![smile :)](./images/smilies/smile.gif)
What you intended to ask was:
How can you kill a single enclave patrol with a pipe rifle?
But in truth it doesn’t matter as the answer is almost the same:
You do not kill them but avoid them instead..
So there you have it, AC is simply a number that - among other modifiers such as Range, Lighting and Cover - are subtracted from the base chance to hit, which is the Skill Level with a particular weapon skill. Therefore, the AC mod on ammo effectively gives you a bonus to hit the target since it reduces the target's AC by X amount. (Dude, I gots me some +3 Shotgun shells!")FO2 Manual (p.135) wrote: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 attacker[']s chance to hit. Example: A ganger is wearing Leather armor, which has 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%.
There is nothing in the RPGs that reduces this, and this is why many weapons are simply ineffective against heavier armor. If damage exceeds the DT the DT is still subtracted, not simply ignored.FO2 Manual (p.135) wrote: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 it 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 ranger[']s attack is stopped cold, leaving only 16 points of damage.
This is reduced by the DR mod of ammo, if the ammo type you're using.FO2 Manual (p.135) wrote: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.
Vergilius wrote:Not the question you wanted to ask..![]()
What you intended to ask was:
How can you kill a single enclave patrol with a pipe rifle?
But in truth it doesn’t matter as the answer is almost the same:
You do not kill them but avoid them instead..
Agreed. It's a senseless lobotomization that should be tweaked instead of put into the scrapyards. It adds more flavor to the armor system, which if balanced well it could add some variety and also give reason to have certain armor types over others.Red wrote:I don't see why "we should just get rid of DR".
Good point about the end-of-turn unused-AP-to-AC-conversion.Section8 wrote:AC should be based almost solely on the idea of "this thing is moving fast enough that it's hard to hit" in such a way that it simulates the fact that while the action may be happening in discrete turns, it's still simulating a more realistic system. The AP to AC bonus at the end of a turn can be written off as "rather than moving and hoping not to get hit, you are using your APs to actively evade gunfire."
Also:FO2 Manual, p. 25 wrote:AC - Armor Class - How likely you are to be hit in combat. Slightly different than Damage Resistance (see below). High AC is better than low AC. Based strictly on Agility.
If we factor these in we get a more accurate picture of what AC is, namely simply that - for whatever reason - an attack has no chance to affect you. One mistake I think a lot of people make is that they try to stick to very narrow definitions of what something in a game is, and forget about the beauty of abstraction. It doesn't matter whether your armor deflected a shot or you skillfully dodged it, or your enemy is queasy from having just having gotten his first glimpse of TubGirl; the bottom line is that you weren't hit and your HP dial doesn't do that dizzying spin toward negative numbers.FO2 Manual, p. 89 wrote:Armor Class - This statistic reduces the chance of an opponent to hit your character during combat. If you have an AC of 30%, which is pretty high, all characters that attempt to attack you have a -30% to their chance to hit, in addition to the other modifiers (such as darkness, range, and cover.) If you never get hit, there is no chance of your character taking damage. [Emphasis added.]
I see where you're coming from here, but the problem is that heavily-armored characters will actually be at a disadvantage over the dodging types if you go w/this, at least later in the game when critical hits are all too common, both by yourself as well as your enemies. A solution to this might be that the Critical Hit maths could be reworked. I can't comment on that because I'm not sure on the exact mechanics of it, though.Section8 wrote:If the system is adapted in such a way, then heavier armour should actually have negative AC modifiers (which is more than made up for with DT/DR) but signifies you as "easier to hit due to less agile movement"
Hey, give the wasp its credit: AC 55 is nothing to be scoffed at!Section8 wrote:AC also works with natural armour for critters, based on size. ie trying to shoot a rat or a wasp is more difficult than trying to hit a supermutant. Of course the supermutant in turn has higher DT/DR so is still a much more challenging opponent.