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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 | 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%. | ||
== Items == | == Items == | ||
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<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}} | {{TableHeaders|items}} | ||
{{TableRowItem|Ashes}} | |||
{{TableRowItem|Community Support}} | {{TableRowItem|Community Support}} | ||
{{TableRowItem|Gambling Token}} | {{TableRowItem|Gambling Token}} | ||
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{{TableHeaders|items}} | {{TableHeaders|items}} | ||
{{TableRowItem|Anvil}} | {{TableRowItem|Anvil}} | ||
{{TableRowItem|Ashes}} | |||
{{TableRowItem|Stone Skin}} | {{TableRowItem|Stone Skin}} | ||
</table> | </table> | ||
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{{TableHeaders|characters}} | {{TableHeaders|characters}} | ||
{{TableRowCharacter|Bull}} | {{TableRowCharacter|Bull}} | ||
{{TableRowCharacter|Golem}} | |||
{{TableRowCharacter|Knight}} | |||
{{TableRowCharacter|Masochist}} | {{TableRowCharacter|Masochist}} | ||
{{TableRowCharacter| | {{TableRowCharacter|Vampire}} | ||
</table> | </table> | ||
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<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"> | ||
{{TableHeaders|characters}} | {{TableHeaders|characters}} | ||
{{TableRowCharacter|Artificer}} | |||
{{TableRowCharacter|Doctor}} | |||
{{TableRowCharacter|Ghost}} | {{TableRowCharacter|Ghost}} | ||
{{TableRowCharacter|Speedy}} | {{TableRowCharacter|Speedy}} | ||
{{TableRowCharacter| | {{TableRowCharacter|Romantic}} | ||
{{TableRowCharacter|Vagabond}} | |||
</table> | </table> | ||
==Weapons== | ==Weapons== | ||
Rock Gives additional Armor at higher tiers. | |||
<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"> | ||
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</table> | </table> | ||
Spiky shield uses your Armor to scale its damage instead of [[Melee Damage]] | |||
<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"> | ||
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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 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, 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, 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, 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 | +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 |
---|---|---|---|---|---|---|
Tier 4 | +20 % Damage +20 % Attack Speed +100 Range -1 Armor at the end of a wave |
100 | Attack Speed, Damage, Range | |||
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 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 | ||
Tier 4 | +20 % Damage +20 % Attack Speed +100 Range -1 Armor at the end of a wave |
100 | Attack Speed, Damage, Range | |||
Tier 3 | +1 Max HP for every permanent 1 Armor you have -6 % Attack Speed |
85 | 1 | Win a run with 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% 300% 300%) 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%) 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 |
1.68s |
x1.5 (10%) |
150 |
5 |
0 |
-/+1 Armor/+1 Armor, +2 Max HP/+2 Armor, +2 Max HP |
10 |
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 |
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 %
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.
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 |