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== Piercing == | |||
If a projectile has both [[Bounce]] and Piercing, the Bounce occurs first. [[Explosive]] projectiles explode on every bounce and pierce. | Piercing is a [[secondary stat]] that applies to projectiles. A projectile with piercing x, will have its projectile continue through that amount of enemies instead of disappearing. Weapons have a default 50% damage falloff on each pierce unless another number is stated. Meaning that the attack deals 50% less damage on the next hit after piercing an enemy. | ||
Some [[Weapons]] have piercing by default, and piercing can be gained on all projectiles with the [[Bandana]] item. | |||
If a projectile has both [[Bounce]] and Piercing, the Bounce occurs first. Be wary of buying [[Ricochet]] with weapons that relies on piercing, as the Damage falloff of the bounce will cause all the following piercing hits to do -50% damage. | |||
* [[Explosive]] projectiles explode on every bounce and pierce. | |||
* Piercing affects all projectiles. This includes ranged weapons, [[Structures#Turrets Fire Rate|Turrets]], and projectiles spawned by weapons such as [[Cacti Club]]. | |||
* A piercing projectile will inflict knockback on each hit, unless it has bouncing. A projectile stops knocking enemies back once it bounces. | |||
=== Damage falloff === | |||
Every weapon has a damage falloff. The default is 50%, but some weapons like the [[Crossbow]] (0%) or [[Double Barrel Shotgun]] (30%) have different amounts. This falloff means that the attack deals x% less damage rounded down after piercing a target. | |||
For example if you have a Tier 1 Double Barrel Shotgun which pierces 2 times with -30% damage on each, and a bandana which adds +1 piercing, the damage would be as follows: | |||
Say the first enemy takes 10 damage, it then pierces to the next target, dealing 7 damage. It then pierces again, dealing 70% of 7= 4.9 which is rounded down to 4 damage dealt. Finally, the bandana enters and the shot pierces the third time, dealing 2 damage on the final hit. - A total of 10+7+4+2=23 damage. | |||
If you had a pumpkin in the same example, the first shot would deal 10, pierce dealing 85% damage, rounded down to 8 damage. Then Pierce again dealing 6 damage. Then the bandana pierce would deal 5.1 rounded down to 5 damage. A total of 10+8+6+5=29 damage. | |||
Piercing works with any projectile. Even the ones from [[Alien Eyes]], [[Baby with a Beard]], [[Cacti Club]], and [[turret|Turrets]]. | |||
=== Sharp Bullet === | |||
{{MiniIconbox|name=Sharp Bullet}} is a cheap tier 1 item that gives you +1 Piercing, just like the Bandana. But it comes at the cost of increasing the damage falloff by 20%. So this means that instead of the default 50% damage on the second hit, you're only doing 30%. You can overcome this by getting an extra pumpkin or two. Sharp Bullet tends to be a quite powerful option on most ranged weapons that don't have piercing by default. On the other hand it often isn't worth it on weapons that have piercing by default such as {{MiniIconbox|name=Double Barrel Shotgun}}. | |||
=== Critical Hits === | |||
Piercing attacks deal critical hits on individual basis. If the first target hit is dealt a critical hit, it doesn't make the rest of the targets hit also be critical hits, nor does it increase the damage dealt to the next target. So if you in the former example crit on the first hit and deal 20 damage, the next target still takes 7 damage. | |||
== Items == | == Items == | ||
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{{TableHeaders|items}} | {{TableHeaders|items}} | ||
{{TableRowItem|Bandana}} | {{TableRowItem|Bandana}} | ||
{{TableRowItem|Sharp Bullet}} | |||
{{TableRowItem|Pumpkin}} | {{TableRowItem|Pumpkin}} | ||
</table> | </table> | ||
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{{TableHeaders|weapons}} | {{TableHeaders|weapons}} | ||
{{TableRowWeapon|Crossbow}} | {{TableRowWeapon|Crossbow}} | ||
{{TableRowWeapon|Chain Gun}} | |||
{{TableRowWeapon|Double Barrel Shotgun}} | {{TableRowWeapon|Double Barrel Shotgun}} | ||
{{TableRowWeapon|Flamethrower}} | {{TableRowWeapon|Flamethrower}} | ||
{{TableRowWeapon|Gatling Laser}} | |||
{{TableRowWeapon|Laser Gun}} | {{TableRowWeapon|Laser Gun}} | ||
{{TableRowWeapon|Minigun}} | {{TableRowWeapon|Minigun}} |
Latest revision as of 16:24, 19 November 2024
Piercing
Piercing is a secondary stat that applies to projectiles. A projectile with piercing x, will have its projectile continue through that amount of enemies instead of disappearing. Weapons have a default 50% damage falloff on each pierce unless another number is stated. Meaning that the attack deals 50% less damage on the next hit after piercing an enemy.
Some Weapons have piercing by default, and piercing can be gained on all projectiles with the Bandana item.
If a projectile has both Bounce and Piercing, the Bounce occurs first. Be wary of buying Ricochet with weapons that relies on piercing, as the Damage falloff of the bounce will cause all the following piercing hits to do -50% damage.
- Explosive projectiles explode on every bounce and pierce.
- Piercing affects all projectiles. This includes ranged weapons, Turrets, and projectiles spawned by weapons such as Cacti Club.
- A piercing projectile will inflict knockback on each hit, unless it has bouncing. A projectile stops knocking enemies back once it bounces.
Damage falloff
Every weapon has a damage falloff. The default is 50%, but some weapons like the Crossbow (0%) or Double Barrel Shotgun (30%) have different amounts. This falloff means that the attack deals x% less damage rounded down after piercing a target.
For example if you have a Tier 1 Double Barrel Shotgun which pierces 2 times with -30% damage on each, and a bandana which adds +1 piercing, the damage would be as follows:
Say the first enemy takes 10 damage, it then pierces to the next target, dealing 7 damage. It then pierces again, dealing 70% of 7= 4.9 which is rounded down to 4 damage dealt. Finally, the bandana enters and the shot pierces the third time, dealing 2 damage on the final hit. - A total of 10+7+4+2=23 damage.
If you had a pumpkin in the same example, the first shot would deal 10, pierce dealing 85% damage, rounded down to 8 damage. Then Pierce again dealing 6 damage. Then the bandana pierce would deal 5.1 rounded down to 5 damage. A total of 10+8+6+5=29 damage.
Piercing works with any projectile. Even the ones from Alien Eyes, Baby with a Beard, Cacti Club, and Turrets.
Sharp Bullet
Sharp Bullet is a cheap tier 1 item that gives you +1 Piercing, just like the Bandana. But it comes at the cost of increasing the damage falloff by 20%. So this means that instead of the default 50% damage on the second hit, you're only doing 30%. You can overcome this by getting an extra pumpkin or two. Sharp Bullet tends to be a quite powerful option on most ranged weapons that don't have piercing by default. On the other hand it often isn't worth it on weapons that have piercing by default such as Double Barrel Shotgun.
Critical Hits
Piercing attacks deal critical hits on individual basis. If the first target hit is dealt a critical hit, it doesn't make the rest of the targets hit also be critical hits, nor does it increase the damage dealt to the next target. So if you in the former example crit on the first hit and deal 20 damage, the next target still takes 7 damage.
Items
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 3 | Projectiles pierce through 1 additional target -10 % Damage |
75 | Ranged Damage | |||
Tier 1 | Projectiles pierce through 1 additional target -20% Piercing Damage -5 % Damage -3 Knockback |
25 | 1 | Ranged Damage | ||
Tier 2 | +15% Piercing Damage. Can't go above base damage -2 % Damage |
40 | Ranged Damage |
Weapons
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 | |||
Legendary, Gun |
- |
- |
- |
- |
- |
Cooldown is 2.04s every 100 shots. Pierces 1 enemy dealing -50% less damage with each pierce. |
- |
Default | |||
Gun |
1.37s |
x2 (3%) |
350 |
8 |
0 |
Pierces 2/2/2/3 enemies, dealing -30% less damage after each piercing |
20 |
Default | |||
Elemental, Heavy |
- |
- |
- |
- |
- |
Deals -/1x3/3x5/5x8(100%) burning damage Pierces 99 enemies dealing 1 damage |
- |
Default | |||
Legendary, Heavy |
- |
- |
- |
- |
- |
Pierces 3 enemies dealing -25% less damage with each pierce. |
- |
Default | |||
Gun |
1.98s |
x2 (3%) |
500 |
0 |
0 |
Pierces 1 enemy dealing -25% less to the second enemy |
15 |
Default | |||
Heavy, Gun |
- |
- |
- |
- |
- |
Pierces 1/2 enemies dealing -50% less damage with each pierce. |
- |
Default | |||
Gun, Heavy |
- |
- |
- |
- |
- |
Pierces through enemies |
- |
Win a run with Demon | |||
Gun |
1.2s |
x2 (5%) |
400 |
15 |
0 |
Pierces 1 enemy dealing -50% less to the second enemy |
10 |
Default | |||
Gun, Explosive |
1.3s |
x2 (3%) |
450 |
0 |
0 |
50%/65%/80%/100% chance for projectiles to explode on hit. Pierces 3 enemies dealing 100% damage |
15 |
Default |