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(→Effects: Update melee range info with exact stats, I calculated them with this spreadsheet: https://docs.google.com/spreadsheets/d/1-EazozRYAORc9TakikmczGy6pNHIT3oTCQE9peuMyB8/edit#gid=1298756632 -- the examples are using Hatchet (the fastest weapon) and Cacti Club (the slowest, alongside a few others with the same speed)) |
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{{Iconbox|Range Stat|caption=no}} | {{Iconbox|Range Stat|caption=no}} | ||
Range increases the distance that your weapons can target and hit enemies. Ranged weapons have their range increased by an amount equal to your range stat, while melee weapons only have halve the amount added or subtracted from their range. There is no limit to how much range you can get, but all weapons have a minimum of 25 range. | |||
For melee weapons, a higher range slightly increases the cooldown due to a longer travel distance, but lets them cover more area. | For melee weapons, a higher range slightly increases the cooldown due to a longer travel distance, but lets them cover more area. With the inverse being true if you have a negative amount of range. | ||
== Effects == | == Effects == | ||
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*However, Range also makes attacks have a ''slightly'' longer cooldown (ie. lower [[Attack Speed]]), due to the extra area they cover before they return to you. | *However, Range also makes attacks have a ''slightly'' longer cooldown (ie. lower [[Attack Speed]]), due to the extra area they cover before they return to you. | ||
**This difference is almost negligible unless you have very high Range. | **This difference is almost negligible unless you have very high Range. | ||
***Eg. at 10 Range, the attack speed difference is ~0.01s | ***Eg. at +10 Range, the attack speed difference is ~0.01s -- this makes weapons about 0% to 1% slower. | ||
***Eg. at 100 Range, the attack speed difference is ~0.05s | ***Eg. at +100 Range, the attack speed difference is ~0.05s -- this makes weapons about 3% to 10% slower. | ||
** | ***Fast weapons are effected more by differences in Range. Eg at +100 Range, {{MiniIconbox|name=Fist}} is 10% slower, while {{MiniIconbox|name=Rock}} is only 3% slower. | ||
***Keep in mind that this '''doesn't''' translate to a direct DPS decrease though, because you'll also be hitting a lot more enemies at once. | |||
*A weapon's Cooldown stat displayed in-game ''does'' account for any modifications due to Range. | |||
== Items == | == Items == | ||
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<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | <table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | ||
{{TableHeaders|items}} | |||
{{TableRowItem|Ashes}} | |||
{{TableRowItem|Baby Gecko}} | |||
{{TableRowItem|Banner}} | |||
{{TableRowItem|Glasses}} | |||
{{TableRowItem|Gummy Berserker}} | |||
{{TableRowItem|Lantern}} | |||
{{TableRowItem|Night Goggles}} | |||
{{TableRowItem|Poisonous Tonic}} | |||
{{TableRowItem|Shackles}} | |||
{{TableRowItem|Spyglass}} | |||
{{TableRowItem|Wings}} | |||
{{TableRowItem|Scope}} | |||
</table> | </table> | ||
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<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | <table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | ||
{{TableHeaders|items}} | |||
{{TableRowItem|Beanie}} | |||
{{TableRowItem|Blindfold}} | |||
{{TableRowItem|Coral}} | |||
{{TableRowItem|Cyclops Worm}} | |||
{{TableRowItem|Eyes Surgery}} | |||
{{TableRowItem|Gnome}} | |||
{{TableRowItem|Head Injury}} | |||
{{TableRowItem|Little Muscley Dude}} | |||
{{TableRowItem|Retromation's Hoodie}} | |||
{{TableRowItem|Scar}} | |||
</table> | |||
==Characters== | |||
These [[Characters]] start with different Range, or have mechanics related to their Range: | |||
===Positive Characters=== | |||
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> | |||
{{TableHeaders|characters}} | |||
{{TableRowCharacter|Crazy}} | |||
{{TableRowCharacter|Hunter}} | |||
{{TableRowCharacter|Ranger}} | |||
{{TableRowCharacter|Romantic}} | |||
</table> | |||
===Negative Characters=== | |||
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> | |||
{{TableHeaders|characters}} | |||
{{TableRowCharacter|Brawler}} | |||
{{TableRowCharacter|Creature}} | |||
{{TableRowCharacter|Cryptid}} | |||
</table> | </table> | ||
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{{TableHeaders|weapons}} | {{TableHeaders|weapons}} | ||
{{TableRowWeapon|Crossbow}} | {{TableRowWeapon|Crossbow}} | ||
{{TableRowWeapon|Hiking Pole}} | |||
{{TableRowWeapon|Sniper Gun}} | {{TableRowWeapon|Sniper Gun}} | ||
</table> | </table> | ||
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<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;"> | <table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;"> | ||
{{TableHeaders|sets}} | {{TableHeaders|sets}} | ||
{{TableRowWeaponClass|Gun}} | {{TableRowWeaponClass|Gun}} | ||
</table> | </table> | ||
{{NavBoxStats|topmargin=1}} | {{NavBoxStats|topmargin=1}} |
Latest revision as of 13:56, 11 November 2024
Range
Range increases the distance that your weapons can target and hit enemies. Ranged weapons have their range increased by an amount equal to your range stat, while melee weapons only have halve the amount added or subtracted from their range. There is no limit to how much range you can get, but all weapons have a minimum of 25 range.
For melee weapons, a higher range slightly increases the cooldown due to a longer travel distance, but lets them cover more area. With the inverse being true if you have a negative amount of range.
Effects
For Ranged Weapons:
- The weapon's range is simply your Range stat, plus the weapon's own range.
For Melee Weapons:
- The Range stat increases the weapon's range, but only by half of your Range stat.
- For thrust weapons, Range makes attacks travel further.
- For sweep weapons, Range makes attacks cover a larger area.
- Higher Range is generally beneficial because:
- It lets you attack more enemies at once.
- It lets you keep your distance from enemies, reducing the chance for contact damage.
- However, Range also makes attacks have a slightly longer cooldown (ie. lower Attack Speed), due to the extra area they cover before they return to you.
- This difference is almost negligible unless you have very high Range.
- Eg. at +10 Range, the attack speed difference is ~0.01s -- this makes weapons about 0% to 1% slower.
- Eg. at +100 Range, the attack speed difference is ~0.05s -- this makes weapons about 3% to 10% slower.
- Fast weapons are effected more by differences in Range. Eg at +100 Range, Fist is 10% slower, while Rock is only 3% slower.
- Keep in mind that this doesn't translate to a direct DPS decrease though, because you'll also be hitting a lot more enemies at once.
- This difference is almost negligible unless you have very high Range.
- A weapon's Cooldown stat displayed in-game does account for any modifications due to Range.
Items
Positive
These items increase your Range.
Due to Item Tags, the Character(s) Hunter, Ranger have a higher chance to find these items in the Shop.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 4 | +20 % Damage +20 % Attack Speed +100 Range -1 Armor at the end of a wave |
100 | ||||
Tier 1 | +10 Range +25% chance to instantly attract a material when it’s dropped |
18 | 4 | Pickup, Range | ||
Tier 2 | +20 Range +10 % Attack Speed -5 Knockback |
55 | Range, Attack Speed | |||
Tier 1 | +20 Range | 20 | Range | |||
Tier 1 | +5 % Attack Speed +25 Range -1 Armor |
25 | Attack Speed, Range | |||
Tier 4 | +10 % Damage +50 Range +15 Knockback Knocks nearby enemies back every 3 seconds |
100 | 1 | |||
Tier 4 | +15 % Crit Chance +50 Range -3 Max HP -1 Armor |
95 | Win a run with Ranger | Crit Chance, Range | ||
Tier 3 | +10 % Attack Speed +5 % Crit Chance +15 Range -2 HP Regeneration |
80 | Attack Speed, Crit Chance, Range | |||
Tier 3 | +8 HP Regeneration +8 Engineering +80 Range Your Speed is capped at its current value |
80 | 1 | Range, HP Regeneration, Engineering | ||
Tier 2 | +10 Range -25 % Reroll Price |
30 | 2 | Range | ||
Tier 3 | +10 % Speed +30 Range -2 Elemental Damage |
85 | Speed, Range | |||
Tier 2 | +2 Ranged Damage +25 Range -7 % Attack Speed |
48 | Ranged Damage, Range |
Negative
These items decrease your Range.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 1 | +4 % Speed -6 Range |
20 | Speed | |||
Tier 2 | +5 % Crit Chance +5 % Dodge -15 Range |
45 | Crit Chance, Dodge | |||
Tier 2 | +10 HP Regeneration while standing still -10 Range |
40 | HP Regeneration, Stand Still | |||
Tier 2 | +12 % Damage -12 Range |
45 | Damage | |||
Tier 2 | Burning activates 20% faster +1 Elemental Damage -10 Range |
60 | 2 | Elemental Damage | ||
Tier 4 | +10 Melee Damage +10 Elemental Damage -20 Range -20% pickup range |
100 | Win a run with Bull | Melee Damage, Elemental Damage | ||
Tier 1 | +6 % Damage -8 Range |
25 | Damage | |||
Tier 2 | +3 Melee Damage +5 Max HP -15 Range |
50 | Melee Damage, Max HP | |||
Tier 4 | +2 % Attack Speed for every 1 % Dodge you have -80 Range |
110 | 1 | Dodge | ||
Tier 1 | +20 % XP Gain -8 Range |
25 | XP Gain |
Characters
These Characters start with different Range, or have mechanics related to their Range:
Positive Characters
Negative Characters
Name | Stats | Unlocked By | Unlocks |
---|---|---|---|
+50% Attack Speed with Unarmed weapons You start with 1 Fist +15% Dodge -50 Range -50 Ranged Damage |
Unlocked by default | ||
Weapon damage additionally scales with 35% Curse You start with 1 cursed Fish Hook +1 Curse when you level up -10 Range at the end of a wave -5 % XP Gain at the end of a wave |
Unlocked by default | ||
More trees spawn (+6) Gain 12 material and XP for every living tree at the end of a wave +3 HP Regeneration for every current living tree Dodge is capped at 70% +3 Attack Speed until the end of the wave when you dodge an attack -100 % Life Steal -100 Range -50% materials dropped from enemies |
Finish a wave with 10 or more living trees |
Weapons
These Weapons use your Range stat to deal more damage:
Name | Class | Damage | Attack Speed | DPS | Crit Damage/Chance | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Precise, Medieval |
1.13s |
x1.5 (30%) |
350 |
8 |
0 |
Pierces up to 1/2/3/4 times on critical hit |
16 |
Default | |||
Support |
1.42s |
8.4(35.2%7%)/s |
x1.5 (3% chance) |
175 |
0 |
0 |
+1 Range for every 70/60/50/40 steps you take during a wave |
17 |
Default | ||
Gun, Precise |
- |
- |
- |
- |
- |
Hitting an enemy spawns 5/8 projectiles dealing 5 +(10%/15%) |
- |
Win a run with Hunter |
Weapon Classes
These Weapon Classes affect Range:
Class | Bonuses | Weapons |
---|---|---|
Gun | (2)+10 Range (3)+20 Range (4)+30 Range (5)+40 Range (6)+50 Range |
Stats | |||
---|---|---|---|
Max HP | Melee Damage | Crit Chance | Dodge |
HP Regeneration | Ranged Damage | Engineering | Speed |
Life Steal | Elemental Damage | Range | Luck |
Damage | Attack Speed | Armor | Harvesting |