Armor (AV): Difference between revisions

5 bytes added ,  09:33, 20 November 2021
slots -> body parts (floating nearby stacks)
(Note on averaging across slots.)
(slots -> body parts (floating nearby stacks))
 
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A creature or object's AV score is calculated by adding together all of the following values:
A creature or object's AV score is calculated by adding together all of the following values:
* The AV value of all of the character's equipped armor and mutations (not counting shields).
* The AV value of all of the character's equipped armor and mutations (not counting shields).
** If multiple slots of the same type exist (eg, [[Arm]]), the AV of those slots (not counting shields) will be averaged and rounded, with half-values rounding toward zero.
** If multiple body parts of the same type exist (eg, [[Arm]]), the AV of those slots (not counting shields) will be averaged and rounded, with half-values rounding toward zero.
* Additional AV from sources such as the [[Calloused]] skill, the [[Density_(cooking_effect)|density]] effect, or any inherent AV based on creature/object type.
* Additional AV from sources such as the [[Calloused]] skill, the [[Density_(cooking_effect)|density]] effect, or any inherent AV based on creature/object type.
* The AV value of one equipped shield if the attack is determined to be blocked by that shield.
* The AV value of one equipped shield if the attack is determined to be blocked by that shield.
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