Mechanic

Armour

Armour reduces applicable damage from Hits. By default it applies only to Physical Hit damage, and its reduction depends on the raw damage of each Hit rather than providing one fixed percentage.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Armour does

Current rules

For ordinary Physical Hit damage, reduction is Armour divided by Armour plus ten times the raw Physical damage of that Hit, capped by the 90% total Physical Damage Reduction maximum. This makes Armour much stronger against repeated small Hits than one large Hit. Armour does not mitigate damage over time.

Use the Hit-specific formula
For an applicable Hit, Armour reduction equals Armour divided by Armour plus ten times the raw damage of that Hit. The calculation uses the applicable damage component before that Armour reduction is applied.
Armour normally applies to Physical Hits
Armour normally mitigates Physical damage from Hits. It does not mitigate damage over time, including the damage-over-time portion of Bleeding.
Every Hit is calculated separately
The raw damage of each Hit is compared with the current Armour value. Ten Hits of 100 damage are mitigated as ten small Hits, not as one combined 1,000-damage Hit.
The useful ratios are predictable
Armour equal to 5 times the Hit prevents about one third, 10 times prevents one half, 20 times prevents two thirds, 30 times prevents three quarters, and 90 times reaches 90% reduction.
Total reduction is capped
Total Physical Damage Reduction from Armour and applicable additional Physical Damage Reduction cannot exceed 90%. Since 0.4.0, Armour also cannot reduce a Hit to zero damage; at least 1 damage remains.
Other damage types require explicit wording
Armour applies to Elemental or Chaos damage only when an explicit modifier makes it do so. The Armour calculation is then performed independently for each applicable damage type in the Hit.
Armour Break changes the rating first
Armour Break subtracts from the target's Armour before later Hits are mitigated. Fully Broken Armour is a separate state with additional interactions, including increased Physical Hit damage taken by enemies.
The character-sheet percentage is an estimate
A displayed estimated reduction must assume a reference Hit size. Actual reduction changes for every incoming Hit because its raw applicable damage is part of the formula.

Armour needed for a raw Hit

8 cases
01
33% reduction

Armour equal to 5 times the raw applicable Hit. A 1,000 Physical Hit needs about 5,000 Armour.

Related: Physical, Hit
02
50% reduction

Armour equal to 10 times the raw applicable Hit. A 1,000 Physical Hit needs 10,000 Armour.

Related: Physical, Hit
03
66% reduction

Armour equal to 20 times the raw applicable Hit. A 1,000 Physical Hit needs about 20,000 Armour.

Related: Physical, Hit
04
75% reduction

Armour equal to 30 times the raw applicable Hit. A 1,000 Physical Hit needs 30,000 Armour.

Related: Physical, Hit
05
90% reduction

Armour equal to 90 times the raw applicable Hit reaches the normal total reduction cap. A 1,000 Physical Hit needs 90,000 Armour.

Related: Physical, Hit
06
Damage over time

Armour does not apply. Use the relevant resistance, damage reduction, or damage-taken modifier instead.

Related: Bleeding, Resistances
07
Armour Break

Subtracts Armour from the target and can produce Fully Broken Armour. The exact break amount and payoff belong to the Armour Break mechanic.

Related: Armour Break, Armour Breaker
08
Converted Evasion

Iron Reflexes converts all Evasion Rating to Armour, replacing avoidance from that rating with Hit-size-based mitigation.

Related: Evasion, Iron Reflexes passive

Rare monster modifiers

1 linked

Limits and exceptions

7 rules
  • Armour is not a fixed percentage and should not be read as one.
  • It does not mitigate damage over time.
  • Large hits require much more Armour to reach the same reduction percentage as small hits.
  • Armour normally applies only to Physical Hit damage.
  • An effect that makes Armour apply to another damage type does not make the damage Physical.
  • Armour and additional Physical Damage Reduction share the 90% total reduction maximum.
  • Armour cannot reduce an applicable Hit below 1 damage.