Please read this post first!
This post contains the crunchy formula details, for those that want to know all of the math behind the numbers.
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Monster’s chance to hit: (Monster’s Attack Bonus + 10.5) / (Target’s Armor Class * 2)
Player’s chance to hit (if proficient in weapon): (Player’s Attack Bonus + 10.5) / (Target’s Armor Class * 2) + 25%, rounded to nearest 5%
Players graze on a 2+ on the attack roll d20.
Monsters graze on a 19+ on Casual or Normal difficulty, 17+ on Hard difficulty, and 15+ on Elite difficulty. Note that at these thresholds, players should only encounter grazing hits when dramatically overleveling content, since it’s fairly difficult to be over a 75% miss rate.
You can calculate how much each point of Physical Resistance Rating is helping using the following formula: (1 – (0.99^Physical Resistance Rating))*0.65
Code:
PPR Protection PPR Protection
0 0.00% 110 43.48%
10 6.22% 120 45.54%
20 11.84% 130 47.40%
30 16.92% 140 49.08%
40 21.52% 150 50.61%
50 25.67% 160 51.98%
60 29.43% 170 53.23%
70 32.84% 180 54.35%
80 35.91% 190 55.37%
90 38.69% 200 56.29%
100 41.21% 210 57.12%
If you are proficient in your armor:
Heavy Armor gives you Physical Resistance Rating equal to your Base Attack Bonus.
Medium Armor gives you Physical Resistance Rating equal to 2/3 of your Base Attack Bonus.
Light Armor gives you Physical Resistance Rating equal to 1/2 of your Base Attack Bonus.
Class Changes:
Barbarians and Rogues gain +1% Dodge at levels 4, 6, 8, 12, 16, and 20.
Monks gain 3 Centered AC instead of 1 at levels 2, 5, 10, 15, and 20.
Feat and Enhancement Changes:
Uncanny Dodge: Activate this ability to gain a temporary 25% Dodge bonus and a +4 reflex save bonus.
Note: Uncanny Dodge is no longer a times-per-day ability, but instead has a cooldown. Temporary Dodge bonuses ignore the Dodge cap normally applied by your armor's Maximum Dexterity Bonus cap.
Improved Uncanny Dodge: Activate this ability to gain a temporary 50% Dodge bonus and +6 reflex save bonus.
Note: Improved Uncanny Dodge is no longer a times-per-day ability, but instead has a cooldown. Temporary Dodge bonuses ignore the Dodge cap normally applied by your armor's Maximum Dexterity Bonus cap.
Defensive Fighting Defensive Stance: While using Defensive Fighting mode, you gain a 5% bonus to AC and a -5% penalty to-hit. Casting a spell ends this mode.
Combat Expertise Defensive Stance: While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% feat bonus to Armor Class. Spells have three times their normal cooldown when this mode is active. Combat Expertise dispels and wards against all Rage effects.
Resilience Defensive Stance: While using Resilience mode, you gain a +4 bonus to all saves. Spells have three times their normal cooldown when this mode is active.
Precision Offensive Stance: While using Precision mode, you gain +5% to hit. Spells have three times their normal cooldown when this mode is active.
Note: Damage penalty has been removed.
Dodge Grants you a +1 bonus to your Armor Class that stacks with all other bonuses to AC (this will appear as a feat bonus on your character sheet). You will also gain a 3% Dodge bonus.
Mobility Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling. You will also gain a 2% Dodge bonus.
Spring Attack You suffer no penalty to your attack roll when moving and attacking. You will also gain a 2% Dodge bonus.
Two Weapon Defense Grants you a +1 bonus to your AC and 5 physical resistance when you wield two weapons. (This bonus does not apply when fighting unarmed/with handwraps.)
Shield Mastery You are skilled with the use of a shield, and your physical resistance is increased by 3 when using a buckler or small shield, 5 when using a large shield, or 10 when using a tower shield.
Improved Shield Mastery You are exceptionally skilled with the use of a shield, and your physical resistance is increased by 5 when using a buckler or small shield, 10 when using a large shield, or 15 when using a tower shield.
Mithral Body Docents you equip provide armor equivalent to Chainmail. This is treated as metallic light armor. You have a 15% arcane spell failure chance, -1 armor check penalty to certain skills, and a +5 maximum dexterity bonus.
Adamantine Body Docents you equip provide armor equivalent to Full Plate. This is treated as metallic heavy armor. You have damage reduction 2/adamantine, a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum dexterity bonus.
Lesser Mountain Stance Martial Arts Stance: The unyielding mountain stance focuses on endurance and defense. Lesser Mountain Stance grants +2 Constitution, a 5% boost to AC, 3 physical resistance, and a +25% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Lesser Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'
Mountain Stance Martial Arts Stance: The unyielding mountain stance focuses on endurance and defense. Mountain Stance grants +2 Constitution, a 10% boost to AC, 8 physical resistance, and a +40% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'
Greater Mountain Stance Martial Arts Stance: The unyielding mountain focuses on endurance and defense. Greater Mountain Stance grants +3 Constitution, a 15% boost to AC, 12 physical resistance, a +55% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Greater Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'
Ultimate Mountain Stance Martial Arts Stance: The unyielding mountain focuses on endurance and defense. Ultimate Mountain Stance grants +4 Constitution, a 20% boost to AC, 15 physical resistance, a +70% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Ultimate Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'
Stalwart Defender: Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +2 Competence bonus to Strength and Constitution, +10% maximum hit points, a +1 Competence bonus on all saves, 10 physical resistance, and a 10% bonus to Armor Class from armor and shields. You also gain a 25% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
Stalwart Defender II: Improved Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +4 Competence bonus to Strength and Constitution, +15% maximum hit points, a +2 Competence bonus on all saves, 25 physical resistance, and a 20% bonus to Armor Class from armor and shields. You also gain a 50% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
Stalwart Defender III: Superior Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +6 Competence bonus to Strength and Constitution, +20% maximum hit points, a +3 Competence bonus on all saves, 45 physical resistance, and a 40% bonus to Armor Class from armor and shields. You also gain a 75% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
Defender of Siberys: Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, +10% maximum hit points, a +1 Sacred bonus on all saves, 10 physical resistance, and a 10% bonus to Armor Class from armor and shields. You also gain a 25% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
Defender of Siberys II: Improved Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, +15% maximum hit points, a +2 Sacred bonus on all saves, 25 physical resistance, and a 20% bonus to Armor Class from armor and shields. You also gain a 50% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
Defender of Siberys III: Superior Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +6 Sacred bonus to Strength and Constitution, +20% maximum hit points, a +3 Sacred bonus on all saves, 45 physical resistance, and a 40% bonus to Armor Class from armor and shields. You also gain a 75% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.
(Class) Armor Class Boost I Activate this ability to receive a +5 Action Boost bonus to Armor Class for 20 seconds.
(Class) Armor Class Boost II Activate this ability to receive a +10 Action Boost bonus to Armor Class for 20 seconds.
(Class) Armor Class Boost III Activate this ability to receive a +15 Action Boost bonus to Armor Class for 20 seconds.
(Class) Armor Class Boost IV Activate this ability to receive a +20 Action Boost bonus to Armor Class for 20 seconds.
Armor Tiers
Code:
AC Max Dex Level
HEAVY ARMOR
(Heavy Plates)
Full Plate 8 1 1 to 7
Battle Plate 12 1 8 to 13
Magecraft Plate 16 1 14 to 19
Mountain Plate 20 1 20 to 24
Planeforged Plate 24 1 25
(Light Plates)
Light Plate 7 2 1 to 7
Light Battle Plate 10 3 8 to 13
Light Magecraft Plate 13 4 14 to 19
Light Mountain Plate 17 5 20 to 24
Light Planeforged Plate 21 6 25
MEDIUM ARMOR
(Breastplates)
Breastplate 6 3 1 to 7
Battle Breastplate 8 4 8 to 13
Magecraft Breastplate 11 5 14 to 19
Mountain Breastplate 14 6 20 to 24
Planeforged Breastplate 18 7 25
(Scalemail)
Scalemail 5 4 1 to 7
Skirmish Scalemail 6 6 8 to 13
Feycraft Scalemail 8 8 14 to 19
Spiritcraft Scalemail 11 10 20 to 24
Celestial Scalemail 15 12 25
LIGHT ARMOR
(Chainmail)
Chainmail Shirt 4 5 1 to 7
Skirmish Chainmail 5 7 8 to 13
Feycraft Chainmail 7 9 14 to 19
Spiritcraft Chainmail 9 11 20 to 24
Celestial Chainmail 12 13 25
(Leathers)
Leather Armor 3 6 1 to 7
Skirmish Leather 4 8 8 to 13
Feycraft Leather 5 11 14 to 19
Spiritcraft Leather 7 14 20 to 24
Celestial Leather 9 18 25
(Shields)
Light Shield 2 - 1 to 7
Light Darkwood 3 - 8 to 13
Light Densewood 4 - 14 to 19
Light Spiritcraft 5 - 20 to 24
Light Celestial Shield 6 - 25
Heavy Shield 3 - 1 to 7
Heavy Darkwood 4 - 8 to 13
Heavy Densewood 5 - 14 to 19
Heavy Spiritcraft 7 - 20 to 24
Heavy Celestial Shield 9 - 25
Tower Shield 4 2 1 to 7
Battle Shield 6 2 8 to 13
Magecraft Shield 8 2 14 to 19
Mountain Shield 10 2 20 to 24
Planeforged Shield 12 2 25
Things we're still watching:
Monks and monk splashes. Further changes may be made to the Monk class to give them a more evasive feel and to improve their defensive ability if it is deemed too weak.