Originally Posted by
Humperdink
Some corrections are required to some of the information being posted in this thread. Knockdown, bull rush, overrun (DQ), and trip is generally a strength or dexterity check, whichever value is higher. The one big exception to this is air elementals. It used to be a str/dex check but it was changed to a reflex save. This is why they became less dangerous. What allows you to get back up on all of these is a balance check. Balance is a dexterity based skill, never intelligence or strength. Keep in mind the duration of the knockdown/trip can be determined by dungeon scaling. If you are soloing, you may quickly get back up without even a balance check die roll. Generally speaking, a buffed balance skill of 20-25 will take care of most situations. GH +4, Balance item +15, Head of Good Fortune +2, and probably other buffs I'm forgetting. One glaring exception to this is the Titan knockdown effect, both in the raid and out in Shavarath. To resist those you need about a 35+ to not be knocked down. 40 strength won't be enough to resist knockdown in all scenarios. I've seen melee sometimes resist the Epic Demon Queen overrun, but their strength was 70+ at the time.