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{{Iconbox|Armor|caption=no}}
{{Iconbox|Armor|caption=no}}


You take x% less damage. There is no limit to this stat, but it quickly gets less effective with each level.
Armor reduces the amount of damage by x%, increasing with the number of armor you have as seen below:


* {{StatIcon|name=Armor}} 1 = Take -6% less damage
* {{StatIcon|name=Armor}} 1 = Take -6% less damage
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* {{StatIcon|name=Armor}} 5 = Take -25% less damage
* {{StatIcon|name=Armor}} 5 = Take -25% less damage
* {{StatIcon|name=Armor}} 10 = Take -40% less damage
* {{StatIcon|name=Armor}} 10 = Take -40% less damage
* {{StatIcon|name=Armor}} 20 = Take -57% less damage
* {{StatIcon|name=Armor}} 15 = Take -50% less damage
* {{StatIcon|name=Armor}} 30 = Take -67% less damage
* {{StatIcon|name=Armor}} 30 = Take -67% less damage
* For exact changes per stat point, see ''[[Armor#Formulas & Values|Formulas & Values]]'' below.
* For a more complete list of changes per stat point, see ''[[Armor#Formulas & Values|Formulas & Values]]'' below.


If Armor is negative, you take more damage.
 
While the amount of reduced x% damage per point
 
 
 
 
If you have negative armor, the damage you take is instead increased by the percentage. So if you have -15 armor, where 15 armor would give 50% damage reduction, -15 armor means you takes 150% damage.
 
 
Negative armor, unlike positive amounts of armor, has diminishing returns.  Going from 50% damage reduction to 75% (thats going from 15 to 30 armor)  for positive armor means you halve the amount of damage you take from 50% to only taking 25%. But for negative armor, this means going from taking 150% to taking 175% damage, which just means you take a relative 16% 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. As it just changes the damage you take to between 186% to 188%


== Items ==
== Items ==
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== Formulas & Values ==
== Formulas & Values ==


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


<pre>DmgReceived%  = 10 / ( 10 + ( ARMOR / 1.5 ) )
<pre>DmgReceived%  = 10 / ( 10 + ( ARMOR / 1.5 ) )

Revision as of 20:40, 10 January 2023

Armor

Armor

Armor reduces the amount of damage by x%, increasing with the number of armor you have as seen below:

  • Armor.png 1 = Take -6% less damage
  • Armor.png 2 = Take -12% less damage
  • Armor.png 3 = Take -17% less damage
  • Armor.png 4 = Take -21% less damage
  • Armor.png 5 = Take -25% less damage
  • Armor.png 10 = Take -40% less damage
  • Armor.png 15 = Take -50% less damage
  • Armor.png 30 = Take -67% less damage
  • For a more complete list of changes per stat point, see Formulas & Values below.


While the amount of reduced x% damage per point



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


Negative armor, unlike positive amounts of armor, has diminishing returns. Going from 50% damage reduction to 75% (thats going from 15 to 30 armor) for positive armor means you halve the amount of damage you take from 50% to only taking 25%. But for negative armor, this means going from taking 150% to taking 175% damage, which just means you take a relative 16% 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. As it just changes the damage you take to 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
Tier 3 +3 Knockback
+8 Armor while standing still.
-5% Speed
75
Tier 1 +1 Armor
+1 Engineering
-2 Max HP
20
Tier 4 +3 Armor
+5% Crit Chance
+5 Engineering
+5% Speed
-2 HP Regeneration
-2% Life Steal
90
Tier 1 +1 Armor
-2% Speed
15
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 +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.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
+3 Knockback
-3% Attack Speed
-3% Speed
105 Win a run with Generalist.png Generalist
Tier 2 +8% Dodge
-1 Armor
50
Tier 3 +25% Damage
-3 Armor
75
Tier 1 +5% Attack Speed
+25 Range
-1 Armor
25
Tier 4 +15% Speed
+10% Dodge
-5 Max HP
-1 Armor
100
Tier 4 +15% Crit Chance
+50 Range
-3 Max HP
-1 Armor
95 Win a run with Ranger.png Ranger
Tier 2 +10% Crit Chance
-1 Armor
50
Tier 2 -1 Armor
+16 Harvesting
40

Mechanics

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 None

Characters

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

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
+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
+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

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)
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

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:

DmgReceived%  = 10 / ( 10 + ( ARMOR / 1.5 ) )
DmgReduction% = ROUND( ( 1 - ( DmgReceived% ) ) * 100 )

This table shows various damage reduction values with different Armor stats.

The "Increase" row shows how quickly the drop-off for damage reduction occurs (eg. going from 0 to 1 Armor gives -6% damage reduction, while going from 9 to 10 only gives -2% more reduction).

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
Dmg Reduction (-%) 0 6 12 17 21 25 29 32 35 38 40 42 44 46 48 50 52 53 55 56 57
Increase (+) 0 6 6 5 4 4 4 3 3 3 2 2 2 2 2 2 2 1 2 1 1

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
Increase (+) 40 17 10 6 4 3 2 2 2 1

For every 100 Armor.png:

ArmorStat 100 200 300 400 500 ... 1000
Dmg Reduction (-%) 87 93 95 96 97 ... 99
Increase (+) 87 6 2 1 1 ... 2