I'm pretty sure there is an HP percent relationship to flinching effects in general (e.g., twin handguns and mechs cause medium sized enemies to flinch when they're like half your level) and it seems different weapons have different flinch levels (such as Hishou not knocking back Kamatoze while Rising Strike does).On 2007-09-06 10:51, panzer_unit wrote:
Something else I noticed about them - I forget if this is S or S2 but probably applies in both cases - is that my grenades would only knock them down if I did more than 100 damage to one of their target points. Not relevant to what was going on last night (fortefighter w/ elemental pikor says no) but something to make a note of.
I'd say it is pretty relevent to what we're seeing. Who knows? You might just need a rediculously high percent weapon to make it work on them.
EDIT:
Missed that.On 2007-09-06 10:51, panzer_unit wrote:
EDIT: delete Rising Strike? wtf. That's really pro, or just insane.
Yeah, I'm big on high damage/time and low PP/damage arts in general, so Rising Strike is one of my lowest rated arts just from that. The only saber PA I ever use is Gravity Strike because it's 18 hits for 40 PP, 12 of which are high powered, versus the 8 hits for 32 PP, 4 of which are high powered. I'd much rather rush in, kill everything, and take a bit of damage than play defensively.
<font size=-1>[ This Message was edited by: Pillan on 2007-09-06 11:11 ]</font>
Connect With Us