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The Unmovable Object

flamingbunnymanflamingbunnyman Posts: 1,995 Arc User
edited August 2013 in Power Discussion
There's a character I'm working on who conceptually should be completely immune to knocks. I know that isn't possible, so instead, my goal is to make his knock resistance as high as possible. I'm not looking for builds, just anything I can use to get more knock resistance; once I've got a list, I'll figure out which ones I want to use.

So far, I've got:
-The Strength stat.
-Resilient, from the Con tree.
-Circle of Primal Dominion.
-Unstoppable

I also recall picking up a piece of equipment that gave 50% knock resistance, but I no longer have it. I know it was a drop from a named enemy, I think it was the big Qularr in Area 51. Does anyone know what that was, or if there's any other equipment that buffs knock resistance - preferably secondaries?
_________________________________________________
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
Post edited by flamingbunnyman on

Comments

  • ztarztormerztarztormer Posts: 35 Arc User
    edited August 2013
    I can't speak much for gears or devices (cuz I just don't know) but both Brick passives might help:

    -Unstoppable directly offers Knock resistance based on your super stats. So with STR you're double dipping into knock resist. However, Unstop might be more useful for a brawler type build and Primal Circle suggests you wanna tank (though with the right gear and spec setup you could conceivably tank with Unstop).

    -Defiance's advantange Force of Will increases Knock and stun resistance as your health gets lower. But most people tend to pass over it a) because STR already offers its own knock resist and b) if your health gets that low you don't really wanna wait to see how much you resist the next knock, you wanna self heal before you die :tongue:

    Personally I'd go Unstoppable simply because the knock resist is inherent to the passive itself and thus is more reliable and consistent.

    Hope this helps somewhat :biggrin:
  • edited August 2013
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  • flamingbunnymanflamingbunnyman Posts: 1,995 Arc User
    edited August 2013
    Ztar:
    I knew about Unstoppable, just forgot to lust it. You were probably typing when I edited it in. :biggrin:
    I'm not really planning on tanking, but the knock resistance on CoPD is so high, i have to take it into consideration.
    Defiance... Yeah, I never cared much for the advantage on it, even though I love the passive.

    Gradii:
    That's good to know. I was debating between Con/Str/Rec and Str/Con/Rec. One way I'd get Resilient for extra knock resistance, but each point of Con gets 0.4% vs the 1% per point of Str. The other way, I get Juggernaut for extra Defense. Either way requires me to sacrifice some Str for Con.


    It looks like massive Str + Unstoppable is the way to go. Thanks for the help, and if anyone else has input I'm still happy to hear it.

    I wonder how Con primary + Resilient, single-statting Str secondary, and Aura of Primal Mastery would work...
    _________________________________________________
    @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
  • theravenforcetheravenforce Posts: 7,153 Arc User
    edited August 2013
    There is one device which is readily accessible to grant high ish KB resistance, grants around 500% I think, it is consumable and has three charges.

    From my own personal experience, having used it on Mentella and ForceGirl (both have zero KB resistance) [VIPER Rampage Serum] has been useful, it can be obtained from UNTIL vendors.

    Unless you super single stat CON, the resilient spec is a bit iffy, however this could be due to KB being a little off as a mechanic currently.

    STR/CON + Rec, with special focus on CON and STR tends to produce favourable results KB resistance wise.

    AoPM boosts everything as we all know, so CON primary with STR secondary and AoPM should be pretty good, perhaps worth it over Unstoppable, however STR + Unstoppable in the past for me has been a nice combo for resistance against knocks.

    EDIT: Note, Knock Back as a mechanic is a little buggy to say the least. In a long duel between might types, KB resistance stacks can halt at 2 stacks and continually refresh making both parties totally immune to KB, until they stop fighting. This has been the case for a number of duels I have been in as Black Diamond, my Invuln toon. Normally stopping and waiting for the stacks to stop refreshing solves the issue.
  • flamingbunnymanflamingbunnyman Posts: 1,995 Arc User
    edited August 2013
    On a related note, if I go super crazy buffing Str, and then use a Knockto (specifically Iron Cyclone + Vortex Technique), will the enemies get knocked right past me?

    Wait... That's a ranged attack, so it wouldn't get any extra knock unless I took the spec that makes Str affect ranged knock, would it?
    _________________________________________________
    @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
  • carrionbaggagecarrionbaggage Posts: 731 Community Moderator
    edited August 2013
    Parry's Elusive Monk advantage claims to add a bit of knock resist, as do Sigils of Radiant Sanctuary and Ice Barrier.

    I'm drawing a blank on knock resist gear, but I did find this old thread. Posts 41-43 list really old gear prefixes for knock resist (Utility Slot>Minor Prefixes). I have no idea how useful that information is nowadays. It's all before my time.
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  • flamingbunnymanflamingbunnyman Posts: 1,995 Arc User
    edited August 2013
    Well, I went over to the Test Server, and ran a couple tests.

    The gear is the same across the board:
    Heroic Gloves of Growth with a R7 Growth Amulet and two R7 Str mods (+47 PSS, +124 Str)
    Heroic Breastplate with two R7 Str mods (+124 Str)
    Heroic Helmet with two R7 Str mods (+124 Str)
    Heirloom secondaries (total of +57 PSS, +28.5 to each SSS)

    First test:
    Str Primary, Con/Rec secondary
    +12 Str/Con Innate talent
    +8 Str talent
    5x +5 Str/* talents
    Passive: Unstoppable

    Strength 606 (606% knock resist)
    Unstoppable (116% knock resist)

    Total knock resist: 722%

    Second test:
    Con Primary, Str/Rec secondary
    +12 Str/Con Innate talent
    +8 Str talent
    +8 Con talent
    +5 Str/Con talent
    3x +5 Str/* talents
    Passive: Unstoppable

    Strength 483 (483% knock resist)
    Unstoppable (109% knock resist)
    Resilient (85% knock resist)

    Total knock resist: 677%

    Third test:
    Con Primary, Str/Rec secondary
    +12 Str/Con Innate talent
    +8 Str talent
    +5 Str/Con talent
    4x +5 Str/* talents
    Passive: AoPM

    Strength 568 (568% knock resist)
    Resilient (114% knock resist)

    Total knock resist: 682%

    For pure knockback resist, the first build is an obvious winner, by 40 points. It's also the weakest for HP, at 6117. Even with 3 Ranks in Swole, it's still lowest, at 7934. Anything that scales off anything except Str sucks.

    The second build sits in the middle for HP, with 8001. It's got the worst knock resistance, and sits in between the other two builds on almost everything else.

    The AoPM build has 9201 HP, the best value of the three. Its non-Superstats are all 90 or 95; it will never have energy problems. I'd probably drop the Recovery secondary and take Dex for the higher Crit Chance and the Dodge chance from Deflection. Tough and Quick Healing also scale nicely with the high Secondary Superstats.

    I forgot to factor in Con or Str mastery; either one of those would increase the appropriate knock resist by a few points.

    So now, I just have to decide between the Unstoppable/Str build, or the AoPM/Con one.
    _________________________________________________
    @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
  • helbjornhelbjorn Posts: 678 Arc User
    edited August 2013
    AoPM will be inferior to Unstoppable, as AoPM will not double your STR if you're investing in it, but Unstoppable will always double your knock resistance. The best bonus to stats a well geared character will get out of AoPM is around 80 points or so.
  • flamingbunnymanflamingbunnyman Posts: 1,995 Arc User
    edited August 2013
    If you look at the breakdown above, Unstoppable is only providing about 1/6 of the knock resist in the first build. And I get most of it back thanks to Resilience when I switch to the Con tree. As far as the stats go, the AoPM build up there HAS +80 to all stats; the 90s and 95s in non-Superstats were all 10s and 15s before AoPM.

    I would lose a good chunk of damage from not having the offensive passive, but I think both builds are likely to be far enough into diminishing returns to not make a huge difference. If anyone can say for sure, I'd like the clarification.
    _________________________________________________
    @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
  • helbjornhelbjorn Posts: 678 Arc User
    edited August 2013
    Your biggest hit to DPS going AoPM/CON will be from losing Brutality in the STR tree. Plus you'll lose the defense bonus of Juggernaut. There will be a small DPS loss from forgoing the offensive passive, but it's not as significant as you might think, especially if you push STR as your secondary stat. You'll lose more from not being able to run in an offensive role.

    Both builds have their merits and either would be perfectly viable, but my experience leads me to believe Unstoppable/STR will be slightly better in a strictly min-max sense.

    My Might/Force build used to be Unstoppable and is now AoPM. The extensive number crunching before the switch demonstrated slightly higher DPS with Unstoppable, but the improved energy management of AoPM won out for this particular energy-hog of a build. Plus, I wanted reeeeaaly high STR for concept. To be fair, however, I was comparing Unstoppable/STR to AoPM/STR.
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