fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 22, 2024, 10:33:57 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 [2]

Author Topic: AC - Armor Class  (Read 3507 times)

Re: AC - Armor Class
« Reply #15 on: April 04, 2010, 07:23:03 pm »

i agree agree but what i was more likely thinking is how AC is looked on ...

dont say you realy care for AC as you dont coz probably enemy has enough hit to have 95% hit regardless what AC you have. More i was thinking about such perks like dodge and HtH evade that are useless.

ofc we could ignore the hit part and simply add them chance to avoid damage based on armor / perks they have - thats another approach...

as for RNG is concerned - yea but then the game is super RNG already thats why i dont see adding some more RNG as problem
Logged
Re: AC - Armor Class
« Reply #16 on: April 05, 2010, 01:18:26 am »

so 250 hp +BA +  2 toughness + 2psycho + buffed out AC = unkillable
Logged

Sius

  • Sheep EX machina!
  • Offline
Re: AC - Armor Class
« Reply #17 on: April 05, 2010, 01:20:33 am »

so 250 hp +BA +  2 toughness + 2psycho + buffed out AC = unkillable

But also not able to kill. Psycho will ruin your char the moment you take it. Its simply not worth it even for BG builds. Anyway that formula applies even now without that "+buffed out AC" part.

FischiPiSti

  • frikkin' SledgeHammer
  • Offline
Re: AC - Armor Class
« Reply #18 on: April 05, 2010, 05:04:49 pm »

The way I imagine Armor Class is more or less like armors "permeability". Better AC = stronger and more resistant armor that can take larger impact. Honestly how could kevlar suit help me not to get shot? It reduces damage from projectile impact but it does not affect if enemy hits me or not. So imho AC should more or less affect final dmg taken rather than chance to hit.
I asked myself the same question, like: "how can i dodge bullets in heavyer armor?" and after giving thought, i found out that AC makes sense in a way.
Imagine a tank.
http://www.defenseindustrydaily.com/images/LAND_M1A1_Abrams_lg.jpg VS http://www.crypticcomet.com/blog/wp-content/uploads/2008/05/tigertank.jpg The abrams is designed, so that projectiles can BOUNCE off the tank. Even if the projectile doesnt slip off the surface of the armor, its kinetic energy is reduced. The tiger is much more "block-like", every bullet fired at it at 90° will hit for full efect. If its a high caliber anti-tank rifle, the tank is screwed.
So basically AC means the ability to "dodge" bullets, AND have armor thats designes so that bullets bounce off of it, rather then hittig it

Back on topic: Yeah i fully support the suggestion, AC should reduce chance to hit, not subract it from the enemys skill. BUT all armors AC bonus should be reduced accordingly. Its bad enough that we cant get extra AC at the end of a turn, with players having 200+ skills it just makes no sense to have perks like dodger.
« Last Edit: April 05, 2010, 05:18:34 pm by FischiPiSti »
Logged
Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions
Pages: 1 [2]
 

Page created in 0.029 seconds with 18 queries.