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. | ||
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. | |||
== Understanding Armor Class == | |||
A character's base Armor Class is equal to 3 times [[Agility]]. | |||
Armor Class is then modified by any [[armors|armor]] being worn, with most armors providing a penalty for wearing them. | |||
Armor | Armor Class can be improved with the following traits and perks. | ||
*[[Kamikaze]] | |||
*[[Dodger]] | |||
*[[Dodger+]] | |||
*[[HtH Evade]] | |||
*[[HtH Evade+]] | |||
*[[Livewire]] | |||
'''Note:''' Armor Class is capped at 140 | '''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 == |
Revision as of 05:35, 21 December 2013
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.
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
A character's base Armor Class is equal to 3 times Agility.
Armor Class is then modified by any armor being worn, with most armors providing a penalty for wearing them.
Armor Class can be improved with the following traits and perks.
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
- 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.