News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 389
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 267
Total: 267

Author Topic: Skill Knockback Effects: their calculation and application  (Read 1246 times)

0 Members and 111 Guests are viewing this topic.

Skill Knockback Effects: their calculation and application
« on: »
Hey @TwinkleToes I figure you'd be able to help with this one.

I'm having trouble with my knockback effects.  Namely, there seem to be some oddities with the way knockback works with different skills.  Here are some examples:

Magma Mace:
It only applies a force 8 knockback but manages to dramatically push enemies away.

Shield Bash:
Has like a force of 15 on its knockback.  Knocks enemies back at least a little bit.

My new skill using a ring damage shape:
Barely knocks anything back using 1000 force, similar duration and application as the others.



Is there something that affects knockback that I'm not aware of?  I've noticed this problem with similar skills and the only thing that I can think of is....

Damage.

I created a self-buff spell that also causes a knockback effect in a small radius.  I had to give it some 100 force at least to have it make a noticeable knockback (against low level enemies).  It dealt no damage.

The current 'Wind Wall' skill I'm working on for the Destroyer does minimal damage (20% of graph) and requires 1000 force to achieve the knockback effect I'm looking for.

The differences seem ludicrous.  I'm going to test putting more damage on the skill, but if anyone knows anything more about this, please let me know!

Share on Bluesky Share on Facebook


Re: Skill Knockback Effects: their calculation and application
« Reply #1 on: »
is your effect is exclusive?
exclusive knockback tends to be weak, since it only applies the force once

is your knockback an effect or an affix? most of the time this difference seems to be the one which changes how things are calculated,

does your skill also add a slow?
knockback is based on movement speed, try applying the immobilize effect on something and knocking it back..


the min/max force on flat damage also changes how knockback works, magmace has 0, while shield bash has 2-3 range.

ive tested both skills, shield bash has a stronger knockback compared to magma mace, maybe it looks less dramatic since your character moves as you knock back.. 

Re: Skill Knockback Effects: their calculation and application
« Reply #2 on: »
Don't put an immobilize effect with your knockback.  If they get immobilized, they simply won't go anywhere while they're buddies fly off.

So, this is still a mystery.  I just bumped the Knockback on the skill to very high levels (+125) and it seems to work.

The force does not seem to work with this skill.  I bumped it up to 4-5 from 1-2.
The slow effect helps the overall feel, but doesn't help the knockback do its thing.
My knockback is inside an affix.
The only differences seem to be in the layout link files, but I don't want to change the damage shapes since they're sort of critical to the operation of the skill.  The high knockback is functional, so I'll leave as is unless it prevents bosses from crossing it.

Re: Skill Knockback Effects: their calculation and application
« Reply #3 on: »
Don't put an immobilize effect with your knockback.  If they get immobilized, they simply won't go anywhere while they're buddies fly off.
yep.. that wat i was inferring lol.
anyways

be careful with knockback, since its dynamically aligned, and not set to knock away from the damage shape your using,

what i mean by this, is if you move positions while knocking something back it will update the direction of the knock back to always be away from the caster,(this is also applied to the pull effect)

you can fix this with invisible dummy units and have them knock stuff back instead of you, to get a static knockback effect
« Last Edit: October 07, 2014, 03:09:43 pm by TwinkleToes »

Re: Skill Knockback Effects: their calculation and application
« Reply #4 on: »
Ahh, now that's interesting.  Maybe I'll hook it to a dummy and see what happens.

Re: Skill Knockback Effects: their calculation and application
« Reply #5 on: »
Thanks Twinkle!

Adding the dummy totally worked!
« Last Edit: October 07, 2014, 10:15:16 pm by gytfunke »

Re: Skill Knockback Effects: their calculation and application
« Reply #6 on: »
This is baffling but sounds amazing ???

I am so gonna study this when we share updates!


Re: Skill Knockback Effects: their calculation and application
« Reply #7 on: »
UPDATE:

I figured it out.

I was trying to use a GRAPH_OVERRIDE to make easy increments to the knockback effect's potency.  Removing this immediately increased the knockback power by like... 1000 fold.

 

Recent Topics+-