From Brotato Wiki
Armor
Armor reduces the amount of damage by x%, increasing with the number of armor you have as seen below:
- 1 = Take -6% less damage
- 2 = Take -12% less damage
- 3 = Take -17% less damage
- 4 = Take -21% less damage
- 5 = Take -25% less damage
- 10 = Take -40% less damage
- 15 = Take -50% less damage
- 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, 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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 |
ArmorStat | 100 | 200 | 300 | 400 | 500 | ... | 1000 |
---|---|---|---|---|---|---|---|
Dmg Reduction (-%) | 87 | 93 | 95 | 96 | 97 | ... | 99 |
Increase (+) | 87 | 6 | 2 | 1 | 1 | ... | 2 |
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 |