Francis wrote:Okay, I've been playing Crawl for a while. Like, over a year, so maybe I should be embarrassed that I don't know this yet. . .
but I still don't fully understand the distinction between AC and EV.
What's a simple way to determine how much any given piece of armor will help me?
The basic idea is fairly simple. Moderate oversimplifications follow:
If you have an AC of 10, every time you get hit the damage is reduced by a number from 0 to 10. If you have an AC of 20, the reduction is from 0 to 20, and so forth. Your average and maximum reductions will be higher if your AC is higher, but you always have a chance to botch your AC roll and have it do nothing.
If you have an EV of 10, you generate a random number between 0 and 10 and compare it to your attacker's hit. If you beat it, you negate the attack, but if you just barely fail you get no reduction in damage. This increases in roughly the same way.
There are complicating factors. In particular, body armor provides Guaranteed Damage Reduction, which basically means that if you botch your AC roll GDR will step in and you'll reduce some damage anyway. Monster hit and monster damage also scale differently at different points of the game.
Francis wrote:What's the difference between AC and EV and what factors should I be taking into account(other than racial aptitude) when choosing between light armor, heavy armor, or a robe?
Are you a caster? Then get on a robe, and don't even think about changing until all your spells are at excellent. And even then, just take one step up to leather, and possibly another step up to (swamp/ice/pearl) dragon armor at the very most. Spells are awesome, and you don't want to give them up. Spell success is more important to armor choice than every other factor combined.
If you're not planning to cast, it's fairly safe to go for the heaviest armor you can find if your aptitudes are good. There are other penalties involved, but the extra defense is quite valuable.