Difference between revisions of "AC calculations"

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This page explains how the game calculates and uses [[AC]].
 
This page explains how the game calculates and uses [[AC]].
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The formula for calculating the actual AC granted by wearing a piece of armour is as follows:
 
The formula for calculating the actual AC granted by wearing a piece of armour is as follows:
  
   (base AC) * (22 + Armour skill + Racial armour bonus/2) / 22
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   (base AC) * (22 + Armour skill + Beogh bonus/2) / 22
  
This means that every level in the [[Armour skill]] increases a piece of armour's AC by approximately 4.5% of its base AC. As for racial armour bonuses, they effectively act as bonus levels in the Armour skill. They are as follows:
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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. If you're a follower of [[Beogh]], you receive an additional bonus, increasing with [[Piety]]. This additional bonus maxes out at +10 when you reach 160 Piety.
  
*Dwarven armour grants all species a +4 bonus (roughly +9% to base AC). [[Deep dwarves]] receive an additional +4 for a total of +8 (roughly +18% to base AC).
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A follower of Beogh with max Piety and 27 Armour skill has the AC of all armour pieces increased to roughly 245% of their base value.
*Elven armour grants [[high elves]] and [[deep elves]] a +2 bonus (roughly +4.5% base AC).
 
*Orcish armour grants [[Hill Orc]]s a +4 bonus (+9% base AC). If you're a follower of [[Beogh]], you receive an additional bonus, increasing with Piety. This additional bonus maxes out at +9 when you reach 180 Piety, for a total of +13 (roughly +29% to base AC).
 
 
 
A hill orc follower of Beogh with max Piety and 27 Armour skill has the AC of all orcish armour pieces increased to roughly 252% of their base value.
 
  
 
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.
 
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.

Revision as of 11:48, 3 May 2014

Version 0.14: This article may not be up to date for the latest stable release of Crawl.


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) * (22 + Armour skill + Beogh bonus/2) / 22

This means that every level in the Armour skill increases a piece of armour's AC by approximately 4.5% of its base AC. If you're a follower of Beogh, you receive an additional bonus, increasing with Piety. This additional bonus maxes out at +10 when you reach 160 Piety.

A follower of Beogh with max Piety and 27 Armour skill has the AC of all armour pieces increased to roughly 245% of their base value.

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: