Armor Class: Difference between revisions

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''Modifies the chance to hit this particular character.''
''Modifies the chance to hit this particular character.''


'''Armor Class''' (abbreviated to '''AC''') is a derived statistic from [[Fallout]] and [[Fallout 2]], used in all the [[FOnline]] games.
'''Armor Class''' (abbreviated as '''AC''') is a derived statistic from '''Fallout''' and '''Fallout 2''', used in all the FOnline games.
 
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 0 when standing, or walking otherwise.
 
== Turn-based Combat ==
 
Armor class is applied when
* a character spends at least half of their [[action point|action points]] on movement.
* a character ends their turn with at least half of their [[action point|action points]] unspent.
 
AC is 0 otherwise.


'''NOTE''': Armor Class has been totally re-engineered as of 01 September 2017. Previously it only applied under specific conditions, based on the combat mode. Now it's just a regular modifier for the attacker's [[chance to hit]].


== Understanding Armor Class ==
== Understanding Armor Class ==
Armor Class 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]].


A character's base Armor Class is equal to 3 times [[Agility]].
Armor Class = (3 * [[Agility]]) + [[Livewire]] + [[Armor]]


Armor Class is then modified by any [[armors|armor]] being worn, with most armors providing a penalty for wearing them.
'''Note:''' Armor Class is capped at 140, and stacking above the cap does not provide additional benefit (such as negating penalties from attackers)


Armor Class can be improved with the following traits and perks.
==See Also==
*[[Kamikaze]]
* [[Livewire]]
*[[Dodger]]
* [[Dodger]]
*[[Dodger+]]
*[[HtH Evade]]
*[[HtH Evade+]]
*[[Livewire]]


'''Note:''' Armor Class is capped at 140, and stacking above the cap does not provide additional benefit (such as negating penalties from attackers)
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== See also ==
[[Category:Combat]]
* The [[Dodger]] and [[Dodger+]] perks that increase AC by 20 and 40 respectively.
* The [[HtH Evade]] and [[HtH Evade+]] perks that give +20 and +40 AC respectively provided you have only unarmed or melee weapons equipped.
* The [[Livewire]] perk which doubles the AC bonus gained from Agility.
* The [[Kamikaze]] trait that increases your AC by 40.

Latest revision as of 15:47, 5 July 2023

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.

NOTE: Armor Class has been totally re-engineered as of 01 September 2017. Previously it only applied under specific conditions, based on the combat mode. Now it's just a regular modifier for the attacker's chance to hit.

Understanding Armor Class

Armor Class 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 = (3 * Agility) + Livewire + Armor

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

See Also

See Also
Character SPECIAL · Traits · Perks · Skills · Skill points · Carry Weight · Levels · Armor Class · Reputation · Skins · NPC Factions · Player-Driven Factions · Reroll · Vault-Tec DB
Combat Hit Chance · Critical Chance · Critical Hit · Aimed Attack · Resistances · Hit Points · Death · Miss · Critical Miss · Range · Sight · Fog of War · Shooting
Items Weapons · Armors · Ammo · Resources · Blueprints · Craftables · Books · Drugs · Implants · Miscellaneous Items
And Other Guides · Quests · Jobs · Telltales · Caravans · Caravan cart · Dungeons · Player Farm · Commands · Abbreviations · Merchants · Town Control · Vehicles · Tents · Safe Houses · Bases · Group Encounters · Special Encounters