🔨 Mobskills: A binding to manipulate knockback values.
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Describe the feature
Will need more captures to 100% confirm but came across an article that states certain gear with movement penalties (Dusk gear for example) can stop the Amphiptere knockback aura from triggering on players. Will report back pending captures of this mechanic.
https://wiki.ffo.jp/html/22686.html
Can confirm. Quoting cocosolos on capture discord.
-movement speed negates the knockback on Amphipteres. More than -10 is needed (3 or more pieces of dusk or any combination that brings you over -10 (for example, 2 dusk (-5 each) and 1 oily trousers (-4) works, or plumb boots (-20) alone). Will test on Lilith in a bit.
More info in thread: https://discord.com/channels/443544205206355968/443893540922064896/1376405495845355661
Now that we have knockback sorted in the action packet, we can take another look at this. Did you figure out the specifics of the mechanic wrt movement speed?
I've been testing knockback moves for a few days and have come to the following conclusions:
- Knockback is a value 1-7 in the action packet (scale field)
- This is already known and documented
- Note that this does not translate to yalms, read the documentation on the 0x0028 packet over at XiPackets
- Knockback reduction gear is a flat reduction. Wearing +2 reduction on a move with KB 5 leads to KB being set to 3.
- Having more reduction than the skill value effectively cancels knockback
- Evading the skill hit also evades the knockback (It's possible there are skills going against that rule but I haven't found any yet)
- This was already confirmed by SE
- Being hit for 0 still processes the knockback
- Knockback reduction is processed individually, you can get hit with a knockback of level 3 while your mates are hit with 5
- It doesn't appear you can "resist" knockback
- But I haven't tested enough to make that claim
One confusing piece of information that's floating around the internet is this:
Certain knockback attacks, those implemented before 2014, take into account the knockback reduction (including pets) of all in range: all victims will be knocked back the highest amount[1].
I can confidently say it is untrue as far as packets are concerned, however the effect is undeniably true.
The client animation scheduler appears to be coded in a way where certain animations that do process knockback will execute it on every player IF any player (possibly just the main target?) did not evade it --even if they themselves fully evaded or reduced the knockback--.
This appears to be purely a client-side limitation and has nothing to do with 'averaging the party knockback reductions' or 'moves that always knockback'
Note: It's possible auras with knockback are handled differently, I'll be testing that shortly.
https://drive.google.com/file/d/1b3FvxslhDR-9lfwl8AufUJ0vKdna9LLV/view?usp=drive_link https://youtu.be/c58NAdhZ5oo
Amphiptere aura knockback can indeed be negated by about 30% of -movement speed. This mechanic does not extend to other skills with knockback from what I see but there's a chance it does for other auras, if any.