rpd:armor_class
Differences
This shows you the differences between two versions of the page.
| rpd:armor_class [2025/12/29 09:28] – Update wiki pages: rename files to follow naming convention, add missing pages, fix formatting issues mike | rpd:armor_class [2025/12/29 09:33] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | ====== Armor Class ====== | ||
| + | Armor Class (AC) in Remixed Dungeon represents the protective value of armor that reduces incoming physical damage. It is distinct from the defense skill which determines evasion. | ||
| + | |||
| + | ==== Armor Class Formula ==== | ||
| + | |||
| + | The armor class system works by reducing the damage taken from physical attacks. The calculation is implemented in the '' | ||
| + | |||
| + | <code java> | ||
| + | public int absorb( int damage, Char attacker ) { | ||
| + | // Armor can be bypassed by accuracy, and can overcap | ||
| + | float effectiveArmor = armorLevel() * (1 + Hero.getBonus( getHeroClass(), | ||
| + | |||
| + | if (attacker != null) { | ||
| + | float armorBreakRatio = (float)attacker.attackSkill(this) / (attacker.attackSkill(this) + effectiveArmor); | ||
| + | |||
| + | // Cap the effective armor to the damage being dealt | ||
| + | effectiveArmor = Math.min(effectiveArmor, | ||
| + | |||
| + | // Reduce damage based on armor break ratio | ||
| + | damage = (int) Math.ceil(damage * (1f - armorBreakRatio)); | ||
| + | } | ||
| + | |||
| + | return damage; | ||
| + | } | ||
| + | </ | ||
| + | |||
| + | ==== Armor Class Mechanics ==== | ||
| + | |||
| + | ==== Base Armor Level ==== | ||
| + | * **Calculation**: | ||
| + | * **Definition**: | ||
| + | * **Examples**: | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | |||
| + | ==== Armor Bonus Buffs ==== | ||
| + | * **Mechanism**: | ||
| + | * **Formula**: | ||
| + | * **Effect**: Multiplies the base armor level by the bonus factor | ||
| + | |||
| + | ==== Armor Penetration ==== | ||
| + | * **Mechanism**: | ||
| + | * **Formula**: | ||
| + | * **Effect**: Higher attack skill reduces the armor' | ||
| + | |||
| + | ==== Damage Reduction Calculation ==== | ||
| + | * **Effective Armor Cap**: '' | ||
| + | * **Damage Reduction**: | ||
| + | * **Final Damage**: '' | ||
| + | |||
| + | ==== Armor vs Defense ==== | ||
| + | * **Armor Class**: Reduces incoming damage after a hit is successful | ||
| + | * **Defense Skill**: Determines the chance to avoid being hit entirely | ||
| + | * **Relationship**: | ||
| + | |||
| + | ==== Armor Class in Combat ==== | ||
| + | * **Hit Occurs**: When an attack successfully connects (attack skill > defense skill) | ||
| + | * **Armor Absorption**: | ||
| + | * **Final Damage**: The remaining damage after armor reduction is applied | ||
| + | |||
| + | ==== Factors Affecting Armor Class ==== | ||
| + | * **Armor Type**: Different armor classes provide different base DR values | ||
| + | * **Armor Level**: Upgraded armor provides better protection | ||
| + | * **Glyphs**: Enchantments on armor can affect its effectiveness | ||
| + | * **Armor Buffs**: Temporary effects that increase armor effectiveness | ||
| + | * **Hero Classes**: Some classes have bonuses to armor effectiveness | ||
| + | * **Hero Subclasses**: | ||
| + | |||
| + | ==== Related Buffs and Effects ==== | ||
| + | * Armor-boosting buffs will multiply the base armor value | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | |||
| + | ==== Equipment with Armor Effects ==== | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | |||
| + | ==== Code References ==== | ||
| + | * Java: [[https:// | ||
| + | * Java: [[https:// | ||
| + | * Java: [[https:// | ||
| + | |||
| + | ==== Related ==== | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | * [[rpd: | ||
| + | |||
| + | {{tag> rpd mechanics combat armor defense }} | ||
rpd/armor_class.txt · Last modified: by 127.0.0.1
