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{{Tooltip info
{{Tooltip info
| name                  = Block
| name                  = Block
| description            = Blocking completely prevents the damage of an incoming Strike or Projectile.<br><br>You will still take any Stun, Freeze and other debuffs from the Blocked hit. You can't Block while Stunned or Frozen.<br><br>Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
| description            = Blocking completely prevents the damage of an incoming Hit.<br><br>You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.<br><br>Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
}}
{{Tooltip info
| name                  = Chance to Block
| description            = Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield) does not affect your Chance to Block.
}}
}}


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===Unblockable skills===
===Unblockable skills===
Certain [[monster]]s (usually bosses) can use attacks which cannot be blocked, which will be indicated by the enemy flashing red when used. [[Damage over time]] and other damage that does not come from a [[hit]] cannot be blocked.
Damage mitigated by block is not considered "prevented damage" for stats such as those found on {{il|Wandering Reliquary}}.{{bug}}<ref>https://www.pathofexile.com/forum/view-thread/3712656</ref>
Damage mitigated by block is not considered "prevented damage" for stats such as those found on {{il|Wandering Reliquary}}.{{bug}}<ref>https://www.pathofexile.com/forum/view-thread/3712656</ref>
Certain [[monster]]s may use skills which cannot normally be blocked, which will flash red when used. It is possible to block these skills with the modifier {{c|mod|Can Block Damage from all Hits}}, such as from {{il|The Wailing Wall}} and [[Warbringer]]'s [[Turtle Charm]].
[[Damage over time]] cannot be blocked as it does not hit.


===Passive block===
===Passive block===
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When the roll for block chance succeeds, the damage will be negated. The attack can be coming from any direction, unlike active block.
When the roll for block chance succeeds, the damage will be negated. The attack can be coming from any direction, unlike active block.


Base passive block is primarily obtained from [[shield]]s, though they can rarely be found on other items such as {{il|Barrier Quarterstaff}}. Increases to block chance modify this value. Block rounds towards the nearest integer, instead of rounding down. By default, maximum block chance is capped at 75%.
Base passive block is primarily obtained from [[shield]]s, though they can rarely be found on other items such as {{il|Barrier Quarterstaff}}. Increases to block chance modify this value. Block rounds towards the nearest integer, instead of rounding down. By default, maximum block chance is capped at 50%.
 
Blocking a hit with passive block doesn't build up your [[Heavy Stun]] meter.


===Active block===
===Active block===
When using certain shield/buckler skills such as {{il|Raise Shield}}, {{il|Parry}}, or {{il|Shield Charge}}, the player will gain a directional guaranteed block. This will cause all hits that can be blocked from the direction the shield is facing to be blocked, ignoring your passive chance to block.
When using certain shield/buckler skills such as {{il|Raise Shield}}, {{il|Parry}}, or {{il|Shield Charge}}, the player will gain a directional guaranteed block. This will cause all non-unblockable hits to be blocked if the shield is facing the direction of the attacker. Passive block will still function against attacks coming from other directions.


Blocking hits through Active Block will build up your Player [[Heavy Stun]] meter. When the stun meter is full, the active block skill will be cancelled and the player will become Heavy Stunned for 3 seconds.
Blocking hits through Active Block will build up your Player [[Heavy Stun]] meter. When the stun meter is full, the active block skill will be cancelled and the player will become Heavy Stunned for 3 seconds.


All other effects related to block still apply. If players take damage from blocked hits (e.g. from [[Glancing Blows]]), this will also apply to Active Block.
All other effects related to block still apply. The {{c|mod|You take #% of damage from Blocked Hits}} modifier will also apply to Active Block.


==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.3.0|
* Blocking is no longer limited to Strikes and Projectiles by default. All hits that are not specifically unblockable (with the red flash) can be blocked.
* Raise Shield and Parry now require you to face the enemy that is hitting you, rather than the direction from which the hit originates. Some monster skills for which directionality is unclear have been changed to be blockable from any direction using these skills.
* Player, Minion and Monster base Maximum Block chance is now 50% (previously 75%).
* Reduced the number of increased Block Chance modifiers on Shields from 7 to 3. The highest tier modifier now has up to 30% increased Block Chance (previously 81%). These changes do not affect existing items.
}}
{{Version history table row|0.2.0|
{{Version history table row|0.2.0|
* Blocking a hit by raising your shield or parrying now gives you a chance to avoid accumulating heavy stun buildup equal to the chance you would otherwise have had to evade the hit.
* Blocking a hit by raising your shield or parrying now gives you a chance to avoid accumulating heavy stun buildup equal to the chance you would otherwise have had to evade the hit.

Latest revision as of 19:55, 29 August 2025

Block
Tooltip
Blocking completely prevents the damage of an incoming Hit.

You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.

Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
Chance to Block
Tooltip
Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield) does not affect your Chance to Block.

Block is a type of damage mitigation that typically negates all hit damage. Block is primarily obtained from shields. Shields skills can also provide a guaranteed directional block, though its consecutive usage is limited by the player's stagger.

Mechanics

The character still receives Debuffs such as Stun and Freeze associated with the blocked hit despite the damage being negated.

Unblockable skills

Certain monsters (usually bosses) can use attacks which cannot be blocked, which will be indicated by the enemy flashing red when used. Damage over time and other damage that does not come from a hit cannot be blocked.

Damage mitigated by block is not considered "prevented damage" for stats such as those found on Wandering ReliquaryWandering Reliquary
Steel Plate
Armour: 177
Movement Speed: -5.0%
Requires Level 27, 57 Str+(50-100)% increased Armour
+(40-60) to maximum Mana
+(10-20) to Strength
+(60-80) to Stun Threshold
50% of Physical Damage prevented Recouped as Life
Knowing she could outlast any opponent,
Wrashmin fought not to win, but to delay.
.[Likely due to a bug][1]

Passive block

Chance to block is applied to blockable incoming hits, such as projectiles or strikes from enemies.

When the roll for block chance succeeds, the damage will be negated. The attack can be coming from any direction, unlike active block.

Base passive block is primarily obtained from shields, though they can rarely be found on other items such as Barrier QuarterstaffBarrier QuarterstaffQuartertaff
Physical Damage: 33-55
Critical Strike Chance: 10.00%
Attacks per Second: 1.40
Weapon Range: 1.3 metres
Requires Level 37, 52 Dex, 22 Int+(10-15)% to Block Chance
. Increases to block chance modify this value. Block rounds towards the nearest integer, instead of rounding down. By default, maximum block chance is capped at 50%.

Blocking a hit with passive block doesn't build up your Heavy Stun meter.

Active block

When using certain shield/buckler skills such as Raise ShieldRaise ShieldAttack, AoE, Melee, Physical, Channelling
Level: 1
Attack Time: 0.55 sec
Critical Strike Chance: 5.00%
Attack Damage: 80% of base
Requires: Armoured ShieldRaise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.Shield Bash causes 600% more Heavy Stun buildup
Shield Bash always Light Stuns
Shield Bash Dazes if holding a Tower Shield
Shield Bash can't be Evaded
Shield Bash deals 3 to 4 Physical Damage per 5 Armour on Shield
Skills can be managed in the Skills Panel.
, ParryParryAttack, Melee, Physical, Duration, Channelling
Level: 1
Attack Time: 0.75 sec
Critical Strike Chance: 5.00%
Attack Damage: 65% of base
Requires: BucklerReady your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.Can't be Evaded
400% more Stun buildup
Can Block Damage from enemies within 1 metre
Parried Debuff makes targets take 50% more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Physical Damage per 5 Evasion Rating on Buckler
Skills can be managed in the Skills Panel.
, or Shield ChargeShield ChargeAttack, AoE, Melee, Physical, Channelling, Travel
Tier: 3
Level: (1-20)
Cost: (7-64) Mana
Cooldown Time: 3.00 sec
Attack Time: 0.50 sec
Critical Strike Chance: 5.00%
Attack Damage: (70-218)% of base
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.Area of Effect
(4-88) to (6-132) Base Off Hand Physical Damage
6 to 8 Added Physical Damage per 15 Armour on Shield
Impact radius is 2.4 metres

Collision
Attack Damage: (210-655)%
Knocks Back Enemies
50% more Stun buildup
Impact radius is 2.4 metres
6 to 8 Added Physical Damage per 15 Armour on Shield

Additional Effects From 1-20% Quality:
(0-10)% increased Cooldown Recovery Rate
Place into a Skill Gem socket to gain this skill.
Skills can be managed in the Skills Panel.
, the player will gain a directional guaranteed block. This will cause all non-unblockable hits to be blocked if the shield is facing the direction of the attacker. Passive block will still function against attacks coming from other directions.

Blocking hits through Active Block will build up your Player Heavy Stun meter. When the stun meter is full, the active block skill will be cancelled and the player will become Heavy Stunned for 3 seconds.

All other effects related to block still apply. The You take #% of damage from Blocked Hits modifier will also apply to Active Block.

Version history

Version Changes
0.3.0
  • Blocking is no longer limited to Strikes and Projectiles by default. All hits that are not specifically unblockable (with the red flash) can be blocked.
  • Raise Shield and Parry now require you to face the enemy that is hitting you, rather than the direction from which the hit originates. Some monster skills for which directionality is unclear have been changed to be blockable from any direction using these skills.
  • Player, Minion and Monster base Maximum Block chance is now 50% (previously 75%).
  • Reduced the number of increased Block Chance modifiers on Shields from 7 to 3. The highest tier modifier now has up to 30% increased Block Chance (previously 81%). These changes do not affect existing items.
0.2.0
  • Blocking a hit by raising your shield or parrying now gives you a chance to avoid accumulating heavy stun buildup equal to the chance you would otherwise have had to evade the hit.
  • Unified stun mechanics and terminology between players and monsters. The "stagger" that players suffer when blocking too much damage with their shield raised is now a heavy stun. Players are still unable to be heavy stunned unless a mechanic specifically states otherwise.
  • Players can no longer be light stunned while their shield is raised.
0.1.0d
  • Passive Block chance now applies to blockable hits from all directions, as opposed to just hits from in front.
0.1.0
  • Introduced to the game.