Discussion Of Kb Ios

-Knockback Enhancements
#8605473 - 07/01/07 08:43 PM
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Earlier today a friend and I did some testing with Knockback effects and protection in order to evaluate a few things and test out some other things (details will come later). He brought his Fire aura and Invulnerability brutes to be the recipient of the knockback effects, while I brought My Energy/Energy Blaster and later my Warshade in order to test various levels of Knockback magnitude and protection.

While many things were tested (such as what KB resistance means, do Enhancements affect magnitude, and does magnitude actually affect distance), the one test of interest was when we tested the -KB enhancements.

First off, he had 5 -KB enhancements (1 Karma and 4 Steadfast). and he had acrobatics for the purposes of a control in the experiment.

I had my Blaster and Warshade, both carrying +KB enhancements to slot into 3 seperate powers in order to achieve variable levels of magnitude.

The testing consisted of using various attacks (Energy Torrent, Power push, and Power Thrust + Gravitic Emanation) to test levels of protection granted by the IOs.

The results surprised us.

To summarize the reults (don't think you want to hear a play by play of the testing).

With all 5 -KB Enhancements slotted in his powers (supposedly Mag 20 Protection) my attacks had the following effects:

Base Attacks:
Energy Torrent: Mag 4.99 KB: No Effect
Power Push: Mag 13.3 KB: Knocked Back
Power Thrust: Mag 16.6 KB: Knocked Back

With Power Boost:
Energy Torrent: Mag 10.9 KB: Knocked Back
Power Push: Mag 29.1 KB: Knocked Back
Power Thrust: Mag 36.4 KB: Knocked Back

Seeing some major deviation from the expected results, and trying to elimate the possible problem from being energy blast or a blaster, I brought my Warshade:

Base Attack
Gravitic Emanation: Mag 9.35 KB: No Effect

With one SO KB enhancement
Gravitic Emanation: Mag 15 KB: Knocked Back

We tested these results repeatedly and always came up with the same results.

The other interesting note is that there appeared to be no improvement to the KB protection after the second -KB enhancement. (ie… these results were generated from the second enhancements onward to the fifth).

Acrobatics and Unyielding both performed as expected and prevented all forms of Knock Back Effects (even Power thrust with 3 lvl 50 IOs and power Boost or Mag 65.6 KB)

Our final conclusion was that while -KB IO enhancements do have some effect, they are not working properly (failing to grant the proper level of protection).

What is wrong with them, I am not sure, but some effort I feel should be made to fix them.

Feel free to test this out yourself and post the results, even different results can be enligthening. This is just what we came up with after 3 hours of testing.

Thank you for your time.


Understanding is a three edged sword; your side, their side, and the truth.

So, do you understand?

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Hellguard
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Re: -Knockback Enhancements [Re: Renascor]
#8605672 - 07/01/07 09:37 PM
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Where did you do this testing? Arena or PvP zone? If PvP zone, which one?

Just trying to get something obvious out of the way.


omg where r villain epic ATs?!

Hellguard 2.0, 46 PB
Oppenheimer's Curse, 31 Rad/Rad Def
Hell's Guard, 37 Necro/FF

Hellguard, 50 Fire/Fire Blaster
Wrath-Bringer, 50 Spines/Regen
Subjugation, 50 Ill/Rad
Composition, 50 Inv/SS

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Renascor
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Re: -Knockback Enhancements [Re: Hellguard]
#8607356 - 07/02/07 06:42 AM
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We first tested it out in Recluse's Victory, then in Warburg thinking it might be an issue with the zone but recieved the same results.

We did not try in the arena though.


Understanding is a three edged sword; your side, their side, and the truth.

So, do you understand?

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Hellguard
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Re: -Knockback Enhancements [Re: Renascor]
#8609203 - 07/02/07 12:39 PM
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I was just wondering if it might not be an exemplaring issue, but it doesn't sound like it. Karma's knockback IO works like a set bonus, so it could be lost if you exemplar down enough, but that wouldn't be an issue in RV.

Definitely bears some further investigation.


omg where r villain epic ATs?!

Hellguard 2.0, 46 PB
Oppenheimer's Curse, 31 Rad/Rad Def
Hell's Guard, 37 Necro/FF

Hellguard, 50 Fire/Fire Blaster
Wrath-Bringer, 50 Spines/Regen
Subjugation, 50 Ill/Rad
Composition, 50 Inv/SS

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Cry_of_Heaven
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Re: -Knockback Enhancements [Re: Hellguard]
#8609582 - 07/02/07 01:31 PM
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I read somewhere that set bonus of the same modifier are nulled after a count 3. Karma and steadfast are all mag 4, so at mag 12, andything after should be nulled. Someone PLEASE correct me if I am wrong.

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Deus_Furore
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Re: -Knockback Enhancements [Re: Hellguard]
#8609746 - 07/02/07 01:50 PM
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I was the other person testing this with the original poster. In addition to what has already been stated I would like to add that the tests were conducted on the test server, as his Energy/Energy Blaster resided on the Guardian server, while the majority of my pool of villain bodies for testing reside on the Justice server, including the two that I used in testing, my lvl 50 DM/Invulnerability Brute, Chiropteran, and my lvl 45 SS/Fire Brute, Mr. Wolfman.

Also to further test the IOs, I used one of my /Fire Brutes respecs and gave him the following powers that I could potentially slot the Knockback protection IOs in, they were:

Fire Shield - lvl 30 Steadfast Protection -4 Knockback Protection
Plasma Shield - lvl 27 Steadfast Protection -4 Knockback Protection
Temperature protection - lvl 30 Steadfast Protection -4 Knockback protection
Tough - lvl 30 Steadfast Protection -4 Knockback protection
Combat jumping - lvl 30 Karma -4 Knockback protection

I started out with none of the knockback IOs slotted to test that knockback in the energy powers that Renascor listed above were functioning as intended. All the powers applied their knockback effects 100% of the time, barring suppresion was active.

Then I started slotting the IOs 1 by one and tested each of the powers in turn.

I slotted a single Steadfast protection knockback IO, and then the Karma Knockback protection IO. These were slotted into Fire shield and Combat jumping. We measured the effect of the powers he listed above and tested each a number of times with the same effects being noticed each time.

As was stated, we tested this in RV, and Warburg to eleminate the possibility that it was a zone bug, or some kind of bug with the exemplar mechanic. The level of the IOs, according to the way the in game documentation and everything I've ever read about them on the forums and at the City of Data website, indicated to me that Exemplaring was not a factor because the IOs themselves are not "set Bonus" attributes per se, but function much like the Unique IOs do, with the exception that they seem to function continually even if the IO is slotted in a toggle that is either unavailable due to exemplaring, or simply turned off and inactive. But just to make sure that this was the case, we tested the effects with all of the toggles that had a Knockback protection IO in it was active and running, as well as inactive. The same results occured in both cases. I was unable to test if the Knockback IO i put into temperature protection had any effect, because we couldnt find a power with a low enough magnitude of knockback to test it at that time (less than magnitude 4).

My Conclusions, or in the least, the possible mechanic deficiencies that we were not able to eleminate in our testing could be any of the following, and these were only a few explanations that we could think of without being able to eleminate them as possibilities through testing. One, that Knockback IOs could be functioning as Unique IOs and only the first IO of each type is actually having an effect. Or two, that Knockback IOs are functioning at a reduced level of effectiveness which must be qualitatively tested and either confirmed or eleminated by looking at the actual code itself.

In any case, they simply are not functioning as the documentation and information we have been given as to how they "should" function, indicates that they should.

If anyone from the developer staff can test this or look into the matter at their earliest convenience to isolate and correct the bug, myself and the rest of the player base would greatly appreciate it. If there is anything myself or the OP can clarify about our testing or conclusions, or any further actions we could take to help fully test this or provide an answer to the problem, please feel free to post them or PM us. My global in-game handle is: @DeusFurore

Thank you.


The Bad
Mr. Wolfman - SS/fire
Chiropteran - DM/Inv
Brent Corrigan - Ice/Kin
Typhus 2.0 - Rad/Thermal
Kirin Arkady - DM/SR
Scarlet Vermillion - EM/Fire
Aidan Pryde - Mind/Psi
The Good
Giovanna Arkady - BS/Regen
Deus Furore - Sonic/EM

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Cry_of_Heaven
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Re: -Knockback Enhancements [Re: Deus_Furore]
#8609863 - 07/02/07 02:02 PM
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So then if the attributes are functioning as Unique IO's, then you would only receive the -knockback IO bonus once per enhancement/ per set. i.e, you would only receive one mag 4 protection from the Karma IO, and one mag 4 protection from the steadfast IO.
Reasoning deductively, why you had protection agaist the instances below mag 8 as you freind stated, but any attack over that resulted in knockback.
I could of course be incorrect though.

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Deus_Furore
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Re: -Knockback Enhancements [Re: Cry_of_Heaven]
#8609928 - 07/02/07 02:09 PM
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Quote:
I read somewhere that set bonus of the same modifier are nulled after a count 3. Karma and steadfast are all mag 4, so at mag 12, andything after should be nulled. Someone PLEASE correct me if I am wrong.

Personally, I wasn't aware of this. From what I understand from everything I have read on the forums, Set bonus attributes are lost after 5 of the same numerical value are slotted. For example having 5 set bonus enhancements to recharge time for all powers of 5% is the max, and then adding a 6th set bonus for 5% global recharge bonus would not take effect. However, adding a set bonus that gave a 6.25% recharge bonus would apply correctly because the numercial value of the buff is different, and tracked as a seperate set bonus than the 5% set bonus.

In any case, if the Knockback IOs are treated as "set Bonuses", then their documentation and descriptions need to be changed to reflect this, as currently the term "set bonus" applies to the bonus a character gets when slotting 2 or more IOs from the same "set". I was under the impression that Knockback protection IOs were not actually "set Bonuses" but rather function similar to the unique IOs like in Numina's convalesence, and Luck of the Gambler, with the exception that they were not unique and more than one could be slotted to gain the multiple and cummulative (an important distinction) protection.

If this is not the case, then this information needs to be propagated appropriately and people need to be informed of how these enhancements actually function. I am sure I am not the only player/poster who is under the impression that these enhancements function as indicated, because that is the general consensus amongst the players both in game, and on the forums. If they do not function as the general consensus of players has been led to believe, than an even greater diservice is being perpetuated because people are unknowingly engaging in a spread of disinformation, which will require even more corrective action to remedy and is even more destructive to establishing an accurate understanding of how these enhancements, and the entire Invention system actually work.

Simply being aware of how they work because you read the forums or do your own research, and having incorrect documentation and descriptions for these IOs in the game is not an acceptable solution for addressing the overall confusion and apparent misconception when it comes to how these enhancements work or should work. Further research and discussion, as well as official clarification of these issues, is desperately needed.


The Bad
Mr. Wolfman - SS/fire
Chiropteran - DM/Inv
Brent Corrigan - Ice/Kin
Typhus 2.0 - Rad/Thermal
Kirin Arkady - DM/SR
Scarlet Vermillion - EM/Fire
Aidan Pryde - Mind/Psi
The Good
Giovanna Arkady - BS/Regen
Deus Furore - Sonic/EM

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Deus_Furore
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Re: -Knockback Enhancements [Re: Cry_of_Heaven]
#8609997 - 07/02/07 02:17 PM
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Quote:
So then if the attributes are functioning as Unique IO's, then you would only receive the -knockback IO bonus once per enhancement/ per set. i.e, you would only receive one mag 4 protection from the Karma IO, and one mag 4 protection from the steadfast IO.
Reasoning deductively, why you had protection agaist the instances below mag 8 as you freind stated, but any attack over that resulted in knockback.
I could of course be incorrect though.

Exactly.

The only problem, is that we have no way of qualatativly testing that this is what is actually occuring. For all we know as players, it could be some other bug preventing all of the knockback protection from stacking, or it could be the code itself. I.E., it could be a problem with the code, or a bug, or the code itself, and not working as it is intended. Someone, i.e. a developer, would have to look at the raw code to confirm it, but this is definitely one of the possibilities that we could not disprove.

in any case, I hope they are not functioning as intended, otherwise all the players who thought it possible to drop the acrobatics power from their toons that bought several of these enhancements are going to be supremely dissapointed.

Not to mention out of several millions of influence/infamy if they actually bought more than 2 for the same character…

like myself.


The Bad
Mr. Wolfman - SS/fire
Chiropteran - DM/Inv
Brent Corrigan - Ice/Kin
Typhus 2.0 - Rad/Thermal
Kirin Arkady - DM/SR
Scarlet Vermillion - EM/Fire
Aidan Pryde - Mind/Psi
The Good
Giovanna Arkady - BS/Regen
Deus Furore - Sonic/EM

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Hellguard
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Re: -Knockback Enhancements [Re: Cry_of_Heaven]
#8611856 - 07/02/07 05:35 PM
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Quote:
So then if the attributes are functioning as Unique IO's, then you would only receive the -knockback IO bonus once per enhancement/ per set. i.e, you would only receive one mag 4 protection from the Karma IO, and one mag 4 protection from the steadfast IO.
Reasoning deductively, why you had protection agaist the instances below mag 8 as you freind stated, but any attack over that resulted in knockback.
I could of course be incorrect though.

If they're functioning as unique IOs, then they should be labeled as such and it should be impossible to slot more than one of each type of knockback IO. That's the way other unique IOs are; it's not that you don't get the benefit from more than one — you can't even slot more than one of that type.

If they're functioning as set bonuses (both types of knockback IOs are listed in the set bonuses section in your character's info screen), then they should be able to be stacked up to 5 times each.

As to the actual need to have more than 2 slotted, well, I've read that if you PvP and don't have some other form of knockback protection, you're gonna need Acrobatics. For PvE, though, I can say from personal experience that having 1 eliminates a lot of knockback, and having 2 eliminates virtually all of it. For pure PvE concerns, using just 2 knockback IOs is enough that it's worth not having to take 3 powers from a pool just to get Acrobatics.


omg where r villain epic ATs?!

Hellguard 2.0, 46 PB
Oppenheimer's Curse, 31 Rad/Rad Def
Hell's Guard, 37 Necro/FF

Hellguard, 50 Fire/Fire Blaster
Wrath-Bringer, 50 Spines/Regen
Subjugation, 50 Ill/Rad
Composition, 50 Inv/SS

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IceScykle
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Re: -Knockback Enhancements [Re: Hellguard]
#8613265 - 07/02/07 09:14 PM
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I PMd Castle about this on the 26th and

Quote:
I'll look into it.

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Minotaur
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Re: -Knockback Enhancements [Re: Hellguard]
#8615149 - 07/03/07 07:35 AM
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Quote:

Quote:
So then if the attributes are functioning as Unique IO's, then you would only receive the -knockback IO bonus once per enhancement/ per set. i.e, you would only receive one mag 4 protection from the Karma IO, and one mag 4 protection from the steadfast IO.
Reasoning deductively, why you had protection agaist the instances below mag 8 as you freind stated, but any attack over that resulted in knockback.
I could of course be incorrect though.

If they're functioning as unique IOs, then they should be labeled as such and it should be impossible to slot more than one of each type of knockback IO. That's the way other unique IOs are; it's not that you don't get the benefit from more than one — you can't even slot more than one of that type.

If they're functioning as set bonuses (both types of knockback IOs are listed in the set bonuses section in your character's info screen), then they should be able to be stacked up to 5 times each.

As to the actual need to have more than 2 slotted, well, I've read that if you PvP and don't have some other form of knockback protection, you're gonna need Acrobatics. For PvE, though, I can say from personal experience that having 1 eliminates a lot of knockback, and having 2 eliminates virtually all of it. For pure PvE concerns, using just 2 knockback IOs is enough that it's worth not having to take 3 powers from a pool just to get Acrobatics.

The way to check if it's a uniqueness problem is to slot two steadfast enhancements and see if you get mag 4 or mag 8, then slot a third and see what happens, leave the karma alone. If you're getting only mag 4, that's pretty conclusive.

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Hellguard
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Re: -Knockback Enhancements [Re: Minotaur]
#8619483 - 07/03/07 05:35 PM
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Quote:

Quote:

Quote:
So then if the attributes are functioning as Unique IO's, then you would only receive the -knockback IO bonus once per enhancement/ per set. i.e, you would only receive one mag 4 protection from the Karma IO, and one mag 4 protection from the steadfast IO.
Reasoning deductively, why you had protection agaist the instances below mag 8 as you freind stated, but any attack over that resulted in knockback.
I could of course be incorrect though.

If they're functioning as unique IOs, then they should be labeled as such and it should be impossible to slot more than one of each type of knockback IO. That's the way other unique IOs are; it's not that you don't get the benefit from more than one — you can't even slot more than one of that type.

If they're functioning as set bonuses (both types of knockback IOs are listed in the set bonuses section in your character's info screen), then they should be able to be stacked up to 5 times each.

As to the actual need to have more than 2 slotted, well, I've read that if you PvP and don't have some other form of knockback protection, you're gonna need Acrobatics. For PvE, though, I can say from personal experience that having 1 eliminates a lot of knockback, and having 2 eliminates virtually all of it. For pure PvE concerns, using just 2 knockback IOs is enough that it's worth not having to take 3 powers from a pool just to get Acrobatics.

The way to check if it's a uniqueness problem is to slot two steadfast enhancements and see if you get mag 4 or mag 8, then slot a third and see what happens, leave the karma alone. If you're getting only mag 4, that's pretty conclusive.

Again, if they were "unique" IOs, you couldn't slot more than 1 of them in the first place.


omg where r villain epic ATs?!

Hellguard 2.0, 46 PB
Oppenheimer's Curse, 31 Rad/Rad Def
Hell's Guard, 37 Necro/FF

Hellguard, 50 Fire/Fire Blaster
Wrath-Bringer, 50 Spines/Regen
Subjugation, 50 Ill/Rad
Composition, 50 Inv/SS

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RagManX_CoH
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Re: -Knockback Enhancements [Re: Hellguard]
#8621703 - 07/04/07 02:06 AM
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Very interesting test. Thanks for doing these and reporting. I'm interested in hearing any further developments.

To flesh out some of the points discussed:

Knockback enhancements increase magnitude, and are 60% per at SO levels. So that 13.3 attack with a single knockback SO will be about a 21.3 magnitude knockback. So I would expect that even with just one SO slotted, Power Push should exceed the protection that can be gained from just IO knockback protection slotting.

The knockback IOs are global bonuses. This means that they *should* always be active once slotted, even if you exemp, _provided_ the power in which they are slotted is still available at your exemp level. The level of the IO should not matter (and I say should not, because we don't know for a fact that this holds true, only that it should).

I'm pretty sure knockback protection IOs follow the same rule as set bonuses do in terms of stacking. With sets, any 5 identical value set bonuses is the limit. If you have 6 powers that are slotted with IOs granting +7% accuracy, only 5 of them will count, no matter which powers and which IO sets they are. But if 4 are +7% and the other 2 are +9% though, you will get the full total (+46%) since you haven't hit the 5 identical bonuses cap for either Acc buff amount. If knockback protection IOs follow these rules, then -20 protection is the most you can get from IOs, no matter which you choose, because all of them offer -4 protection.

RagManX


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Stop lying about Clinton

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Minotaur
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Re: -Knockback Enhancements [Re: Hellguard]
#8622166 - 07/04/07 05:48 AM
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Quote:

Quote:

Quote:

Quote:
So then if the attributes are functioning as Unique IO's, then you would only receive the -knockback IO bonus once per enhancement/ per set. i.e, you would only receive one mag 4 protection from the Karma IO, and one mag 4 protection from the steadfast IO.
Reasoning deductively, why you had protection agaist the instances below mag 8 as you freind stated, but any attack over that resulted in knockback.
I could of course be incorrect though.

If they're functioning as unique IOs, then they should be labeled as such and it should be impossible to slot more than one of each type of knockback IO. That's the way other unique IOs are; it's not that you don't get the benefit from more than one — you can't even slot more than one of that type.

If they're functioning as set bonuses (both types of knockback IOs are listed in the set bonuses section in your character's info screen), then they should be able to be stacked up to 5 times each.

As to the actual need to have more than 2 slotted, well, I've read that if you PvP and don't have some other form of knockback protection, you're gonna need Acrobatics. For PvE, though, I can say from personal experience that having 1 eliminates a lot of knockback, and having 2 eliminates virtually all of it. For pure PvE concerns, using just 2 knockback IOs is enough that it's worth not having to take 3 powers from a pool just to get Acrobatics.

The way to check if it's a uniqueness problem is to slot two steadfast enhancements and see if you get mag 4 or mag 8, then slot a third and see what happens, leave the karma alone. If you're getting only mag 4, that's pretty conclusive.

Again, if they were "unique" IOs, you couldn't slot more than 1 of them in the first place.

Yes, but (from discussion on closed beta boards about one of the mez prot IOs), as I understand it, uniqueness is defined in two places internally. Whether you can place more than one, and whether you can get the bonus more than once.

It's possible that these IOs fall foul of the same problem.

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Deus_Furore
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Re: -Knockback Enhancements [Re: Minotaur]
#8622911 - 07/04/07 11:30 AM
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Exactly. That was my thinking as well.

When I used the term "unique" in reference to the possibility that these IOs could be coded as such and thus bugged, I was describing the aspect of it not applying more than 1 of the bonuses, despite the fact that it is obviously not coded as an actual "unique" IO in that you can only physically slot one of them.

these IOs can obviously be slotted more than once, so they are assuredly not coded as a Unique enhancement in that respect, but it could be that the code is treating them as such in that it will only allow the bonuses for them each once, instead of cumulative, which by our testing, could be a possibility, since we were not able to disprove it.

Again, I'd like to ask that others help in testing this scenario and posting their results. Any information that we as players can gather can help the developers zero in on the problem and find out what is causing this bug, if there in fact is one, or at least inform the player base of what is going on here that we as players cannot see.


The Bad
Mr. Wolfman - SS/fire
Chiropteran - DM/Inv
Brent Corrigan - Ice/Kin
Typhus 2.0 - Rad/Thermal
Kirin Arkady - DM/SR
Scarlet Vermillion - EM/Fire
Aidan Pryde - Mind/Psi
The Good
Giovanna Arkady - BS/Regen
Deus Furore - Sonic/EM

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GladDog
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Re: -Knockback Enhancements [Re: Renascor]
#8628791 - 07/05/07 11:44 AM
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Could the KB effects you were experiencing have been a function of where you were? As we all know some powers work differently in PvP zones. Perhaps the KB effects had something to do with being in a PvP zone. It could also be a PvP effect that is being enhanced by a game bug.

All of my Dark & Fire melee players have 2 of these enhancements, and I seem to be getting knocked back less with the mag 8 protection than I was with Acrobatics with its mag 5 KB resist. I was rarely knocked back with Acro, but went for weeks before I got knocked back the first time after slotting a Karma in CJ and a SP: -KB in Obsidian Shield.


Tankers: 50 Inv/SS, 50 Fire/EM, 50 Fire/SS (deleted), 50 Fire/Ice, 32 Inv/Fire
Scrappers: 50 DM/DA, 40 DM/DA, 23 DM/DA
Defenders: 50 Emp/Rad, 37 Rad/Rad
Blasters: 50 Energy/Energy
Controllers: 33 Ice/Emp
Brutes: 27 Energy/Electric
Kheldians: 22 Warshade
numerous other lowbies

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Marsupial
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Re: -Knockback Enhancements [Re: GladDog]
#8743656 - 07/19/07 12:43 PM
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To revive this thread with some new info, I'll post some of my recent results:

With (3) Steadfast KB IO's and no Karma IO's, Thunderstrike attacks (mag6, I believe) from Crey Voltaic Tanks were knocking me down everytime they landed.

…Looks like I'll be needing a respec.

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Nishnig_Jones
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Re: -Knockback Enhancements [Re: Marsupial]
#8776892 - 07/24/07 05:48 AM
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Quote:
To revive this thread with some new info, I'll post some of my recent results:

With (3) Steadfast KB IO's and no Karma IO's, Thunderstrike attacks (mag6, I believe) from Crey Voltaic Tanks were knocking me down everytime they landed.

…Looks like I'll be needing a respec.

Hold off on that for little bit. If they were intended to be unique, so that only one could be slotted per character, then the magnitude needs to be increased, and those of us who put 3 into one character are owed a free-spec.

I have a feeling that it is in fact a bug, and they are supposed to stack, in which case, it will eventually get fixed, and we'll be fine.


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Perfect_Pain
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Reged: 12/13/05
Posts: 2552
Loc: Columbus, Ohio!
Re: -Knockback Enhancements [Re: Deus_Furore]
#8777077 - 07/24/07 06:33 AM
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I have 2 Karma +KB protection in my blaster and I NEVER get knocked back.. ever..

and im only PvE.

God I hope this doesnt get nerfed because of PVP


8-1-07 Got a Pomeranian, named him Romeo.

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Hydroboost
Trainee

Reged: 06/24/06
Posts: 193

Re: -Knockback Enhancements [Re: Perfect_Pain]
#8779618 - 07/24/07 11:24 AM
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Quote:
I have 2 Karma +KB protection in my blaster and I NEVER get knocked back.. ever..

and im only PvE.

God I hope this doesnt get nerfed because of PVP

No one was mentioning a nerf…

But anyways, I PvP and PvE with my fire/SS tank, and I get KB'd in both. I have 3 Steadfast KB protections and one Karma KB Protection as well. Jack in Irons/Ice Mistral both KB'd me pretty easily in PvE earlier. In PvP I was kept flopping around by a Force Bolting MM and later a Brute with the Nemesis Staff Vet Reward.

So, I'm just going ahead and rerolling, lol. Broken KB protection and no resist to slow's/-recharge are just too annoying on my fire.

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Shinobu_Maehara
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Reged: 09/01/06
Posts: 1806
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Re: -Knockback Enhancements [Re: Hydroboost]
#8782566 - 07/24/07 04:30 PM
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I wonder if this is not just affecting the Steadfast Prot ones, and not the stacking of/with Karma IOs…


People who are rather more than six feet tall and nearly as broad across the shoulders often have uneventful journeys. People jump out at them from behind rocks then say things like, "Oh. Sorry. I thought you were someone else."

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BlueHeeler
Forum Cartel

Reged: 07/23/04
Posts: 10559
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Re: -Knockback Enhancements [Re: Shinobu_Maehara]
#8813725 - 07/28/07 12:47 PM
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Interesting thread. Anyone hear anything back from Castle yet?


BLUE HEELERS!

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