From Brotato Wiki
(→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)) |
(Rename "weapon set" to "weapon class" + Apply Template:ItemTagText + Fix broken table markup for Items) |
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=== Positive === | === Positive === | ||
These items {{Color|green|increase}} your Armor. | |||
{{ItemTagText|Armor}} | |||
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | <table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | ||
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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> | <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> | ||
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<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> | |||
=== Negative === | === Negative === | ||
These items {{Color|red|decrease}} your Armor. | |||
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | <table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | ||
<tr> | <tr> | ||
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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">Base Price</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">Base Price</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: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> | |||
<tr> | |||
<td> {{Iconbox|Big Arms|rarity={{Item Data|Big Arms|rarity}}}} </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> | ||
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</table> | </table> | ||
==Weapon | ==Weapon Classes== | ||
These [[Weapons#Weapon | These [[Weapons#Weapon Classes|Weapon Classes]] affect Armor: | ||
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;"> | <table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;"> | ||
{{TableHeaders|sets}} | {{TableHeaders|sets}} | ||
{{ | {{TableRowWeaponClass|Blunt}} | ||
{{ | {{TableRowWeaponClass|Ethereal}} | ||
{{ | {{TableRowWeaponClass|Medieval}} | ||
</table> | </table> | ||
== Formula & Values == | == Formula & Values == | ||
The formula for calculating Armor's damage reduction value is: | The formula for calculating Armor's damage reduction value is: | ||
<pre>DmgReceived% = 10 / ( 10 + ( ARMOR / 1.5 ) ) | |||
DmgReduction% = ROUND( ( 1 - ( DmgReceived% ) ) * 100 )</pre> | |||
This table shows various damage reduction values with different Armor stats. | This table shows various damage reduction values with different Armor stats. | ||
Revision as of 21:50, 8 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
These items increase your Armor.
Due to Item Tags, the Character(s) 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 | +8 Armor while standing still. -5% Speed |
75 | |||
Tier 1 | +1 Armor +1 Engineering -2 Max HP |
25 | |||
Tier 4 | +5 Armor +5% Crit Chance +5 Engineering +5% Speed -2 HP Regeneration -2% Life Steal |
90 | |||
Tier 1 | +1 Armor -2% Speed |
25 | |||
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 | +6 Armor +6 Engineering -2 HP Regeneration -2% Life Steal |
90 | 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 -1 Armor -5% Speed |
105 | Win a run with Generalist | ||
Tier 2 | +8% Dodge -1 Armor |
60 | |||
Tier 3 | +25% Damage -3 Armor |
75 | |||
Tier 1 | +5% Attack Speed +15 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 |
90 | Win a run with 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:
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 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 |
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 |