![]() ![]() There are only three shield manufacturers in Borderlands 3: Anshin shields have average capacity, average recharge delay, and low recharge rate Hyperion shields have high capacity, long recharge delay, and average recharge rate Pangolin shields have low capacity, short recharge delay, and high recharge rate.Ī shield's additional properties are determined by its parts, and the number of parts is determined by a shield's rarity. In Borderlands 3 shields can appear with multiple different effects, while the shield's manufacturer only determines its base stats. See also: List of shields in Borderlands 3 Shield-based calculations in Borderlands: The Pre-Sequel, such as the capacity bonus from Nisha's Law skill, do not use this capacity cap. This is typically limited to effects which require an accurate measure of current shield capacity, such as Axton's Quick Charge or Gaige's Blood Soaked Shields. Because of this, Ward will only increase Maya's shield capacity by 7,212 - 25% of 28,847 - rather than the expected 12,621 - 25% of 50,482.Ī small number of class skills and other effects are exempt from this calculation cap. Ward will provide a 25% bonus to shield capacity however, the maximum calculation value for a level 50 shield is 28,847. ![]() If a shield's capacity exceeds this value, then all percentage calculations based on the shield's capacity will use this maximum allowed value instead.Īs an example, a Maya character has five points in the Ward skill and is wearing a level 50 Turtle Shield with a capacity of 50,482. ![]() The specific formula is 1.13 L × 64, where L is the shield's level. In most cases the percentage is calculated as would be expected, but shield-based calculations in Borderlands 2 have a maximum allowed value based on the level requirement of the shield in question. Any given part has the same effect on both variables.Ĭertain skills, abilities, relics, class mods, or other effects are percentage-based, calculated off the capacity of the currently worn shield. Special 01 and 02 are the special effect variables of the shield, e.g.: on an adaptive shield, "Special01" is the elemental resistance and "Special02" is the boost of maximum health Vladof parts have no effect on the Special variables. Red values indicate the grade of the undesirable effect, green values represent the grade of a good effect for example, Vladof parts have a grade 1 reduction in shield capacity, a grade 1 increase in recharge delay, and a grade 3 increase in recharge rate. All three parts of the shield from the same manufacturer have the same stat modifier. This is a table of shield components and their stat modifiers. Damage is negated and the bullet is added to the character's stock. May reduce or negate explosive damage.Ĭhance to absorb bullets that hit the shield. May reduce or negate explosive damage.Įxplosive area damage when depleted must fully recharge between novas. Melee attackers take explosive damage when hitting the shield. Lower capacity, higher recharge rates, shorter recharge delays. Significantly increased shield capacity, but lowers maximum health. May reduce or negate corresponding elemental damage (burn, corrode, shock). May reduce or negate corresponding elemental damage (burn, corrode, shock).Įlemental area damage when depleted must fully recharge between novas. Melee attackers take elemental damage when hitting the shield. Partially drains shield (if fully charged) to empower a shot. Temporary resistance to elemental damage based on the last type taken. In Borderlands 2 and Borderlands: The Pre-Sequel a shield's effects are determined by its manufacturer, while its stats are determined by its rarity and combination of parts. See also: List of shields in Borderlands 2 ![]()
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