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How does AC work ?
Posted: Sun Aug 20, 2006 12:01 am
by Daxtreme
Well yeah the thread's title explains everything
I wish to know how AC works and why does it change when it's your turn again!
Posted: Sun Aug 20, 2006 1:14 am
by Xandax
You have a base AC (I belive it is equal to your Agility) which then can be modified by for instance armor.
AC is a number which influenes the chance the enemy has to hit you (I'd don't know the excat calculations, as I've never investigated it).
As for your "why it changes". In the manual it states that excess Action Point you have at the end of a round is added to your AC for the remainder of your round. If you have an AC of 10 and you have 5 AP back when you end your turn, for the remainder of combat round you AC will be 15.
I hope this helps a bit.
Posted: Sun Aug 20, 2006 1:05 pm
by Daxtreme
Thanks !
I'll go on and investigate how it really works when someone shoots/tries to hit you.
Is there reputation on this site ? So I can add some to you

Posted: Sun Aug 20, 2006 1:18 pm
by Xandax
I think it will be very very difficult for you to test, as there are many other variables which plays into it when you get attacked. Such as weapon used, skill, conditions (night/day), statistics of NPCs and so on. And then there is the "chance" and luck aspect.
Almost the only method I could think of, would be to make a custom module, so you control all the variables, and so can manipulate them.
But personally - I would not worry to much about it. In my view/experience it is better to view the armour types and what Damage Threshold and Damage Resistance, and not worry so much about Armor Class
Oh, and no - we do not operate with reputationsystem here. Pepole here help either to repay for help they have recived via the forums/site, or simply because we are nice people

Posted: Sun Aug 20, 2006 1:32 pm
by Daxtreme
Awesome!
Ok then. Will skip it
Thanks for your help !
Posted: Wed Aug 23, 2006 7:00 am
by 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.
Posted: Fri Aug 25, 2006 6:16 pm
by Daxtreme
Again, thanks a lot! Someone told me how the "to-hit" chances work and now all that remained was the Damage Reduction. You've told me about it now so I know
Thanks again!