AC nerf
Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
|
This AC nerf that this page refers to has to a large extent been undone in 0.8 and later versions. The mechanics remained the same between versions, but GDR was vastly increased, and heavy armour now allows for higher enchantments. Thus, this page is obsolete.|} ContentsAC/EV changesThe first iteration of AC/EV changes as described on http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:ac Although the distinction between "heavy armour" and "light armour" has been removed for the actual AC and EV calculations, the heavy/light armour distinction is still in place for skill training. Skill training is not modified in any way by this change. Change details follow, with Armour = armour skill, Dodge = Dodging skill: New total AC= base_AC * (23 + effective_armour_skill) / 23 + enchantments + modifiers Where: - effective_armour_skill = armour skill + racial armour skill bonus.
- enchantments = armour enchantments
- modifiers = transforms, mutations, etc. affecting AC.
New guaranteed damage reduction: = body_base_AC*(13+Armour)/17 * max_dam/100 New total EV = 10 + size + (7 * Dodge * Dex) / (20 * AEVP - size) - AEVP - ASP + bonuses
Where size = 2 * (medium - body_size)
having: body_size be one of:
tiny = 0 | little = 1 | small = 2 | medium = 3 | large = 4 | big = 5 | giant = 6 | huge = 7
For ref: halfling = small, human = medium, ogre = large, dragon = huge
AEVP (adjusted evasion penalty for armour):
= body_AEVP + piece_EVP
Where body_AEVP is for the body armour, calculated as:
= (EVP + MAX(0, 3*EVP - Str)) * (45 - Armour) /45
where EVP = base evasion penalty of the armour
piece_EVP is the sum of the base evasion penalties of
the non-body armour worn, excluding shields. Currently
this is only applicable to bardings (EVP of 2).
ASP (adjusted shield evasion penalty):
= SP - (1 + Shields) / (2 * (5 + size))
where SP = 1 for buckler, 3 for shield, 5 for large shield
New spellcasting penalty = 25 * (body_AEVP + ASP) - 20 - race_mod
where race_mod = 25 for elven, -15 for dwarven,
+15 for races in their native armour.
New combat penalties- to-hit penalty = 1d(body_AEVP) + 1d(ASP) - to-hit penalty for 1.5 hand weapons = 1d(body_AEVP) + 2d(ASP) - to-dam penalty for 1.5 hand = 1d(ASP) - base_delay is unchanged if body_AEVP is 0, otherwise: - base_delay = max(base_delay, 1d10 + 1d(body_AEVP)) - base_delay for unarmed = max(base_delay, 1d10 + 2d(body_AEVP)) - final_delay += min(1d(body_AEVP), 1d(body_AEVP)) - final_delay for 1.5 hand += min(1d(body_AEVP) + 1dASP, 1d(body_AEVP) + 1dASP) What does this all mean?
|