Stat
Armor
At 10, the game describes Armor as: “You take 40% less damage” 11 items give it, 10 take it away, 1 weapons scale with it and level-ups offer it at 4 tiers (Brotato 1.1.15.4).
What the game says at each value
- 1
You take 6% less damage
- 5
You take 25% less damage
- 10
You take 40% less damage
- 20
You take 57% less damage
- 50
You take 77% less damage
- 100
You take 87% less damage
- -5
You take 25% more damage
Formula
Damage taken = damage × 10 ÷ (10 + armor ÷ 1.5), at least 1 (negative armor adds the same share instead). There is no cap: each point counts for less.
| Armor | Damage taken | Reduced by |
|---|---|---|
| 1 | 94% | 6% |
| 3 | 83% | 17% |
| 5 | 75% | 25% |
| 10 | 60% | 40% |
| 15 | 50% | 50% |
| 20 | 43% | 57% |
| 30 | 33% | 67% |
| 50 | 23% | 77% |
| 100 | 13% | 87% |
Source
Ported from the game's scripts (run_data.gd, item_service.gd, utils.gd, weapon_service.gd, player.gd); the texts above are its own descriptions.
Weapons that scale with Armor (1)
All weapons that scale with Armor, tier by tierItems that give Armor (11)
Exoskeleton+3 · Tier IV · 90 materials
Warrior Helmet+3 · Tier III · 80 materials
Sifd’s Relic+3 · Tier IV · 100 materials
Ball and Chain+3 · Tier III · 75 materials
Leather Vest+2 · Tier II · 45 materials
Metal Plate+2 · Tier II · 40 materials
Duct Tape+1 · Tier I · 20 materials
Helmet+1 · Tier I · 15 materials
Medal+1 · Tier II · 55 materials
Potato+1 · Tier IV · 95 materials
Triangle of Power+1 · Tier III · 65 materials
Level-up upgrades
Chest I: +1Chest II: +2Chest III: +3Chest IV: +4