Crystal Shield (perk)
|Release date||5 September 2016 (Update)|
|Has a 10% chance to activate on taking damage, lasting 10 seconds. 5% of damage taken per rank is totalled for this period, becoming temporary lifepoints afterwards. These last either 30 seconds or until depleted through further damage. (1 minute cooldown)|
This perk has an increased chance to activate on level 20 items.
|Infobox • Talk page|
Crystal Shield is a defensive Invention perk that, upon activation, will add 5% of all damage taken per rank for ten seconds into a pool of life points. This also includes typeless damage. For the following 30 seconds, damage taken will reduce this storage of life points rather than the player's actual life points until the separate pool is depleted or the 30 seconds have passed. It can be created in armour gizmos.
The perk has a 10% chance of activating (11% on a level 20 item). The hit that activates the Crystal Shield will also be added to the life point pool. This perk has a 1 minute cooldown after it has activated.
When the perk triggers, it prompts the message:When the stored life points deplete, it prompts the message: Your crystal shield lifepoints have been depleted! When the timer ends before the stored life points deplete, it prompts the message: Your crystal shield perk has run out! When the player doesn’t receive significant damage during the perk’s activation period, it prompts the message: You did not absorb enough damage to generate a crystal shield.
Damage from poison can also trigger the perk. Any self-inflicted damage is also added to the life point pool. These include:
- Nitroglycerine/Unidentified liquid
- Super Zamorak brew/Zamorak brew
- Self-damaging abilities, e.g. blood tendrils
- Rock cake
Analysis[edit | edit source]
|Rank||Average Damage Reduction|
|1||0.73% (0.74%)||0.68% (0.69%)||0.70% (0.71%)||0.59% (0.60%)||0.67% (0.69%)||0.58% (0.60%)||0.63% (0.65%)||0.45% (0.47%)|
|2||1.47% (1.48%)||1.36% (1.38%)||1.40% (1.43%)||1.18% (1.21%)||1.33% (1.38%)||1.15% (1.20%)||1.25% (1.30%)||0.91% (0.95%)|
|3||2.20% (2.22%)||2.03% (2.07%)||2.09% (2.14%)||1.76% (1.81%)||2.00% (2.06%)||1.73% (1.79%)||1.88% (1.95%)||1.36% (1.42%)|
|4||2.94% (2.96%)||2.71% (2.75%)||2.79% (2.85%)||2.35% (2.42%)||2.67% (2.75%)||2.31% (2.39%)||2.50% (2.60%)||1.82% (1.90%)|
Using these simplifications, the damage reduction reduces to
Extreme uses of Crystal Shield[edit | edit source]
The Crystal Shield perk has two additional effects. In scenarios similar to this, the damage reduction from Crystal Shield is extremely high (much, much higher than the values in the table above).
- Life saver: If the player were to normally die due to any hit (type or soft/hard typeless) and the player has life points stored in the shield (reduction phase), the player will not die; instead, the player is left with however many life points were stored in the Crystal Shield.
- Damage immunity: If the player has very low life points, and a lot of life points stored in the pool of the shield, then the player has a lot of time to take "free" hits. An example: Assume the player has 100 life points remaining and the Crystal Shield has stored 3000 life points. Assume the damage taken per hit is a static value and would normally be 5000 damage. Since the player only has 100 life points, every 5000 hit going forward is only going to hit the player for 100. Since the Crystal Shield reduction phase is active, this 100 life points is taken from the Crystal Shield before the player's life points. This would mean that the player would be able to take up to 30 hits (or if the duration of reduction phase runs out) before the damage taken affects their own life points. In the most extreme case, the player could have up to 30 seconds of damage immunity (the length of the reduction phase), however this is only possible if the player has extremely low life points.
Sources[edit | edit source]
|Material||Rarity||Perk ranks with X materials|
|Standard gizmo||Ancient gizmo|
Suggested gizmos[edit | edit source]
Update history[edit | edit source]
- patch 11 March 2019 (Update):
- The following message now gets filtered: "Your crystal shield lifepoints have been depleted!"
- patch 12 June 2017 (Update):
- A debuff icon has been added to tell you when Crystal Shield comes off Cooldown (similar to Crackling).
- A tooltip has been to the Crystal Shield defence active buff icon which shows how many temporary life points you have.
- A 1 minute cooldown text line has been added to the Crystal Shield and Crackling perk descriptions.
Notes[edit | edit source]
- ^ To be more precise, it is really the frequency of ticks that the player is taking damage and not really the attack rate that determines the effective attack rate. However, in the simplest case, this is the attack rate of the enemy. As an example, take 4 enemies, each with an attack rate of 4, attacking the player with their hits offset by one tick from each other (enemy A attacks tick 1, enemy B attacks tick 2, ...). In this example, this is effectively the same as an attack rate of 1 to the player. This means that as long as the player is taking at least one hit every tick, regardless of the number of enemies attacking, the effective attack rate is 1. Conversely, if these same enemies, each with an attack rate of 4, are attacking the player on the same tick (enemy A attacks tick 1, enemy B attacks tick 1, ...), then the effective attack rate is 4. In general, more enemies attacking the player leads to a higher frequency of ticks that the player is taking hits, lowering the effective attack rate.
References[edit | edit source]