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Revision as of 15:41, 21 January 2023

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 (-%) 0 6 12 17 21 25 29 32 35 38 40 50 67 75 80
Effective HP Increase (+%) 0 6 14 20 27 33 41 47 54 61 67 100 200 300 400


While the amount of reduced x% damage per point goes down. The value of each % damage reduced goes up. The first point of armor grants you 6% reduced damage taken. However, going from 9 to 10 armor only makes your damage reduction go up by 2% - From 38% to 40%.

These 2% are exactly as powerful as the first 6%. And the effect of armor is linear, each point is as valuable as the point before. To better understand this, lets take some examples.

If you go from 0% reduction to 10%, that 10% reduction means you take 10% less damage. But if you have 80% damage reduction and get +10%, so you have 90% damage reduction, that +10% increase just halved the amount of damage you take.


For 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.

The amount of theoretical damage it takes to kill you is called Effective HP.

Now if you have 15 Armor, you have 50% damage reduction, and that means your 100 max HP can now take 200 damage before dying. Three times the armor also means you can take three times the extra damage. And for every 100 Max HP you have, each 5 points of armor means you can take 33 damage before dying.

Said in another way, each point of armor increases your Effective HP by 6.66%.


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 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 14 20 27 33 41 47 54 61 67 72 79 85 92 100 108 113 122 127 133 138 144 156 163 170 170 178 186 194 203

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 (+%) 67 133 203 270 335 400 456 525 614 669

For every 100 Armor.png:

ArmorStat 100 200 300 400 500 ... 1000
Dmg Reduction (-%) 87 93 95 96 97 ... 99
!Effective HP Increase (+%) 669 1329 1900 2400 3233 ... 9900