From Brotato Wiki
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 (-%) | 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 |
- For a more complete list of changes per stat point, see Formulas & Values below.
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, Golem, Knight, Masochist, 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 | ||
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 | ||
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 | -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 | None |
Characters
These Characters start with different Armor, or have mechanics related to their 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 |
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 |
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:
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 | 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 |
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 |
ArmorStat | 100 | 200 | 300 | 400 | 500 | ... | 1000 |
---|---|---|---|---|---|---|---|
Dmg Reduction (-%) | 87 | 93 | 95 | 96 | 97 | ... | 99 |
Effective HP Increase (+%) | 669 | 1329 | 1900 | 2400 | 3233 | ... | 9900 |
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 |