Armor Class: Difference between revisions

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*Mob AC:
*Mob AC:
*A mob has its own inherent AC (think of this as their skin)
**A mob has its own inherent 'naked' AC (think of this as their skin)
*A mob may be wearing equipment that increases AC (just like players wearing equipment)
**A mob may be wearing equipment that increases AC (just like players wearing equipment)
 


=Mechanics=
=Mechanics=
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**It is believed that 1 HR of attack equals 10AC of defense. (10 hr vs. 100 ac would be a tie)
**It is believed that 1 HR of attack equals 10AC of defense. (10 hr vs. 100 ac would be a tie)


I'm not reallllllly going to dig into this. But, let's just make up some ways it might work!
I'm not reallllllly going to dig into this. But, let's just make up a super simple example that miiiiiight be how it works?


Let's just call HR 'hit' and AC 'defend', and ignore the negative value aspect of AC to make things simple:
Let's just call HR 'hit' and AC 'defend', and ignore the negative value of ac, and divide AC by 10 since 1 hr = 10ac:  
  Player: 100 hit, 1000 defend
  Player: 100 hit, 100 defend  (-1000 ac)
     Mob: 50h hit, 500 defend
     Mob: 99 hit,  50 defend (-500 ac)


If HR to AC is calculated at a 1/10 ratio, then let's just immediately reduce those ac values accordingly:
So, if we hit for "100", we're going to succeed, because the mob can only defend "50" really.
Player: 100 hit, 100 defend
    Mob:  50 hit,  50 defend


So, if we hit for "100", we're going to succeed, because the mob can only defend "50" really.
If the mob hits for "99", they're going to miss, because we can defend "100" (we have "1" or actually 10ac to spare)


I think in short that's the spirit of things, and it's probably sufficient to leave it there for a rudimentary understanding of how AC/HR work together.  
I think in short that's the spirit of things, and it's probably sufficient to leave it there for a rudimentary understanding of how AC/HR work together.  




'''Old Code vs. Current Code'''
'''Dodge/Parry Factors'''
Just for clarity, wanted to also mention that Dodge/Parry type stuff can also obfuscate HR/AC outcomes:


One major caveat here is that it is known that historically, Mob AC was limited to a max -300
#The Hitroll happens first and if it doesn't beat AC then the damage value is set to 0.
#Buttttttt Parry/Dodge/etc are still processed. If they succeed, the text changes to that relevant 'you parry' messaging, etc.
#If Parry/Dodge fail, then the text "your attack misses" is displayed


Newer SMAUG code can however set Mob AC to the full -1000 value so, things are different now.
Thus, a HR/AC "miss" can end up being displayed as a Parry/Dodge


Due to the old limitation however many 'old mobs' still use those low values, so player HR had/has to be kept toward low values, or we would nearly always hit.


Additionally, many mobs simply have other 'workarounds' coded to ensure melee damage misses most of the time.


'''Old Code vs. Current Code'''


One major caveat here is that it is known that historically, Mob AC was limited to a max -300 (So 30 HR would always 'hit')


Newer SMAUG code however can set Mob AC to -1000, things are different now. (So 100 HR to always 'hit')


So, because of the change in Mob AC, there kinda has to be a corresponding change in HR. To hit newer mobs, more HR would be needed. But then you would smack the shit out of the older mobs. Essentially..... its a power creep problem. This seems to be an issue that I'm sure the admins have mitigated in various ways, but its something to be aware of. This is likely why we see newer equipment seldom offering HR, or even including negative HR, to keep those hitroll values low to try to rein this in a bit. Additionally, I'm sure most mobs simply have other 'workarounds' coded to ensure melee damage misses most of the time (immunities, progs, probably other programmatic solutions).


=Lowbie Display=
=Lowbie Display=
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From 'help ac' we are told that where a piece of equipment is worn also impacts its functional Armor Class:  
From 'help ac' we are told that where a piece of equipment is worn also impacts its functional Armor Class:  


  "Items worn on extremities or wielded will not have any effect on the wearer's AC
  "Items worn on extremities or wielded will not have any effect on the wearer's AC"
  Key locations (Body, Legs, Head) will multiply the item's AC by 2 or 3"
"Key locations (Body, Legs, Head) will multiply the item's AC by 2 or 3"


{| class="wikitable"
{| class="wikitable"

Latest revision as of 09:54, 18 July 2025

About

  • Armor Class (AC) is displayed in 'score' as well as served by MSDP.
  • AC is a negative value. The more negative the better.
  • AC is primarily consulted in relation to melee attacks


Historical Basis in D&D

  • Armor Class in SMAUG 1.8 is based on older D&D editions that used the "To Hit Armor Class 0" (THAC0) approach.
  • I'm not going to reverse engineer how this works mechanically, the point is it's like D&D so make some assumptions.


Item AC vs. Player AC vs. Affects AC vs. Mob AC

  • Item AC:
    • Each item has it's own AC, displayed in 'identify' output as: "Armor class is ## of ##."
      • This number defines how many hits the item can take before it scraps.
      • Repairing the item resets this back to its max.
      • Acid attacks may 'etch' the equipment, reducing its max AC. Not repairable.


  • Player AC:
    • The sum of all your Item AC's. Except not really, there's one caveat:
      • The calculation depends on the wearable location of the item. Some are summed, some are negated, some receive a multiplier. (see below)


  • Affects AC:
    • Some items also have "Affects AC by -##" as one of their attributes
    • This number is added to your Player AC


  • Mob AC:
    • A mob has its own inherent 'naked' AC (think of this as their skin)
    • A mob may be wearing equipment that increases AC (just like players wearing equipment)

Mechanics

  • Melee attacks compare Hitroll against AC to determine if a melee attack hits/misses.
    • It is believed that 1 HR of attack equals 10AC of defense. (10 hr vs. 100 ac would be a tie)

I'm not reallllllly going to dig into this. But, let's just make up a super simple example that miiiiiight be how it works?

Let's just call HR 'hit' and AC 'defend', and ignore the negative value of ac, and divide AC by 10 since 1 hr = 10ac:

Player: 100 hit, 100 defend  (-1000 ac)
   Mob:  99 hit,  50 defend  (-500 ac)

So, if we hit for "100", we're going to succeed, because the mob can only defend "50" really.

If the mob hits for "99", they're going to miss, because we can defend "100" (we have "1" or actually 10ac to spare)

I think in short that's the spirit of things, and it's probably sufficient to leave it there for a rudimentary understanding of how AC/HR work together.


Dodge/Parry Factors Just for clarity, wanted to also mention that Dodge/Parry type stuff can also obfuscate HR/AC outcomes:

  1. The Hitroll happens first and if it doesn't beat AC then the damage value is set to 0.
  2. Buttttttt Parry/Dodge/etc are still processed. If they succeed, the text changes to that relevant 'you parry' messaging, etc.
  3. If Parry/Dodge fail, then the text "your attack misses" is displayed

Thus, a HR/AC "miss" can end up being displayed as a Parry/Dodge


Old Code vs. Current Code

One major caveat here is that it is known that historically, Mob AC was limited to a max -300 (So 30 HR would always 'hit')

Newer SMAUG code however can set Mob AC to -1000, things are different now. (So 100 HR to always 'hit')

So, because of the change in Mob AC, there kinda has to be a corresponding change in HR. To hit newer mobs, more HR would be needed. But then you would smack the shit out of the older mobs. Essentially..... its a power creep problem. This seems to be an issue that I'm sure the admins have mitigated in various ways, but its something to be aware of. This is likely why we see newer equipment seldom offering HR, or even including negative HR, to keep those hitroll values low to try to rein this in a bit. Additionally, I'm sure most mobs simply have other 'workarounds' coded to ensure melee damage misses most of the time (immunities, progs, probably other programmatic solutions).

Lowbie Display

Until level 25, a player does not know their exact AC, instead only seeing a brief description based on the value as seen in the table below:

AC Description
-201 and lower that of an avatar
-101 to -200 the envy of emperors
-81 to -100 the envy of dukes
-61 to -80 the envy of barons
-41 to -60 the envy of knights
-21 to -40 excellently crafted
-11 to -20 the envy of squires
-1 to -10 well crafted
+9 to 0 moderately crafted
+19 to +10 that of a knave
+39 to +20 scant protection
+54 to +40 of poor quality
+79 to +55 shabby and threadbare
+100 to +80 improper for adventure
+101 and higher the rags of a beggar


Slot Multiplier

From 'help ac' we are told that where a piece of equipment is worn also impacts its functional Armor Class:

"Items worn on extremities or wielded will not have any effect on the wearer's AC"
"Key locations (Body, Legs, Head) will multiply the item's AC by 2 or 3"
Worn Location Multiplier Example Item AC Example Applied AC
Finger - 10 10
Neck - 10 10
Body x 3 10 30
Head x 2 10 20
Legs x 2 10 20
About x 2 10 20
Waist 10 10
Wrist 10 10
Shield 10 10
Hold 10 10
Weapon x 0 10 0
Ear x 0 10 0
Eye 10 10
Back 10 10
Face 10 10
Ankle 10 10