View Full Version : Can someone please clear up exactly how status resist works?
Archived Post
09-05-2009, 07:17 PM
Based on other MMOs, I'm assuming that hold / knockback / root resist works as follows:
If I get held or rooted then after that first hold wears off, I am immune from all holds for X seconds. Regardless of how many holds / roots are stacked on me, as soon as one of them wears off all the others are broken by the immunity.
If I get knocked back, I'm immune to all knockback for X seconds, regardless of magnitude.
Is this correct? And if not, how does it work in this game? And does each form of control have a separate immunity or are they shared?
Archived Post
09-06-2009, 12:44 AM
Nobody else knows either? :confused:
Archived Post
09-06-2009, 01:54 AM
well no, noone really knows. but you got the basics. except that certain powers (like Taser Arrow) can refresh their hold duration and thus cause permaholds.
knockbacks do not confer immunity, they only confer knockback resistance which lessens the likelihood and magnitude of kb.
Archived Post
09-06-2009, 02:08 AM
there is no knock immunity aside from special cases like breaching rounds, knock back resistance gives you a percent chance that a knock will become a repel in the specific direction
Archived Post
09-06-2009, 02:32 AM
well no, noone really knows. but you got the basics. except that certain powers (like Taser Arrow) can refresh their hold duration and thus cause permaholds.
knockbacks do not confer immunity, they only confer knockback resistance which lessens the likelihood and magnitude of kb.
Actually the way the resistances on items work is this...
early on you get an item thats 100% hold / 100% snare / 100% confuse resist from some quest in canada i think. Anyway the % is in relation to an amplification of whatever your current breakfree rate is for those.
So say you have 200 ego and you have 100% hold resist item on and someone hits u with an intangible hold, you'll be out of it twice as fast.. However if you have no real ego score then the item basically does nothing for you, same goes for the resists that the different abilities infer like when you use a hold it gives hold resistance, if they have nothing in the stat helping them break the hold faster then you can basically perma hold them with no real fear of anything happening other then them breaking free way down the line.
We honestly really do need some kind of immunity timer for the duration of or double the duration of different CC abilities because right now as it stands if your fighting smart players they can and will keep you CC'd till the cows come home and just burn you down at their leisure. (assuming you dont have high ranking stats in the appropriate area like ego and str).
Also knockback resistance seems to not actually do anything as I seem to get knocked back all over the place and i do mean ALL over the place with 127% knockback resist inferred from my 150 str.
Archived Post
09-06-2009, 02:36 AM
In a nutshell, they don't really...
Yet another thing we pointed out in CB/OB that got ignored.
Archived Post
09-06-2009, 02:00 PM
Wait, I thought that you got "Hold resistance" when a hold wears off. Are you saying that resistance (not the resistance from items, the resistance you get immediately after a hold ends) only boosts the effectiveness of the relevant stat, it doesn't provide immunity?
For example, my Electric character is End / Rec spec with a bit of Con. He has minimal Str and Ego. If I get held, you are saying that 2 seconds after the hold ends someone can hold me again for almost as long? And that if people keep tossing more holds on me before I break loose, they stack and can keep me held indefinitely? :confused:
Archived Post
09-06-2009, 02:13 PM
Not all holds stack, and I personally consider it a bug whenever they do.
If you read, it's hold resistance. Not hold immunity. So while the resistance flag you get when you break out of a hold does indeed allow you to be held again, it also makes it far easier to break out of subsequent holds, with the exception of one or two powers.