Shield Buffs before/when Wind of Magic DLC comes out

To think about it, why shielded weapons have lesser attack speed than one-handed variant?

Shielded weapons:
Low mobility:

  • Effective dodge count: 1
  • -15% dodge range
  • Movement while blocking: 60% (Up to date as of 1.0.8.2)
  • Significantly reduced movement speed while attacking.

One-handed weapons:
High mobility:

  • Effective dodge count: 3 (6 for axe)
  • +20% dodge range
  • Movement while blocking: 80-85% (Up to date as of 1.0.8.2)
  • Low movement penalty while attacking.

Shielded weapons gives better static defence capability against elite enemies.
(more stamina, lesser damage to it)

One-handed weapons has higher offensive potential against armored targets.
(well, maybe except sword, it is require high crit chance to be usefull)

So, why attack speed should be different?

I think an easy fix would be to both upgrade damage output and defensive capabilities a bit (plus a bit more appreciation for defensive playstyles in general). For example just upping the damage output a little bit and maybe giving the shield bash a small dmg buff. In addition I still think some form of dmg absorption/passive Block would be really interesting for making them more viable.

I really liked the idea that was put out here by someone that you automatically block while attacking (rather than my over the top idea of permanent passive blocking) as this would allow you to access all those combos much more easily. Especially it would be pretty nice to have block up while charging attacks allowing you more flexibility in combat as well as giving you some nice options against elites. Something like this would really make it worthwhile to invest in Block-cost Reduction or extra Stamina.

In addition may I add another small quality of life proposal? I know it’s a bit vain but could we please get a ā€œDamage blocked/absorbedā€ statistic for the leaderboards? This would make tanky/defensive Playstyles somewhat more enjoyable. I have the feeling that the current ā€œdamage takenā€ is just there to tell you how bad your dodge or how amazing your temp health engine is. The first just isn’t really fun the second is something that you as a player have very little influence over.

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I think the change of blocking while attacking would make you an absolute freight-train. Were that the only change made to shields I think it would bring them up several rungs on the ladder :smiley: I mean that in a very positive way; you could dodge while blocking while attacking and it would likely reduce the amount of stamina you lose via staggering a larger majority of attackers!

I think the only addition I’d make to that statement would be that your ā€œblockā€ function doesn’t go away. Instead, attach parry to all shields passively? Then you have no need for a damage output increase or dodge increase for any shield. Those two buffs alone would be wild damage and survive-ability improvements. Still not geared versus bosses/monsters, but that’s okay… every weapon should have a weakness, good and proper!

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Dude, Zealot with some stacks and stamina talent (without block cost reduction!) can tank CW overhead and still have some stamina left. Been there, done that.
Instead of arguing take a character with a lot of stamina shields and/or some block cost reduction and try it for yourself. It’s been like that since BBB.

O RLY, You don’t say, this is news to me… Guess you didn’t read the thread. I even responded to this.

ā€œYea I understand. It’s just, you’re not going to take block cost reduction and trade away a stat you need on a damage dealer. So for nearly all weapons, overheads will take all stamina. The exception being Seinna, as all 3 classes can be built for 100%+ block reduction.ā€

CW/SV will take all stamina with a overhead on every class unless you have heavily stacked BCR. Which is trading damage for blocking, not a good idea. As for the UC 100% block cost build, a Dev responded to this and said they are going to look into it. Even though you can get 100+% BCR reduction, it’s calculated differently and doesn’t work.

Anyway, he was stating that CW overheads don’t take all stamina while using 110% BCR build on UC, lol, like yea, no kidding…

You are missing the point again!
You don’t have to build for BCR to not get your whole stamina drained. I THINK (may be wrong, it’s just what I remember - I’m not usually on the receiving end of such strikes) several classes and weapons have enough stamina/built in BCR to survive the overhead. I think Saltzpyre’s rapier can actually survive with some stamina left even if you have 4,5 shields. Also Zealot with stamina talent can take overhead and still have some stamina. Bardin IB also. And Kruber.

So you’re pretty much wrong. You need quite a bit of stamina without BCR, but you don’t need some crazy builds to get there.

You’re missing the point and not reading what I type. So let me put the parts you need to read to understand in bold. You need to either be spec’d into BCR or have a talent(Like the Zealot one you keep going on about) in order to not lose all stamina. Do you understand what I’m saying now? He was saying that you can block CW over heads and not lose all stamina stamina without any context. I’m merely pointing out that you need BCR or a talent, as in the example he showed, it was a Mage with a Crowbill. And a mage with a crowbill, 2 stamina shields base does not have enough with out BCR or Talents.

There may be weapons like Shields which can stop an overhead and still have 1 or 2 Stamina shields left.

As for the rest of your statement, as far as I know, WHC with Raiper only has unlimied block against Light Attacks, not heavy.

I can just fire up the modded realm and test this, give me a few mins.

Ok, so here’s what I found out. A very few select weapons have their own BCR built into them. I will list how many Stamina shields it takes to block a CW overhead below.

Rapier = 4
Shield Weapon = 3
Everything else = 8 Stamina

So yea, basically every single weapon needs BCR and/or a talent to have enough stamina to stop a CW overhead. For Salty with a Rapier, you need at least 5 stamina Sheilds to still have 1 left after an overhead. Meaning +2 Stamina on Neck and Weapon.

So because someone started to accuse people of not properly testing things while not really doing the same himself I went into the game and tested stuff.

So here is how it goes for normal weapons:
(āˆž) :shield: - Ratogre trow: off limit potentially all stamina
8.0 :shield: - CW overhead
4.5 :shield: - SV overhead, CW light, berserker finale
3.0 :shield: - most stronger monster attacks
1.5 :shield: - Plague monk 2nd last

Weapon block costs

click to expand
Weapon Block cost (Inside arc) Block Cost (Outside arc)
Any weapon not listed 0.5x 2.0x
All Shields, Rapier 0.25x 2.0x
Sword & Dagger 0.75x 1.5x
Kerillian’s 1H Sword 0.5x 1.5x
Dual Swords 0.5x 1.0x
Sienna’s Dagger 1.0x 2.0x

Source

Note the list isn’t 100% correct. I guess there is some stuff going on with how it is rounded but there is also a slight difference between the rapier and shields where none should be.

Got bored a bit so there might be more to find by testing out more monsters than Roger, some more weapons as well as the 100% builts.

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I just tested his mace, took 8 as well? Are you sure you didn’t have BCR on the weapon or neck? Or a talent? Lemme go test again.

EDIT: Tested, Can confirm it’s 8 Stamina to block a CW overhead with Mace. I have 8.5 Stamina, and I lose exactly 8 like all other weapons.

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Well, I thought you’ve meant BCR talent.
Why?
Because stamina talents have their uses outside of blocking. I actually enjoy the stamina talent on Zealot because it allows me to push-attack my way out of tight spots sometimes :slight_smile:
On the other hand, all BCR talents have 0 positive impact on offensive abilities.

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Source:

Personally, I trust mod more, because more likely, it takes data from the game files.

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