Difference between revisions of "Blocking and Armor"

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m (Saelvas Saelvius moved page Shielding to Shielding and Armor)
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All you need to know about Shielding:
== Shielding: ==
 
* Items used for defence are [[Shields]], [[Axes]], [[Swords]] or [[Clubs]]. Melee weapons' defence values ONLY count when a shield isn't worn, and then <u>your weapon type melee skill is counted as your shielding skill</u> in the dmg reduction formula.
* Only one defence source counts, which means only one of two shields works.
* If both a weapon and a shield are equipped, <u>only the shield counts as a def source</u>.
* You can block up to two physical attacks per turn (2 seconds) - any physical attack after the first two will bypass the "shield" damage reduction and directly hit the armor or target if no armor is worn.
* You can block both melee and distance physical attacks from creatures, but players' distance attacks will ignore your shield. Magical/elemental damage is not affected by defence.
* When physical damage is reduced to 0 or below by your "shield/defence", then a ''poof'' animation will appear on your character.
* Fist fighting has a default defence value of 7.
* [[Distance Weapons]] have 0 defence.
* Having 2 creatures hitting you while training is the optimal way to train your shielding skill. You need to bleed your target once every 15 turns (30 seconds)  when blocking 2 creatures in order for your skill to continue advancing as you keep getting hit, since it counts the next 30 hits.
* Only "poofs" (shield-blocked hits) go towards increasing your shielding skill!
 
=== Shield Damage Reduction Formula: ===
 
The amount of damage blocked depends on your fighting stances, <br>these are the '''defence factors''':<br>
[[File:Offensive.png]] '''Offensive: 0.5 (50%)'''<br>
[[File:Balanced.png]] '''Balanced: 0.7 (70%)'''<br>
[[File:Defensive.png]] '''Defensive: 1 (100%)'''<br>
<br>
'''<u>a</u> = Defense Value'''<br>
'''<u>b</u> = Shielding Skill''' (or weapon skill if no shield)<br>
'''<u>c</u> = Defence Factor'''<br>
 
{| class="wikitable"
! style="text-align: left" | Maximum Shield Dmg Reduction Formula:
|-
| {'''a''' * ['''b'''^(6/5)] * '''c''' * 0.05} +10
|}
 
The <u>minimum damage blocked is 0</u>, so on hit a random number is chosen between 0 and your Max Block Value.

Revision as of 13:16, 11 September 2020

Shielding:

  • Items used for defence are Shields, Axes, Swords or Clubs. Melee weapons' defence values ONLY count when a shield isn't worn, and then your weapon type melee skill is counted as your shielding skill in the dmg reduction formula.
  • Only one defence source counts, which means only one of two shields works.
  • If both a weapon and a shield are equipped, only the shield counts as a def source.
  • You can block up to two physical attacks per turn (2 seconds) - any physical attack after the first two will bypass the "shield" damage reduction and directly hit the armor or target if no armor is worn.
  • You can block both melee and distance physical attacks from creatures, but players' distance attacks will ignore your shield. Magical/elemental damage is not affected by defence.
  • When physical damage is reduced to 0 or below by your "shield/defence", then a poof animation will appear on your character.
  • Fist fighting has a default defence value of 7.
  • Distance Weapons have 0 defence.
  • Having 2 creatures hitting you while training is the optimal way to train your shielding skill. You need to bleed your target once every 15 turns (30 seconds) when blocking 2 creatures in order for your skill to continue advancing as you keep getting hit, since it counts the next 30 hits.
  • Only "poofs" (shield-blocked hits) go towards increasing your shielding skill!

Shield Damage Reduction Formula:

The amount of damage blocked depends on your fighting stances,
these are the defence factors:
Offensive.png Offensive: 0.5 (50%)
Balanced.png Balanced: 0.7 (70%)
Defensive.png Defensive: 1 (100%)

a = Defense Value
b = Shielding Skill (or weapon skill if no shield)
c = Defence Factor

Maximum Shield Dmg Reduction Formula:
{a * [b^(6/5)] * c * 0.05} +10

The minimum damage blocked is 0, so on hit a random number is chosen between 0 and your Max Block Value.