Armor Class: Difference between revisions
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== 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]]. | |||
Armor Class is no longer working only when running. | |||
Armor Class | 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) | '''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 18:15, 6 November 2017
Warning Armor Class has been totally re-engineered as of 01 September 2017. Some information on this page or section may be outdated. Proceed with caution. |
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.
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 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 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 no longer working only when running.
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)