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]].


A character's base Armor Class is equal to 3 times [[Agility]].
Armor Class is no longer working only when running.


Armor Class is then modified by any [[armors|armor]] being worn, with most armors providing a penalty for wearing them.
Armor Class = (3 * [[Agility]]) + [[Livewire]] + [[Armor]]
 
Armor Class can be improved with the following traits and perks.
*[[Livewire]]   (Double bonus derived from agility, +30 AC for an agility of 10)


'''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 Some information on this page or section may be outdated.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)