PDA

View Full Version : An in-depth look at AC



Frogreaver
2020-09-30, 06:12 PM
The first chart is similar to how most people think about AC. That's because they are often focused on the case of AC vs a specific enemy. However, if you are the player AC is really expected to protect you over the whole adventuring day against enemies with a variety of attack modifiers.

The second chart assumes you get hit equally by each attack modifier listed. If you compare this chart to the first you'll note that your average chance to be hit and %damage reduction increase match perfectly with the first chart.

The third chart is an extension of the 2nd and shows what happens as you get into AC values where not all those chance to be hit values can improve anymore. You'll note that at the highest AC values shown that the %damage reduction increase actually starts to drop. Showing that adding more AC can in actual gameplay have diminishing returns after a certain point.

In a future refinement I could also add columns to weight the attack modifiers differently by frequency and damage. I could also potentially add in a method to account for the impact of crits.

*Note these charts ignore crits

https://i.postimg.cc/BZyvrfL5/AC1.png

https://i.postimg.cc/NMFgndQP/AC2.png

https://i.postimg.cc/sXLVC5Xf/AC3.png

Unoriginal
2020-09-30, 06:18 PM
I'm not sure what you want to demonstrate, sorry.

Frogreaver
2020-09-30, 06:27 PM
I'm not sure what you want to demonstrate, sorry.

you can't necessarily just look at average attack modifier vs your AC and then vs the new AC to determine how much "value" additional AC adds.

JNAProductions
2020-09-30, 06:29 PM
What's the point of ignoring crits?

Yes, they make the math harder-but they also make it more accurate, ESPECIALLY when you're dealing with really high AC values.

Speaking of which, 23 is a really high AC value in 5E. Like... Using just the PHB, there's literally only one build that can achieve an AC that high without having to put resources in.

Frogreaver
2020-09-30, 06:37 PM
What's the point of ignoring crits?

Yes, they make the math harder-but they also make it more accurate, ESPECIALLY when you're dealing with really high AC values.

Do you believe adding crits is going to change the point I'm illustrating? If not, then do I really need to spend the time to be more accurate just to be more accurate?

Secondly, how would you account for crits in this?


Speaking of which, 23 is a really high AC value in 5E. Like... Using just the PHB, there's literally only one build that can achieve an AC that high without having to put resources in.

I'm not sure your point?

MaxWilson
2020-09-30, 06:43 PM
Secondly, how would you account for crits in this?

Double-count the twenty, and ignore the fact that static mods don't double.

E.g. for AC 23, you'd take 10% damage from +0-3 (double damage on natural 20), 15% from +4 (double on 20, normal on 19), 20% from +5 (double on 20, normal on 18-19), etc.

Yakk
2020-09-30, 06:43 PM
First, the percent increase in toughness does approach 0 as AC goes to infinity.

But that happens long after you have rendered vs AC threats relstively trivial with super-exponentially increasing toughness from higher AC.

I mean, 20% tougher, 25% tougher, 33% tougher, 36% tougher, 38% tougher -- each *multiplies* with previous scaling.

Your effective HP goes from 100 to 120 to 160 to 215 to 290 to 400; +5 AC makes you 4x tougher.

Now critical hits need to be factored in (making it less steep). And after a bit the scaling stops. But it stops after your HP have already become "yes you have HP; near infinite HP" at least from attacks.

JNAProductions
2020-09-30, 06:44 PM
Do you believe adding crits is going to change the point I'm illustrating? If not, then do I really need to spend the time to be more accurate just to be more accurate?

Secondly, how would you account for crits?

I'm not sure your point?

To the latter bit of your post, if your whole point is to show "How to interpret how much AC is good for," then it'd be a good idea to use a realistic AC.

To the former... Yes. Yes it would.

If you're being attacked by a monster that gets a mere 50% increase in damage from a crit (such as a 2d6+7 damage monster) your damage from 19+ to-hit going to 20 to-hit isn't a 100% increase in damage reduction, it's a 2/3rds increase. That's a pretty big difference.

I'll agree that it doesn't matter as much in realistic AC ranges (21 is an easy to reach cap on AC-not unbreakable, by any means, but often it'd be the highest in a party) so using that same monster, if they have a +6 to-hit, a accounting for crits only modifies damage by less than 10%, on the aggregate. But that circles back to the issue that you're not using realistic AC values.

Frogreaver
2020-09-30, 06:51 PM
Double-count the twenty, and ignore the fact that static mods don't double.

E.g. for AC 23, you'd take 10% damage from +0-3 (double damage on natural 20), 15% from +4 (double on 20, normal on 19), 20% from +5 (double on 20, normal on 18-19), etc.

I get how to do that. I would have probably done +75% damage instead of double. But if the point is actual accuracy as the other poster desired, that's not really getting us there is it?

MaxWilson
2020-09-30, 07:02 PM
I get how to do that. I would have probably done +75% damage instead of double. But if the point is actual accuracy as the other poster desired, that's not really getting us there is it?

It improves accuracy (substantially improves accuracy for some ACs) and it's computationally easy, so why wouldn't you make the improvement if you care at all about accuracy?

I agree that it's still not very accurate after you do that, but the main inaccuracy is not from static modifiers on crits--it's the fact that to-hit bonuses are not uniformly distributed the way the OP assumes they are. (They're also not distributed the same way at all tables, and the distribution changes as you go up in level.) But fixing these flaws is not computationally easy within the framework you've chosen, so I can understand why you wouldn't feel the need to try.

Frogreaver
2020-09-30, 07:25 PM
First, the percent increase in toughness does approach 0 as AC goes to infinity.

Yea, that's the trivial case where it already takes a nat 20 for anything to hit you.


But that happens long after you have rendered vs AC threats relstively trivial with super-exponentially increasing toughness from higher AC.

I mean, 20% tougher, 25% tougher, 33% tougher, 36% tougher, 38% tougher -- each *multiplies* with previous scaling.

Your effective HP goes from 100 to 120 to 160 to 215 to 290 to 400; +5 AC makes you 4x tougher.

Yes that's precisely what I am showing. That seems to be common knowledge though. What doesn't seem common knowledge is that the actual % increase of effective hp can actually drop as AC increases.

Also consider that the traditional model would show 20%, 25%, 33%, 50%, 100%. Which is 6x tougher. 6x vs 4x is a significant difference IMO.


Now critical hits need to be factored in (making it less steep). And after a bit the scaling stops. But it stops after your HP have already become "yes you have HP; near infinite HP" at least from attacks.

The most you can scale hp to via AC is to a factor of 20x higher. I'm not sure what factor you would need for "enough"


It improves accuracy (substantially improves accuracy for some ACs) and it's computationally easy, so why wouldn't you make the improvement if you care at all about accuracy?

I agree that it's still not very accurate after you do that, but the main inaccuracy is not from static modifiers on crits--it's the fact that to-hit bonuses are not uniformly distributed the way the OP assumes they are. (They're also not distributed the same way at all tables, and the distribution changes as you go up in level.) But fixing these flaws is not computationally easy within the framework you've chosen, so I can understand why you wouldn't feel the need to try.

Do people here no realize what an illustrative example is?

JNAProductions
2020-09-30, 07:27 PM
How much 5E have you played, Frogreaver? And what were the games like?

I'm curious as to what informs your experiences here.

Petrocorus
2020-09-30, 07:36 PM
Speaking of which, 23 is a really high AC value in 5E. Like... Using just the PHB, there's literally only one build that can achieve an AC that high without having to put resources in.

Which one?

Frogreaver
2020-09-30, 07:36 PM
To the latter bit of your post, if your whole point is to show "How to interpret how much AC is good for," then it'd be a good idea to use a realistic AC.

The phenomenon I'm capturing doesn't exist at AC's below 20. I think you know that though and so I question why you would make the criticism?


To the former... Yes. Yes it would.

If you're being attacked by a monster that gets a mere 50% increase in damage from a crit (such as a 2d6+7 damage monster) your damage from 19+ to-hit going to 20 to-hit isn't a 100% increase in damage reduction, it's a 2/3rds increase. That's a pretty big difference.

You are falling into the trap of only factoring in 1 attack modifier. Maybe the biggest point of this thread is that you should avoid that.


How much 5E have you played, Frogreaver? And what were the games like?

I'm curious as to what informs your experiences here.

I absolutely Hate posts like this and not because I haven't played 5e plenty. It comes across as an attempted cheap shot. Nothing in this thread would be invalidated if I hadn't played 5e a single minute, so why even bring it up?

JNAProductions
2020-09-30, 07:41 PM
Which one?

Barbarian, level 20, uses a Shield and has a total of 42 or higher between Con and Dex. So a 24 Con, 18 Dex Barbarian with a Shield has a resourceless AC of 23.


The phenomenon I'm capturing doesn't exist at AC's below 20. I think you know that though and so I question why you would make the criticism?

You are falling into the trap of only factoring in 1 attack modifier. Maybe the biggest point of this thread is that you should avoid that.

What exactly IS the phenomena you're capturing?

And I'm not trying to model the entire adventuring day. I'm pointing out that crits matter.

I'd also like to point out that assuming you face the same number of attacks from each hit bonus seems WILDLY unrealistic. If you face three goblins (+4 to-hit, one attack each) lead by a hobgoblin (+3 to-hit, one attack) you'll generally be eating about three times as many +4 attacks as +3, if not more (due to focusing down the bigger threat first, since the hobgoblin deals a lot more damage).


I absolutely Hate posts like this and not because I haven't played 5e plenty. It comes across as an attempted cheap shot. Nothing in this thread would be invalidated if I hadn't played 5e a single minute, so why even bring it up?

Why would you assume it's a cheap shot? I'm legitimately curious-your play experience, as far as I can infer from your posts, doesn't match mine.

Stuff like using 23 AC as a reasonable AC to bother running calculations for, for instance, would indicate games that are very liberal with their stat-boosting magic items, like +1 shields and whatnot. Which doesn't match my experiences with 5E.

stoutstien
2020-09-30, 07:41 PM
Which one?

Lv20 barb with maxed con and dex +shield

Unoriginal
2020-09-30, 07:42 PM
Do people here no realize what an illustrative example is?

I might be slow or just dead tired, but I personally can't see what you're trying to illustrate or to exemplify here.


I get that you're trying to show that AC should be confronted against varied attack modifiers if you want to make the calculation of AC's effectiveness accurate, but that's about it.

Frogreaver
2020-09-30, 07:44 PM
I might be slow or just dead tired, but I personally can't see what you're trying to illustrate or to exemplify here.


I get that you're trying to show that AC should be confronted against varied attack modifiers if you want to make the calculation of AC's effectiveness accurate, but that's about it.

I think you get it 99% of it.

Hellpyre
2020-09-30, 07:46 PM
I'm honestly not sure why you think the idea that AC provides no values once you hit the level of natural 20 as the target number is something that goes unacknowelged. It's more generally the case that system conventions lead to monsters with higher raw damage output also having high enough attack bonuses that you don't hit that point for them, while the damage from creatures that have low attack bonuses become much less relevant as you reach a point in your character progression where you are that far above them. As far as I've seen, it's well understood by people invovled in optimization, but tends to be discounted by these sorts of metagame concerns.

LudicSavant
2020-09-30, 07:47 PM
Do people here no realize what an illustrative example is?

I think they do.



If you're being attacked by a monster that gets a mere 50% increase in damage from a crit (such as a 2d6+7 damage monster) your damage from 19+ to-hit going to 20 to-hit isn't a 100% increase in damage reduction, it's a 2/3rds increase. That's a pretty big difference. You are falling into the trap of only factoring in 1 attack modifier. Maybe the biggest point of this thread is that you should avoid that.

That's not a 'trap,' that's JNAProduction using a quite valid illustrative example.

Unoriginal
2020-09-30, 07:53 PM
I think you get it 99% of it.

Then I must confess I don't understand how your OP illustrates that.



Barbarian, level 20, uses a Shield and has a total of 42 or higher between Con and Dex. So a 24 Con, 18 Dex Barbarian with a Shield has a resourceless AC of 23.

Do feats and Reactions count as ressources? Because a DEX-focused Ranger/Fighter with studded leather, a shield and with Defense Duelist can go quite a bit higher than 23.



What exactly IS the phenomena you're capturing?

I have to second this question (a second time).




I'd also like to point out that assuming you face the same number of attacks from each hit bonus seems WILDLY unrealistic. If you face three goblins (+4 to-hit, one attack each) lead by a hobgoblin (+3 to-hit, one attack) you'll generally be eating about three times as many +4 attacks as +3, if not more (due to focusing down the bigger threat first, since the hobgoblin deals a lot more damage).

While it's true in principle, focusing on the goblins could also be a good tactical choices as not only they're easier to kill (and removing someone from the enemy side helps your side's action economy prevails) but they're also more likely to hit.

Of course there is the fact goblins are not likely to want to continue the fight if the hobgoblin get killed, compared to the hobgoblin who is likely to want a fight to the death.

Frogreaver
2020-09-30, 07:58 PM
I'd also like to point out that assuming you face the same number of attacks from each hit bonus seems WILDLY unrealistic. If you face three goblins (+4 to-hit, one attack each) lead by a hobgoblin (+3 to-hit, one attack) you'll generally be eating about three times as many +4 attacks as +3, if not more (due to focusing down the bigger threat first, since the hobgoblin deals a lot more damage).

Do you understand what an illustrative example is?


Why would you assume it's a cheap shot? I'm legitimately curious-your play experience, as far as I can infer from your posts, doesn't match mine.

Stuff like using 23 AC as a reasonable AC to bother running calculations for, for instance, would indicate games that are very liberal with their stat-boosting magic items, like +1 shields and whatnot. Which doesn't match my experiences with 5E.

Why would someone assume that questioning whether another has played the game they are discussing in order to attempt to undermine their credibility would be anything else?

The point can be both true and not useful for you at the same time. Those aren't mutually exclusive states.

JNAProductions
2020-09-30, 07:58 PM
Do feats and Reactions count as ressources? Because a DEX-focused Ranger/Fighter with studded leather, a shield and with Defense Duelist can go quite a bit higher than 23.

I have to second this question (a second time).

While it's true in principle, focusing on the goblins could also be a good tactical choices as not only they're easier to kill (and removing someone from the enemy side helps your side's action economy prevails) but they're also more likely to hit

In reverse order...

Hobgoblins do 1d10+2d6+1 damage, whereas goblins do 1d6+2. The main difference is the hobgoblin has a higher AC (18, as compared to 15) but only 4 more HP.
I would, generally, focus down the hobgoblin first. But, different people will vary, and you could easily replace the specific chosen monsters with others and still get the point across.

Yup.

No-but Defensive Duelist only works against ONE attack, correct me if I'm wrong. Basically, when I say "23 AC" in this context, I'm referring to static AC. AC you can expect to have no matter what, against any number of foes. I do see your point, though! I wasn't clear with what I meant.


Do you understand what an illustrative example is?

Why would someone assume that questioning whether another has played the game they are discussing in order to attempt to undermine their credibility would be anything else?

The point can be both true and not useful for you at the same time. Those aren't mutually exclusive states.

Yes, I do. I just used one earlier, as LudicSavant kindly pointed out.

And because I remember what I was like when I was new to D&D. Not 5th edition, since I had mellowed out by then, it was more 4th edition for me. I was VERY number-focused. Math this, math that, calculate the odds, etc. etc.

It's definitely a good skill to have (and I do like doing probability calculations for various D&D or 40k things, just to figure odds out) but it's frequently not reflective of actual play.

I don't want to demean you or anything like that, but I am legitimately curious what your 5E experiences are like.

Frogreaver
2020-09-30, 07:59 PM
I'm honestly not sure why you think the idea that AC provides no values once you hit the level of natural 20 as the target number is something that goes unacknowelged. It's more generally the case that system conventions lead to monsters with higher raw damage output also having high enough attack bonuses that you don't hit that point for them, while the damage from creatures that have low attack bonuses become much less relevant as you reach a point in your character progression where you are that far above them. As far as I've seen, it's well understood by people invovled in optimization, but tends to be discounted by these sorts of metagame concerns.

Then why are you the only one acknowledging it's a true point?


I think they do.

So 90% of this thread has been criticizing the perfectness of the illustrative example, instead of talking about the point it's illustrating. Is that normal?

ProsecutorGodot
2020-09-30, 08:05 PM
Do people here no realize what an illustrative example is?

I think it's just a bit confusing to find what's being illustrated here. Of course there are diminishing returns, after a certain point nothing but a critical strike can reach your AC without DM intervention to create an obscene hit bonus.

I'm kind of stuck on the second sentence of your OP though:

That's because they are often focused on the case of AC vs a specific enemy. However, if you are the player AC is really expected to protect you over the whole adventuring day against enemies with a variety of attack modifiers.
The focus of AC against a specific enemy is generally a valid concern in my experience, especially because some of the most available large bonuses to AC rely on active use rather than passive (Shield, Shield of Faith, Dodging*, Defensive Duelist, Kensei Parry) and often makes the consideration to up your AC based on reasoning whether the triggering attack will harm you considerably. Unless I'm reading these charts incorrectly, most reasonably attainable AC totals without any conditionals applied will be a positive swing.

Which I guess could be considered the same as "protecting you throughout the adventuring day" so I'm still back to being a bit confused at things.


Do you understand what an illustrative example is?
Most here are grasping for what is being illustrated with this example. Are you trying to say that AC past 28 is pointless? That there is an obvious diminishing return? That one should consider their entire adventuring day when casting shield if it would boost their AC into the diminishing threshold?

MaxWilson
2020-09-30, 08:05 PM
No-but Defensive Duelist only works against ONE attack, correct me if I'm wrong. Basically, when I say "23 AC" in this context, I'm referring to static AC. AC you can expect to have no matter what, against any number of foes. I do see your point, though! I wasn't clear with what I meant.

It works against only one hit, but if (as is common) you have the chance to see the die before deciding whether to DD, it can scale up to 3-4 attacks per round pretty easily, since usually only one attack per round will fall within the range that Defensive Duelist is expected to affect. In an extreme case, such as fighting goblins at low levels when your Proficiency bonus is only +2, Defensive Duelist can be as good as +2 to AC against ~8-10 attacks per round--you only use it when someone hits you by a margin of +0 or +1, which happens only 10% of the time.

Unoriginal
2020-09-30, 08:09 PM
Hobgoblins do 1d10+2d6+1 damage, whereas goblins do 1d6+2. The main difference is the hobgoblin has a higher AC (18, as compared to 15) but only 4 more HP.
I would, generally, focus down the hobgoblin first. But, different people will vary, and you could easily replace the specific chosen monsters with others and still get the point across.

Fair.



No-but Defensive Duelist only works against ONE attack, correct me if I'm wrong. Basically, when I say "23 AC" in this context, I'm referring to static AC. AC you can expect to have no matter what, against any number of foes. I do see your point, though! I wasn't clear with what I meant.

True, I had forgotten that it only applied to one attack. A shame really.



Then why are you the only one acknowledging it's a true point?

I don't think anyone here has denied the truth of the point. But I'm not sure that most people here see it as something that requires active acknowledgement as opposed as something that is already understood as being true.



So 90% of this thread has been criticizing the perfectness of the illustrative example, instead of talking about the point it's illustrating. Is that normal?

Maybe it's because people here are confused about how the exemple and the point it's meant to illustrate are related to each other, or because they agree with you on the point itself but find your methodology not fitting for what you're trying to illustrate?

JNAProductions
2020-09-30, 08:09 PM
Also, looking at my posts, I apologize if I caused you any offense, Frogreaver. I remain curious, but didn't want to cause any harm.


It works against only one hit, but if (as is common) you have the chance to see the die before deciding whether to DD, it can scale up to 3-4 attacks per round pretty easily, since usually only one attack per round will fall within the range that Defensive Duelist is expected to affect. In an extreme case, such as fighting goblins at low levels when your Proficiency bonus is only +2, Defensive Duelist can be as good as +2 to AC against ~8-10 attacks per round--you only use it when someone hits you by a margin of +0 or +1, which happens only 10% of the time.

Still not what I meant by "Resourceless AC," so maybe I should've said "Static AC"? Would that make more sense, be clearer, all that jazz?

MaxWilson
2020-09-30, 08:16 PM
Still not what I meant by "Resourceless AC," so maybe I should've said "Static AC"? Would that make more sense, be clearer, all that jazz?

Oh, sure. I don't disagree with you, and I appreciate your reminder about AC 24 barbs.

I was just making the separate point that Defensive Duelist covers more attacks in practice than many people think, because unlike e.g. Protection style, you can choose to use it only on a hit instead of on an attack. I've found myself taking Defensive Duelist even on Eldritch Knights with Shield and Warcaster, because it winds up saving you from annoying lucky hits in situations that aren't quite deadly enough to be worth burning spell points on.

Eldest
2020-09-30, 08:23 PM
So 90% of this thread has been criticizing the perfectness of the illustrative example, instead of talking about the point it's illustrating. Is that normal?

You've provided data and no conclusions. The data is what we can see to critique. If you want your point to be talked about, please take a minute to type it up in a paragraph. Edit it into the OP and put it in the thread too, to make sure everyone sees it.

Edit: I'm very brain dead at the moment, and I get that you're trying to say something about AC being valued somewhat differently based on a range of attack bonuses against you. I don't know what it is.

Hellpyre
2020-09-30, 08:37 PM
Still not what I meant by "Resourceless AC," so maybe I should've said "Static AC"? Would that make more sense, be clearer, all that jazz?

I like, for personal use, to group into Passive, On-Demand, and Active defenses (including AC)

Passive being things like static AC, or trait-based damage resistances; On-Demand being things that take actions, reactions, or bonus actions but can be used without limitation; and Active being anything that consumes a resource to use (Like Shield or Wild Magic's Bend Luck ability). Do the distinctions there come across clearly?

JNAProductions
2020-09-30, 08:38 PM
I like, for personal use, to group into Passive, On-Demand, and Active defenses (including AC)

Passive being things like static AC, or trait-based damage resistances; On-Demand being things that take actions, reactions, or bonus actions but can be used without limitation; and Active being anything that consumes a resource to use (Like Shield or Wild Magic's Bend Luck ability). Do the distinctions there come across clearly?

Those are good categories, yeah.

Frogreaver
2020-09-30, 08:45 PM
I think it's just a bit confusing to find what's being illustrated here. Of course there are diminishing returns, after a certain point nothing but a critical strike can reach your AC without DM intervention to create an obscene hit bonus.

Thank you for at least replying about the topic instead of trying to make perfect an example whose only reason for existence was illustrate a few points.

Yes, trivial diminishing returns. Not really interesting IMO. The example shows non-trivial diminishing returns before you get to the needing a nat 20 against every attack roll you face in the day.


I'm kind of stuck on the second sentence of your OP though:

The focus of AC against a specific enemy is generally a valid concern in my experience, especially because some of the most available large bonuses to AC rely on active use rather than passive (Shield, Shield of Faith, Dodging*, Defensive Duelist, Kensei Parry) and often makes the consideration to up your AC based on reasoning whether the triggering attack will harm you considerably. Unless I'm reading these charts incorrectly, most reasonably attainable AC totals without any conditionals applied will be a positive swing.

Which I guess could be considered the same as "protecting you throughout the adventuring day" so I'm still back to being a bit confused at things.

It shouldn't be a very controversial point. In an adventuring day you will typically face a variety of attack values. Because of that solely focusing on a single attack value, such as the average case, can leave you with incorrect analysis once the gap between your AC range and the attack values reaches a certain level. I don't understand what you are disagreeing with there?

If your point is that such AC values in that range will be rare in most games, I totally agree. In my experience AC doesn't go up much beyond 20 without something like a shield spell or magic item and then it's most often just a little over 20. But that's not really disagreeing with me, so I'm still at a loss.


Most here are grasping for what is being illustrated with this example. Are you trying to say that AC past 28 is pointless? That there is an obvious diminishing return? That one should consider their entire adventuring day when casting shield if it would boost their AC into the diminishing threshold?

The thread starts out about static AC values and you bring up shield. I don't mind talking about shield (and consider it on topic), but the timing and context are throwing me for a loop.

"Are you trying to say that AC past 28 is pointless?" No, monster attack values can be higher.
"That there is an obvious diminishing return?" A non-trivial one!
"That one should consider their entire adventuring day when casting shield...." Possibly true but not something i'm claiming with this.

I'd add, that at lower AC values the damage reduction provided by additional AC works exactly as expected even when just looking at the average attack value you are going up against. Which is important as well.

Also, that gaining +1 AC and going from 10% chance to be hit to 5% chance to be hit when facing one attack value doesn't normally double your survivability through the day because your likely to face many different attack values.

Possibly other things as well.

The feeling I'm getting is that most everyone is making this much more complicated than it needs to be. It's super frustrating. I painted a picture that shows a few different points I found interesting, but nothing that should be super controversial and here we are 20+ posts in and everything is being nit-picked apart, not because anything was actually wrong, but because no one wants to talk about anything actually revealed from the info I posted.


You've provided data and no conclusions. The data is what we can see to critique. If you want your point to be talked about, please take a minute to type it up in a paragraph. Edit it into the OP and put it in the thread too, to make sure everyone sees it.

Edit: I'm very brain dead at the moment, and I get that you're trying to say something about AC being valued somewhat differently based on a range of attack bonuses against you. I don't know what it is.

I think you are looking for some much more profound conclusion than actually exists. You've basically stated back to me one of my biggest points. That was talked about in the OP as well.

OldTrees1
2020-09-30, 08:49 PM
I searched for some easily read stats on monster stats: http://blogofholding.com/?p=7283

It showed that CR 5-16 monsters from the monster manual averaged +7 to +12 attack. I wish it included attack ranges too.
From my experience as a DM I was seeing PCs with mostly 15-21 AC in Tier 2-3.
Also in my observation, monster crits ranged from x1.5 to x2 damage on the attack.

Frogreaver
2020-09-30, 09:10 PM
Oh, sure. I don't disagree with you, and I appreciate your reminder about AC 24 barbs.

I was just making the separate point that Defensive Duelist covers more attacks in practice than many people think, because unlike e.g. Protection style, you can choose to use it only on a hit instead of on an attack. I've found myself taking Defensive Duelist even on Eldritch Knights with Shield and Warcaster, because it winds up saving you from annoying lucky hits in situations that aren't quite deadly enough to be worth burning spell points on.

Fully agree with this. In most situations it's nearly identical to a constant +2-4 AC (Depending on proficiency bonus).


Also, looking at my posts, I apologize if I caused you any offense, Frogreaver. I remain curious, but didn't want to cause any harm.


Thank you.

ProsecutorGodot
2020-09-30, 09:34 PM
The thread starts out about static AC values and you bring up shield. I don't mind talking about shield (and consider it on topic), but the timing and context are throwing me for a loop.

I brought up shield and other conditional AC bonuses because every point above 22 (Plate/Shield/Defense on a Warforged) is going to either be conditional, or a magic item. Or you're the previously mentioned Barbarian who has reached 20th level for a staggeringly different 23 static AC, except he can't move up with magical armor. Still not to the point your chart labels diminishing returns.

The timing was that we found the non-conditional "realistic" AC cap, the context is that diminishing returns are irrelevant without these conditional bonuses, since they are the things that put you (very rarely) into the territory where you might actually start seeing a noticeable decline in effectiveness.

KorvinStarmast
2020-09-30, 10:09 PM
I absolutely Hate posts like this and not because I haven't played 5e plenty. It comes across as an attempted cheap shot. Nothing in this thread would be invalidated if I hadn't played 5e a single minute, so why even bring it up? Might want to learn how to communicate more effectively, in that case, and to not be so thin skinned ... nor so insulting in your style of reply.

Do you understand what an illustrative example is? That's the kind of talk that is not going to make people interested in engaging with you.

As to the rest of us: this isn't our first rodeo, buckaroo. The number crunchers have been hashing and thrashing about how AC in this bounded accuracy system plays out since the game's release.

You are not covering new ground. Electricity, in other words, has already been discovered.

The sensitivity of to hit and attacks with advantage to AC, when assessing DPR, has been beaten to death. But one example is here, (https://rpg.stackexchange.com/q/14690/22566) which shows how AC increase makes a difference on that bit of game mechanics.

Nothing you posted in the OP is actionable by me as a player with a PC.

Nothing. Why? It's ground already covered.

Here's an at the table input for you: in tier 3 play where skirmishing with groups of fire giants was common, found that using a cloak of displacement to create a situation where melee attacks on me got disadvantage was worth more than more armor class due to how critical hits are applied in this edition.
The short attention span version of the point is this:
1/400 times versus 1/20 times per attack on me could I expect those hard hitting buggers to double their damage dice. (Them HP of damage add up in a hurry in the latter case ...).

Ignoring crits? Not good when it comes to analysis.

Chugger
2020-09-30, 10:57 PM
I still can't tell what the point is.

There is a point where getting even higher AC doesn't help you any or much - is that it (diminishing returns of ac)?

But if that's your point, you are forgetting something very very important: making DM's cry. Those tears are very nourishing - it's important to make DM's cry.

I got a Pal who has +2 plate, +3 shield, and a +1 ring of protection. He's one-dipped hexblade, so when I shield my AC is 31. It's overkill - it's crazy - diminishing returns, sure - but DM tears nourish me. You can't ever forget that. They're loaded with vitamins and many other good things.

Merudo
2020-10-01, 03:37 AM
A table that ignores crits is the only one with value for characters using adamantine armor. It is also preferable when the attacker does most of the damage through its ability modifier.

stoutstien
2020-10-01, 07:06 AM
A table that ignores crits is the only one with value for characters using adamantine armor. It is also preferable when the attacker does most of the damage through its ability modifier.

Adamantine cancels the double damage of a critical not the automatic hit.