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ArosRising (talk | contribs) (Created page with "== Experience== Experience, or XP is used to level up. You can see your level and see your progress towards the next level in the top left corner by the green bar. Whenever you Level Up, you gain +1 Max HP {{StatIcon|name=Max HP}} and you an Upgrade at the end of the wave. You can increase your XP Gain with certain items such as {{MiniIconbox|name=Scar}}. Some Characters gain more XP, like {{CharacterIcon|Mutant}}, while others gain less, lik...") |
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== Experience== | == Experience== | ||
[[File:XPBar.png|right|300x300px|link=File:XPBar.png]] | |||
Experience, or XP is used to level up. You can see your level and see your progress towards the next level in the top left corner by the green bar. | Experience, or XP is used to level up. You can see your level and see your progress towards the next level in the top left corner by the green bar. | ||
Whenever you Level Up, you gain +1 [[Max HP]] {{StatIcon|name=Max HP}} and | Whenever you Level Up, you gain +1 [[Max HP]] {{StatIcon|name=Max HP}} and an [[Upgrades|Upgrade]] at the end of the wave. | ||
You can increase your [[XP Gain]] with certain items such as {{MiniIconbox|name=Scar}}. | You can increase your [[XP Gain]] with certain items such as {{MiniIconbox|name=Scar}}. All experience you gain is multiplied by your XP Gain stat. | ||
Some [[Characters]] gain more XP, like {{CharacterIcon|Mutant}}, while others gain less, like {{CharacterIcon|Lucky}} | Some [[Characters]] gain more XP, like {{CharacterIcon|Mutant}}, while others gain less, like {{CharacterIcon|Lucky}} | ||
== Sources of XP == | |||
The Primary source of XP is by picking up the green currency dropped by enemies when they die. See [[Materials]] for more information. | |||
The Materials gained by [[Harvesting]] grants XP and money for the shop in equal amounts. | |||
The [[Pacifist]] gains 0.65 XP from each living enemy at the end of the wave, and each despawned enemy. | |||
== Mathmatics == | |||
The Experience required to level up is: | The Experience required to level up is: | ||
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{| class="wikitable" | {| class="wikitable" | ||
|+ | |||
!Level | !Level | ||
!0 | !0 | ||
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|369550 | |369550 | ||
|- | |- | ||
|} | |||
=== XP Diminishing Returns === | === XP Diminishing Returns === | ||
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For example, if you over the duration of a game would reach level 22 (5511 XP), starting with a Scar would instead mean you gained | For example, if you over the duration of a game would reach level 22 (5511 XP), starting with a Scar would instead mean you gained | ||
5511*1.20 = 6613 XP | 5511*1.20 = 6613 XP | ||
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5511*(100% + 200%) = 16533 XP | 5511*(100% + 200%) = 16533 XP | ||
Which is enough to get to level 33. Notice that the Mutant has an XP Gain that is the same as 10 Scars, yet only gains 11 additional levels. But we saw that the first Scar gave 1.5 Levels. So you | Which is enough to get to level 33. Notice that the Mutant has an XP Gain that is the same as 10 Scars, yet only gains 11 additional levels. But we saw that the first Scar gave 1.5 Levels. So you would have expected 10 Scars to give about 15 levels, but they will only give 11. | ||
This showcases the diminishing returns you gain on increasing your XP Gain. | This showcases the diminishing returns you gain on increasing your XP Gain. | ||
The conclusion is that XP Gain Items are not very powerful on Mutant, but reversely are powerful on characters with reduced XP Gain. | |||
== Items with XP Gain == | == Items with XP Gain == | ||
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{{TableRowItem|Bean Teacher}} | {{TableRowItem|Bean Teacher}} | ||
{{TableRowItem|Black Belt}} | {{TableRowItem|Black Belt}} | ||
{{TableRowItem|Celery Tea}} | |||
{{TableRowItem|Diploma}} | {{TableRowItem|Diploma}} | ||
{{TableRowItem|Peacock}} | {{TableRowItem|Peacock}} | ||
{{TableRowItem|Scar}} | {{TableRowItem|Scar}} | ||
</table> | |||
== Items with negative XP Gain == | |||
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | |||
{{TableHeaders|items}} | |||
{{TableRowItem|Feather}} | |||
</table> | </table> | ||
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* {{MiniIconbox|name=Metal Detector}} gives you a chance for Materials to have double value, thus increasing the amount of Materials you get by 5%. | * {{MiniIconbox|name=Metal Detector}} gives you a chance for Materials to have double value, thus increasing the amount of Materials you get by 5%. | ||
* {{MiniIconbox|name=Gentle Alien}} increases the amount of enemies you encounter, giving you additional material drops. | * {{MiniIconbox|name=Gentle Alien}} increases the amount of enemies you encounter, giving you additional material drops. | ||
==Characters With XP Gain== | ==Characters With XP Gain== | ||
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<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|Baby}} | |||
{{TableRowCharacter|Captain}} | |||
{{TableRowCharacter|Glutton}} | |||
{{TableRowCharacter|Curious}} | |||
{{TableRowCharacter|Glutton}} | |||
{{TableRowCharacter|Lucky}} | {{TableRowCharacter|Lucky}} | ||
{{TableRowCharacter|Mutant}} | {{TableRowCharacter|Mutant}} | ||
{{TableRowCharacter|Technomage}} | |||
</table> | </table> | ||
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*{{CharacterIcon|Arms Dealer}} has a large starting [[Harvesting]] which also grants experience. | *{{CharacterIcon|Arms Dealer}} has a large starting [[Harvesting]] which also grants experience. | ||
* {{CharacterIcon|Streamer}} has a downside where enemies only drop half the amount of materials. | * {{CharacterIcon|Streamer}} has a downside where enemies only drop half the amount of materials. | ||
== Weapons With Level Scaling == | |||
One weapon scales with your current level {{StatIcon|Level}}. | |||
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> | |||
{{TableHeaders|weapons}} | |||
{{TableRowWeapon|Quarterstaff}} | |||
</table> |
Latest revision as of 07:22, 13 November 2024
Experience
Experience, or XP is used to level up. You can see your level and see your progress towards the next level in the top left corner by the green bar.
Whenever you Level Up, you gain +1 Max HP and an Upgrade at the end of the wave.
You can increase your XP Gain with certain items such as Scar. All experience you gain is multiplied by your XP Gain stat.
Some Characters gain more XP, like Mutant, while others gain less, like Lucky
Sources of XP
The Primary source of XP is by picking up the green currency dropped by enemies when they die. See Materials for more information.
The Materials gained by Harvesting grants XP and money for the shop in equal amounts.
The Pacifist gains 0.65 XP from each living enemy at the end of the wave, and each despawned enemy.
Mathmatics
The Experience required to level up is:
XP Required = (Level + 3)*(Level + 3)
This means that the first Level Up requires 16 XP, or 4x4 (from level 0 to level 1), and getting to level 2 requires 25 XP, or 5x5.
Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 30 | 40 | 50 | 100 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
XP Required | 0 | 16 | 25 | 36 | 49 | 64 | 81 | 100 | 121 | 144 | 169 | 196 | 225 | 256 | 289 | 324 | 361 | 400 | 441 | 484 | 529 | 576 | 625 | 676 | 729 | 784 | 1089 | 1849 | 2809 | 10609 |
Total XP Required | 0 | 16 | 41 | 77 | 126 | 190 | 271 | 371 | 492 | 636 | 805 | 1001 | 1226 | 1482 | 1771 | 2095 | 2456 | 2856 | 3297 | 3781 | 4310 | 4886 | 5511 | 6187 | 6916 | 7700 | 12515 | 27420 | 51025 | 369550 |
XP Diminishing Returns
Since the required XP for the next level scales to the second power, buying an item that boosts your XP Gain, such as Scar, doesn't increase the amount of levels you gain by 20%.
For example, if you over the duration of a game would reach level 22 (5511 XP), starting with a Scar would instead mean you gained
5511*1.20 = 6613 XP
This is only enough XP to reach level 23, and about halfway towards level 24. So buying Scar didn't get you 20% extra levels, but rather about 1.5 additional levels.
Mutant on the other hand could in the same example expect to gain
5511*(100% + 200%) = 16533 XP
Which is enough to get to level 33. Notice that the Mutant has an XP Gain that is the same as 10 Scars, yet only gains 11 additional levels. But we saw that the first Scar gave 1.5 Levels. So you would have expected 10 Scars to give about 15 levels, but they will only give 11.
This showcases the diminishing returns you gain on increasing your XP Gain.
The conclusion is that XP Gain Items are not very powerful on Mutant, but reversely are powerful on characters with reduced XP Gain.
Items with XP Gain
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 3 | +50 % XP Gain -2 % Life Steal |
70 | XP Gain | |||
Tier 2 | +25 % XP Gain +3 Melee Damage +3 Knockback -8 Luck |
50 | Melee Damage, XP Gain, Knockback | |||
Tier 2 | +5 % XP Gain at the end of a wave +50 % XP Gain during the next wave +100 % Enemy health during the next wave |
35 | Win a run with Baby | XP Gain | ||
Tier 4 | +10 Engineering +50 % XP Gain -3 Max HP |
90 | Engineering, XP Gain | |||
Tier 3 | +25 % XP Gain +100 % XP Gain during the next wave +50 % Enemy damage during the next wave |
50 | XP Gain | |||
Tier 1 | +20 % XP Gain -8 Range |
25 | XP Gain |
Items with negative XP Gain
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 1 | +1 Ranged Damage +3 % Dodge -3 % XP Gain |
18 | Ranged Damage, Dodge |
Note that there are several Items that affects the amount of Experience you gain indirectly, by affecting the amount of materials you gain. For example:
- Fertilizer increases your Harvesting, giving you extra materials, which include Experience.
- Metal Detector gives you a chance for Materials to have double value, thus increasing the amount of Materials you get by 5%.
- Gentle Alien increases the amount of enemies you encounter, giving you additional material drops.
Characters With XP Gain
These Characters Have increased or decreased XP Gain:
Name | Stats | Unlocked By | Unlocks | Item Tags |
---|---|---|---|---|
+12 Harvesting -20 % Items Price You gain a weapon slot when you level up instead of a stat upgrade (max: 24) You start with one weapon slot Shops always sell at least one weapon +130% XP required to level up |
Reach level 10 before wave 6 | XP Gain | ||
+60 % XP Gain for every free weapon slot you have +100% stats gained from level upgrades +200% XP required to level up +2 % Enemy health at the end of a wave +2 % Enemy damage at the end of a wave |
Unlocked by default | XP Gain | ||
+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 | ||
You start with 1 Spyglass 2 additional loot aliens appear every wave All future loot aliens become stronger when you kill a loot alien +2 % XP Gain for every different Item you have -10 % Damage for every duplicate item or weapon you have +25 % Enemy health |
Unlocked by default | 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 | ||
-66% XP required to level up +50% Items Price |
Kill 2000 enemies | XP Gain | ||
You start with 2 Turret +5 % Structure attack speed for every permanent 1 Elemental Damage you have +2 Elemental Damage for every 1 Structure you have +75% XP required to level up Melee Damage modifications are reduced by 100% Ranged Damage modifications are reduced by 100% |
Reach 10 Elemental Damage and get 3 structures at the same time | Elemental Damage, Engineering, Structure |
Note that there are many characters that have abilities that affect the amount of Materials they gather, and thus indirectly affecting the amount of experience they gain. For example:
- Loud encounters a larger amount of enemies, which means more materials dropped.
- Arms Dealer has a large starting Harvesting which also grants experience.
- Streamer has a downside where enemies only drop half the amount of materials.
Weapons With Level Scaling
One weapon scales with your current level .
Name | Class | Damage | Attack Speed | DPS | Crit Damage/Chance | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Primitive, Medieval |
1.42s |
7.0(52.8%35.2%)/s |
x1.5 (3%) |
175 |
0 |
0 |
Alternates between thrusting and sweeping attacks +2% XP Gain/+5% XP Gain/+9% XP Gain/+15% XP Gain |
17 |
Win a run with Apprentice |