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Armor

Armor

Armor reduces the amount of damage you take by a percentage, increasing with the number of armor you have as seen below. Each point of armor increases the amount of damage it effectively takes to kill you by 6.66% per point.


Damage reduction and Effective HP at different Armor.png Values:

ArmorStat 0 1 2 3 4 5 6 7 8 9 10 15 30 45 60
Dmg Reduction Tooltip (-%) 0 6 12 17 21 25 29 32 35 38 40 50 67 75 80
Effective HP Increase (+%) 0 6.67 13.33 20 26.67 33.33 40 46.67 53.33 60 66.67 100 200 300 400

[For a more complete list of changes per stat point, see Formulas & Values below.]


Effective HP

While the raw amount of % damage reduction goes down with each point of armor, the value of each % point goes up. For example: If you go from 0% reduction to 10%, that 10% reduction means you take 10% less damage. But if you go from 80% damage reduction to 90%, that +10% increase just halved the amount of damage you take.

So while the % Damage Reduction you gain from each armor point goes down, the effect on how much damage you can take before dying from each point remains the same..

Another example: If you have 100 Max HP and 0 armor, it takes 100 damage to kill you. But if you have 5 armor, you reduce the damage by 25%, so now it takes 100/0.75=133 damage to kill you. This amount of theoretical damage it takes to kill you is called 'Effective HP'.

Meaning for every 100 Max HP you have, each 5 points of armor allows you to take an additional 33 damage before dying. Said another way, each point of armor increases your Effective HP by 6.66%.

Negative Armor

If you have negative armor, the damage you take is instead increased by the percentage. Where +15 armor would give 50% damage reduction, -15 armor means you takes 150% damage.

This means that negative armor, unlike positive armor, has strong diminishing returns. Going from 50% damage reduction to 67% (going from 15 to 30 armor) means you take 50% less damage than you were previously. But going from -15 to -30 armor means going from taking 150% to taking 167% damage, which means you just take a relative 11% more damage than before.

As a result, when you play Ghost, who starts with -100 armor (taking 187% damage), it doesn't make a notable difference if you gain +10 or -10 additional armor: it only changes the damage you take between 186% to 188%.

Rounding

The Tooltip for the Damage Reduction from Armor rounds to the nearest whole %. However, the actual damage reduction the game uses does not round, and instead uses the precise number.

Also note that enemy damage is rounded before armor is calculated. So if an enemy would deal 1.6 damage, that is rounded up to 2 damage, then armor is applied to the 2 damage. And then that number is rounded. So you need 6+ armor to reduce 2 damage down to 1, because you need to reduce it to under 1.5 damage for it to round down.

Items

Positive

These items increase your Armor.

Due to Item Tags, the Character(s) Golem.png Golem, Knight.png Knight, Masochist.png Masochist, Pacifist.png Pacifist have a higher chance to find these items in the Shop.

Name Rarity Effects Base Price Limit Unlocked By
Tier 3 +8 Armor while standing still.
-5% Speed
75
Tier 1 +1 Armor
+1 Engineering
-2 Max HP
25
Tier 4 +5 Armor
+5% Crit Chance
+5 Engineering
+5% Speed
-2 HP Regeneration
-2% Life Steal
90
Tier 1 +1 Armor
-2% Speed
25
Tier 2 +2 Armor
+6% Dodge
-3 Max HP
45
Tier 2 +3 Max HP
+3% Damage
+1 Armor
+3% Speed
-4% Crit Chance
55
Tier 2 +2 Armor
-3% Damage
40
Tier 4 +6 Armor
+6 Engineering
-2 HP Regeneration
-2% Life Steal
90 Win a run with Engineer.png Engineer
Tier 3 +20% Damage
+1 Armor
-2% Damage until the end of the wave when you take damage
65
Tier 3 +3 Armor
+5 Max HP
-5% Speed
80

Negative

These items decrease your Armor.

Name Rarity Effects Base Price Limit Unlocked By
Tier 4 +12 Melee Damage
+6 Ranged Damage
-1 Armor
-5% Speed
105 Win a run with Generalist.png Generalist
Tier 3 +1% Attack Speed for every current living enemy
-2 Armor
75 1 Win a run with Streamer.png Streamer
Tier 2 +8% Dodge
-1 Armor
60
Tier 3 +25% Damage
-3 Armor
75
Tier 1 +5% Attack Speed
+15 Range
-1 Armor
25
Tier 4 +15% Speed
+10% Dodge
-5 Max HP
-1 Armor
100
Tier 4 +2 Luck for every 1 % Crit Chance you have
-2 Armor
100 1
Tier 4 +15% Crit Chance
+50 Range
-3 Max HP
-1 Armor
90 Win a run with Ranger.png Ranger
Tier 3 +1 Max HP for every 1 permanent Armor you have
-2 Armor
80 1 Win a run with Golem.png Golem
Tier 2 +10% Crit Chance
-1 Armor
50
Tier 2 -1 Armor
+16 Harvesting
40

Mechanics

These Items have Mechanics related to armor.

The Anvil can increase your Armor stat, but is not tagged as an Armor Item.

Name Rarity Effects Base Price Limit Unlocked By
Tier 4 A random weapon is upgraded when entering a shop. If you have no weapon to upgrade, you gain +2 Armor instead. 120 1 Win a run with Arms Dealer.png Arms Dealer
Tier 3 +1 Max HP for every 1 permanent Armor you have
-2 Armor
80 1 Win a run with Golem.png Golem

Characters

These Characters start with different Armor, or have mechanics related to their Armor:

Positive Characters

Name Stats Unlocked By Unlocks
+20 Max HP
+15 HP Regeneration
+10 Armor
HP Regeneration modifications are increased by 50%
You explode for 30 (300%Melee Damage.png 300%Ranged Damage.png 300%Elemental Damage.png) damage when you take damage
This explosion has a 1.5x crit multiplier
You can't equip weapons
Win a run in Danger 1
+5% Damage when you take damage until the end of the wave
+10 Max HP
+20 HP Regeneration
+8 Armor
-100% Damage
Win a run in Danger 3
+2 Melee Damage for every 1 Armor you have
+5 Armor
You can't equip ranged weapons
You can only equip tier 2 weapons or above
% Attack Speed modifications are reduced by 50%
Harvesting modifications are reduced by 80%
Win a run in Danger 4
+20 Max HP
Max HP modifications are increased by 33%
Armor modifications are increased by 33%
+40 % Attack Speed when you have less than 50% health
+20 % Speed when you have less than 50% health
You can't heal in any way
Finish a wave with 1 HP

Negative Characters

Name Stats Unlocked By Unlocks
+10 Damage with Ethereal weapons
+30% Dodge
Dodge is capped at 90%
-100 Armor
Reach +60% Dodge
+30% Speed
+1 Melee Damage for every 2% Speed you have
-100 Armor while standing still
-3 Armor
Reach +50% Speed
+200% Attack Speed with Medical weapons
+5 HP Regeneration
HP Regeneration is doubled
+5 Harvesting
-100% Attack Speed
Armor modifications are reduced by 50%
Heal 200 HP in one wave
+175% Explosion Damage
+4% Explosion Size for every 1 Elemental Damage you have
-100% Damage
Armor modifications are reduced by 50%
Kill 15 Enemies with a single explosion

Weapons

These Weapons affect Armor:

Name Class Damage Attack Speed DPS Crit Damage/Chance Range Knockback Lifesteal Special Effects Base price Unlocked by
Primitive, Blunt

20(100%Melee Damage.png)
30(100%Melee Damage.png)
40(100%Melee Damage.png)
60(100%Melee Damage.png)

1.68s
1.61s
1.53s
1.46s

11.9(59%Melee Damage.png)/s
18.6(62%Melee Damage.png)/s
26.1(65%Melee Damage.png)/s
41.1(68%Melee Damage.png)/s

x1.5 (10%)
x1.5 (15%)
x1.5 (20%)
x1.5 (25%)

150
150
150
150

5
5
5
5

0
0
0
0

-/+1 Armor/+1 Armor, +2 Max HP/+2 Armor, +2 Max HP

10
22
45
91

Default

These Weapons use your Armor stat to deal more damage:

Name Class Damage Attack Speed DPS Crit Damage/Chance Range Knockback Lifesteal Special Effects Base price Unlocked by
Medieval, Blunt

10(100%Armor.png)
15(125%Armor.png)
20(150%Armor.png)
30(200%Armor.png)

1.16s
1.16s
1.16s
1.01s

8.6(86%Armor.png)/s
12.9(107%Armor.png)/s
17.2(129%Armor.png)/s
29.7(198%Armor.png)/s

x2 (3%)
x2 (3%)
x2 (3%)
x2 (3%)

150
150
150
150

20
20
20
20

0
0
0
0

15
31
61
122

Win a run with Masochist.png Masochist

Weapon Classes

These Weapon Classes affect Armor:

Class Bonuses Weapons
Blunt (2)+1 Armor -2% Speed
(3)+1 Armor +3 Max HP -4% Speed
(4)+2 Armor +3 Max HP -6% Speed
(5)+2 Armor +6 Max HP -8% Speed
(6)+3 Armor +6 Max HP -10% Speed
Rock
  Rock


Hammer
  Hammer
Ethereal (2)+6% Dodge Chance -1 Armor
(3)+12% Dodge Chance -2 Armor
(4)+18% Dodge Chance -3 Armor
(5)+24% Dodge Chance -4 Armor
(6)+30% Dodge Chance -5 Armor



Scythe
  Scythe
Medieval (2)+1 Armor
(3)+1 Armor, +3% Dodge
(4)+2 Armor, +3% Dodge
(5)+2 Armor, +6% Dodge
(6)+3 Armor, +6% Dodge




Sword
  Sword

Formulas & Values

The formula used by the game for calculating Armor's damage reduction value is:

 % Damage taken after armor  = 1 / ( 1 + ( ARMOR / 15 ) )
Tooltip for Damage Reduction % = ROUND( ( 1 - ( DmgReceived% ) ) * 100 )

It can be clearly seen here that it takes 15 armor to doubles your HP. And that the Tooltip rounds the number to the nearest %


This table shows various damage reduction values with different Armor stats. The Dmg Reduction is the one shown by the tooltip. Below is the actual EHP granted by that amount of armor.


For every 1 Armor.png:

ArmorStat 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Dmg Reduction (-%) 0 6 12 17 21 25 29 32 35 38 40 42 44 46 48 50 52 53 55 56 57 58 59 61 62 63 63 64 65 66 67
Effective HP Increase (+%) 0 6.6 13 20 27 33 40 47 53 60 67 73 80 87 93 100 107 113 120 127 133 140 147 153 160 167 173 180 187 193 200

For every 10 Armor.png:

ArmorStat 10 20 30 40 50 60 70 80 90 100
Dmg Reduction (-%) 40 57 67 73 77 80 82 84 86 87
Effective HP Increase (+%) 67 133 200 267 333 400 467 533 600 667

For every 100 Armor.png:

ArmorStat 100 200 300 400 500 ... 1000
Dmg Reduction (-%) 87 93 95 96 97 ... 99
Effective HP Increase (+%) 666 1333 2000 2666 3333 ... 6666