Armor vs dodge

Breakpoint, armor 0 or more, dodge below its cap
Armor wins while Armor < 84 − Dodge%
With 30% Dodge, each Armor point adds more effective HP than +1% Dodge until 54 Armor; past that, +1% Dodge adds more. At the dodge cap only Armor still helps.
Why A = 84 − D
Dodge is rolled first; a hit that lands is multiplied by 15 / (15 + Armor). Effective HP against large hits is therefore (15 + A) / 15 × 1 / (1 − d). One more Armor raises it by 1 / (15 + A); one more percent of Dodge raises it by 0.01 / (0.99 − d). The two are equal when 15 + A = 99 − D, so A = 84 − D. Rounding and the 1-damage minimum are ignored; against small hits armor is worth less, because every landed hit still deals at least 1. Formulas: datamined (run_data.gd get_armor_coef, player.gd), see stat formulas.
| Current Dodge | Armor where Dodge starts to win |
|---|---|
| 0% | 84 |
| 10% | 74 |
| 20% | 64 |
| 30% | 54 |
| 40% | 44 |
| 50% | 34 |
| 59% | 25 |
Effective HP multiplier
How many times more raw damage you can take, by Armor (rows) and Dodge (columns). 70% and 90% need the Cryptid, Ghost Outfit or Ghost cap.
| Armor | Damage cut | 0% dodge | 20% dodge | 40% dodge | 60% dodge | 70% dodge | 90% dodge |
|---|---|---|---|---|---|---|---|
| 0 | 0% | ×1 | ×1.25 | ×1.67 | ×2.50 | ×3.33 | ×10 |
| 5 | 25% | ×1.33 | ×1.67 | ×2.22 | ×3.33 | ×4.44 | ×13.33 |
| 10 | 40% | ×1.67 | ×2.08 | ×2.78 | ×4.17 | ×5.56 | ×16.67 |
| 15 | 50% | ×2 | ×2.50 | ×3.33 | ×5 | ×6.67 | ×20 |
| 20 | 57.1% | ×2.33 | ×2.92 | ×3.89 | ×5.83 | ×7.78 | ×23.33 |
| 30 | 66.7% | ×3 | ×3.75 | ×5 | ×7.50 | ×10 | ×30 |
| 45 | 75% | ×4 | ×5 | ×6.67 | ×10 | ×13.33 | ×40 |
| 60 | 80% | ×5 | ×6.25 | ×8.33 | ×12.50 | ×16.67 | ×50 |
| 90 | 85.7% | ×7 | ×8.75 | ×11.67 | ×17.50 | ×23.33 | ×70 |
Gain from one more point
Effective HP gained from +1 Armor and from +1% Dodge at 0%, 30% and 50% Dodge.
| Armor | +1 Armor at 0% | +1% Dodge at 0% | +1 Armor at 30% | +1% Dodge at 30% | +1 Armor at 50% | +1% Dodge at 50% |
|---|---|---|---|---|---|---|
| 0 | +6.70% | +1% | +6.70% | +1.40% | +6.70% | +2% |
| 5 | +5% | +1% | +5% | +1.40% | +5% | +2% |
| 10 | +4% | +1% | +4% | +1.40% | +4% | +2% |
| 15 | +3.30% | +1% | +3.30% | +1.40% | +3.30% | +2% |
| 20 | +2.90% | +1% | +2.90% | +1.40% | +2.90% | +2% |
| 30 | +2.20% | +1% | +2.20% | +1.40% | +2.20% | +2% |
| 45 | +1.70% | +1% | +1.70% | +1.40% | +1.70% | +2% |
| 60 | +1.30% | +1% | +1.30% | +1.40% | +1.30% | +2% |
| 90 | +1% | +1% | +1% | +1.40% | +1% | +2% |
Dodge caps
- 60% Default
- At the cap with 0 Armor: ×2.50 effective HP; with 30 Armor: ×7.50.
- 70% Cryptid; Ghost Outfit item
- At the cap with 0 Armor: ×3.33 effective HP; with 30 Armor: ×10.
- 90% Ghost
- At the cap with 0 Armor: ×10 effective HP; with 30 Armor: ×30.
- 20% Sailor
- At the cap with 0 Armor: ×1.25 effective HP; with 30 Armor: ×3.75.
PC 1.2 with the 12 November 2026 patch; no patch note changes armor or dodge. Reviewed .






