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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'.
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%.
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, 5 armor increases your Effective HP by 33%, and each point of armor increases your Effective HP by 6.66%.


=== Negative Armor ===
=== Negative Armor ===
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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.
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%.
As a result, when you play {{CharacterIcon|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 [[Enemies#Enemies|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 ==
== Items ==
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The formula used by the game for calculating Armor's damage reduction value is:
The formula used by the game for calculating Armor's damage reduction value is:


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


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 %
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 %


=== 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 [[Enemies#Enemies|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.
=== Tables ===


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.  
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.  

Latest revision as of 15:43, 12 November 2024

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, 5 armor increases your Effective HP by 33%, and 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.png 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%.

Items

Positive

These items increase your Armor.

Due to Item Tags, the Character(s) Bull.png Bull, 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 Tags
Tier 3 +15 % Damage
+3 Armor
+5 Knockback
-3 % Speed
Weapons have a minimum cooldown of 0.75 seconds between attacks
75 1 Damage, Armor, Knockback
Tier 3 +3 Knockback
+8 Armor while standing still
-5 % Speed
75 Armor, Stand Still, Knockback
Tier 1 +1 Armor
+1 Engineering
-2 Max HP
20 Armor, Engineering
Tier 4 +3 Armor
+5 % Crit Chance
+5 Engineering
+5 % Speed
-2 HP Regeneration
-2 % Life Steal
90 Armor, Crit Chance, Engineering, Speed
Tier 1 +1 Armor
-2 % Speed
15 Armor
Tier 2 +2 Armor
+6 % Dodge
-3 Max HP
45 Armor, Dodge
Tier 2 +3 Max HP
+3 % Damage
+1 Armor
+3 % Speed
-4 % Crit Chance
55 Max HP, Damage, Armor, Speed
Tier 2 +2 Armor
-3 % Damage
40 Armor
Tier 4 +3 Armor
+100% chance to instantly attract a material when it’s dropped
100 1 Pickup, Armor
Tier 3 +20 % Damage
+1 Armor
-2 % Damage when you take damage until the end of the wave
65 Damage
Tier 3 +3 Armor
+5 Max HP
-5 % Speed
80 Armor, Max HP

Negative

These items decrease your Armor.

Name Rarity Effects Base Price Limit Unlocked By Tags
Ashes

Ashes(DLC)
Tier 4 +20 % Damage
+20 % Attack Speed
+100 Range
-1 Armor at the end of a wave
100
Tier 3 +1 % Attack Speed for every current living enemy
-2 Armor
75 1 Win a run with Streamer.png Streamer Attack Speed
Tier 2 +8 % Dodge
-1 Armor
50 Dodge
Tier 3 +25 % Damage
-3 Armor
75 Damage
Tier 1 +5 % Attack Speed
+25 Range
-1 Armor
25 Attack Speed, Range
Tier 4 +15 % Speed
+10 % Dodge
-5 Max HP
-1 Armor
100 Speed, Dodge
Tier 4 +2 Luck for every 1 % Crit Chance you have
-2 Armor
105 1 Crit Chance, Luck
Tier 4 +15 % Crit Chance
+50 Range
-3 Max HP
-1 Armor
95 Win a run with Ranger.png Ranger Crit Chance, Range
Tier 2 +10 % Crit Chance
-1 Armor
50 Crit Chance
Tier 2 +16 Harvesting
-1 Armor
40 Harvesting

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 Tags
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
Ashes

Ashes(DLC)
Tier 4 +20 % Damage
+20 % Attack Speed
+100 Range
-1 Armor at the end of a wave
100
Tier 3 +1 Max HP for every permanent 1 Armor you have
-6 % Attack Speed
85 1 Win a run with Golem.png Golem Armor, Max HP

Characters

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

Positive Characters

Name Stats Unlocked By Unlocks Item Tags
+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 Armor, HP Regeneration, Explosive (Item Tag)
+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 Max HP, Armor
+2 Melee Damage for every 1 Armor you have
+3 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 Armor
+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 Max HP, Armor, HP Regeneration, Life Steal
+2 % Damage for every 1% of missing health
+1 % Life Steal for every 3% of missing health
+1 Armor for every 5% of missing health
Max HP modifications are reduced by 25%
-60 % Damage
-100 HP Regeneration
-100 HP recovered from consumables
Reach +40 % Life Steal Life Steal

Negative Characters

Name Stats Unlocked By Unlocks Item Tags
+175% Explosion Damage
+4% Explosion Size for every 1 Elemental Damage you have
+100% Damage with Tool weapons
-100% Damage
Armor modifications are reduced by 50%
Kill 15 Enemies with a single explosion Explosive (Item Tag)
+200% Attack Speed with Medical weapons
+5 HP Regeneration
HP Regeneration modifications are increased by 100%
+5 Harvesting
-100% Attack Speed
Armor modifications are reduced by 50%
Heal 200 HP in one wave HP Regeneration
+10 Damage with Ethereal weapons
+30% Dodge
Dodge is capped at 90%
-100 Armor
Reach +60% Dodge Dodge
+30% Speed
+1 Melee Damage for every 2% Speed you have
-100 Armor while standing still
-3 Armor
Reach +50% Speed Speed
Hitting an enemy that has less than 25% health has a 5% (50%Max HP.png) chance to charm it for 8 seconds
+50 Range with melee weapons
-3 % Damage for every 5 Curse you have
-1 Armor for every 5 Curse you have
+1 Curse at the end of a wave
Finish a run with 0 Curse None
Equipped weapons always contribute to the class bonuses of other equipped weapons
You can't equip two of the same weapon at the same time
-5 Armor
-5 % Dodge
Luck modifications are reduced by 50%
Harvesting modifications are reduced by 50%
Have 6 different weapons at once None

Weapons

Rock Gives additional Armor at higher tiers.

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)
35(100%Melee Damage.png)
50(100%Melee Damage.png)
70(100%Melee Damage.png)

1.68s
1.61s
1.53s
1.46s

11.9(59%Melee Damage.png)/s
21.7(62%Melee Damage.png)/s
32.7(65%Melee Damage.png)/s
47.9(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

Spiky shield uses your Armor to scale its damage instead of Melee 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
Brick
  Brick

Rock
  Rock


Spoon
  Spoon

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




Mace
  Mace

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 %

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.

Tables

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