From Brotato Wiki
ArosRising (talk | contribs) |
ArosRising (talk | contribs) (→Armor: Armor Page cleaned up and made slightly more clear. could still be improved upon.) |
||
(20 intermediate revisions by 4 users not shown) | |||
Line 4: | Line 4: | ||
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. | 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 {{StatIcon|name=Armor}}'' ''Values:'' | ''Damage reduction and Effective HP at different {{StatIcon|name=Armor}}'' ''Values:'' | ||
Line 24: | Line 25: | ||
!60 | !60 | ||
|- | |- | ||
!Dmg Reduction (-%) | !Dmg Reduction Tooltip (-%) | ||
|0 | |0 | ||
|6 | |6 | ||
Line 42: | Line 43: | ||
|- | |- | ||
!Effective HP Increase (+%) | !Effective HP Increase (+%) | ||
|0 | | {{Color|color=pastelgreen|text=0}} | ||
|6 | |{{Color|color=pastelgreen|text=6.67}} | ||
| | |{{Color|color=pastelgreen|text=13.33}} | ||
|20 | |{{Color|color=pastelgreen|text=20}} | ||
| | |{{Color|color=pastelgreen|text=26.67}} | ||
|33 | |{{Color|color=pastelgreen|text=33.33}} | ||
| | |{{Color|color=pastelgreen|text=40}} | ||
| | |{{Color|color=pastelgreen|text=46.67}} | ||
| | |{{Color|color=pastelgreen|text=53.33}} | ||
| | |{{Color|color=pastelgreen|text=60}} | ||
|67 | |{{Color|color=pastelgreen|text=66.67}} | ||
|100 | |{{Color|color=pastelgreen|text=100}} | ||
|200 | |{{Color|color=pastelgreen|text=200}} | ||
|300 | |{{Color|color=pastelgreen|text=300}} | ||
|400 | |{{Color|color=pastelgreen|text=400}} | ||
|} | |} | ||
[For a more complete list of changes per stat point, see ''[[Armor#Formulas & Values|Formulas & Values]]'' below.] | |||
If you go from 0% reduction to 10%, that 10% reduction means you take 10% less damage. But if you | === 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 [[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 == | ||
Line 96: | Line 93: | ||
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | <table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | ||
{{TableHeaders|items}} | |||
{{TableRowItem|Barricade}} | |||
{{TableRowItem|Duct Tape}} | |||
{{TableRowItem|Exoskeleton}} | |||
{{TableRowItem|Helmet}} | |||
{{TableRowItem|Leather Vest}} | |||
{{TableRowItem|Medal}} | |||
{{TableRowItem|Metal Plate}} | |||
{{TableRowItem|Robot Arm}} | |||
{{TableRowItem|Triangle of Power}} | |||
{{TableRowItem|Warrior Helmet}} | |||
</table> | </table> | ||
Line 200: | Line 111: | ||
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | <table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | ||
{{TableHeaders|items}} | |||
{{TableRowItem|Big Arms}} | |||
{{TableRowItem|Community Support}} | |||
{{TableRowItem|Gambling Token}} | |||
{{TableRowItem|Glass Cannon}} | |||
{{TableRowItem|Gummy Berserker}} | |||
{{TableRowItem|Jet Pack}} | |||
{{TableRowItem|Lucky Coin}} | |||
{{TableRowItem|Night Goggles}} | |||
{{TableRowItem|Stone Skin}} | |||
{{TableRowItem|Sunglasses}} | |||
{{TableRowItem|Wheelbarrow}} | |||
</table> | </table> | ||
== Mechanics == | == Mechanics == | ||
These Items have Mechanics related to armor. | |||
The Anvil can increase your Armor stat, but is not tagged as an Armor Item. | The Anvil can increase your Armor stat, but is not tagged as an Armor Item. | ||
Line 290: | Line 134: | ||
{{TableHeaders|items}} | {{TableHeaders|items}} | ||
{{TableRowItem|Anvil}} | {{TableRowItem|Anvil}} | ||
{{TableRowItem|Stone Skin}} | |||
</table> | </table> | ||
Line 295: | Line 140: | ||
These [[Characters]] start with different Armor, or have mechanics related to their Armor: | These [[Characters]] start with different Armor, or have mechanics related to their Armor: | ||
===Positive Characters=== | |||
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> | |||
{{TableHeaders|characters}} | |||
{{TableRowCharacter|Bull}} | |||
{{TableRowCharacter|Masochist}} | |||
{{TableRowCharacter|Knight}} | |||
{{TableRowCharacter|Golem}} | |||
</table> | |||
===Negative Characters=== | |||
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> | <table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> | ||
Line 302: | Line 159: | ||
{{TableRowCharacter|Doctor}} | {{TableRowCharacter|Doctor}} | ||
{{TableRowCharacter|Artificer}} | {{TableRowCharacter|Artificer}} | ||
</table> | </table> | ||
Line 338: | Line 192: | ||
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> | <pre> % Damage taken after armor = 1 / ( 1 + ( ARMOR / 15 ) ) | ||
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 % | |||
This table shows various damage reduction values with different Armor stats. | 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 {{StatIcon|name=Armor}}:'' | ''For every 1 {{StatIcon|name=Armor}}:'' | ||
Line 415: | Line 271: | ||
!Effective HP Increase (+%) | !Effective HP Increase (+%) | ||
|0 | |0 | ||
|6 | |6.6 | ||
| | |13 | ||
|20 | |20 | ||
|27 | |27 | ||
|33 | |33 | ||
| | |40 | ||
|47 | |47 | ||
| | |53 | ||
| | |60 | ||
|67 | |67 | ||
| | |73 | ||
| | |80 | ||
| | |87 | ||
| | |93 | ||
|100 | |100 | ||
| | |107 | ||
|113 | |113 | ||
| | |120 | ||
|127 | |127 | ||
|133 | |133 | ||
| | |140 | ||
| | |147 | ||
| | |153 | ||
| | |160 | ||
| | |167 | ||
| | |173 | ||
| | |180 | ||
| | |187 | ||
| | |193 | ||
| | |200 | ||
|} | |} | ||
''For every 10 {{StatIcon|name=Armor}}:'' | ''For every 10 {{StatIcon|name=Armor}}:'' | ||
Line 475: | Line 331: | ||
|67 | |67 | ||
|133 | |133 | ||
| | |200 | ||
| | |267 | ||
| | |333 | ||
|400 | |400 | ||
| | |467 | ||
| | |533 | ||
| | |600 | ||
| | |667 | ||
|} | |} | ||
''For every 100 {{StatIcon|name=Armor}}:'' | ''For every 100 {{StatIcon|name=Armor}}:'' | ||
Line 505: | Line 361: | ||
|- | |- | ||
!Effective HP Increase (+%) | !Effective HP Increase (+%) | ||
| | |666 | ||
| | |1333 | ||
| | |2000 | ||
| | |2666 | ||
| | |3333 | ||
|... | |... | ||
| | |6666 | ||
|} | |} | ||
{{NavBoxStats|topmargin=1}} | {{NavBoxStats|topmargin=1}} |
Latest revision as of 13:31, 25 July 2023
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 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) Bull, Golem, Knight, Masochist, Pacifist have a higher chance to find these items in the Shop.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 3 | +3 Knockback +8 Armor while standing still. -5% Speed |
75 | Armor, Stand Still | |||
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 Melee Damage at the end of a wave +3 Engineering at the end of a wave -1 Max HP at the end of a wave |
100 | Win a run with Engineer | Melee Damage, Engineering | ||
Tier 3 | +20% Damage +1 Armor -2% Damage until the end of the wave when you take damage |
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 |
---|---|---|---|---|---|---|
Tier 4 | +12 Melee Damage +6 Ranged Damage +3 Knockback -3% Attack Speed -3% Speed |
105 | Win a run with Generalist | Melee Damage, Ranged Damage | ||
Tier 3 | +1% Attack Speed for every current living enemy -2 Armor |
75 | 1 | Win a run with 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 | Crit Chance, Range | ||
Tier 3 | +1 Max HP for every 1 permanent Armor you have -6% Attack Speed |
80 | 1 | Win a run with Golem | Max HP, Armor | |
Tier 2 | +10% Crit Chance -1 Armor |
50 | Crit Chance | |||
Tier 2 | -1 Armor +16 Harvesting |
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 | None | |
Tier 3 | +1 Max HP for every 1 permanent Armor you have -6% Attack Speed |
80 | 1 | Win a run with Golem | Max HP, Armor |
Characters
These Characters start with different Armor, or have mechanics related to their Armor:
Positive Characters
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 modifications are increased by 100% +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 with Tool weapons -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 |
1.68s |
x1.5 (10%) |
150 |
5 |
0 |
-/+1 Armor/+1 Armor, +2 Max HP/+2 Armor, +2 Max HP |
10 |
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 |
1.16s |
x2 (3%) |
150 |
20 |
0 |
15 |
Win a run with 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 |
|
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 |
|
Medieval | (2)+1 Armor (3)+1 Armor, +3% Dodge (4)+2 Armor, +3% Dodge (5)+2 Armor, +6% Dodge (6)+3 Armor, +6% Dodge |
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.
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 |
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 |
ArmorStat | 100 | 200 | 300 | 400 | 500 | ... | 1000 |
---|---|---|---|---|---|---|---|
Dmg Reduction (-%) | 87 | 93 | 95 | 96 | 97 | ... | 99 |
Effective HP Increase (+%) | 666 | 1333 | 2000 | 2666 | 3333 | ... | 6666 |
Stats | |||
---|---|---|---|
Max HP | Melee Damage | Crit Chance | Dodge |
HP Regeneration | Ranged Damage | Engineering | Speed |
Life Steal | Elemental Damage | Range | Luck |
Damage | Attack Speed | Armor | Harvesting |