08-24-2003, 10:55 PM
(This post was last modified: 08-31-2003, 07:53 AM by Crystalion.)
adamantine,Aug 24 2003, 08:23 PM Wrote:phychic hammer knockback chance (increased with skill level)I was noticing this yesterday but didn't know the numbers for it. I also tested vs. Shenk because he is a large sized Unique. I noticed that, by contrast, Mind Blast *always* put him into knockback/recovery (kinda a mana hungry way to achieve this).
target:
monster 100%
unique 50-100%
boss 25-99%
Unfortunately I didn't play with Telekinesis and Leap (not LA) and Smite to see what their knockback details are. It is nice to know Psychic Hammer gets a bonus.
EDIT: Telekinesis does seem to follow the normal (25/50/100% for large/medium/small monsters) rule for knockback chance. In v1.10s the /nopickup option prevents TK from TKing items on the ground unless you are holding the alt key down. This is a really nice improvement.
IIRC, doesn't normal knockback get a reduced chance vs. medium and large monsters? (I still think, v1.10s, Cleglaw's gloves are one of the best items in the game, although crafted knockback gloves might be better for some builds). Howltusk for a merc is a fav also, until you can give them some uber helm.
edit: Oh, I noticed from v1.10s skills.txt a few more possibly uninterruptible skills (that might apply to players and pets) of interest...
wearwolf, wearbear (not a typo btw--druid transforming)
town portal cast (and IDs)
cry help (I assume this is Cain? perhaps the numpad "skill"?!)
bearsmite (presumably the Druid's Grizzley uses this)
Delirium change
p.s. on another topic in this thread: looks like Guided Arrow drops to mana cost 1 (min) at slvl 32? Perhaps an odd build, now that GA doesn't pierce, but certainly not a mana hungry one.
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"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits