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Torch: I'm not speaking from experience in interpreting the numbers that I guess CE (or whatever software you are using here) somehow provides. Others here will certainly have better insight than I.
To me, based on the small portion of the data tables for both shields shown in the grab, it's unclear that the circled numbers represent the values you mention (yes, the heading is "Damage Resistance").
If your interpretation of the Blockade's values seen in the grab is that they represent "flat damage resistance" (a value of 0.69 means a damage reduction of 31%), then I'd expect the same relationship to hold for the Antagonist's numbers. Since that shield has an across-the board 49% damage reduction, instead of the "1"s that we see, shouldn't we see values of 0.51 instead? Maybe I'm missing something though. This is just my observation.
Could those circled numbers perhaps represent something else?
I also wonder how the Blockade's numbers are shown in the portions of the tables not shown in the grabs to account for changes in damage resistance based on charge.
FWIW, clouding the matter, the wiki indicates that there is a discrepancy in the shield's damage reduction from what is shown on the card:
"The resistance effect is inconsistent with the description on card, and is at a constant
percentage (depending on the shield's parts and level) independently of shield charge,
even when the shield is depleted.
At OP8, a Blockade with all possible Hyperion parts will reduce all damage by ~45.7%. "
http://borderlands.wikia.com/wiki/Blockade
As to which shield is "better" based on the card values only, here's my two cents, for what it's worth.
Short answer, but one that is likely distasteful for some: play with them and test extenstively. Given your toon/build/play style, which one keeps you on your feet the the longest for a given situation?
Stats alone often don't tell the entire story, and shouldn't be interpreted in a vacuum. There is interplay with player's style, toon, situational challenge (raids or mobs), build, etc. to be considered.
For me, there are far too many variables that are difficult/impossible to model together to rely solely on the values shown on the item's card.
I've found that the best way to know is to experiment by really giving each item a good shake out via play across a wide variety of circumstances. If an item doesn't work for you on a given map. don't give up on it. Try it somewhere else against different baddies. Adjust your play and see if that item works any differently/effectively for you.
Also be aware that a given item's effectiveness is also influenced by your own skills in the game with a given toon. You may dislike a particular shield or gun when you are a newer player, but come to love it after you've improved.
Many times I've been suprised, both good and bad, after using a particular piece of kit when I compare the effectiveness with what I initially anticipated. Sometimes this is based on my skill, or lack thereof, in using that item. Sometimes it's based on my play style, how aggressive or passive I am. Often, this surprise is based on good or bad synergies with my build that I hadn't originally considered.
Over many hours in this game, I've come to recognize which stats are most important to me (in UVHM shield capacity is often not one of them as healt gating is a thing) and which stats I'm willing to trade off. Oftentimes, it's a personal decision as to what fits "best".
That's central to what this game is about - learning to make gear compromises that work for you in your quest for success with a given challenge, baddie, or mob composition.
I think that over reliance on "best" leads to poor play, in general. If you can learn to be successful with the less-than-ideal, you are a better player for it and learn to avoid narrow thinking in gear choices. I only rarely pay attention to parts.
I also dislike recipe-driven play, although there are times in this game where that is unavoidable. It's why I prefer mobbing to raiding in general.
Between the two specific shields you show, my personal choice would overwhelmingly be the Antagonist (slags, damage reduction, bullet reflection and skill-buffed damage, 36% higher capacity, higher damage reduction, recharge delay is a push...).
I don't enter the Assassins arena at the Peak without it, especially at higher OP levels.
Others may choose the Blockade for reasons that may make sense for them, too.
[Edit: What was the proof, and for what?]
And I've no idea of what on earth you could possibly mean by yelling WITH PROOF. Proof of what?! How these two shields work in-game? Look - some of this can be overanalyzed but it's really far simpler than what you're reaching for. This is a game. Play the game. Compare the shields for a few hundred hours by wearing each of them on the six playable classes at a variety of game levels and you'll have your answers.
If you don't need to know but just want to get an idea, you can read the wiki entries to compare the two shields.
Wear Blockade when you need the game's old-fashioned tankiest shield - unless you're health gating it can be hard to beat. If you're in UVHM & want to slag, the Antagonist can do it for you and or if facing mobs firing tons of bullets at you, the Antagonist can deflect them for you.
Which is best? Neither. They're both the best at what they do just like the Bee & the Evolution are also best at what they do. Have fun