Shields

Some relics and arcana provide the player with a shield, the strength of which is indicated above their head as a blue meter. While the shield persists, applications of damage that would also trigger other effects, like poison, fire or crowd control, do not apply*. Furthermore, the player cannot be staggered, stunned or be interrupted if the damage is shielded. Damage that would overwhelm the shield, and as a result deal damage to the player, is dealt as though the shield absorbed an amount of damage proportionate to armor and other modifiers. It is easiest to think of shielding to have effective health, where you simply multiply the shield amount by a percentage modifier such as armor. This reflects how shields become less impactful the more damage reduction you have, and how they become more impactful when you would receive more damage from relics like Ebon's Wolf Cloak or Double Toil. The formula to work it out looks like: Shield amount * Armor * Elemental Resistances * ...Other Factors... = Effective Shield HP. e.g. i With Grit's 8% armor and nothing else: 25 * 0.92 = 23 e.g. ii With Double Toil and Grit: 25 * 0.92 * 2 = 46 Knowing this, you can more easily work out how much damage spills over into your own health pool. Test#1 below provides an example. ''You can alternatively calculate the damage that you would take by subtracting the shield amount from the incoming damage pre-calculation, and then work out the damage based on armor and other factors. Note that this second method is likely the one used in the code, but both approaches leave you with the same result.''

Test#1: Damage that would overwhelm the shield amount

 * Player is wearing Pace.
 * Player has Ring of Recycling to provide a 25 shield every time it is proc'd.
 * Player has Nog's Heavenly Boots, receiving double damage.
 * Player proc's the Ring of Recycling to gain a 25 shield
 * Player takes 12 damage from the shield, reducing the remaining shield to 13.
 * Player falls into a pit. The damage taken is 24. This is due to the fact that the 13 shield has an effective health value of 26 due to the double damage modifier from Nog's Heavenly Boots. 24 + 26 = 50.
 * Player falls into the pit again. There is no shield to stop any more damage. 50 damage is taken.
 * Player falls into the pit again. Dies.

Additional Notes
Shielding persists between floors! Cushioned Flip-Flops, probably due to the fact that it provides pseudo-shielding (shielding without the meter, as it depletes from signature charge instead) interacts weirdly with toxic traps and poison damage, as poison can still be applied, but the relic will only attempt to block the first and last ticks of an instance poison damage, even if you were to have enough charge to block all of the ticks of damage. This is possibly a bug.