View Single Post
  #6 (permalink)  
Old 08-23-2006, 08:00 AM
Mr. Pastorius's Avatar
Mr. Pastorius Mr. Pastorius is offline
Exalted Member
 
Join Date: Dec 2005
Location: Zagreb, Croatia
Posts: 247
Send a message via ICQ to Mr. Pastorius
Here's a c/p from the manual, it should help you understand how the whole attack phase works:

First, the Armor Class (AC)
Armor Class - This is the chance that the armor will force the attack to miss, usually by deflecting the shot. The higher the Armor Class (AC), the better the armor. The AC acts as a negative modifier on the attackers chance to hit.
Example: A ganger is wearing Leather armor, which is AC15. A desert ranger has a to hit chance of 65%, after all other modifiers. The chance to hit the target is only 50%.


Then there's the Damage Threshold (DT)
Damage Threshold - If a character in armor is hit, then the first thing armor can do is block the damage. Damage Threshold (DT) is subtracted from the initial amount of damage (what the target would take if it weren’t for the armor.) Example: The desert ranger hits the ganger from the above example. The attack does 20 points of damage. Owie! The DT of Leather armor is 4. The first four points of the rangers attack is stopped cold, leaving only 16 points of damage.

And finally, Damage Resistance (DR)
Damage Resistance - The armor can also absorb the energy of the attack and spread it out over a larger area, reducing the damage proportionally. Damage Resistance (DR) is the percentage of damage, after the DT, that the attack is reduced by. Example: The ganger is in hurt shape. Fortunately, Leather armor has a DR of 20%, which reduces the 16 points of damage to 13 points. Here’s the math: 16 - (16 x .2 = 3.2 (round down to 3)) = 13. The Leather armor stopped a little over a third of the total damage.
Reply With Quote