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Effective HP from armour calculator

Turns an armour rating into a damage reduction percentage and the effective health pool it actually buys you.

Published 1 October 2026

What this calculator does

Armour ratings are not percentages, and the gap between the two is where most gearing mistakes happen. Most games turn a rating into reduction with a curve of the form armour ÷ (armour + K), which has diminishing returns in percentage terms: going from 0 to 100 armour might buy 50% reduction, while the next 100 buys only 17 more.

The surprise is that effective health does not have diminishing returns at all. Each point of armour adds the same amount to your effective pool, forever. Both statements are true at once, and which one matters depends on whether you are reading a tooltip or deciding what to wear.

The formula

Formuladamage reduction = armour ÷ (armour + K); effective HP = health ÷ (1 − damage reduction) = health × (1 + armour ÷ K)

Reduction is armour ÷ (armour + K), where K is the game constant that sets how much armour a 50% reduction costs. Effective HP is the health you would need with no armour to survive the same damage, which is health ÷ (1 − reduction). Those two combine and simplify to health × (1 + armour ÷ K), which is a straight line in armour. That is why the last point of armour adds exactly as much effective health as the first.

TermMeaning
Armour ratingThe raw number on your gear, not a percentage.
KThe constant in the reduction curve. Armour equal to K gives exactly 50% reduction.
Damage reductionThe share of incoming damage removed.
Effective HPThe unarmoured health pool that would survive the same amount of raw damage.

The inputs explained

FieldWhat to enter
HealthYour health pool before armour is considered.
Armour ratingThe armour rating from your character sheet.
Armour constant KThe game constant. Find it by looking up what armour value gives 50% reduction in your game and entering that. 100 is a common value and the default here.

When to use it

Deciding between a health item and an armour item

Enter your current numbers, then enter them again with each item added, and compare the effective HP line. This is the comparison that matters, and it frequently disagrees with the one the tooltips invite you to make.

Reading a tooltip that says diminishing returns

The reduction percentage does have diminishing returns, and the table below shows it clearly. Effective HP does not. If what you care about is surviving longer, read the effective HP column and ignore the percentage.

Working out post-mitigation damage

Take the reduction figure and apply it to an attack to get the damage you actually take, then feed that into time to kill to see how long you last.

Worked examples

Every figure in the tables below is produced by this page’s own calculator at build time, so the numbers and the tool always agree. Select any row to load that scenario.

Does armour have diminishing returns?

Armour doubles each step. Watch the two columns behave completely differently.

1,000 health, armour constant K of 100
ArmourEffective HPDamage reductionExtra HP the armour buys
01,0000.000%0
251,25020.0%250
501,50033.3%500
1002,00050.0%1,000
2003,00066.7%2,000
4005,00080.0%4,000
8009,00088.9%8,000
The reduction column slows down sharply: the first 100 armour buys 50%, the next 100 only another 16.7 points. The effective HP column does not slow down at all. Every 100 armour adds exactly 1,000 effective HP, from the first point to the last, which is what the straight-line form of the formula says it should.

How much does the armour constant matter?

The same armour rating in games that tune K differently.

1,000 health, 100 armour
Armour constant KDamage reductionEffective HP
5066.7%3,000
10050.0%2,000
20033.3%1,500
40020.0%1,250
K is the armour needed for 50% reduction, so a smaller K makes armour stronger. At K of 50, 100 armour gives 66.7% reduction and triples your effective health. At K of 400 the same rating gives only 20%. Using the wrong K is the most common reason these calculations come out wrong.

Questions

What value of K should I use?

Look up what armour rating gives 50% reduction in your game and enter that number. If your game lists a reduction percentage for a known armour value instead, K is armour × (1 − reduction) ÷ reduction.

Why do people say armour has diminishing returns?

Because the reduction percentage does. Each point adds less reduction than the last. But effective health is linear in armour, so each point adds the same survivability. Both are true, and the second is usually the one you want.

Does this work for games with flat damage reduction?

No. If your game subtracts a flat amount per hit rather than a percentage, the result depends on the size of the hit and this formula does not apply.

What about resistances to specific damage types?

Run the calculation once per damage type with that type's rating. Effective HP against magic and against physical are separate numbers, and the lower one is usually what kills you.

The health figure here feeds straight into time to kill from the attacker's side, and DPS covers the damage going the other way.