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AC calculations: Difference between revisions

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m →Other Sources of AC: Rolling charge doesn't affect AC
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merge with the main AC page (similar to Shields)
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{{Version028}}
#REDIRECT[[AC#Calculating AC Value]]
 
This page explains how the game calculates [[AC]].
==Calculating AC from Armour==
 
The formula for calculating the actual AC granted by wearing a piece of armour is as follows:
 
  (base AC) * (Armour skill / 22 + 1)<ref>{{source ref|0.28.0|player.cc|5691}}</ref>
 
 
This means that every level in the [[Armour skill]] increases a piece of armour's AC by approximately 4.5% of its base AC.
For players who are [[deformed]] or have [[Jiyva mutations#Pseudopods|Pseudopods]], the base 1/2 of the base AC of the body armour is subtracted from the skill adjusted AC.
 
Note that fractional AC from multiple pieces of armour do add! Fractions are not truncated until the contribution from all armour pieces are summed. For example, both a [[helmet]] and a pair of [[gloves]] have 1 base AC, so at an Armour skill of 12 they each provide 1.55 AC, which is rounded down to 1 AC when worn individually. When worn together, their contributions sum to 3.1 AC, which is rounded down to 3 AC.
 
==Other Sources of AC==
 
All other sources of AC are applied directly to a character's total AC and are not modified by Armour skill whatsoever. These include:<ref>{{source ref|0.28.0|player.cc|5914}}</ref>
 
*Bonus AC from [[scroll of enchant armour|enchanted]] armour, [[ring of protection|rings of protection]], or artefacts
*AC boosts from spells like [[Ozocubu's Armour]] or from abilities like the [[Palentonga]]s' [[Reflexive Curl]]
*AC from transformations such as [[Necromutation]], [[Statue Form]] and [[Dragon Form]]
*AC from mutations (e.g. scales) and intrinsics (e.g. a [[naga]]'s increasingly tougher skin)
 
==References==
<references/>
 
[[Category:Game mechanics]]
[[Category:Defence]]

Revision as of 00:09, 7 January 2024