DARKSPIRETHE ARCHIVUM
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    Combat Mechanics

    Energy Shield, Block & Suppression

    Learn how energy shield, block, spell suppression, and life combine in the incoming-hit pipeline.

    Darkspire defenses are layered. Avoidance acts first, mitigation acts on each damage portion, and resource pools absorb what remains.

    Incoming-hit order

    For an enemy attack:

    EvasionBlockArmour or ResistancesDamage-taken modifiersEnergy ShieldLife\text{Evasion} \longrightarrow \text{Block} \longrightarrow \text{Armour or Resistances} \longrightarrow \text{Damage-taken modifiers} \longrightarrow \text{Energy Shield} \longrightarrow \text{Life}

    For an enemy spell:

    BlockArmour or ResistancesSpell SuppressionDamage-taken modifiersEnergy ShieldLife\text{Block} \longrightarrow \text{Armour or Resistances} \longrightarrow \text{Spell Suppression} \longrightarrow \text{Damage-taken modifiers} \longrightarrow \text{Energy Shield} \longrightarrow \text{Life}

    A successful evade or block prevents the entire hit.

    Energy shield

    Energy shield absorbs damage before life. When a hit exceeds the current shield, the remainder passes to life.

    Recharge begins after 3 seconds without being hit. The base recharge rate is 25% of maximum energy shield per second:

    ESrecharge per second=ESmax×25%×(1+Irecharge)ES_{\text{recharge per second}} = ES_{\max} \times 25\% \times (1 + I_{\text{recharge}})

    Recharge modifiers may increase the rate, while Discipline effects may shorten the delay. Taking another hit resets the recharge timer.

    Block

    Block works against attacks and spells. It uses entropy like evasion, with its own separate accumulator.

    The normal maximum block chance is 50%. Discipline effects may raise that cap, but the hard ceiling is 90%.

    On-block Discipline effects can heal, grant buffs, or trigger counters. They run only after a successful block prevents the hit.

    Spell suppression

    Spell suppression applies only to enemy hits marked as spells:

    Dsuppressed spell=Dpost-mitigation spell×50%D_{\text{suppressed spell}} = D_{\text{post-mitigation spell}} \times 50\%

    Suppression chance caps at 100% and uses a normal random roll rather than entropy. It is checked after armour or resistance mitigation.

    Suppression does not affect attacks, even if the attack deals elemental or chaos damage.

    Building layers

    • Armour is reliable against frequent physical hits.
    • Evasion avoids attacks entirely but cannot avoid spells.
    • Block covers both attacks and spells, with a lower default cap.
    • Suppression is spell-specific but halves the entire post-mitigation spell.
    • Energy shield increases the pool that must be depleted before life.
    • Resistances remain mandatory because every unavoided elemental or chaos hit reaches them.

    A deep-map defense normally combines several of these rather than maximizing only one.