Forerunner Gaming Patch Notes

Elemental Shield Changes (pre-release info)

September 29, 2026 · posted by Brassx · 281 views

Elemental Shields, Reworked

Shields have had a rough time. You'd land a 16,000-damage hit on a 10,000 shield and watch the bar barely move. Under the hood, every shield had diminishing returns based on DPS, that curve was way too harsh because I had underestimated the amount of DPS the average person would be able to put together. Here's how shields will work in the next update, plus the two new systems built on top of them: Shield Tiers and Elemental Grades.

All example numbers below are illustrative, to show the shape of things. They aren't the live values, which are still being tuned.


Breaking a shield: the DPS curve

A shield's break time now depends on your sustained DPS, following a curve:

break time = max( pool ÷ your DPS ,  floor + span × (knee ÷ your DPS) ^ curve )

In plain terms:

What that could look like on one shield (JUST AN EXAMPLE NOT HOW IT IS, IT IS STILL BEING TWEAKED):

Your DPS Break time
500 20s
1,000 10s
10,000 7.5s
50,000 6.5s
500,000 5.8s

Going from 1k to 10k DPS saves you seconds. Going from 50k to 500k still helps, just a lot less.

Other things worth knowing:


Shield Tiers (I to X)

Shields now come in tiers, set by the content you're running. Higher-end Atlas maps (to be released content) and some endgame encounters field higher-tier shields. Party size does not raise the tier.

Each tier does two things:

  1. It multiplies break time. A higher tier is simply tougher.
  2. It asks for a minimum Elemental Grade (see below). Fall short and your damage against it drops off sharply.

What the ladder could look like:

Tier Toughness Grade needed
I 1x F
III ~1.7x D
V ~3x B
VII ~4.4x S
X ~8x S+

Recognising a tier: the numeral shows next to the shield bar, and the bar itself gets fancier as tiers climb. Higher tiers shimmer, grow metal rims and glowing caps, and the top ones crackle with prismatic energy. The shield shell around the enemy also burns brighter, moves faster and grows a thicker edge.


Elemental Grades (F to S+)

Every elemental trait on your weapon now has an Elemental Grade, and so does your weapon's own element:

F · D · C · B · A · S · S+

Grades are PvE only. They affect how well that element breaks elemental shields and nothing else at the moment, but maybe down the road we can do some very interesting things with this.

How a grade changes your damage against a shield:

shield effectiveness = (1 + bonus per grade × your grade)  ×  penalty ^ (grades below the tier's requirement)

What that could feel like (break time relative to an F grade on a tier I shield):

Your grade Tier I Tier V Tier VII
F 1x ~14x ~57x
C ~0.8x ~4x ~17x
A ~0.7x ~2x ~5x
S+ ~0.6x ~1.9x ~2.8x

Which grade counts for a hit?

Some traits start at a higher base grade, and a grade can never roll below its trait's base.

On your stat card: each trait's grade sits beside its element icon. A glows, S shimmers molten orange to gold, and S+ cycles through the whole spectrum. Hover it to see your drain bonus, the highest tier you meet, and your Resonance progress.


Getting better grades

Grades come from a new family of crafting orbs, found only in Atlas maps. Better orbs drop from higher-tier maps, so your grades climb as you push deeper.


TL;DR

Update 09/25/2026 »