Shield Stats
Shields have two primary stats: the percent chance of a successful block (Shield Block %) and the flat value of damage blocked (Shield Block Value).
Shield Block %
Shield Block % chance does not scale by level, it is a fixed percentage determined by shield type (currently only light or heavy) that is adjusted by gear buff multipliers. See reference below for base block percentage.
A Level 60 tower shield with 12% base block percentage that is Dungeon Ready:
Shield Block % and Block Value Multipliers by Quality
| Quality | Gear Preset Name | % Chance | Rationale |
|---|---|---|---|
| Common (White) | Unused | 0.8× | Starter gear |
| Uncommon (Green) | Leveling | 1.0× | Standard baseline for leveling |
| Rare (Blue) | Dungeon Ready | 1.25× | Higher quality dungeon rewards |
| Epic (Purple) | Elite | 1.75× | Highest quality gear |
| N/A | Max | 2.75× | Simulation Max before game-breaking |
Shield Block Value
Similar to weapon DPS, we'll scale Shield Block Value based on player level, defining the baseline and sharp power curve. The baseline and scaling factor are both determined by shield type. See reference below for these values.
- Block Value (v) for a flat, block absorption baseline
- 1 + (r%) as a scaling factor (r% increase every level)
Level 60 Examples (base, no quality multiplier)
Tower Shield: 10 × (1.0460) = 105.2 Blocked Damage
Buckler: 6 × (1.0360) = 35.3 Blocked Damage
Block Value Quality Multiplier
We'll apply the same quality multipliers used by our shield block percentage to modify our shield block value:
If our Level 60 tower shield with 105.2 base block was Dungeon Ready, the modified block damage would be:
Shield Types
| Shield Type | Size | Block % | Base Value (Vstart) | Scaling Rate (r) | L60 DR Block % | L60 DR Block Value |
|---|---|---|---|---|---|---|
| Buckler | Light | 16% | 6.0 | 0.03 | 20% | 44.2 |
| Tower Shield | Heavy | 12% | 10.0 | 0.04 | 15% | 131.5 |
Shield Abilities
Shield Wall & Shield Bash
These are typical Tank abilities for added protection (wall) and boss spell disruption (bash) and should be considered as we add more fight archetypes. However, this will require some additional research as different Tank types have different "mana bar" replacement mechanics for abilities to balance out usage (e.g. Rage, Holy Power, etc.).