Difference between revisions of "Armor Class"
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*+20 for each Strategic Improvement [[Armor Perks]] | *+20 for each Strategic Improvement [[Armor Perks]] | ||
*+10 for [[Dodger]] | *+10 for [[Dodger]] | ||
| − | |||
*Doubled by [[Armor King]] | *Doubled by [[Armor King]] | ||
[[Category:Combat]] | [[Category:Combat]] | ||
Revision as of 21:34, 10 May 2022
Modifies the chance to hit this particular character.
Armor Class (abbreviated as AC)
AC modifies the chance for a particular character to be hit by an attack. The defender's AC is directly subtracted from the attacker's chance to hit.
Armor class is only applied under specific conditions, based on the combat mode.
Real-Time Combat
Armor class is applied when
- A character is running.
AC is halved when standing, or walking otherwise.
Turn-based Combat
Armor class is applied when
- a character spends at least half of their Action Points on movement.
- a character ends their turn with at least half of their Action Points unspent.
AC is 0 otherwise.
Understanding Armor Class
Armor Class is then modified by any armor being worn, with most armors providing a penalty for wearing them.
Armor Class can be improved by: .
- +3 for each Agility
- +30 for each Strategic Improvement Armor Perks
- -30 for Cigarettes
- +50 for Radiated Brain
- +5 or -5 for each roll for Random Boy
- +75 for Dodger
- Doubled by Livewire
Armor Class have dynamic Cap, modified by:
- 200 by base
- +5 for each Agility
- +20 for each Strategic Improvement Armor Perks
- +10 for Dodger
- Doubled by Armor King
