Block: Difference between revisions
No edit summary |
(new keyword template) |
||
Line 1: | Line 1: | ||
{{ | {{Keyword infobox|Block}} | ||
| | {{Keyword infobox|Chance to Block}} | ||
}} | |||
{{ | |||
| | |||
}} | |||
'''Block''' is a type of damage mitigation that typically negates all hit damage. Block is primarily obtained from [[shield]]s. Shields skills can also provide a guaranteed directional block, though its consecutive usage is limited by the player's stagger. | '''Block''' is a type of damage mitigation that typically negates all hit damage. Block is primarily obtained from [[shield]]s. Shields skills can also provide a guaranteed directional block, though its consecutive usage is limited by the player's stagger. | ||
Revision as of 08:36, 10 October 2025
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
You will still take any StunHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other. from the Blocked hit. You can't Block while StunnedHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other. or Frozen.Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become 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.
Lua error in Module:Keyword at line 68: No keyword with the given ID exists, check List of keywords or Module:Keyword/keywords for keywords. 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 PlateArmour: 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 LifeKnowing 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 metresRequires 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 baseRequires: 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 ShieldSkills 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 baseRequires: 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 BucklerSkills can be managed in the Skills Panel., or
Shield ChargeShield ChargeAttack, AoE, Melee, Physical, Channelling, Travel
Tier: 3
Level: (1-20)
Cost: (7-48) Mana per second
Attack Time: 0.60 sec
Critical Strike Chance: 5.00%
Attack Damage: (30-94)% of baseRequires: Armoured ShieldChannel 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
(3-85) to (5-128) Base Off Hand Physical Damage
3 to 5 Added Physical Damage per 15 Armour on Shield
Deals up to an additional +100% more Damage, based on the distance travelled
Impact radius is 2.4 metres
Collision
Attack Damage: (60–217)% of base
(3-85) to (5-128) Base Off Hand Physical Damage
Knocks Back Enemies
6 to 8 Added Physical Damage per 15 Armour on Shield
50% more Stun buildup
Deals up to an additional +100% more Damage, based on the distance travelled
Impact radius is 2.4 metres
Additional Effects From 1-20% Quality:
Deals up to an additional +(2-40)% more Damage, based on the distance travelledSkills 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 |
|
0.2.0 |
|
0.1.0d |
|
0.1.0 |
|