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Armour Class: Difference between revisions
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{{Table alignment}} | {{Table alignment}} | ||
{| class="wikitable defaultleft col3center col5center sortable" | {| class="wikitable defaultleft col3center col5center sortable" | ||
!Equipment | !style="width:250px"|Equipment | ||
!Slot | !Slot | ||
!AC Increase | !AC Increase | ||
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|{{LgRarityItem|Armour of Agility}} | |{{LgRarityItem|Armour of Agility}} | ||
|{{Equipment slot|Armour}} | |{{Equipment slot|Armour}} | ||
|17 + Full Dexterity [[Ability Modifier|Modifier]] | |17<br>+ Full {{Ability|Dexterity}} [[Ability Modifier|Modifier]] | ||
| | |{{passive|Exotic Material}} | ||
[[Saving throw|Saving throws]] +2 | |||
|3 | |||
|- | |||
|{{LgRarityItem|Armour of Moonbasking}} | |||
|{{Equipment slot|Armour}} | |||
| 11<br>+{{Ability|Dexterity}} [[Ability Modifier|Modifier]]<br>+ 2 (Bonus) | |||
|{{passive|Lunar Bestial Vitality}} | |||
{{passive|Lunar Bestial Fortitude}} | |||
|3 | |3 | ||
|- | |- | ||
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| +1 | | +1 | ||
| | | | ||
{{SAI|Brutal Leap}} | |||
{{passive|Evasive Instinct}} | |||
{{passive|Refined Vaulting}} | |||
|3 | |3 | ||
|- | |- | ||
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|{{Equipment slot|Gloves}} | |{{Equipment slot|Gloves}} | ||
| +2 | | +2 | ||
| | |{{passive|Become the Bulwark}} | ||
|1 | |1 | ||
|- | |- | ||
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|{{Equipment slot|Ring}} | |{{Equipment slot|Ring}} | ||
| +1 | | +1 | ||
| | |{{passive|Personal Space}} | ||
|1 | |1 | ||
|- | |- | ||
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|{{Equipment slot|Footwear}} | |{{Equipment slot|Footwear}} | ||
| +1 | | +1 | ||
| | |[[Acrobatics]] +1 | ||
[[Armour Class]] +1 | |||
|2 | |2 | ||
|- | |- | ||
|{{LgRarityItem|Helm of Balduran}} | |{{LgRarityItem|Helm of Balduran}} | ||
|{{Equipment slot| | |{{Equipment slot|Headgear}} | ||
| +1 | | +1 | ||
| | | | ||
Attackers can't land [[Critical Hit|Critical Hits]] on the wearer. | |||
{{passive|Balduran's Vitality}} | |||
{{passive|Balduran's Favour}} | |||
{{passive|Stun Immunity}} | |||
|3 | |3 | ||
|- | |- | ||
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|{{LgRarityItem|Ring of Twilight}} | |{{LgRarityItem|Ring of Twilight}} | ||
|{{Equipment slot|Ring}} | |{{Equipment slot|Ring}} | ||
| +1 | | +1, only while at least {{cond|lightly obscured}} | ||
| | |{{passive|Treader by Twilight}} | ||
|2 | |2 | ||
|- | |- | ||
|{{LgRarityItem|Sharpened Snare Cuirass}} | |{{LgRarityItem|Sharpened Snare Cuirass}} | ||
|{{Equipment slot|Armour}} | |{{Equipment slot|Armour}} | ||
|14 + Full Dexterity [[Ability Modifier|Modifier]] | |14<br>+ Full {{Ability|Dexterity}} [[Ability Modifier|Modifier]] | ||
| | | | ||
{{passive|Exotic Material}} | |||
{{passive|Sharpened Snare}} | |||
|2 | |2 | ||
|- | |- | ||
|{{LgRarityItem|Unwanted Masterwork Scalemail}} | |{{LgRarityItem|Unwanted Masterwork Scalemail}} | ||
|{{Equipment slot|Armour}} | |{{Equipment slot|Armour}} | ||
|16 + Full Dexterity [[Ability Modifier|Modifier]] | |16<br>+ Full {{Ability|Dexterity}} [[Ability Modifier|Modifier]] | ||
| | | | ||
[[Resistance]] to {{DamageType|Fire}} damage. | |||
{{passive|Exotic Material}} | |||
|3 | |3 | ||
|- | |- | ||
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|{{LgRarityItem|Yuan-Ti Scale Mail}} | |{{LgRarityItem|Yuan-Ti Scale Mail}} | ||
|{{Equipment slot|Armour}} | |{{Equipment slot|Armour}} | ||
|15 + Full Dexterity [[Ability Modifier|Modifier]] | |15<br>+ Full {{Ability|Dexterity}} [[Ability Modifier|Modifier]] | ||
| | | | ||
{{passive|Exotic Material}} | |||
{{passive|Ambusher (+1)}} | |||
|2 | |2 | ||
|} | |} |
Latest revision as of 23:23, 28 November 2024
This article has a community guide. |
Armour Class (AC) is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an attack roll must have a number equal to or greater than the target's Armour Class. AC can be increased by equipping armour and shields, by selecting certain feats when leveling up, or utilizing certain spells.
Formulas[edit | edit source]
The default formula that determines AC is:
- 10 + Dexterity modifier + armour bonus + shield bonus + other bonuses and penalties
Medium armour caps the Dexterity Modifier to +2.[1][2] Heavy armour ignores the modifier entirely.
Shields will grant the listed AC bonus to whoever equips them, regardless of which weapon slot they are currently using.
Other formulas[edit | edit source]
Unarmoured creatures may use one of the following different formulas if they have certain features. Creatures always use whichever formula would result in a higher AC among those they have access to.[3]
or :
- 13 + Dexterity modifier + shield bonus + other bonuses and penalties
:
- 10 + Constitution modifier + Dexterity modifier + shield bonus + other bonuses and penalties
:
- 10 + Wisdom modifier + Dexterity modifier + other bonuses and penalties
Mathematics[edit | edit source]
Armour Class becomes more useful the greater it is; for instance, the difference in effectiveness between 20 and 19 AC is greater than the difference in effectiveness between 16 and 15.
To illustrate this, if a defender has 15 AC and 10 HP, and the attacker has +4 (50% chance to hit) to attack rolls, and deals 2 damage per attack, the defender would on average survive for 10 turns.
If the defender's AC was increased to 16 (45% chance to be hit), they would instead survive for an average of 11.1 rounds (an 11% increase in effectiveness).
Meanwhile, if the defender has 19 AC (30% chance to be hit), they would survive for an average of 16.66 rounds. If their AC was increased to 20 (25% chance to be hit), they would be able to survive for an average of 20 rounds (a 20% increase in effectiveness).
The difference between 25 and 24 is even greater, with a 100% increase in effectiveness (50 vs 100 rounds).
Items increasing Amour Class[edit | edit source]
Equipment | Slot | AC Increase | Effect | Found in Act |
---|---|---|---|---|
Armour of Agility | 17 + Full Modifier |
|
3 | |
Armour of Moonbasking | 11 + Modifier + 2 (Bonus) |
|
3 | |
Bonespike Boots | +1 |
|
3 | |
Bracers of Defence | +2 |
|
1 | |
Bracing Band | +1 |
|
1 | |
Cloak of Protection | +1 | Armour Class +1
Saving throw +1 |
2 | |
Defender Flail | +1 |
Armour Class +1 |
2 | |
Evasive Shoes | +1 | Acrobatics +1
Armour Class +1 |
2 | |
Helm of Balduran | +1 |
Attackers can't land Critical Hits on the wearer.
|
3 | |
Ring of Protection | +1 | Armour Class +1
Saving throw +1 |
1 | |
Ring of Twilight | +1, only while at least |
|
2 | |
Sharpened Snare Cuirass | 14 + Full Modifier |
|
2 | |
Unwanted Masterwork Scalemail | 16 + Full Modifier |
Resistance to Fire damage.
|
3 | |
Wondrous Gloves | +1 |
|
1 | |
Yuan-Ti Scale Mail | 15 + Full Modifier |
|
2 |
Notes[edit | edit source]
- ↑ The Medium Armour Master feat increases the cap from +2 to +3.
- ↑ Four rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC, namely Yuan-Ti Scale Mail, Unwanted Masterwork Scalemail, Sharpened Snare Cuirass, and Armour of Agility.
- ↑ Alternative formulas are only used if no items are worn in the chest, hands, helm or boots slots which are labelled as armour. The Monk version also stops working if a shield is carried.