Knockback distance

How far do these passive skills add?
What will it do with something like sweep?
Is there a video online to show what it does?

Also, is it planned to add a support gem for that?
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kodr wrote:
How far do these passive skills add?

Base knockback distance*
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Mark_GGG wrote:
The effect knocks back monsters by 4 units by default, which is minimum melee range, for reference.

http://www.pathofexile.com/forum/view-thread/13734/page/3
If you refer to these passives, they'll (stacking additively) add a total of 40% knockback distance. That's a little less than 2 units: 0,6(15%)+0,6(15%)+0,4(10%)=1,6(40%) units.

(assuming the game recognises distances shorter than 1 unit)


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kodr wrote:
What will it do with something like sweep?
Unavailable
Sweep increases the knockback distance by 1 unit (25%)*. Per 1% of quality Sweep gets another 2% increased knockback distance.
Quotes
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RabidRabbit wrote:
Sweep
0% increased physical damage, +3% per lvl
25% increased knockback distance, +2% per quality
http://www.pathofexile.com/forum/view-thread/20284/page/1

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Mark_GGG wrote:
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sanddemon wrote:
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Mark_GGG wrote:
Also, they might not be able to be knocked back the full distance or at all if there's something in the way.


Do other monsters count? If that's the case, then that is exactly why because I always pool big swarms of them.
Yes, if they're right up close.
http://www.pathofexile.com/forum/view-thread/13734/page/3


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kodr wrote:
Also, is it planned to add a support gem for that?
There's a supportgem that increases the chance to knockback on hit.
Unavailable
Effect of passives on supportgem
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Mark_GGG wrote:
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SinisterDexter wrote:
Is the effect of this support gem affected by the Templar/Marauder's increased knockback distance passives?
Yes.

http://www.pathofexile.com/forum/view-thread/13798

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Mark_GGG wrote:
The effect knocks back monsters by 4 units by default

I am not sure if Mark is referring to Sweep's knockback distance (which is already increased by 25%) or to a base knockback distance inherent to the knockback effect.

(In this post's context I've used '4 units' as a base knockback distance.)
[The Prison] Crawl a text-based dungeon - http://www.pathofexile.com/forum/view-thread/26299
Last edited by Azhubham#4599 on Feb 24, 2012, 7:55:24 AM
Some items in this post are currently unavailable.
So basically the knockback ability I bought as an archer (passive node) is worthless as there are no available nodes to increase that distance for a ranger.
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RodHull wrote:
So basically the knockback ability I bought as an archer (passive node) is worthless as there are no available nodes to increase that distance for a ranger.

'worthless' seems a bit harsh :)
Is knockback's sole worth relative to an increased kb distance?
Monsters still get knocked back if you critically hit them. At least it hinders them advancing on you.
[The Prison] Crawl a text-based dungeon - http://www.pathofexile.com/forum/view-thread/26299
Last edited by Azhubham#4599 on Feb 24, 2012, 8:29:50 AM
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RodHull wrote:
So basically the knockback ability I bought as an archer (passive node) is worthless as there are no available nodes to increase that distance for a ranger.


There are knockback passives that affect all weapons in the tree, albiet in the str area(3 passives for 40% increase)


But even with quite a few passives and gear related to knockback, the movement of enemies is underwhelming. I've respec'd into stun until they add more passives or tweak the distance. It just doesnt seem worth the passives as it stands now.
"A tool knows exactly how it is meant to be handled, while the user of the tool can only have an approximate idea." -Milan Kundera
Last edited by Crackerblk#4985 on Feb 24, 2012, 11:49:50 AM
It would be cool if they make the stun like real stun ,and knockback as real knockback with you actualy can see and use well.

Though its immposible ,since GGG adds no cooldowns or other type of limitation to skills ,they cant add REAL CC to them ,since it will turn them automaticly to overpowered status.

Thus dont expect cool effect or good crowd control spells in this game if GGG will keep it as it is.
@Azhubham: thanks for the reply.
About the support gem, I was talking about a way to increase the distance, not a chance to knockback.
But yeah, 2 more units seem useless.
Glad I asked before putting some points in it then :)

@RodHull: yay regret orbs ^^;;
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Azhubham wrote:
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RodHull wrote:
So basically the knockback ability I bought as an archer (passive node) is worthless as there are no available nodes to increase that distance for a ranger.

'worthless' seems a bit harsh :)
Is knockback's sole worth relative to an increased kb distance?
Monsters still get knocked back if you critically hit them. At least it hinders them advancing on you.


Yeah worthless was harsh but ill be honest the amount of knockback is pathetic even if I crit them with say 3 shots in 4 seconds their natural movement will be enough to have still advanced on me, albeit slower than they would have.
Please excuse the necro.

I'm wondering if knockback distance is still 4 units. The quote from mark_GGG posted above says that the distance is 4 and is the same as the minimum melee range.

But recently he has also said that:
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Mark_GGG wrote:
Actually, you get full bonus at twice the melee range of one-handed weapons (one-handed melee range is 5, two-handed is 6. Point blank has full bonus up to range 10).

http://www.pathofexile.com/forum/view-thread/97665#p1031681


Perhaps the "minimum melee range" refers to unarmed? Or is exclusive to some monster attacks?

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