Binding of Isaac: Rebirth Wiki
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(Undo revision 246604 by Terrakota"d (talk) this bug still exists in 813)
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| [[Hush|Hush (second phase)]] || 6,666 || 160<br/>{{dlc|r}}140
 
| [[Hush|Hush (second phase)]] || 6,666 || 160<br/>{{dlc|r}}140
 
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| [[Ultra Greed]] || 3,500 || 85 <br/> {{dlc|r}}85-170<ref>{{bug|dlc=r| Starts at 85 and then increases to 170 permanently after entering a "defensive" animation, such as the eye spin animation. This happens shortly after the fight starts. }}</ref>
| [[Ultra Greed]] || 3,500 || 85
 
 
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| [[Ultra Greedier]] || 2,500 || 85 <br/>{{dlc|r}}60
 
| [[Ultra Greedier]] || 2,500 || 85 <br/>{{dlc|r}}60

Revision as of 21:55, 13 May 2021

Damage scaling is a mechanic introduced in The Binding of Isaac: Afterbirth to provide a more challenging experience to the players, enabling some enemies to retaliate against high damage attacks by deploying an "armor" of a sort. The more damage dealt to such an enemy in a short period of time, the more it gets reduced, offering an approach to keep the fight challenging and the difficulty high.

Overview

The armor is based on 4 different criteria: how much base HP the entity has, how much damage it has taken in the last 4 seconds (120 game logic frames), how effective its armor is (every entity has its unique value) and how deployed said armor is (from 0 to 120).

Every entity in the game is predisposed to make use of this mechanic: in fact, every entity sports an "armor deployment status" counter and an "armor value" field, but few entities actually use it.

How damage scaling works

When an "armor enabled" entity spawns, it'll increase its "armor deployment" each game logic frame going from 0 (no armor) to 120 (fully deployed), and use this value to compute a static degree of damage reduction. The entity keeps track of how much unmodified damage it has taken in the past 4 seconds, which combined with the static degree, the entity's HP and armor effectiveness results in a multiplier to the actual damage dealt.

Overall the formula results in slow, high-powered attacks being less effective than rapid, lower damage ones; the more damage sources put to work, the faster the entity's HP will go down, regardless of the raw amount of damage.

Entities and Their Armor Values

The game enables the armor for the following entities, one of which is only partial:

Entity HP Armor
Hush (first phase) 1,000 20
Hush (second phase) 6,666 160
(in Repentance)140
Ultra Greed 3,500 85
(in Repentance)85-170[1]
Ultra Greedier 2,500 85
(in Repentance)60
Delirium 10,000 (see below)
(in Repentance)Mega Satan 5,000 90
(in Repentance)Mega Satan's hands 600 15
Mother 4,222 90
Dogma 2,400 30
Ultra Famine 2,000 30
Ultra Pestilence 1,800 30
Ultra War 2,000 30
Ultra Death 2,000 30
The Beast 10,000 60
Gutted Fatty 80 12
Level 2 Gaper 40 5
Level 2 Horf 20 2.5
Level 2 Gusher 20 2.5
Level 2 Charger 40 2.5
Elleech 60 5
Shady 80 12
Tainted Pooter 75 30
Tainted Mulligan 120 30
Tainted Boom Fly 20 10
Tainted Hopper 80 30
Tainted Spitty 60 30
Tainted Round Worm 100 12
Tainted Tube Worm 120 30
Tainted Sucker 14 10
Tainted Soy Creep 50 4
Tainted Sub Horf 50 8
Tainted Faceless 100 20
Tainted Mole 80 10
(in Repentance)Collectible Blood Puppy iconBlood Puppy 20 / 50 30

Notes

  • Delirium only has armor while assuming the form of random bosses. Its armor will start from 0 and increase with every damage taken while in "minion form" - once taking the shape of its true form, it won't have any. Its armor only protects its alternate forms.
  • The armor is always actively updated, not only when the entity is taking damage. This makes it possible for the reduction multiplier to actually go above 1.0 after a period of not being hit, making the first attack after such a pause deal more damage than would be done without armor.
  • It is possible to apply the armor effect to any entity using cheating/modding tools.

Trivia

  • Despite the armor attempting to balance damage dealt and keep fights challenging, it's very possible to overwhelm the mechanic and destroy even strong armored enemies like Hush.
  • Collectible Midas' Touch iconMidas' Touch will lessen Ultra Greed's armor effectiveness by 25%.


  1. Bug Bug! (in Repentance) Starts at 85 and then increases to 170 permanently after entering a "defensive" animation, such as the eye spin animation. This happens shortly after the fight starts.