Armor Class Below -10?
Wakukee
Member Posts: 106
I was under the impression that AC maxed out at -10, but I just got a character down to -11. Is there a benefit to this? Thanks!
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AC is like playing limbo basically. You want to go as low as you can.
Potion of Defense = 0 AC
Dexterity 25 (from several potions of Mind Focusing that give +3 DEX each) = -6
Helm of the Trusted Defender = -9
Ring of Protection +2 = -11
Any shield that gives +4 (for e.g., Orrick's Rhino Beetle Shield) = -15
Battle Axe +2: Defender = - 17
Any boots that give +1 = -18
Mithran's Cloak = -21
Blur (if your fighter is partly a mage) = -24
Improved Invisibility = -28
Protection from Evil = -30
The War Chant of Sith = -32
Defensive Harmony = -34
In my opinion it's what allows sword and board to compete with the other fighting styles as with a shield bonus you almost never get hit in melee and are completely un-hittable by missile weapons, thereby allowing you to walk into a fight and get attacked by everything while your other party members destroy everything.
But in BG series, even with this vey low AC, I get hit by a lot of enemies. They are more powerful than in IW, like Drows, Demons, extra-planar etc...
put simply thac0 - AC = roll needed to hit
bear in mind though that a roll of 1 is always a critical miss and a roll of 20 is always acritical hit regardless of thac0 or armour class
With regards to limits; core 2E rules set a limit on AC from -10 to 10. But this is widely ignored. Mathematically there's no reason for the limit. Especially since there is always the chance of a hit or a miss. So most DMs, like the IE games, allow for unlimited progression above and below on AC.
On the other hand, if your Mage has a really good AC, his buffs will stay in place for all the fight and you won't need to spend spell slots / time to refresh them.
The realisation that a single point of AC can equate to 50% reduction in incoming damage is what makes very low AC so good and moderately low AC so bad.
In IWDee it's so easy to hit the threshold where any character is only taking 5% hits from most enemies with a few specific buffs:
Base AC 1 (full plate, Barkskin or spirit armor)+4 dex +2 bard song+2 protection item+2 prot evil 10ft+4 improved invis+2 defensive harmony+2 recitation= -17 AC
This, for reference, is why many modern games have weird formulae for damage reduction or dodge chance that appear to produce diminishing returns. Typically, the appearance of diminishing returns is an illusion, and the actual result is constant returns (as opposed to the increasing returns of apparently-linear defense systems).
Ac is like 'go hard or go home' in ToB, you really need something like the above example, an effective ac of -30 (with modifiers from blur, improved invisibility, and appropriate defensive girdle) will be very useful in ToB. Add potion of absorbtion and you can have an effective ac of -40 against crushing attacks:NOTHING that uses crushing weapons will hit that unless critical. Acs of -10 or around are not much different than an ac of 10 when you are against enemies that have modified Thac0s of -10 or better. If that's the best you can do, you might just as well go naked against the dragons and giants in ToB.