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Article of Protection isn't made for infinite runs, and relies entirely on your health stat to base itself off of. 100 health means 65 AoP. 1000 health means 650 AoP. 10000 health means 6500 AoP. It's not as useless as it is made out to be, and in a normal run where you kill the boss, grind for camp stuff, and leave, it is invaluable in turning a 1 hit KO on your end into a fighting chance. If you can give up the early game trade off of Armor giving Health and run Ancestral Crypt, you can murder your way into having a competently padded AoP. At worst, you have a few seconds of Regen, some time to proc Vampirism, or a throwaway perk that only helps you.
You can pick it at the beginning or end of a run and it's effect will still work. You will get 1 point of Armor for every loop that has and will pass. Dominant Mass synergizes with this at all points in a run.
Battering Ram is a C. It scale well with damage. The more damage you do, the shorter is the fight and 1s stun matter more. It's also useful against fragile enemies that attack fast or the watcher to have a better chance to kill it before it escape.