Just looking at the "damaged block" portion of shield changes, the way shields block damage in V8 feels a bit inconsistent or unbalanced. I came up with a simple enough formula to calculate damage taken, and it would work with both shield tiers and armor enchantments (like blast protection).
The downsides to current shields as I see them;
- Low tier shields are unuseable in PVP and endgame PVE, while high tier shields are highly valuable in PVP and endgame PVE. I think there should be more of a curve.
- Shields blocking 100% of all explosion damage makes sense for Creepers, but doesn't make sense in the context of the game.
My solution: damageTaken = floor((damageBlocked * (0.6 + enchantments)) - shieldProtection)
- Make shields block a percentage + base for any non-projectile damage. The percentage could be increased by armor protection enchantments, and the base damage reduction could be increased by a "Shield Protection" attribute.
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Shield Protection 2 (Iron - 125 durability)
Blocking 5 damage deals players 1 damage.
Blocking 10 damage deals players 4 damage.
Blocking 15 damage deals players 7 damage. -
Shield Protection 4 (Diamond - 781 durability)
Blocking 10 damage deals players 2 damage.
Blocking 15 damage deals players 5 damage. -
Shield Protection 5 (Netherite - 1,016 durability)
Blocking 10 damage deals players 1 damage.
Blocking 15 damage deals players 4 damage.
Enchanted with Protection IV, a Netherite Shield could block up to 13 damage.
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