Since the 1 hit / Crowd Control changes, the roll against resistance to judge if target gets the CC Status is done arguably once, on the first hit of the skill. Lets say a target has 99% knockdown resistance (2x Boots Adamantine Crystal, Nouver, Griffon Helmet, Villa Buff, Valencia Meal), and you as a player will most likely have 34% ignore resistances (2x Precision Crystals, Valencia meal, Destruction stone sharp, Villa Buff). And mind you, in both case, this setup is probably the most "meta" and normal build setup faced. When mathed out, total resistance minus ignore resist gives a total of 65% total resistance, down to 60% due to the PVP resistance cap. Also, a target could have above 100% and the Ignore Resistance as a stat will deduce starting at a value even above 100% (tests to back up claims: https://www.reddit.com/r/blackdesertonline/comments/8k9s6v/testings_on_resist_resist_penetration/) Also, there is arguably a Crowd Control Coefficient adjusted per-skill or per-classes to modify the chance at hitting a CC. So what is the problem? The problem is multiple. 1. It is extremely easy to build this amount of resistance with little sacrifice. 2. It creates a frustrating meta where classes relying on a Bound or Knockdown can't do them reliably, and even die because of a resistance. And this has been argued at a large volume already. 3. The player can't even answer against this resistance: there is no interaction other than spamming cc attempts after cc attempts. 4. It's the current best meta choice. Solutions? I wish to start by saying that the 1 hit / cc system doesn't bother me that much. I find it frustrating, but I can live with it. I see it as a fair attempt to make resistances an interesting stat and I have reasons to believe that it succeeded at making it so. My problem lies on the issue number 1, 2 and 3 stated above. * Number 4, Dreighan Crystal does help a bit against it by giving real, interesting choices for boots crystals. Solution for #1 When going through the resistances of the common build, it is pretty clear that the highest amount of resistance in terms of efficiency comes from the Red Adamantine Crystals (25% Knockdown/Bound Resistance + 5% Stun/Stiff/Freeze Resistance). In the meta set-up, all the resistances stay relatively small, but the Knockdown Resistance is then catapulted to 99%. This was most useful in PvE as to not get Knockdowned by mobs like the Crescent Guardians in the past, useful now in Manshaum, Aakman, Gyfin, Hystria?, Mirumok (getting reworked in Global Lab). And in PvP before the 1 hit / cc changes it was very hit or miss due to the high numbers of hits (explained in details in the proper patch notes). However, 99% is too much right now for classes who need to land their Bound or Knockdown to have any damaging comboes. So I would like to propose this change to the RBF Adamantine Crystal to boots with PvE compensation in mind: Red Battlefield Crystal effect reduced to 10% Knockdown/ Bound Resistance, 5% Stun Resistance, 2 Damage Reduction, Monster Damage reduced by 5%. Changed from 25% Knockdown/Bound Resistance, 5% Stun Resistance Solution for #3 Solution for the problem 3 is once again about crystal optimization. There is nothing that can be done about Knockdown Crystal itemization. Lets get back to the 99% resistance and the 34% ignore. It is true that one could slot in their Off-Hands a Ignore Knockdown Resistance Crystal, or even 2. This will bring the Ignore Resistance for this specific resistance up to 44 and 54% respectively. As a result, the final resistances in both cases will be 55% and 45%. With these resistances, the differences would be minimal and at the high cost 300 HP and 10 AP losses. Kutum does exist, but it is an exception available for a very select few stats that themselves are more interested in the grapple resist ignore. So I would like to propose this: Black Magic Crystal - Precision (8 All Accuracy - 10% Ignore All Resistances) can be upgraded to Red Magic Crystal - Precision. Red Magic Crystal - Precision grants an extra 5% Ignore Resistance of the chosen type amongst : [Stun/Stiffness/ Freeze] or [Bound/Knockdown] or [Float/Knockback] No Ignore Grapple Resistance.