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(Disputed tag added; as stated by User:Enderty this is only a theory, not confirmed. English rewrite also undertaken, although mightn't yet fully meet standards.)
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<noinclude>{{disputed}}</noinclude>
 
Shielding is a skill like [[Axe Fighting]] or [[Sword Fighting]] and decides how well you can stop [[Melee]] hits from creatures and other players (on [[PvP]] worlds).
 
Shielding is a skill like [[Axe Fighting]] or [[Sword Fighting]] and decides how well you can stop [[Melee]] hits from creatures and other players (on [[PvP]] worlds).
 
[[Knight]]s and [[Paladin]]s advance faster in shielding than [[Druid]]s and [[Sorcerer]]s; who advance the slowest, and rarely get a skill much higher than 25~30.<br>
 
[[Knight]]s and [[Paladin]]s advance faster in shielding than [[Druid]]s and [[Sorcerer]]s; who advance the slowest, and rarely get a skill much higher than 25~30.<br>
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In spite of what many think [[shielding]] doesn't define if a character will either block the blow of an opponent monster or player but it reduces the damage. Either it blocks total damage from the blow (puff) or only part of a blow which can later be stopped by [[armor]] (spark).
 
In spite of what many think [[shielding]] doesn't define if a character will either block the blow of an opponent monster or player but it reduces the damage. Either it blocks total damage from the blow (puff) or only part of a blow which can later be stopped by [[armor]] (spark).
   
The following example will expalin all.
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The following example will make this clearer.
   
Let us assume that [[knight]] with skill 60, war hammer (with weapon attack 45) attacks (in full attack mode) a mage with medusa shield (def:33), skill 25 and full defence mode.
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Let us assume that a [[knight]] with a skill of 60 uses a war hammer (with weapon attack 45) attacks (in full attack mode) a mage with a medusa shield (def:33) that has a shielding skill of 25 and is using full defence mode.
First game have to calculate max hit of a knight which is: 7 * 45 * 60 /100 = 189, where '7' is a factor for full atatck mode (5 is factor for balanced mode and 3 for full defence).
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First the game has to calculate the maximum hit of the knight which is: 7 * 45 * 60 /100 = 189, where '7' is a factor for full atatck mode (5 is factor for balanced mode and 3 for full defence).
   
We have to remember that in [[pvp]] damage is halved so the max hit can be 189/2 =~ 94
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We have to remember that in [[PvP|player versus player combat]] damage is halved; so the max hit will now be 189/2 = <b>94</b>.
   
Now game will choose random number from 0 - 94.
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Now the game will choose random number from 0 - 94.
   
Lets assume that game has chosen 56.
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Lets assume that the game has chosen 56.
   
Now we have to calculate the max shielding of a mage. Which is 7 * 33 * 25 / 100 =~57, where '7' is a factor for full defence mode (5 is factor for balanced mode and 3 for full attack).
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Now we have to calculate the maximum shielding of the mage; which is 7 * 33 * 25 / 100 = <b>57</b>, where '7' is a factor for full defence mode (5 is factor for balanced mode and 3 for full attack).
   
 
Now game will choose random number from 0 - 57.
 
Now game will choose random number from 0 - 57.
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Lets assume game has chosen 32.
 
Lets assume game has chosen 32.
   
Deducing from 56 dmamage the 32 shielding we have a blood hit of 24 which lately will also be reduced by the [[armor]]. There is a theory bout [[armor]] that it reduces 0.5 - 0.9 of total armor points ( i have never checked that theory) so let me show u mine.
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Deducting the 32 shielding from the 56 attack results in a blood hit of 24; which will also be reduced by the [[armor]]. There is a theory about [[armor]] that it reduces 0.5 - 0.9 of total armor points (I have never checked that theory) so let me show you mine.
   
As we said earlier there's going to be a blow of 24 hp damage hit [[armor]], my theory is game chooses random on which set of your armor set the blow will come ( of course most of the time it will be an [[armor]]) so assuming that mage has a plate armor of arm:10 and the blow goes on it, the blow will be reduced by 10 which in fact will show a 14 hp blood hit.
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As stated earlier there's going to be a blow of 24 damage to the [[armor]]; [[User:Enderty|my]] theory is the game chooses on random which part of your equipment the attack will strike (of course most of the time it will be on the [[armor]]) so assuming that mage has a plate armor of arm:10 and the attack is absorbed by it, the attack will be reduced by 10 which in fact will result in a 14 hp blood hit.

Revision as of 09:19, 25 May 2007

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Shielding is a skill like Axe Fighting or Sword Fighting and decides how well you can stop Melee hits from creatures and other players (on PvP worlds). Knights and Paladins advance faster in shielding than Druids and Sorcerers; who advance the slowest, and rarely get a skill much higher than 25~30.

To train your shielding you need to have creatures attacking you while wearing a shield. Your shield can only block two creatures at maximum, so more than two will not help to train your shielding, since the rest of the monsters are not blocked by the shield, therefore their attack is absorbed completely or not by your armor. All kind of hits are counted for shielding skill (blood, spark or smoke puffs).

While training, your shielding skill will advance optimally if you bleed your targets for any amount of damage once every 30 combat tries. A combat try is defined as either an attack made by, or against you. Thus with two creatures attacking you, it is necessary to bleed your target once every ten rounds for your shielding to advance.

Note that your character total defense is only taken from your shield, or lacking a shield, your weapon. If a shield is equipped while using a weapon, then the weapon's defense will be negated, regardless of whether its defensive value is higher or lower than the shield's defensive value. Also note that you need a shield to increase your shielding skill, a weapon won't do it.


In spite of what many think shielding doesn't define if a character will either block the blow of an opponent monster or player but it reduces the damage. Either it blocks total damage from the blow (puff) or only part of a blow which can later be stopped by armor (spark).

The following example will make this clearer.

Let us assume that a knight with a skill of 60 uses a war hammer (with weapon attack 45) attacks (in full attack mode) a mage with a medusa shield (def:33) that has a shielding skill of 25 and is using full defence mode. First the game has to calculate the maximum hit of the knight which is: 7 * 45 * 60 /100 = 189, where '7' is a factor for full atatck mode (5 is factor for balanced mode and 3 for full defence).

We have to remember that in player versus player combat damage is halved; so the max hit will now be 189/2 = 94.

Now the game will choose random number from 0 - 94.

Lets assume that the game has chosen 56.

Now we have to calculate the maximum shielding of the mage; which is 7 * 33 * 25 / 100 = 57, where '7' is a factor for full defence mode (5 is factor for balanced mode and 3 for full attack).

Now game will choose random number from 0 - 57.

Lets assume game has chosen 32.

Deducting the 32 shielding from the 56 attack results in a blood hit of 24; which will also be reduced by the armor. There is a theory about armor that it reduces 0.5 - 0.9 of total armor points (I have never checked that theory) so let me show you mine.

As stated earlier there's going to be a blow of 24 damage to the armor; my theory is the game chooses on random which part of your equipment the attack will strike (of course most of the time it will be on the armor) so assuming that mage has a plate armor of arm:10 and the attack is absorbed by it, the attack will be reduced by 10 which in fact will result in a 14 hp blood hit.