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Grizzy's Armor Class 101
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PART I-Armor Class Lessons

One of the most complex things in this game I believe is what all makes up Armor Class aka AC. These lessons will help you understand most of the factors that build the AC number on your toons. Different classes and races will be able to achieve different results due to feats and enhancements. AC isn't something that just happens, it has to be carefully planned and worked for as there are requirements to some items, feats, enhancements, etc.


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First of all, every character starts with a base AC of Ten(10), after that every toon adds the Dexterity bonus to that. So if we have a toon with a 22 dexterity, their bonus will be +6. So without anything thing else to consider, the AC of that character will be 16.


At this point we are only going to look at dexterity bonus as we put armor on our character. WIKI Armor Summary is a good place to start understanding the complexities of armor, there are many nice charts there. Concerning AC and Armor, there are three numbers to look at:

1) Base AC--This is the base AC that the armor adds to your existing AC total. i.e. most Full Plate(FP) armor has a Base AC of 8.

2) Armor Enhancement Bonus--This is the bonus you see at the first, like +5 Full Plate. Its enhancement bonus is (+5). This number stacks with the Base AC and your own AC.

3) Maximum Dex Bonus(MDB)--this is the Maximum benefit that you can receive from your Dexterity bonus while wearing this armor. If you have a Dex bonus of +6 and the armor only allows a MDB of 1, then your dex bonus to your AC will be reduced by 5. Therefore, for our character, if he wears +5 Full Plate which has a MDB of 1, his AC at this point will be: 10 Base AC + Dex bonus +6 + FP base of 8 + the enchanment bonus 5, - 5 (because the DEX bonus is reduced by the MDB which only allows 1).

Shields have MDB also. :(

Base AC=10
DEX bonus=1
(+6 reduced by the Full Plate's MDB)
Armors Base AC=8
Enchantment bonus=5
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Total=24

So because of the MDB, this characters AC only benefit's 8 points from the Full Plate armor.


So what you're asking yourself at this point is...then how do people get to 99,000 AC???!! Well, the answer is easy, it gets more complicated...rofl. There are ways to modify the MDB (Maximum Dex Bonus). Fighter classes have an enhancement that increases the MDB of any armor put on, its called Fighter Armor Mastery. You can increase your MDB by 3 through enhancements. There is also, *hears angelic music* the MITRHAL armor family. It is so coveted because instead of the usual MDB, you recieve +2 for the lighter material known as Mitral. Therefore, our clunky FP that had a MDB of 1, now enjoys an MDB of 3. As you can now see, if you also add the FTR armor mastery of 3, you can then benefit from your total DEX bonus, thus adding the full +6 bonus.

With FTR armor master III, & +5 Mithral FP your total AC is now:
Base AC=10
DEX Bonus=6 (+3 MDB, & +3 FTR armor mastery)
Full Plate Base AC=8
Enchantment Bonus=5
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Total=29


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PART II-Armor Class Lessons

Armor Class bonuses are somewhat tricky in that some stack no matter how many items you have with that same type of bonus, and most don't. Remembering which ones do is how you can get you're AC up even higher. So Part II is about defining every type of item feat, etc. that can add to your AC total.

Dexterity Bonus--You know this one already, but it is based off of your Dexterity Stat Bonus. Some characters can get very high bonuses here, like +11 if your Dexterity is high enough. Remember that armor and shields can reduce this bonus! This bonus does not stack with another dexterity bonus.

Natural Armor Bonus--Natural Armor bonuses do not stack with themselves, but do stack with the plain old "Armor & Shild bonuses." Yes, this is confusing, but if you pay attention, you'll soon see the mild difference in the titles.

Sources of Natural Armor Bonus

* Item: Pre-order Amulet (+1)
* Item: Hammer of Life (+2, from Dragon Chest)
* Item: Seal of Earth (+3, from Marilith Chest)
* Item: Ring of Balance (+2, Invader Tokens)
* Spell: Barkskin (+3-5)


Armor Bonus--Armor bonuses do not stack with themselves and are found on armor, armored bracers, rings, etc., and Docents. Remember that Armor itself has a dex bonus modifier (MDB).

Sources of Armor Bonus

* Item: Armor (+1-13, Randomly Generated)
* Item: Docent (+0-5, Randomly Generated)
* Item: Armored Bracers (+1-8, Randomly Generated)
* Item: Blackwidow Bracers (+4, from Waterworks)
* Item: Jeeka's Spangle (+2)
* Item: Delera's Vestments (+2, from Delera's Tomb)
* Item: Ironweave Robe (+5, from Dragon Chest)
* Item: Vulkoorim Dervish Robe (+4, from Sands of Menechtarun)
* Item: Ring of Trollish Regeneration (+2, no longer in loot table)
* Spell: Mage Armor (+4)
* Feat: Warforged Armor Feats (+2-8) **Stackable with docent**


Sheild Bonus--These do not stack with themselves, and also have an MDB number that you need to pay attention too.

Sources of Shield Bonus

* Item: Shields (+1-9, Randomly Generated)
* Spell: Shield (+4)
* Feat: Two Weapon Defense (+1, while dual-wielding)


Deflection Bonus--These do not stack with themselves, you get benefit from the highest one that you are using which is why everyone wants a +5 protection ring...lol.

Sources of Deflection Bonus

* Item: "of Protection" Item (+1-5, Randomly Generated)
* Item: Armor/Shield of Stability (+2,+4 True Neutral only)
* Item: Iron Manacles (+4, Chaotic Align only, from Delera's Tomb)
* Item: Spectacular Optics (+3, from South Threnal)
* Item: Kundarak Warding Bracers (+3, from Dragon Chest)
* Item: Ring of the Silver Concord (+2, from Dragon Chest)
* Item: Cloak of Shadows (+2, from Vampire Chest)
* Item: Dusty Rose Ioun Stone (+1)
* Item: Spiked Turban (+3, from Sands of Menechtarun)
* Item: Docent of Defense (+2, Invader Tokens)
* Item: Mysterious Ring (chance for +3, from Chamber of Raiyum)
* Spell: Shield of Faith (+2-5)
* Spell: Protection from Evil (+2 versus evil)
* Spell: Protection from Chaos (+2 versus chaos)


Dodge Bonus--Hear the fighter's music ringing~DODGE BONUSES STACK!! Yes, finally something that stacks. So begin your run, fight, and knock down to get these items and a place on your fighter to put them.

Sources of Dodge Bonus

* Item: Chaosgarde Bracers (+2, lawful Align only, from Xorian Cipher)
* Item: Chattering Ring (+3, from Titan Chest)
* Spell: Haste (+1)
* Feat: Dodge (+1)
* Feat: Defensive Stance (+2, while activated)
* Feat: Combat Expertise (+5, +10 while activated)
(This requires a 13 Base intelligence, and it sub-tracks from attack bonus)
* Feat: Mobility (+4, only when Tumbling)
* Feat: Uncanny Dodge (+4-6, Barbarian/Rogue Only and lasts only 20 secs when activated)
* Enhancement: Dwarven Giant Dodger (+1-3, Dwarf only, only Vs. Giants)
* Enhancement: Fighter's Mobility (+2-6, requires Mobility, only when Tumbling)
* Enhancement: Favoured Defense (+1-2, Ranger only, Vs. Favoured Enemies)
* Race: Giant Evasion (+4, Dwarf only, only Vs. Giants Class Monsters)

* Race: Halfling (+1)[/indent]

Insight Bonus--Relatively new to the game, you can now craft weapons that include this bonus so that while you are wielding these weapons you have this bonus added to your AC. It is not stackable with itself, so you will receive benefit from the highest insight bonus only.
* Weapon enhancement: Parrying~ +1 Insight bonus.

Misc Bonus--This will need some updating as I try to get this caught up to new enhancements, but for now this is a quick summary:

Source of Misc Bonuses (Misc bonuses stack)

* Action: Active Block (+2, only while Blocking)
* Bard Song: +4 (Dodge)
* Crafting: +1 alchemical bonus (+1 to Armor, +1 to shield --can only perform upgrade once)
* Class: Paladin's Aura of Good (+2-5 versus evil)
* Enhancement: Hero's Companion (+2-3 From Halfling's enhancements cast on others)
* Enhancement: Action Boost (+2-5, Paladin/Fighter Only lasts 20 secs)


So, an example of what a decked out AC might look like:

For a High Level Fighter

+5 Mithral Full Plate: +13 (Armor MDB=3)
+1 alchemical bonus armor: +1
+5 Mitral Tower Shield: +9 (Shield MDB=3)
+1 alchemical bonus shield: +1
Fighter's Armor Mastery III (+3 to MDB)
Dex Bonus: +6
Cast by Ranger Barkskin: +5 (Natural)
+5 Protection Ring: +5 (Deflection)
Fighter's Combat Expertise II: +10 (Dodge)(-10 to hit)
Base AC: +10
Fighter's Dodge: +2 (Dodge)
Bard Song: +4 (dodge)
Weapon w/upgraded insight bonus: +4 (insight)


Total AC: 66--However, there are many more combinations. Also, you wouldn't want to leave combat expertise on for long. A good "standing" AC is 42-52 since we don't all have a private ranger and bard following us everywhere...lol.

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PART III-Armor Class Lessons

This will be about the fine tuning of Armor Class, plus what other things are beneficial if you can not have the ideal AC for your fighter type.





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  • Last Modified: 8/11/2008 2:32pm
    Contributors: Mellodise
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