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(→Formula & Values: Move to the bottom of the page, so its less obtrusive (and add a link to this data section in the intro text)) |
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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. | You take x% less damage. There is no limit to this stat, but it quickly gets less effective with each level (see [[Armor#Formula & Values|''Formula & Values'']] below). | ||
If Armor is negative, you take more damage. | If Armor is negative, you take more damage. | ||
== Items == | == Items == | ||
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<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th> | <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Barricade|rarity={{Item Data|Barricade|rarity}}}} </td> | <td> {{Iconbox|Barricade|rarity={{Item Data|Barricade|rarity}}}} </td> | ||
<td> Tier {{Item Data|Barricade|rarity}} </td> | <td> Tier {{Item Data|Barricade|rarity}} </td> | ||
<td> {{Item Data|Barricade|stats}} </td> | <td> {{Item Data|Barricade|stats}} </td> | ||
<td> {{Item Data|Barricade|price}} </td> | <td> {{Item Data|Barricade|price}} </td> | ||
<td> {{Item Data|Barricade|limit}} </td> | <td> {{Item Data|Barricade|limit}} </td> | ||
<td> {{Item Data|Barricade|unlockedby}} </td> | <td> {{Item Data|Barricade|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Duct Tape|rarity={{Item Data|Duct Tape|rarity}}}} </td> | <td> {{Iconbox|Duct Tape|rarity={{Item Data|Duct Tape|rarity}}}} </td> | ||
<td> Tier {{Item Data|Duct Tape|rarity}} </td> | <td> Tier {{Item Data|Duct Tape|rarity}} </td> | ||
<td> {{Item Data|Duct Tape|stats}} </td> | <td> {{Item Data|Duct Tape|stats}} </td> | ||
<td> {{Item Data|Duct Tape|price}} </td> | <td> {{Item Data|Duct Tape|price}} </td> | ||
<td> {{Item Data|Duct Tape|limit}} </td> | <td> {{Item Data|Duct Tape|limit}} </td> | ||
<td> {{Item Data|Duct Tape|unlockedby}} </td> | <td> {{Item Data|Duct Tape|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Exoskeleton|rarity={{Item Data|Exoskeleton|rarity}}}} </td> | <td> {{Iconbox|Exoskeleton|rarity={{Item Data|Exoskeleton|rarity}}}} </td> | ||
<td> Tier {{Item Data|Exoskeleton|rarity}} </td> | <td> Tier {{Item Data|Exoskeleton|rarity}} </td> | ||
<td> {{Item Data|Exoskeleton|stats}} </td> | <td> {{Item Data|Exoskeleton|stats}} </td> | ||
<td> {{Item Data|Exoskeleton|price}} </td> | <td> {{Item Data|Exoskeleton|price}} </td> | ||
<td> {{Item Data|Exoskeleton|limit}} </td> | <td> {{Item Data|Exoskeleton|limit}} </td> | ||
<td> {{Item Data|Exoskeleton|unlockedby}} </td> | <td> {{Item Data|Exoskeleton|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Helmet|rarity={{Item Data|Helmet|rarity}}}} </td> | <td> {{Iconbox|Helmet|rarity={{Item Data|Helmet|rarity}}}} </td> | ||
<td> Tier {{Item Data|Helmet|rarity}} </td> | <td> Tier {{Item Data|Helmet|rarity}} </td> | ||
<td> {{Item Data|Helmet|stats}} </td> | <td> {{Item Data|Helmet|stats}} </td> | ||
<td> {{Item Data|Helmet|price}} </td> | <td> {{Item Data|Helmet|price}} </td> | ||
<td> {{Item Data|Helmet|limit}} </td> | <td> {{Item Data|Helmet|limit}} </td> | ||
<td> {{Item Data|Helmet|unlockedby}} </td> | <td> {{Item Data|Helmet|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Leather Vest|rarity={{Item Data|Leather Vest|rarity}}}} </td> | <td> {{Iconbox|Leather Vest|rarity={{Item Data|Leather Vest|rarity}}}} </td> | ||
<td> Tier {{Item Data|Leather Vest|rarity}} </td> | <td> Tier {{Item Data|Leather Vest|rarity}} </td> | ||
<td> {{Item Data|Leather Vest|stats}} </td> | <td> {{Item Data|Leather Vest|stats}} </td> | ||
<td> {{Item Data|Leather Vest|price}} </td> | <td> {{Item Data|Leather Vest|price}} </td> | ||
<td> {{Item Data|Leather Vest|limit}} </td> | <td> {{Item Data|Leather Vest|limit}} </td> | ||
<td> {{Item Data|Leather Vest|unlockedby}} </td> | <td> {{Item Data|Leather Vest|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Medal|rarity={{Item Data|Medal|rarity}}}} </td> | <td> {{Iconbox|Medal|rarity={{Item Data|Medal|rarity}}}} </td> | ||
<td> Tier {{Item Data|Medal|rarity}} </td> | <td> Tier {{Item Data|Medal|rarity}} </td> | ||
<td> {{Item Data|Medal|stats}} </td> | <td> {{Item Data|Medal|stats}} </td> | ||
<td> {{Item Data|Medal|price}} </td> | <td> {{Item Data|Medal|price}} </td> | ||
<td> {{Item Data|Medal|limit}} </td> | <td> {{Item Data|Medal|limit}} </td> | ||
<td> {{Item Data|Medal|unlockedby}} </td> | <td> {{Item Data|Medal|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Metal Plate|rarity={{Item Data|Metal Plate|rarity}}}} </td> | <td> {{Iconbox|Metal Plate|rarity={{Item Data|Metal Plate|rarity}}}} </td> | ||
<td> Tier {{Item Data|Metal Plate|rarity}} </td> | <td> Tier {{Item Data|Metal Plate|rarity}} </td> | ||
<td> {{Item Data|Metal Plate|stats}} </td> | <td> {{Item Data|Metal Plate|stats}} </td> | ||
<td> {{Item Data|Metal Plate|price}} </td> | <td> {{Item Data|Metal Plate|price}} </td> | ||
<td> {{Item Data|Metal Plate|limit}} </td> | <td> {{Item Data|Metal Plate|limit}} </td> | ||
<td> {{Item Data|Metal Plate|unlockedby}} </td> | <td> {{Item Data|Metal Plate|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Robot Arm|rarity={{Item Data|Robot Arm|rarity}}}} </td> | <td> {{Iconbox|Robot Arm|rarity={{Item Data|Robot Arm|rarity}}}} </td> | ||
<td> Tier {{Item Data|Robot Arm|rarity}} </td> | <td> Tier {{Item Data|Robot Arm|rarity}} </td> | ||
<td> {{Item Data|Robot Arm|stats}} </td> | <td> {{Item Data|Robot Arm|stats}} </td> | ||
<td> {{Item Data|Robot Arm|price}} </td> | <td> {{Item Data|Robot Arm|price}} </td> | ||
<td> {{Item Data|Robot Arm|limit}} </td> | <td> {{Item Data|Robot Arm|limit}} </td> | ||
<td> {{Item Data|Robot Arm|unlockedby}} </td> | <td> {{Item Data|Robot Arm|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Triangle of Power|rarity={{Item Data|Triangle of Power|rarity}}}} </td> | <td> {{Iconbox|Triangle of Power|rarity={{Item Data|Triangle of Power|rarity}}}} </td> | ||
<td> Tier {{Item Data|Triangle of Power|rarity}} </td> | <td> Tier {{Item Data|Triangle of Power|rarity}} </td> | ||
<td> {{Item Data|Triangle of Power|stats}} </td> | <td> {{Item Data|Triangle of Power|stats}} </td> | ||
<td> {{Item Data|Triangle of Power|price}} </td> | <td> {{Item Data|Triangle of Power|price}} </td> | ||
<td> {{Item Data|Triangle of Power|limit}} </td> | <td> {{Item Data|Triangle of Power|limit}} </td> | ||
<td> {{Item Data|Triangle of Power|unlockedby}} </td> | <td> {{Item Data|Triangle of Power|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> {{Iconbox|Warrior Helmet|rarity={{Item Data|Warrior Helmet|rarity}}}} </td> | <td> {{Iconbox|Warrior Helmet|rarity={{Item Data|Warrior Helmet|rarity}}}} </td> | ||
<td> Tier {{Item Data|Warrior Helmet|rarity}} </td> | <td> Tier {{Item Data|Warrior Helmet|rarity}} </td> | ||
<td> {{Item Data|Warrior Helmet|stats}} </td> | <td> {{Item Data|Warrior Helmet|stats}} </td> | ||
<td> {{Item Data|Warrior Helmet|price}} </td> | <td> {{Item Data|Warrior Helmet|price}} </td> | ||
<td> {{Item Data|Warrior Helmet|limit}} </td> | <td> {{Item Data|Warrior Helmet|limit}} </td> | ||
<td> {{Item Data|Warrior Helmet|unlockedby}} </td> | <td> {{Item Data|Warrior Helmet|unlockedby}} </td> | ||
</tr></table> | </tr></table> | ||
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<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit</th> | <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit</th> | ||
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th><tr> | <th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th><tr> | ||
<td> | <td> {{Iconbox|Big Arms|rarity={{Item Data|Big Arms|rarity}}}} </td> | ||
<td> Tier {{Item Data|Big Arms|rarity}} </td> | <td> Tier {{Item Data|Big Arms|rarity}} </td> | ||
<td> | <td> {{Item Data|Big Arms|stats}} </td> | ||
<td> | <td> {{Item Data|Big Arms|price}} </td> | ||
<td> | <td> {{Item Data|Big Arms|limit}} </td> | ||
<td> | <td> {{Item Data|Big Arms|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> {{Iconbox|Gambling Token|rarity={{Item Data|Gambling Token|rarity}}}} </td> | ||
<td> Tier {{Item Data|Gambling Token|rarity}} </td> | <td> Tier {{Item Data|Gambling Token|rarity}} </td> | ||
<td> | <td> {{Item Data|Gambling Token|stats}} </td> | ||
<td> | <td> {{Item Data|Gambling Token|price}} </td> | ||
<td> | <td> {{Item Data|Gambling Token|limit}} </td> | ||
<td> | <td> {{Item Data|Gambling Token|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> {{Iconbox|Glass Cannon|rarity={{Item Data|Glass Cannon|rarity}}}} </td> | ||
<td> Tier {{Item Data|Glass Cannon|rarity}} </td> | <td> Tier {{Item Data|Glass Cannon|rarity}} </td> | ||
<td> | <td> {{Item Data|Glass Cannon|stats}} </td> | ||
<td> | <td> {{Item Data|Glass Cannon|price}} </td> | ||
<td> | <td> {{Item Data|Glass Cannon|limit}} </td> | ||
<td> | <td> {{Item Data|Glass Cannon|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> {{Iconbox|Gummy Berserker|rarity={{Item Data|Gummy Berserker|rarity}}}} </td> | ||
<td> Tier {{Item Data|Gummy Berserker|rarity}} </td> | <td> Tier {{Item Data|Gummy Berserker|rarity}} </td> | ||
<td> | <td> {{Item Data|Gummy Berserker|stats}} </td> | ||
<td> | <td> {{Item Data|Gummy Berserker|price}} </td> | ||
<td> | <td> {{Item Data|Gummy Berserker|limit}} </td> | ||
<td> | <td> {{Item Data|Gummy Berserker|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> {{Iconbox|Jet Pack|rarity={{Item Data|Jet Pack|rarity}}}} </td> | ||
<td> Tier {{Item Data|Jet Pack|rarity}} </td> | <td> Tier {{Item Data|Jet Pack|rarity}} </td> | ||
<td> | <td> {{Item Data|Jet Pack|stats}} </td> | ||
<td> | <td> {{Item Data|Jet Pack|price}} </td> | ||
<td> | <td> {{Item Data|Jet Pack|limit}} </td> | ||
<td> | <td> {{Item Data|Jet Pack|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> {{Iconbox|Night Goggles|rarity={{Item Data|Night Goggles|rarity}}}} </td> | ||
<td> Tier {{Item Data|Night Goggles|rarity}} </td> | <td> Tier {{Item Data|Night Goggles|rarity}} </td> | ||
<td> | <td> {{Item Data|Night Goggles|stats}} </td> | ||
<td> | <td> {{Item Data|Night Goggles|price}} </td> | ||
<td> | <td> {{Item Data|Night Goggles|limit}} </td> | ||
<td> | <td> {{Item Data|Night Goggles|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> {{Iconbox|Sunglasses|rarity={{Item Data|Sunglasses|rarity}}}} </td> | ||
<td> Tier {{Item Data|Sunglasses|rarity}} </td> | <td> Tier {{Item Data|Sunglasses|rarity}} </td> | ||
<td> | <td> {{Item Data|Sunglasses|stats}} </td> | ||
<td> | <td> {{Item Data|Sunglasses|price}} </td> | ||
<td> | <td> {{Item Data|Sunglasses|limit}} </td> | ||
<td> | <td> {{Item Data|Sunglasses|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> {{Iconbox|Wheelbarrow|rarity={{Item Data|Wheelbarrow|rarity}}}} </td> | ||
<td> Tier {{Item Data|Wheelbarrow|rarity}} </td> | <td> Tier {{Item Data|Wheelbarrow|rarity}} </td> | ||
<td> | <td> {{Item Data|Wheelbarrow|stats}} </td> | ||
<td> | <td> {{Item Data|Wheelbarrow|price}} </td> | ||
<td> | <td> {{Item Data|Wheelbarrow|limit}} </td> | ||
<td> | <td> {{Item Data|Wheelbarrow|unlockedby}} </td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
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{{TableRowSet|Medieval}} | {{TableRowSet|Medieval}} | ||
</table> | </table> | ||
== Formula & Values == | |||
The formula 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)''. | |||
{| class="wikitable" | |||
!ArmorStat | |||
!0 | |||
!1 | |||
!2 | |||
!3 | |||
!4 | |||
!5 | |||
!6 | |||
!7 | |||
!8 | |||
!9 | |||
!10 | |||
!11 | |||
!12 | |||
!13 | |||
!14 | |||
!15 | |||
!16 | |||
!17 | |||
!18 | |||
!19 | |||
!20 | |||
!... | |||
!30 | |||
!40 | |||
!50 | |||
!60 | |||
!70 | |||
!80 | |||
!90 | |||
!100 | |||
!... | |||
!200 | |||
!300 | |||
!400 | |||
!500 | |||
!1000 | |||
|- | |||
!Dmg Reduction (-%) | |||
|0 | |||
|6 | |||
|12 | |||
|17 | |||
|21 | |||
|25 | |||
|29 | |||
|32 | |||
|35 | |||
|38 | |||
|40 | |||
|42 | |||
|44 | |||
|46 | |||
|48 | |||
|50 | |||
|52 | |||
|53 | |||
|55 | |||
|56 | |||
|57 | |||
|... | |||
|67 | |||
|73 | |||
|77 | |||
|80 | |||
|82 | |||
|84 | |||
|86 | |||
|87 | |||
|... | |||
|93 | |||
|95 | |||
|96 | |||
|97 | |||
|99 | |||
|- | |||
!Increase (+) | |||
|0 | |||
|6 | |||
|6 | |||
|5 | |||
|4 | |||
|4 | |||
|4 | |||
|3 | |||
|3 | |||
|3 | |||
|2 | |||
|2 | |||
|2 | |||
|2 | |||
|2 | |||
|2 | |||
|2 | |||
|1 | |||
|2 | |||
|1 | |||
|1 | |||
|... | |||
|10 | |||
|6 | |||
|4 | |||
|3 | |||
|2 | |||
|2 | |||
|2 | |||
|1 | |||
|... | |||
|6 | |||
|2 | |||
|1 | |||
|1 | |||
|2 | |||
|} |
Revision as of 22:03, 7 November 2022
Armor
You take x% less damage. There is no limit to this stat, but it quickly gets less effective with each level (see Formula & Values below).
If Armor is negative, you take more damage.
Items
Positive
The following Characters have a higher chance to find these items in the Shop: Knight, Masochist, Pacifist.
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 | ||
Tier 3 | +20 % Damage +1 Armor -2 % Damage when you take damage until the end of the wave |
65 | |||
Tier 3 | +3 Armor +5 Max HP -5 % Speed |
80 |
Negative
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 | ||
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 | ||
Tier 2 | +10 % Crit Chance -1 Armor |
50 | |||
Tier 2 | +16 Harvesting -1 Armor |
40 |
Characters
These Characters start with different Armor, or have mechanics related to their Armor:
Name | Stats | Unlocked By | Unlocks | Item Tags |
---|---|---|---|---|
+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 | ||
+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 | ||
+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) | ||
+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) | ||
+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 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 |
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 |
Weapon Sets
These Weapon Sets 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 |
Formula & Values
The formula 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).
ArmorStat | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ... | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | ... | 200 | 300 | 400 | 500 | 1000 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dmg Reduction (-%) | 0 | 6 | 12 | 17 | 21 | 25 | 29 | 32 | 35 | 38 | 40 | 42 | 44 | 46 | 48 | 50 | 52 | 53 | 55 | 56 | 57 | ... | 67 | 73 | 77 | 80 | 82 | 84 | 86 | 87 | ... | 93 | 95 | 96 | 97 | 99 |
Increase (+) | 0 | 6 | 6 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 1 | ... | 10 | 6 | 4 | 3 | 2 | 2 | 2 | 1 | ... | 6 | 2 | 1 | 1 | 2 |