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− | {{Version028}}
| + | #REDIRECT[[Armour#Calculating AC Value]] |
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− | This page explains how the game calculates [[AC]].
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− | ==Calculating AC from Armour==
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− | The formula for calculating the actual AC granted by wearing a piece of armour is as follows:
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− | (base AC) * (Armour skill / 22 + 1)<ref>{{source ref|0.28.0|player.cc|5691}}</ref>
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− | This means that every level in the [[Armour skill]] increases a piece of armour's AC by approximately 4.5% of its base AC.
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− | For players who are [[deformed]] or have [[Jiyva mutations#Pseudopods|Pseudopods]], the base 1/2 of the base AC of the body armour is subtracted from the skill adjusted AC.
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− | Note that fractional AC from multiple pieces of armour do 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.
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− | ==Other Sources of AC==
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− | All other sources of AC are applied directly to a character's total AC and are not modified by Armour skill whatsoever. These include:<ref>{{source ref|0.28.0|player.cc|5914}}</ref>
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− | *Bonus AC from [[scroll of enchant armour|enchanted]] armour, [[ring of protection|rings of protection]], or artefacts
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− | *AC boosts from spells like [[Ozocubu's Armour]] or from abilities like the [[Palentonga]]s' [[Reflexive Curl]]
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− | *AC from transformations such as [[Necromutation]], [[Statue Form]] and [[Dragon Form]]
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− | *AC from mutations (e.g. scales) and intrinsics (e.g. a [[naga]]'s increasingly tougher skin)
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− | ==References==
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− | <references/>
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− | [[Category:Game mechanics]]
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− | [[Category:Defence]]
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