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Armour Class: Difference between revisions

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: Add your full Dexterity [[Ability Modifier|Modifier]] to your  [[Armour Class]]. Additionally, this armour does not impose  [[Disadvantage]] on Stealth [[Ability Check|Ability Checks]].
: Add your full Dexterity [[Ability Modifier|Modifier]] to your  [[Armour Class]]. Additionally, this armour does not impose  [[Disadvantage]] on Stealth [[Ability Check|Ability Checks]].
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|{{LgRarityItem|Wondrous Gloves}}
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Revision as of 19:56, 28 November 2024

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

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

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]

Mage Armour Mage Armour or Draconic Resilience Draconic Resilience:

13 + Dexterity modifier + shield bonus + other bonuses and penalties

Unarmoured Defence (Barbarian) Unarmoured Defence (Barbarian):

10 + Constitution modifier + Dexterity modifier + shield bonus + other bonuses and penalties

Unarmoured Defence (Monk) Unarmoured Defence (Monk):

10 + Wisdom modifier + Dexterity modifier + other bonuses and penalties

Mathematics

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

Equipment Slot AC Increase Effect Found in Act
Bracers of Defence Gloves Gloves +2
Become the Bulwark
You gain a +2 bonus to  Armour Class as long as you are not wearing armour or holding a shield.
1
Bracing Band Ring Ring +1
Personal Space
After shoving an enemy, the wearer gains a +1 to their  Armour Class until their next turn.
1
Ring of Protection Ring Ring +1 Armour Class +1

Saving throw +1

1
Cloak of Protection Cloak Cloak +1 Armour Class +1

Saving throw +1

2
Evasive Shoes Footwear +1 2
Defender Flail Main Hand Melee Main Hand Melee +1
Steel Physiology
Reduce incoming Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage by 1.

Armour Class +1

2
Ring of Twilight Ring Ring +1
Treader by Twilight
You gain a +1 bonus to  Armour Class while obscured.
2
Sharpened Snare Cuirass Armour 14 + Full Dexterity Modifier
Exotic Material
Add your full Dexterity Modifier to your  Armour Class. Additionally, this armour does not impose Disadvantage on Stealth Ability Checks.
Sharpened Snare
Creatures have Disadvantage on Saving throws when resisting your attacks and spells that inflict  Restrained.
2
Yuan-Ti Scale Mail Armour 15 + Full Dexterity Modifier
Exotic Material
Add your full Dexterity Modifier to your  Armour Class. Additionally, this armour does not impose Disadvantage on Stealth Ability Checks.
Ambusher
Gain a +1 bonus to  Initiative Rolls.
2
Bonespike Boots Footwear +1
Brutal Leap
Leap at a target and possibly knock it  Prone. ( Recharge: per turn.)
Evasive Instinct
You have a +1 bonus to  Armour Class and Saving throws as long as you are not wearing armour or holding a shield.
Refined Vaulting
Jump distance is increased by 1.5 m / 5 ft.
3
Helm of Balduran Headwear +1
Balduran's Vitality
The helmet heals you 2hit points at the beginning of every turn.
Balduran's Favour
You have a +1 bonus to  Armour Class and Saving throws.
Stun Immunity
You can't be  Stunned.
3
Unwanted Masterwork Scalemai Armour 16 + Full Dexterity Modifier
Exotic Material
Add your full Dexterity Modifier to your  Armour Class. Additionally, this armour does not impose Disadvantage on Stealth Ability Checks.
3
Armour of Agility Armour 17 + Full Dexterity Modifier
Exotic Material
Add your full Dexterity Modifier to your  Armour Class. Additionally, this armour does not impose Disadvantage on Stealth Ability Checks.
3
Wondrous Gloves Gloves Gloves +1
Troubadour's Wonder
Your Armour Class Armour Class increases by 1. In addition, if you have Bardic Inspiration Bardic Inspiration, you gain 1 more use of it.
1

Notes

  1. The Medium Armour Master feat increases the cap from +2 to +3.
  2. 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.
  3. 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.