View Full Version : Knockback, have we talked enough about it?
lextalionis
06-10-2004, 19:48
I was reading guides on other sites and came across a Knockback Guide. See here: http://www.theamazonbasin.com/d2/iguides/knockback_bow.php . For the most part, I didn't find it that helpful. It talked about the etiquete of using knockback. But it did slightly talk about the effect of using knockback in combat. How it can cause frequent misses. And how defensively it can protect you from assaults.
I'm not even sure what the convential wisdom is on Knockback in 1.10. In 1.09 I used it on every cannon zon I had. I was socketing Nef's into weapons like silly. But I'm not sure now whether that's still such a good idea.
Realize that knockback destroys Immolation Arrow, not that immolation arrow was that good to begin with.
How does knockback effect with cold effects, such as chill and freeze. Do you get knockback less far, or not at all?
I just thought that someone should write a mini guide for this site so that people could understand knockback.
Shanksie1337
06-10-2004, 20:00
sorry to sound like a pleb, but imo the answer is "Yes" :)
Myrakh-2
06-10-2004, 20:12
Why would people want to use a Windforce if Knockback was a bad thing?
lextalionis
06-10-2004, 20:21
Why would people want to use a Windforce if Knockback was a bad thing?
The damage is so high, you might use it anyways... Playing devil's advocate. But I'm also talkin about how knockback interplays withother party members.
KB is good, thats why its considered bm in some private dueling leagues. Pvm it keeps monsters away from you too.
itsPizzarific
07-10-2004, 01:45
frozen monsters dont get knocked back, idk about chilled
ive been using clegs for a long time, even with my highlevel chars =O
DeadInside.DOA
07-10-2004, 04:00
I currently use LoH gloves for the ias and extra damage to demons. I have been thinking of making hit power gloves for the knockback. Which do you guys think would be better (btw I use a WWS so I dont have kb already.) Should I go for kb or the extra damage to demons?
Let's sum it all up then.
Frozen monsters don't get knocked back.
Chilled monsters can get knocked back.
Large radius monsters have 25% chance of being knocked back.
Normal radius monsters have 50% chance of being knocked back.
Small radius monsters will always be knocked back.
Pvp its 50%.
Multiple sources of knockback don't increase the chance.
Immolation arrow is only partially ruined by knockback that is if you have good fire patch damage. Most people don't increase fire arrow synergy to get good fire patch damage so it doesn't matter for them.
Strafe is mildly effected by knockback because it can push characters out of the autodetect range.
And then there is personal preference. Personally I think knockback is horrible but if I intend to use melody on an elemental build then I will cope with it (mostly by freeze from ice arrow).
discfor1
08-10-2004, 20:06
With regard to Multi-Shot and KB. Are only the middle few arrows in a MS volley capable of causing the KB?
Thanks in advance.
mark
Shanksie1337
08-10-2004, 20:38
I currently use LoH gloves for the ias and extra damage to demons. I have been thinking of making hit power gloves for the knockback. Which do you guys think would be better (btw I use a WWS so I dont have kb already.) Should I go for kb or the extra damage to demons?
LoH all the way, if you have a few sources of cold damage - say a ravenfrost and a vita sc with cold damage as a second mod for example then you really don't need KB. Monsters will run at you, and with the cold they will pretty much get stopped in there tracks by strafe, and then they die. So you don't really need KB to push them back, you really only need to stop them rushing forward and mobbing you.
As you may have guessed i use LoH on my WWS strafer, and tbh i don't even notice the lack of KB.
do all knockback items have a % attached to knock back? (a la razortail's piercing attack)
Discfor: in 1.09 every arrow could knock opponents back, no idea if that changed in 1.10. You'd have to check
do all knockback items have a % attached to knock back? (a la razortail's piercing attack)Read my earlier post.
Strafe is mildly effected by knockback because it can push characters out of the autodetect range.
This is only anoying when there's 1 or 2 monsters that strafe is hitting. With more monsters the 10 arrows of strafe don't hit all monsters each 4 frames (I presume the next delay doesn't only skip dmg , but also all other mods) , so they just walk back into strafe detection range. Which means you can keep monsters longer away from you , while hardly ever having problems with KB knocking monsters off your screen.
I did find kb very anoying in 1.09 when you used multishot , because then you usually did knock monsters off your screen , and everyone was raiding the items of the monsters you killed. But I don't know if kb still works for all multishot arrows , or only for the middle 2 of the strafe volley.
Discfor: in 1.09 every arrow could knock opponents back, no idea if that changed in 1.10. You'd have to check
Read my earlier post.
nevermind, i got it
yes Luny.. that's why I said mildly ;)
How's things btw?
(I presume the next delay doesn't only skip dmg , but also all other mods)
In fact, no missiles with next-delay can hit in the 4 frames after a Strafe missile has hit a monster. It skips everything.
yes Luny.. that's why I said mildly ;)
How's things btw?
Things are ok I guess. Still in school (HBO 1st year) , still going out and still playing DII. :D Although the DII part is getting less and less. The usual 3 things for me. :clap:
Good :)
I'm with the usual three as well. Still working, still pregnant, still partying. Can't get any better.
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