So, i have been wondering. There are a few items that can give you bonus AC, but is it really worth it?
My prime example is the amulet of protection that gives +1 AC, and only +1AC. That comes from the neverwinter starter pack...
Is the extra AC worth it on any class at all? From what i can tell, AC reduces incoming damage taken, but a +1 doesn't seem like it will grant enough bonus to justify ditching an item that will give you say, +100 power/recovery or defense.
Thoughts guys?
I know in actual DnD +ac was awesome to have, but in this game it seems like the bonus will just be worthless to anybody but a new character.
Mostly interested because i think the neverwinter starter kit amulet is a single pickup item, and i want to know if i should take it on my main character (divine cleric) or save it to help level a new one later.
AC gives the best damage mitigation with the exception of cleric buffs. 20 AC means you take 10% less damage against the vast majority of attacks in the game. iirc 1 AC = +0.5 damage mitigation.
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kaerthusMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
The amulet is intended for early lvl boosts and little boosts past 30ish where other amulets can begin to surpass it. Like the 2nd poster said, AC is mitigation similar to defense, not sure what the conversion is, but a single AC point is quite a bit.
One point of AC is a static 0,5% damage reduction, without diminishing returns. It is nice per se, but an amulet that only gives 1 ac? Really not worth using, you would get more damage reduction from an amulet with Defense which could have any other stat on top of it as well. Unless you are a GF with a lot of stacked defense in which case even a 150 increase won't equal a 0,5% damage reduction. But in that case I doubt you would need that 1 AC more anyway.
AC is very important for defensive builds of fighters, beyond that, it is pretty meh, especially +1 when you are sacrificing other things. I take what AC I can get on my GF and GWF, but they are hardly the only consideration that I make. The top end gear pretty much sorts itself out when it comes to that. The low level gear is all garbage that gets replaced in 15 minutes to a few hours anyways.
On my GF it is pretty simple to swap a piece of gear and see if the def or AC gives more mitigation when there is a question. IMO the guard meter and managing it is a lot more important than actual AC. The only other build that would worry about AC much would be a Sentinel GWF. Any other build and class should look at AC like defense, it is nice, great for solo play. It will save you potions, but it is useless in group play where you have a fighter or cleric to tank
Oh, I guess AC is pretty important for clerics ATM too then, considering the ridiculous amount of threat they get from heals.
Well, AC and Defense determine your final Damage Resistance in this game. Beside that, yes, they are pretty much a fancy way to give heavily armored classes a higher "baseline" damage resistance. For example both GWF and GF have heavy armor, which caps out at +14 ac for the +6 (t2) versions at the moment. And GF have a shield, that can go up to +8 AC, giving them more baseline damage resistance. Then you factor in Defense for your total damage resistance etc. etc.
The main difference between the two is that Defense is factored in the "item budget", so an item with high defense would have lower offensive stats for example, while AC is baseline for armors/shield. On top of that, Defense has diminishing returns (getting pretty harsh past 3k defense or something around that from what I have seen), while AC remains a static 0,5% damage resistance per point, without diminishing returns.
xervaiMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
This is why most people go with the Archon Shield. I'm sure some one fat-fingered the stats when they wrote +18 AC.... 9% mitigation on a single shield is sick. Hard to beat it, even with the Ancient Sword/Shield combo.
Well, the High Archon or whatever, which I guess should be an "upgrade", has +8 AC, so yes, that is kinda the case. I assumed it was just a visual bug that actually didn't reflect in actual AC, but eh, this game isn't exactly bug-free.
Well, AC and Defense determine your final Damage Resistance in this game. Beside that, yes, they are pretty much a fancy way to give heavily armored classes a higher "baseline" damage resistance. For example both GWF and GF have heavy armor, which caps out at +14 ac for the +6 (t2) versions at the moment. And GF have a shield, that can go up to +8 AC, giving them more baseline damage resistance. Then you factor in Defense for your total damage resistance etc. etc.
The main difference between the two is that Defense is factored in the "item budget", so an item with high defense would have lower offensive stats for example, while AC is baseline for armors/shield. On top of that, Defense has diminishing returns (getting pretty harsh past 3k defense or something around that from what I have seen), while AC remains a static 0,5% damage resistance per point, without diminishing returns.
First I do get what your saying but something doesn't seem right with give 2 examples that does not add up right to me:
DC with 21 AC and 5.5 Damage Res and Defence of 1990
GF with 34 AC and 12 Damage Res and Defence of 4357
Even ignoring the defence difference if base 1 AC = 0.5% DR then
21 AC = 10.5 DR
34 AC = 17 DR
so what am I missing if it is that good or does it cap out depending on class or armor type perhaps? Neither get the 0.5 per AC. Unless of course they changed the 0.5% to a different %??? Rough guess think they changed it to more like 0.25% per AC.
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llewelyn89Member, NW M9 PlaytestPosts: 129Arc User
edited November 2013
'Natural' AC is 10 - this isn't included in the calculations for DR.
So with 34 AC, your DR from AC is 12 ((34-10)/2), and with 21 it is 5.5% ((21-10)/2)
Comments
Is there even a difference between AC and defence?
On my GF it is pretty simple to swap a piece of gear and see if the def or AC gives more mitigation when there is a question. IMO the guard meter and managing it is a lot more important than actual AC. The only other build that would worry about AC much would be a Sentinel GWF. Any other build and class should look at AC like defense, it is nice, great for solo play. It will save you potions, but it is useless in group play where you have a fighter or cleric to tank
Oh, I guess AC is pretty important for clerics ATM too then, considering the ridiculous amount of threat they get from heals.
The main difference between the two is that Defense is factored in the "item budget", so an item with high defense would have lower offensive stats for example, while AC is baseline for armors/shield. On top of that, Defense has diminishing returns (getting pretty harsh past 3k defense or something around that from what I have seen), while AC remains a static 0,5% damage resistance per point, without diminishing returns.
I am going to probably give the +AC to my GF then, as i want them to stack defense and be some sort of unkillable god
That seems to be the better choice as any other classes are going to need other stats.
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First I do get what your saying but something doesn't seem right with give 2 examples that does not add up right to me:
DC with 21 AC and 5.5 Damage Res and Defence of 1990
GF with 34 AC and 12 Damage Res and Defence of 4357
Even ignoring the defence difference if base 1 AC = 0.5% DR then
21 AC = 10.5 DR
34 AC = 17 DR
so what am I missing if it is that good or does it cap out depending on class or armor type perhaps? Neither get the 0.5 per AC. Unless of course they changed the 0.5% to a different %??? Rough guess think they changed it to more like 0.25% per AC.
So with 34 AC, your DR from AC is 12 ((34-10)/2), and with 21 it is 5.5% ((21-10)/2)
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