From Brotato Wiki

(Similar to HP Regen, add basics stats guide at the top, and split the long table at the end into sections (every 1, every 10, every 100))
m (Formulas & Values: Make "formula" into the plural "formulas")
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* {{StatIcon|name=Armor}} 20 = Take -57% less damage
* {{StatIcon|name=Armor}} 20 = Take -57% 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#Formula & Values|''Formula & Values'']] below.
* For exact changes per stat point, see ''[[Armor#Formulas & Values|Formulas & Values]]'' below.


If Armor is negative, you take more damage.
If Armor is negative, you take more damage.
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</table>
</table>


== Formula & Values ==
== Formulas & Values ==


The formula for calculating Armor's damage reduction value is:
The formula for calculating Armor's damage reduction value is:

Revision as of 01:18, 16 November 2022

Armor

Armor

You take x% less damage. There is no limit to this stat, but it quickly gets less effective with each level.

  • 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 20 = Take -57% less damage
  • Armor.png 30 = Take -67% less damage
  • For exact changes per stat point, see Formulas & Values below.

If Armor is negative, you take more damage.

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

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 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