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<blockquote data-quote="WalterKovacs" data-source="post: 4379474" data-attributes="member: 63763"><p>Just from doing a bit of quick calculating, at around level 12 [picked it off the top of my head], the Paladin can get up to 30 AC [spending a feat on one of the armor or shield specializations to get the extra point].</p><p> </p><p>Most of the strikers, and even the wizard [in leather], are at about 26 or 27. Taking extra feats, like the specializations, gaining higher armor profs, etc ... can get them to within 2 of the Paladin.</p><p> </p><p>So, the range is ABOUT 4 ... and that is only in the maxed out Paladin that goes with a heavy sheild and takes a feat to up their AC.</p><p> </p><p>And this is also assuming all characters have the 'standard for that level' +3 magic bonus on the armor. This doesn't take into account class features [outside of the warlock's concealment].</p><p> </p><p>Now, if they are at say level 18, when they would have access to +4 magic, they would have gotten a chance to increase a stat 5 times. That would basically mean that the starting ACs get 'back in line'. Since the +2 you would have been able to add to your main defense stat in light armor gets offset by the masterwork quality. Masterwork light armor increases it's bonus by 1, masterwork heavy goes up by 3. The same occurs at the +6 level of magic, which is 25+. At level 24, you will have recieved 7 stat increases. At level 28, it becomes a total of +4, again 'resetting' the difference between heavy armor and light armor.</p><p> </p><p>Most of the way up, a paladin/fighter mark will make the rest of that party at least as good as a shieldless fighter or paladin, if not better, UNLESS a character is focusing on offense to the exclusion of defensive capabilities. However, player choices matter and ignoring AC will make you a juicier target. Just as a monster can decide that it's better to take down the low AC high damage output striker that fight the defender ... a player would realize that making their high damage output striker harder to hit instead at the cost of damage per hit means they'll be able to fight longer and do more damage over time.</p><p> </p><p>The lowest AC of the bunch is likely the melee ranger interestingly enough. It's hard to get their Dex up when you want to optimize their strength, and probably want their wisdom as well. Toughness gets them close to defenders in HP, and two weapon defense gives them a bit of help, but even after that, it's probably only 26 unless they get their DEX up.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4379474, member: 63763"] Just from doing a bit of quick calculating, at around level 12 [picked it off the top of my head], the Paladin can get up to 30 AC [spending a feat on one of the armor or shield specializations to get the extra point]. Most of the strikers, and even the wizard [in leather], are at about 26 or 27. Taking extra feats, like the specializations, gaining higher armor profs, etc ... can get them to within 2 of the Paladin. So, the range is ABOUT 4 ... and that is only in the maxed out Paladin that goes with a heavy sheild and takes a feat to up their AC. And this is also assuming all characters have the 'standard for that level' +3 magic bonus on the armor. This doesn't take into account class features [outside of the warlock's concealment]. Now, if they are at say level 18, when they would have access to +4 magic, they would have gotten a chance to increase a stat 5 times. That would basically mean that the starting ACs get 'back in line'. Since the +2 you would have been able to add to your main defense stat in light armor gets offset by the masterwork quality. Masterwork light armor increases it's bonus by 1, masterwork heavy goes up by 3. The same occurs at the +6 level of magic, which is 25+. At level 24, you will have recieved 7 stat increases. At level 28, it becomes a total of +4, again 'resetting' the difference between heavy armor and light armor. Most of the way up, a paladin/fighter mark will make the rest of that party at least as good as a shieldless fighter or paladin, if not better, UNLESS a character is focusing on offense to the exclusion of defensive capabilities. However, player choices matter and ignoring AC will make you a juicier target. Just as a monster can decide that it's better to take down the low AC high damage output striker that fight the defender ... a player would realize that making their high damage output striker harder to hit instead at the cost of damage per hit means they'll be able to fight longer and do more damage over time. The lowest AC of the bunch is likely the melee ranger interestingly enough. It's hard to get their Dex up when you want to optimize their strength, and probably want their wisdom as well. Toughness gets them close to defenders in HP, and two weapon defense gives them a bit of help, but even after that, it's probably only 26 unless they get their DEX up. [/QUOTE]
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