So basically, this is a shield that prevents up to 25 physical damage and ALSO gives you up to 25
![Time :time](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/time18x18.png)
over a maximum span of 3 turns.
Its like someone took a dim shield, and armagio, and an inverted dispersion shield...
thats gonna be a tough nut to balance.
The good thing is, players can break through it faster than 3 turns. But sucking down 25 damage AND gaining 25 quanta in the process is a pretty powerful effect.
Even with the implicit absorb cap and turn limit, I think its still a bit too much. Even for 8
![Time :time](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/time18x18.png)
quanta.
One odd idea: what if it only reduces a percentage of total incoming physical damage each turn and the percentage scales down as your
![Time :time](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/time18x18.png)
quanta increases.
E.g. "Shield: Converts a fraction of total damage to
![Time :time](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/time18x18.png)
. More efficient quanta is low. Discard after 3 turns or 25
![Time :time](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/time18x18.png)
."
You could adjust scaling accordingly. (maybe have it 100% with 0
![Time :time](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/time18x18.png)
down to somewhere around 25 to 50% with 25
![Time :time](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/time18x18.png)
)