|
|
(4 intermediate revisions by 3 users not shown) |
Line 1: |
Line 1: |
− | {{Version014}}
| + | #REDIRECT[[Armour#Calculating AC Value]] |
− | | |
− | This page explains how the game calculates and uses [[AC]].
| |
− | ==Calculating AC from Armour==
| |
− | | |
− | The formula for calculating the actual AC granted by wearing a piece of armour is as follows:
| |
− | | |
− | (base AC) * (Armour skill / 22 + 1)
| |
− | | |
− | This means that every level in the [[Armour skill]] increases a piece of armour's AC by approximately 4.5% of its base AC.
| |
− | | |
− | Note that fractional AC from multiple pieces of armour does add! Fractions are not truncated until the contribution from all armour pieces are summed. For example, both a [[helmet]] and a pair of [[gloves]] have 1 base AC, so at an Armour skill of 12 they each provide 1.55 AC, which is rounded down to 1 AC when worn individually. When worn together, their contributions sum to 3.1 AC, which is rounded down to 3 AC.
| |
− | | |
− | ==Other Sources of AC==
| |
− | | |
− | All other sources of AC are applied directly to a character's total AC and are not modified by Armour skill whatsoever. These include:
| |
− | | |
− | *Bonus AC from [[scroll of enchant armour|enchanted]] armour, [[ring of protection|rings of protection]], or artefacts
| |
− | *Magical AC boosts such as [[Ozocubu's Armour]] or [[Stoneskin]]
| |
− | *AC from transmutations such as [[Necromutation]], [[Statue Form]] and [[Dragon Form]]
| |
− | *AC from mutations (e.g. scales) and intrinsics (e.g. a [[naga]]'s increasingly tougher skin)
| |
− | | |
− | [[Category:Game mechanics]]
| |
− | [[Category:Defence]]
| |