Difference between revisions of "Armor Class"
Worldremaker (talk | contribs) (Created page with "thumb ''Modifies the chance to hit this particular character.'' '''Armor Class''' (abbreviated as '''AC''') is a derived statistic from '''Fallout'''...") |
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''Modifies the chance to hit this particular character.'' | ''Modifies the chance to hit this particular character.'' | ||
| − | '''Armor Class''' (abbreviated as '''AC''') | + | '''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]]. | 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]]. | ||
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*A character is '''running'''. | *A character is '''running'''. | ||
| − | AC is | + | AC is halved when standing, or walking otherwise. |
== Turn-based Combat == | == Turn-based Combat == | ||
| Line 26: | Line 26: | ||
== Understanding Armor Class == | == Understanding Armor Class == | ||
| − | + | Armor Class is then modified by any [[armors|armor]] being worn, with most armors providing a penalty for wearing them. | |
| − | Armor Class | + | 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]] | ||
| + | *+100 for [[HtH Evade]] | ||
| + | *Doubled by [[Livewire]] | ||
| − | Armor Class | + | Armor Class have dynamic Cap, modified by: |
| − | *[[ | + | *200 by base |
| − | *[[ | + | *+5 for each [[Agility]] |
| − | *[[Dodger | + | *+20 for each Strategic Improvement [[Armor Perks]] |
| − | * | + | *+10 for [[Dodger]] |
| − | + | *+10 for [[HtH Evade]] | |
| − | *[[ | + | *Doubled by [[Armor King]] |
'''Note:''' Armor Class is capped at 140, and stacking above the cap does not provide additional benefit (such as negating penalties from attackers) | '''Note:''' Armor Class is capped at 140, and stacking above the cap does not provide additional benefit (such as negating penalties from attackers) | ||
[[Category:Combat]] | [[Category:Combat]] | ||
Revision as of 00:52, 22 March 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
- +100 for HtH Evade
- 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
- +10 for HtH Evade
- Doubled by Armor King
Note: Armor Class is capped at 140, and stacking above the cap does not provide additional benefit (such as negating penalties from attackers)
