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{{Iconbox|Luck|caption=no}} | {{Iconbox|Luck|caption=no}} | ||
Luck improves the following things: | |||
* It increases the amount of [[Consumable|Consumables]] dropped by enemies. | |||
* It increases the chance that a consumables dropped is a [[crate|Loot Crate]] (including those from [[Trees]]). | |||
* It Improves the Tier of [[Items]] found in Loot Crates and in the [[Shop]]. | |||
* It Improves the Tier of [[Upgrades]] being offered when leveling up. | |||
* Some Characters, Items, and Weapons scale with Luck for damage. | |||
Positive Luck multiplies your chances, so 100% luck doubles your chances. While negative luck divides your chances of finding higher tier upgrades, items, and weapons. So -100% luck halves your chances. For Consumables, negative luck multiplies your chances, so -50 Luck halves the amount of consumables dropped and -100 Luck means no consumables will drop at all, except from Loot Hoarders, Elites, and Bosses, which are guaranteed to drop Consumables. | |||
While luck in itself has no limit, several of its benefit have maximums or diminishing returns. | |||
Formula for | For example, the rarity of items and upgrades offered, already naturally increases with the wave number, and has a maximum chance, that you already hit in the later waves naturally even with 0 luck. So additional luck only helps earlier in the game with getting Tier 2 and 3 items and upgrades. However it takes about 290 Luck before you reach the maximum on Legendary items and Upgrades. | ||
Check [[Shop#Rarity of Shop Items and Luck|Rarity of Shop Items]] to see details on Luck's effect on shop rarities. | |||
Whenever an enemy drops a consumable, that consumable has a chance to be a Loot Crate. This chance is multiplied by Luck. Since 100 Luck both doubles the chances for a consumable to drop, and doubles the chance for that consumable to be a loot chest, 100 luck increases the chance for the first chest to drop by 300%. | |||
But note that each Item Box dropped reduces the chance of the next dropping, giving you some diminishing returns. | |||
Formula for loot crate drop chance: | |||
<pre> | <pre> | ||
Enemy_Box_Drop_Chance * (100% + Luck) / (1 + Box_Spawned_This_Wave) | Enemy_Box_Drop_Chance * (100% + Luck) / (1 + Box_Spawned_This_Wave) | ||
</pre> | </pre> | ||
Luck can be seen as an investment into your economy, and even become a powerful method of [[Healing]] when combined with [[Lemonade]] and [[Weird Food]], if you have high enough luck. There isn't diminishing returns on the chance for [[Consumables]] to drop. | |||
==Items == | ==Items == | ||
=== Positive === | === Positive === | ||
{{ItemTagText|Luck}} | |||
<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|Bowler Hat}} | |||
{{TableRowItem|Clover}} | |||
{{TableRowItem|Lost Duck}} | |||
{{TableRowItem|Lucky Charm}} | |||
{{TableRowItem|Lucky Coin}} | |||
{{TableRowItem|Metal Detector}} | |||
{{TableRowItem|Panda}} | |||
{{TableRowItem|Potato}} | |||
{{TableRowItem|Propeller Hat}} | |||
{{TableRowItem|Shady Potion}} | |||
{{TableRowItem|Wolf Helmet}} | |||
</table> | </table> | ||
=== Negative === | === Negative === | ||
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | |||
{{TableHeaders|items}} | |||
{{TableRowItem|Alien Magic}} | |||
{{TableRowItem|Fin}} | |||
{{TableRowItem|Medikit}} | |||
{{TableRowItem|Mushroom}} | |||
{{TableRowItem|Terrified Onion}} | |||
</table> | |||
=== | === Affected Items === | ||
Some items that deal damage based on your Luck stat or scales with your Luck stat. | |||
<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|Baby Elephant}} | {{TableHeaders|items}} | ||
{{TableRowItem|Baby Elephant}} | |||
{{TableRowItem|Cyberball}} | {{TableRowItem|Cyberball}} | ||
{{TableRowItem|Pearl}} | |||
</table> | </table> | ||
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These [[Characters]] start with different Luck, or have mechanics related to their Luck: | These [[Characters]] start with different Luck, or have mechanics related to their Luck: | ||
===Positive Characters=== | |||
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> | <table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> | ||
{{TableHeaders|characters}} | {{TableHeaders|characters}} | ||
{{TableRowCharacter|Chef}} | |||
{{TableRowCharacter|Druid}} | |||
{{TableRowCharacter|Glutton}} | |||
{{TableRowCharacter|Lucky}} | {{TableRowCharacter|Lucky}} | ||
{{TableRowCharacter|King}} | |||
</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|Gladiator}} | {{TableRowCharacter|Gladiator}} | ||
{{TableRowCharacter|Vagabond}} | |||
</table> | </table> | ||
==Weapons== | |||
These [[Weapons]] scale with Luck for their damage. | |||
<table class="wikitable sortable jquery-tablesorter" style="color:#eee; background:transparent; text-align: center"> | |||
{{TableHeaders|weapons}} | |||
{{TableRowWeapon|Flute}} | |||
{{TableRowWeapon|Lute}} | |||
</table> | |||
==Weapon Classes== | |||
These [[Weapons#Weapon Classes|Weapon Classes]] affect Luck: | |||
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;"> | |||
{{TableHeaders|sets}} | |||
{{TableRowWeaponClass|Musical}} | |||
</table> | |||
{{NavBoxStats|topmargin=1}} |
Latest revision as of 15:18, 12 November 2024
Luck
Luck improves the following things:
- It increases the amount of Consumables dropped by enemies.
- It increases the chance that a consumables dropped is a Loot Crate (including those from Trees).
- It Improves the Tier of Items found in Loot Crates and in the Shop.
- It Improves the Tier of Upgrades being offered when leveling up.
- Some Characters, Items, and Weapons scale with Luck for damage.
Positive Luck multiplies your chances, so 100% luck doubles your chances. While negative luck divides your chances of finding higher tier upgrades, items, and weapons. So -100% luck halves your chances. For Consumables, negative luck multiplies your chances, so -50 Luck halves the amount of consumables dropped and -100 Luck means no consumables will drop at all, except from Loot Hoarders, Elites, and Bosses, which are guaranteed to drop Consumables.
While luck in itself has no limit, several of its benefit have maximums or diminishing returns.
For example, the rarity of items and upgrades offered, already naturally increases with the wave number, and has a maximum chance, that you already hit in the later waves naturally even with 0 luck. So additional luck only helps earlier in the game with getting Tier 2 and 3 items and upgrades. However it takes about 290 Luck before you reach the maximum on Legendary items and Upgrades.
Check Rarity of Shop Items to see details on Luck's effect on shop rarities.
Whenever an enemy drops a consumable, that consumable has a chance to be a Loot Crate. This chance is multiplied by Luck. Since 100 Luck both doubles the chances for a consumable to drop, and doubles the chance for that consumable to be a loot chest, 100 luck increases the chance for the first chest to drop by 300%.
But note that each Item Box dropped reduces the chance of the next dropping, giving you some diminishing returns.
Formula for loot crate drop chance:
Enemy_Box_Drop_Chance * (100% + Luck) / (1 + Box_Spawned_This_Wave)
Luck can be seen as an investment into your economy, and even become a powerful method of Healing when combined with Lemonade and Weird Food, if you have high enough luck. There isn't diminishing returns on the chance for Consumables to drop.
Items
Positive
Due to Item Tags, the Character(s) Chunky, Curious, Druid, Glutton, Lucky have a higher chance to find these items in the Shop.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 3 | +15 Luck +18 Harvesting -5 % Attack Speed -3 % Crit Chance |
75 | Win a run with Entrepreneur | Luck, Harvesting | ||
Tier 3 | +20 Luck +6 % Dodge -2 % Life Steal |
65 | Luck, Dodge | |||
Tier 1 | +8 Luck -1 Elemental Damage |
25 | Luck | |||
Tier 3 | +30 Luck -2 Melee Damage -1 Ranged Damage |
75 | Win a run with Lucky | Luck | ||
Tier 4 | +2 Luck for every 1 % Crit Chance you have -2 Armor |
105 | 1 | Crit Chance, Luck | ||
Tier 2 | +5% chance to double the value of picked up materials +6 Luck +2 Engineering -5 % Damage |
40 | 20 | Luck, Engineering, Pickup, Economy | ||
Tier 4 | +12 Max HP +25 Luck -5 % Damage |
100 | Win a run with Pacifist | Max HP, Luck | ||
Tier 4 | +3 Max HP +2 HP Regeneration +1 % Life Steal +5 % Damage +5 % Attack Speed +3 % Speed +3 % Dodge +1 Armor +5 Luck |
95 | Win a run with Well Rounded | Max HP, HP Regeneration, Damage, Speed, Luck | ||
Tier 1 | +10 Luck -2 % Damage |
28 | Luck | |||
Tier 2 | +20 Luck -2 HP Regeneration |
48 | Luck | |||
Tier 4 | +10 Elemental Damage +20 Luck -5 Engineering |
90 | Elemental Damage, Luck |
Negative
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 3 | +8 Max HP +3 HP Regeneration -8 Luck |
85 | Max HP, HP Regeneration | |||
Tier 3 | +10 % Speed +3 % Life Steal -8 Luck |
65 | Win a run with Speedy | Speed, Life Steal | ||
Tier 4 | +10 HP Regeneration +2 HP Regeneration every 5 seconds until the end of the wave -10 Luck |
95 | Win a run with Doctor | HP Regeneration | ||
Tier 1 | +3 HP Regeneration -2 Luck |
25 | HP Regeneration | |||
Tier 1 | +4 % Speed -5 Luck |
15 | Speed |
Affected Items
Some items that deal damage based on your Luck stat or scales with your Luck stat.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 1 | 25% chance to deal 1 (25%) damage to a random enemy when you pick up a material | 22 | Luck, Pickup | |||
Tier 2 | 25% chance to deal 1 (25%) damage to a random enemy when an enemy dies | 30 | Luck | |||
Tier 2 | +1 % Damage for every permanent 10 Luck you have +3% chance of finding an extra Pearl in a crate |
60 | 20 | Win a run with Curious | Luck |
Characters
These Characters start with different Luck, or have mechanics related to their Luck:
Positive Characters
Name | Stats | Unlocked By | Unlocks | Item Tags |
---|---|---|---|---|
+35 Luck +200% damage from non elemental sources against burning targets Consumables explode for 5x1 (+100%) burning damage when picked up You start with 1 Scared Sausage +100 % Enemy health Elemental Damage modifications are reduced by 75% |
Have at least 25 enemies burning at the same time | None | ||
+5 Max HP +15 Luck Enemies have a higher chance of dropping fruits 33% chance to get +1 Luck when you pick up a fruit 33% of fruits are poisoned and hurt you (ignores Dodge and Armor) -100 HP Regeneration -100 % Life Steal Engineering modifications are reduced by 50% |
Collect 250 consumables by the end of wave 20 | Consumable, Luck | ||
+50 Luck +1 % Explosion Damage when picking up a consumable while at maximum health Consumable have a 100% chance to explode for 10 (500% ) damage when picked up +25 % Items Price -25 % XP Gain |
Pick up 20 consumables during a run | Luck, Explosive (Item Tag), Melee Damage | ||
+100 Luck Luck modifications are increased by 25% +75% chance to deal 1 (15%Luck) damage to a random enemy when you pick up a material -60% Attack Speed -50% XP Gain |
Collect 300 materials | Luck, Pickup, Exploration | ||
+50 Luck +25 % Damage for every Tier IV weapon you have +25% Attack Speed for every Tier IV weapon you have +5 Max HP for every different Tier IV item you have -15% Damage for every Tier I weapon you have -15% Attack Speed for every Tier I weapon you have -2 Max HP for every different Tier I item you have UNLISTED BONUS: Starting weapon is Tier II |
Get 3 tier IV weapons at once | None |
Negative Characters
Name | Stats | Unlocked By | Unlocks | Item Tags |
---|---|---|---|---|
+20% Attack Speed for every different weapon you have +5 Melee Damage You can't equip ranged weapons -40% Attack Speed -30 Luck |
Kill 20000 enemies | Melee Damage | ||
Equipped weapons always contribute to the class bonuses of other equipped weapons You can't equip two of the same weapon at the same time -5 Armor -5 % Dodge Luck modifications are reduced by 50% Harvesting modifications are reduced by 50% |
Have 6 different weapons at once | None |
Weapons
These Weapons scale with Luck for their damage.
Name | Class | Damage | Attack Speed | DPS | Crit Damage/Chance | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Musical |
1.2s |
4.2(41.7%8.3%)/s |
x1.5 (3% chance) |
300 |
0 |
0 |
Hitting an enemy that has less than 60%/65%/70%/75% health has a 10%/15%/20%/25% chance to charm it for 8 seconds |
20 |
Win a run with Romantic | ||
Musical, Support |
1.31s |
3.1(38.1%7.6%)/s |
x1.5 (3% chance) |
150 |
2 |
0 |
Enemies hit take 10% more damage for 3 seconds (max: 30%/50%/70%/100%) |
15 |
Default |
Weapon Classes
These Weapon Classes affect Luck:
Class | Bonuses | Weapons |
---|---|---|
Musical | (2)+5 Luck (3)+10 Luck (4)+15 Luck (5)+20 Luck (6)+25 Luck |
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 |