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]].
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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Armor class is only applied under specific conditions, based on the combat mode.
Armor class is only applied under specific conditions, based on the combat mode.


== Real-time Combat ==
== [[Real-Time]] Combat ==


Armor class is applied when
Armor class is applied when
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Armor class is applied when
Armor class is applied when
* a character spends at least half of their [[action point|action points]] on movement.
* a character spends at least half of their [[Action Points]] on movement.
* a character ends their turn with at least half of their [[action point|action points]] unspent.
* a character ends their turn with at least half of their [[Action Points]] unspent.


AC is 0 otherwise.
AC is 0 otherwise.

Revision as of 03:01, 13 December 2015

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

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.

  • Kamikaze (+40 AC)
  • Dodger (+20 AC)
  • Dodger+ (+40 AC)
  • HtH Evade (+20 AC when Unarmed/Melee weapons in both slots)
  • HtH Evade+ (+40 AC when Unarmed/Melee weapons in both slots)
  • 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)