Armour subtracts a flat amount after damage multipliers. It stops reducing damage for the remainder of the fight once a hit deals at least the armour value after that reduction. Ward is a different defence: its current fraction reduces damage, and hits drain it.

Why 70 armour can produce repeated small hits
Take a target with 70 armour, no remaining ward and no other changing defence. Compare two already-calculated damage amounts immediately before armour is subtracted:
| Pre-armour damage | Health damage | Result |
|---|---|---|
| 100 | 30 | Armour remains: 30 is below 70 |
| 140 | 70 | Armour breaks: 70 reaches 70 |
This explains the shorthand that an armour-breaking blow needs roughly twice the armour value before subtraction. It does not mean a weapon’s listed maximum hit alone proves it can break that target: resistance, ward, attack effects and the actual rolled damage still come first.
A heavier weapon can cross that threshold when faster small hits cannot. A faster weapon can still be useful after armour breaks. Comparing only attack intervals misses the change in the target’s state.
Ward rewards repeated hits differently
Ward reduces damage according to current ward divided by maximum ward. Each weapon hit removes 1 ward, or 2 with the applicable double-ward-damage bonus. A fresh fight starts with ward full and armour unbroken, so an advantage gained late in one fight does not automatically carry into the next spawn.
The ward mechanic and armour subtraction are not interchangeable. Inspect which defence is reducing the chosen attack before changing equipment.
Accuracy uses the current stance
Melee has Stab, Slash, Crush and Block; Ranged has Accurate, Powerful and Long-Range; Magic has Empowered and Focused. Hit chance compares the attacker’s accuracy with the target’s evasion for the selected stance. Changing stance can therefore change a matchup without changing the weapon.
Check the displayed hit chance after equipping the actual loadout. Ranged armour penalties can undo an otherwise suitable ammunition choice. Food and Auto Eat remain a separate survival requirement while testing a heavy, slow attack.
Sources
- Demo 0.11.4 hit resolutionResistance, remaining ward fraction, flat armour and the armour-break check are ordered parts of a hit.
- Verified demo combat baselineDemo 0.11.2-alpha.4 combat formulas; scenario-specific modifiers and encounter safety need separate checks.
- Willow Treant firsthand discussionPlayers compare heavy Ranged weapons and slow armour-breaking fights.

