  

This is another issue from having EA involved in the mix, as BIG numbers were required from that point on.

Modifié par SuicidialBaby, 11 septembre 2013 - 10:29 .


#9
Bigdawg13

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That's going to make following AreleX's Warrior Guide very frustrating "due to the addition of using Walking Bomb and Firestorm to give more consistent Sacrificial Frenzy setups".

#10
SuicidalBaby

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not really, stepping out while paralyzed enemies get popped doesn't take much practice.

#11
Bigdawg13

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How does stepping away from the walking bomb benefit Sacrificial Frenzy? Unless I am mistaken, the intent of adding Walking Bomb to the mix, was "to give more consistent Sacrificial Frenzy setups".

But if the damage you now take from Walking Bomb is too much and you die from it, then the idea fails. I'll toy around with Ander's and see if there is an alternative option. When you look at the spirit tree, you realize that 3 points had to be invested into walking bomb. To make the most out of walking bomb, you also tap into Spirit Mastery. Spirit Master requires 7 total points in the tree (these include the walking bomb). 7 points for a skill that no longer synergies with Sacrificial Frenzy that will result in your own death should you make a mistake (some of us still make those), seems like a bad idea considering the limit to resistance (95%) in the patch.

I am not saying this negates the value of AreleX's guide, but it would benefit the community to re-evaluate the guide given the latest update and the upcoming Dragon Age Inquisition game. A lot of people I suspect will re-play DA, DA:O, and DA2 in anticipation (at least that is my opinion).

I am strongly tempted to move some of the points into the arcane tree and pick up crushing/paralyzing prison for the stagger CCC. That only requires 4 points and you can still keep spirit/strike bolt as well as dispel (which makes MotA DLC slightly more manageable).

#12
jvaz

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Yeah I just whittle down the health of the enemy I want to explode, use taunt/goad to get em around a bunch of others, paralyze em, fatiguing fog, walking bomb and then nuke. Has to be set up manually though. But the explosion is lol

#13
Bigdawg13

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That sounds like way too much micro-managing for me. I'd go insane trying to do that in a real-time action game. Perhaps if it were turn-based I would pull that off, but that would drive me nuts.

So, in an earlier post I suggest replacing Walking Bomb with Crushing Prison. I decided against this. Instead, just make sure you have maxed spirit resist and a lifeward potion before wading into mobs. The damage from walking bomb was just too good to ignore. The biggest danger is sometimes the walking bomb is put on a mob too close to my party and they wipe.

And I still disagree with you SuicidialBaby about just stepping out of the danger being easy. With the mobs spawning on the screen, and all the flashy flashy magic effects, I don't see the walking bomb glow. I either survive the explosion, or I don't. With maxed spirit resist, and high fortitude, I rarely died or seemed stunned/knocked back from the explosion. So it was not really relevant. But I did make sure my spirit resist was maxed (and being a warrior with high health/fortitude probably helped quite a bit).

I suspect a force/blood mage with high health/fortitude would do equally well, when also using high spirit resist. The rogue is the only one who really has to watch out for the walking bomb.

#14
SuicidalBaby

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you dont look for the bomb, you look for the paralyze and let your party kill it while you gather up/kill anything not in the blast area.

#15
Bigdawg13

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Actually this is how it goes...

Chaotic fight ensues. Mobs spawn all over the place. They run towards my all ranged companions. Anders puts down a glyph of paralysis. I intercept. I use cleave and barrage and giggle. Suddenly the disorient symbol appears on multiple heads. Remembering I'm a SnS warrior who is suppose to take advantage of the CCC of disorient (with my OP scatter/disperse). I use the ability. Note at the same time, my companion mages are using all their tactics that are targeted to disorients as well (such as walking bomb, spirit strike, etc).

Normally, when I hit the disperse/scatter button, the screen explodes from the walking bomb.

So, if I'm suppose to avoid the disoriented/walking bomb/paralyzed mob (without knowing which one it is), then what is the point of scatter/disperse or assault/battery? The answer is that there isn't one. The original intent of the berserker build was to be able to withstand the blast via 100% elemental resist (which is now capped at 95%).

#16
SuicidalBaby

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ok. i dont really care. adapt and overcome. or something that doesn't involve whining.