Difference between revisions of "Armor Class"

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(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''') is a derived statistic from '''Fallout''' and '''Fallout 2''', used in all the FOnline games.
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'''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 0 when standing, or walking otherwise.
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AC is halved when standing, or walking otherwise.
  
 
== Turn-based Combat ==
 
== Turn-based Combat ==
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== Understanding Armor Class ==
 
== Understanding Armor Class ==
  
A character's base Armor Class is equal to 3 times [[Agility]].
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Armor Class is then modified by any [[armors|armor]] being worn, with most armors providing a penalty for wearing them.
  
Armor Class is then modified by any [[armors|armor]] being worn, with most armors providing a penalty for wearing them.
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Armor Class can be improved by: .
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*+3 for each [[Agility]]
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*+30 for each Strategic Improvement [[Armor Perks]]
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*-30 for [[Cigarettes]]
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*+50 for [[Radiated Brain]]
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*+5 or -5 for each roll for [[Random Boy]]
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*+75 for [[Dodger]]
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*+100 for [[HtH Evade]]
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*Doubled by [[Livewire]]
  
Armor Class can be improved with the following traits and perks.
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Armor Class have dynamic Cap, modified by:
*[[Kamikaze]]   (+40 AC)
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*200 by base
*[[Dodger]]     (+20 AC)
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*+5 for each [[Agility]]
*[[Dodger+]]   (+40 AC)
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*+20 for each Strategic Improvement [[Armor Perks]]
*[[HtH Evade]]  (+20 AC when Unarmed/Melee weapons in both slots)
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*+10 for [[Dodger]]
*[[HtH Evade+]] (+40 AC when Unarmed/Melee weapons in both slots)
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*+10 for [[HtH Evade]]
*[[Livewire]]   (Double bonus derived from agility, +30 AC for an agility of 10)
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*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

ArmorClass.gif

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: .

Armor Class have dynamic Cap, modified by:

Note: Armor Class is capped at 140, and stacking above the cap does not provide additional benefit (such as negating penalties from attackers)