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Armour Class: Difference between revisions
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The default formula that determines AC is: | The default formula that determines AC is: | ||
: {{InfoBlob|10 + [[Dexterity|Dexterity modifier]] + armour bonus + shield bonus + other bonuses and penalties}} | : {{InfoBlob|10 + [[Dexterity|Dexterity modifier]] + armour bonus + shield bonus + other bonuses and penalties}} | ||
[[Armour#Medium armour|Medium]] armour caps the Dexterity Modifier to +2.{{ref|The [[Medium Armour Master]] feat increases the cap from +2 to +3.}}{{ref|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]].}} [[Armour#Heavy armour|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. | |||
Shields will grant the listed AC bonus to | |||
=== Other formulas === | === Other formulas === | ||
Unarmoured creatures may use | 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.{{ref|Alternative formulas are only used if {{em|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.|name=slots}} | ||
{{SAI|Mage Armour}} | {{SAI|Mage Armour}} or {{SAI|Draconic Resilience}}: | ||
: {{InfoBlob|13 + Dexterity modifier + shield bonus + other bonuses and penalties}} | : {{InfoBlob|13 + Dexterity modifier + shield bonus + other bonuses and penalties}} | ||
{{SAI|Unarmoured Defence (Barbarian)}}: | {{SAI|Unarmoured Defence (Barbarian)}}: | ||
: {{InfoBlob|10 + Constitution | : {{InfoBlob|10 + Constitution modifier + Dexterity modifier + shield bonus + other bonuses and penalties}} | ||
{{SAI|Unarmoured Defence (Monk)}}: | {{SAI|Unarmoured Defence (Monk)}}: | ||
: {{InfoBlob|10 + Wisdom | : {{InfoBlob|10 + Wisdom modifier + Dexterity modifier + other bonuses and penalties}} | ||
== Mathematics== | == Mathematics== | ||
Armour Class becomes more useful the greater it is | Armour Class becomes more useful the greater it is; for instance, the difference in effectiveness between 20 and 19 AC is {{em|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 + | 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). | 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). | ||
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The difference between 25 and 24 is even greater, with a {{em|100%}} increase in effectiveness (50 vs 100 rounds). | The difference between 25 and 24 is even greater, with a {{em|100%}} increase in effectiveness (50 vs 100 rounds). | ||
== | == Items increasing Amour Class == | ||
{{Table alignment}} | |||
{| class="wikitable defaultleft col3center col5center sortable" | |||
!Equipment | |||
!Slot | |||
!AC Increase | |||
!Effect | |||
!Found in Act | |||
|- | |||
|{{LgRarityItem|Armour of Agility}} | |||
|{{Equipment slot|Armour}} | |||
|17 + Full {{Ability|Dexterity}} [[Ability Modifier|Modifier]] | |||
|{{passive|Exotic Material}} | |||
[[Saving throw|Saving throws]] +2 | |||
|3 | |||
|- | |||
|{{LgRarityItem|Bonespike Boots}} | |||
|{{Equipment slot|Footwear}} | |||
| +1 | |||
| | |||
{{SAI|Brutal Leap}} | |||
{{passive|Evasive Instinct}} | |||
{{passive|Refined Vaulting}} | |||
|3 | |||
|- | |||
|{{LgRarityItem|Bracers of Defence}} | |||
|{{Equipment slot|Gloves}} | |||
| +2 | |||
|{{passive|Become the Bulwark}} | |||
|1 | |||
|- | |||
|{{LgRarityItem|Bracing Band}} | |||
|{{Equipment slot|Ring}} | |||
| +1 | |||
|{{passive|Personal Space}} | |||
|1 | |||
|- | |||
|{{LgRarityItem|Cloak of Protection}} | |||
|{{Equipment slot|Cloak}} | |||
| +1 | |||
|[[Armour Class]] +1 | |||
[[Saving throw]] +1 | |||
|2 | |||
|- | |||
|{{LgRarityItem|Defender Flail}} | |||
|{{Equipment slot|Main Hand Melee}} | |||
| +1 | |||
|{{Passive|Steel Physiology}} | |||
[[Armour Class]] +1 | |||
|2 | |||
|- | |||
|{{LgRarityItem|Evasive Shoes}} | |||
|{{Equipment slot|Footwear}} | |||
| +1 | |||
|[[Acrobatics]] +1 | |||
[[Armour Class]] +1 | |||
|2 | |||
|- | |||
|{{LgRarityItem|Helm of Balduran}} | |||
|{{Equipment slot|Headgear}} | |||
| +1 | |||
| | |||
Attackers can't land [[Critical Hit|Critical Hits]] on the wearer. | |||
{{passive|Balduran's Vitality}} | |||
{{passive|Balduran's Favour}} | |||
{{passive|Stun Immunity}} | |||
|3 | |||
|- | |||
|{{LgRarityItem|Ring of Protection}} | |||
|{{Equipment slot|Ring}} | |||
| +1 | |||
|[[Armour Class]] +1 | |||
[[Saving throw]] +1 | |||
|1 | |||
|- | |||
|{{LgRarityItem|Ring of Twilight}} | |||
|{{Equipment slot|Ring}} | |||
| +1 | |||
|{{passive|Treader by Twilight}} | |||
|2 | |||
|- | |||
|{{LgRarityItem|Sharpened Snare Cuirass}} | |||
|{{Equipment slot|Armour}} | |||
|14 + Full {{Ability|Dexterity}} [[Ability Modifier|Modifier]] | |||
| | |||
{{passive|Exotic Material}} | |||
{{passive|Sharpened Snare}} | |||
|2 | |||
|- | |||
|{{LgRarityItem|Unwanted Masterwork Scalemail}} | |||
|{{Equipment slot|Armour}} | |||
|16 + Full {{Ability|Dexterity}} [[Ability Modifier|Modifier]] | |||
| | |||
[[Resistance]] to {{DamageType|Fire}} damage. | |||
{{passive|Exotic Material}} | |||
|3 | |||
|- | |||
|{{LgRarityItem|Wondrous Gloves}} | |||
|{{Equipment slot|Gloves}} | |||
| +1 | |||
|{{Passive|Troubadour's Wonder}} | |||
|1 | |||
|- | |||
|{{LgRarityItem|Yuan-Ti Scale Mail}} | |||
|{{Equipment slot|Armour}} | |||
|15 + Full {{Ability|Dexterity}} [[Ability Modifier|Modifier]] | |||
| | |||
{{passive|Exotic Material}} | |||
{{passive|Ambusher (+1)}} | |||
|2 | |||
|} | |||
== Notes == | |||
{{notebegin}} | |||
{{reflist}} | |||
{{notelist}} | {{notelist}} | ||
{{noteend}} | |||
{{NavGameplay}} | {{NavGameplay}} | ||
[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] |
Latest revision as of 20:23, 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 | |
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 |
|
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.