Difference between revisions of "Blocking and Armor"
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* Training methods are the same as shown on the [[Melee Skills]] page, if you train with summons you should lure 2 [[Rat]]s or [[Rotworm]]s or something weak to hit you for shielding advancement. | * Training methods are the same as shown on the [[Melee Skills]] page, if you train with summons you should lure 2 [[Rat]]s or [[Rotworm]]s or something weak to hit you for shielding advancement. | ||
* [[Warrior|Warriors (Knights)]] and [[Scout|Scouts (Rangers)]] advance in shielding at the same speed, while mages advance much more slowly. | * [[Warrior|Warriors (Knights)]] and [[Scout|Scouts (Rangers)]] advance in shielding at the same speed, while mages advance much more slowly. | ||
* Any vocation can increase their shielding skill by wearing [[Shields]] with the '''Guardian''' [[Attributes|Attribute]] or temporarily by using [[Baked Maris Feast]]s. | |||
=== Shield Damage Reduction Formula: === | === Shield Damage Reduction Formula: === | ||
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* Armor only reduces physical damage (both [[Melee Skills|Melee]] and [[Distance Fighting|Distance]]) and not magical/elemental damage (which can be reduced with (druid) [[Spells]], [[Properties]] and [[Attributes]]). Unlike Shielding, armor can reduce the damage of any number of physical hits in one turn. | * Armor only reduces physical damage (both [[Melee Skills|Melee]] and [[Distance Fighting|Distance]]) and not magical/elemental damage (which can be reduced with (druid) [[Spells]], [[Properties]] and [[Attributes]]). Unlike Shielding, armor can reduce the damage of any number of physical hits in one turn. | ||
* When physical damage is reduced to 0 or below by your "arm", then a yellow ''sparks'' animation will appear on your character. | * When physical damage is reduced to 0 or below by your "arm", then a yellow ''sparks'' animation will appear on your character. | ||
* Any vocation can increase their total armor further by wearing equipment with the '''Superior''' [[Attributes|Attribute]]. | |||
=== Armor Damage Reduction Formula: === | === Armor Damage Reduction Formula: === |
Revision as of 14:59, 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 or armor (but it can be reduced through the use of (druid) Spells, Properties and Attributes).
- 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!
- Training methods are the same as shown on the Melee Skills page, if you train with summons you should lure 2 Rats or Rotworms or something weak to hit you for shielding advancement.
- Warriors (Knights) and Scouts (Rangers) advance in shielding at the same speed, while mages advance much more slowly.
- Any vocation can increase their shielding skill by wearing Shields with the Guardian Attribute or temporarily by using Baked Maris Feasts.
Shield Damage Reduction Formula:
The amount of damage blocked depends on your fighting stances,
these are the defence factors:
Offensive: 0.5 (50%)
Balanced: 0.7 (70%)
Defensive: 1 (100%)
a = Defense Value
b = Shielding Skill (or weapon skill if no shield)
c = Defence Factor
Maximum Shield Dmg Reduction Formula: |
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{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.
Armor:
- Commonly referred to as Arm.
- Items which give armor are Armors, Helmets, Legs, Boots and some Amulets.
- Armor only reduces physical damage (both Melee and Distance) and not magical/elemental damage (which can be reduced with (druid) Spells, Properties and Attributes). Unlike Shielding, armor can reduce the damage of any number of physical hits in one turn.
- When physical damage is reduced to 0 or below by your "arm", then a yellow sparks animation will appear on your character.
- Any vocation can increase their total armor further by wearing equipment with the Superior Attribute.
Armor Damage Reduction Formula:
Unlike shielding, armor damage reduction is not affected by your fighting stance or any kind of skill.
Maximum Armor Dmg Reduction Formula: |
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[Total Arm^(3/2)] * 0.26 + 0.99 |
Minimum Armor Dmg Reduction Formula: |
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[Total Arm^(4/3)] * 0.27 |
The average armor damage reduction value is calculated by putting together your minimum and maximum possible reduction and then dividing the result by 2.
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