Armor Calculator

By BigStupidJellyfish | 2022-March-16

Armor calculator#

Variable fairy aura

Here, your base armor would be 33.
  • Base armor, including equipment, with no fairy equipped:
  • Total armor tiles (%):
  • Armor aura under consideration (%):
  • Product of any skills (%):

With fairy equipped

Here, your base armor would be 38. This number already factors in your fairy aura, but not talent/tiles/skills.
  • Base armor, including equipment, with fairy aura:
  • Total armor tiles (%):
  • Product of any skills (%):

Armor requirement calculator#

Against enemies with low to moderate amounts of damage, it's possible to stack your armor high enough to reduce all attacks to 1 - or even to 0 with flashbangs! To help set your goals, here's an armor requirement calculator. Just enter in the enemy's FP (look that up here), and note the enemy type if applicable (visual reference: Judge, Pyxis, SWAP Dragoon).

Equip Ideal armor
No Flash ?
Flash ?
M26-MASS ?
M26-MASS+Flash ?

Keep in mind that some enemies may have skills, armor piercing, or other effects that complicate matters. At least in the case of AP, just add their AP stat to the armor requirement. SGs can survive even with less armor than listed, but they will die faster.

Equations used#

Maximum enemy damage, assuming no AP, is

$$ \text{Max damage} = \left\lceil \text{Base FP} \cdot 1.15 \right\rceil $$

due to 15% damage variance. Judge has no damage variance, and does half damage initially. Pyxis have no damage variance, and deal half damage. Almost all other enemies have damage variance as described above. The calculator above accounts for those mechanics, and assumes you've entered the FP stats as listed on GFLMaps. Armor is calculated as

$$ \text{Final armor} = \left\lfloor \left\lceil (\text{Base armor} + \text{equipment}) \cdot \text{Fairy aura} \right\rceil \cdot \text{Sum of tiles} \cdot \text{Product of skills} \cdot \text{Talent} \right\rfloor $$

\( \lfloor x \rfloor \) is \( x \), rounded down. \( \lceil x \rceil \) is \( x \), rounded up.

To combine skills, convert each skill effect into a multiplier, multiply them, and convert back to a percent increase. For example: given a 30% and 45% skill buff, 1.3*1.45=1.885 for an 88.5% net skill buff.

Disclaimer#

This game sometimes cannot math properly, so I cannot guarantee these results will always be correct. These equations will work almost all the time, but sometimes for no reason you may end up with an off-by-one error.

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