Hey there, Bossbane here.
So, this is a mechanic that has always been really important to me, yet I can't honestly say I understand it yet:
Flinching/knockdowns. Whatever you want to call it, a well time flinch can be the difference between life and death. For those who don't know, you can deal enough damage to a monster to make them do an animation in which they are more or less helpful, either falling over or simply stopping what they were doing. How it works is what I am after!
To make things nice and neat for our spreadsheet gurus to answer, are flinches caused by any or all of:
--> Damage type (Pierce, Element, Shadow, Normal)
-->Amount of damage over time
--> Single, high DPS hits (So a Troika Special vs a Spur Combo)
--> A damage thresh-hold (You need to do X damage for a flinch -- time does not matter)
--> Type of monster (I don't think I've ever flinched a Lumber)
--> Caused ESPECIALLY by Magnus line?
This all matters, of course, because it effects the way one builds a set if they are going to be counting on causing flinches. Do you build for damage buffs to be able to save yourself and your friend from monsters with your Drivers from across the room, or do I build AS to burst a turret in the face?
One of the things I loved about having a magnus on my old account was the ability to truly lock down single monsters permenantly. Nothing brought me greater joy than singling out a devilite and cruelly shutting his attacks down again and again and again.
Thanks for the info and happy knight-ing
-Bossbane
PS -- I posted something fun titled 'Mini-Games and Content Galore!' -- give that a read if you've got the time and are interested :O)
I think it's relative to the percent of health lost in a certain amount of time. I can flinch a T2 Lumber with a Combuster charge attack followed by a combo.