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=== Wave 20 Changes === | === Wave 20 Changes === | ||
If you're playing on Endless Mode, Wave 20 lasts | If you're playing on Endless Mode, Wave 20 still lasts 90 seconds, but killing the spawned Boss/Bosses doesn't instantly end the wave. | ||
=== Strategy === | === Strategy === | ||
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On The other hand, {{CharacterIcon|Jack}} just has a permanent 100% drop rate for 3x materials throughout all waves due to a bug in the coding. | On The other hand, {{CharacterIcon|Jack}} just has a permanent 100% drop rate for 3x materials throughout all waves due to a bug in the coding. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 75: | Line 77: | ||
|52% | |52% | ||
|50.5% | |50.5% | ||
| | |50% | ||
| | |50% | ||
| | |50% | ||
| | |50% | ||
| | |50% | ||
| | |50% | ||
| | |50% | ||
|- | |- | ||
!Drop Chance 50% Characters | !Drop Chance 50% Characters | ||
Line 145: | Line 147: | ||
== The Endless Factor == | == The Endless Factor == | ||
In order to ramp up the difficulty of the game, the Endless Factor is introduced. | In order to ramp up the difficulty of the game, the Endless Factor is introduced. | ||
From here on, we will go into the math behind the Endless Mode Scaling. But the short version is that several values in the game, which can be seen below, are multiplied by the Endless Factor, a number that increases exponentially to make the game super difficult. At wave 35, the Factor begins to increase even faster. | |||
This ensures that all runs come to an end. | |||
The Factor is calculated as follows: | The Factor is calculated as follows: | ||
Line 159: | Line 167: | ||
The end result, (And all you need to remember), is that you get a single number that the difficulty of many things are multiplied with. | The end result, (And all you need to remember), is that you get a single number that the difficulty of many things are multiplied with. | ||
=== The Endless Factor At different waves === | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 282: | Line 291: | ||
=== Max HP === | === Max HP === | ||
The Max HP of [[Enemies]] increases sharply with | The Max HP of [[Enemies]] increases sharply with 225% of the Endless Factor. | ||
Endless Max HP = round(Max HP * (1 + Endless Factor * 2)) | Endless Max HP = round(Max HP * (1 + Endless Factor * 2,25)) | ||
Where: | Where: | ||
Line 314: | Line 323: | ||
!HP Increase | !HP Increase | ||
|0% | |0% | ||
| | |5% | ||
| | |14% | ||
| | |27% | ||
| | |45% | ||
| | |68% | ||
| | |95% | ||
| | |126% | ||
| | |162% | ||
| | |203% | ||
| | |248% | ||
| | |297% | ||
| | |351% | ||
| | |410% | ||
| | |473% | ||
| | |540% | ||
| | |673% | ||
| | |826% | ||
| | |1000% | ||
| | |1197% | ||
| | |1418% | ||
|- | |- | ||
|} | |} | ||
=== Speed === | === Speed === | ||
Speed slowly increases with | Speed slowly increases with 7.5% of the endless factor. The speed increase from the endless factor has a limit of 275%. | ||
Endless Speed = Round(Speed * (1 + (min(1.75, Endless Factor / | Endless Speed = Round(Speed * (1 + (min(1.75, Endless Factor / 13.33)))) | ||
Where: | Where: | ||
Line 359: | Line 366: | ||
!40 | !40 | ||
!45 | !45 | ||
! | !51+ | ||
|- | |- | ||
!Speed | !Speed | ||
|100% | |100% | ||
| | |102% | ||
| | |108% | ||
| | |118% | ||
| | |147% | ||
| | |198% | ||
|275% | |275% | ||
|- | |- | ||
Line 376: | Line 383: | ||
=== Item Price === | === Item Price === | ||
Endless Item Price = max(1.0, ((Item Price + Wave + (Item Price * Wave * | Endless Item Price = max(1.0, ((Item Price + Wave + (Item Price * Wave * 0.1 )) * items_price_factor * (1 + Endless_Factor / 5)) | ||
Notes: | Notes: | ||
* Item Price is the base price of the Item or Weapon. This price can be modified by the {{CharacterIcon|Arms Dealer}}'s ability of -95% Weapon Price. | * Item Price is the base price of the Item or Weapon. This price can be modified by the {{CharacterIcon|Arms Dealer}}'s ability of -95% Weapon Price. | ||
* The Endless Factor used is the value of the Wave you've just completed. So when you finish Wave 50, that is the value used for the Endless Factor of the [[Shop]] | * The Endless Factor used is the value of the Wave you've just completed. So when you finish Wave 50, that is the value used for the Endless Factor of the [[Shop]]. | ||
Line 409: | Line 416: | ||
|- | |- | ||
! Price Increase in % | ! Price Increase in % | ||
|0% | |0% | ||
|8.4% | |0.40% | ||
|1.20% | |||
|2.40% | |||
|4.00% | |||
|6.00% | |||
|8.40% | |||
|11.2% | |||
|14.4% | |||
|18.0% | |||
|22.0% | |||
|26.4% | |26.4% | ||
| | |31.2% | ||
| | |36.4%% | ||
|42.0%% | |||
| | |48.0% | ||
| | |59.84% | ||
| | |73.44% | ||
| | |88.92% | ||
| | |106.4% | ||
| | |126.0% | ||
| | |||
|- | |- | ||
|} | |} | ||
The Price Increase in % | The Price Increase in % is the multiplier that is added to the cost of the item. | ||
For example if you buy a {{MiniIconbox|name=Gnome}} on Wave 40, the price is multiplied by 100% + 126% = 226% | |||
Without the endless Factor, the Gnome would have cost 540 [[Materials]]. But because of the endless factor, the price becomes 540 * 2.26 = 1220 | |||
For most builds, this increase means that the shop begins to slowly outscale your material income. So get your shopping done before it is too late. | |||
=== Rerolling === | === Rerolling === | ||
Line 454: | Line 455: | ||
The price for the Reroll Increase in Endless Mode is determined by: | The price for the Reroll Increase in Endless Mode is determined by: | ||
max(1, last_reroll_value + max(1, (0.5 * wave * (1 + Endless Factor)))) | max(1, last_reroll_value + max(1, (0.5 * wave * (1 + Endless Factor)^(1/2) ))) | ||
Line 494: | Line 495: | ||
|33 | |33 | ||
|35 | |35 | ||
| | |37 | ||
|39 | |||
|41 | |41 | ||
| | |43 | ||
|46 | |||
|48 | |48 | ||
| | |51 | ||
| | |54 | ||
| | |57 | ||
| | |60 | ||
| | |63 | ||
| | |67 | ||
| | |71 | ||
|76 | |||
|82 | |||
|88 | |||
|94 | |94 | ||
|- | |- | ||
! Price Increase per Reroll | ! Price Increase per Reroll | ||
Line 517: | Line 518: | ||
|11 | |11 | ||
|12 | |12 | ||
|13 | |||
|14 | |14 | ||
|15 | |||
|16 | |16 | ||
|18 | |18 | ||
|19 | |||
|21 | |21 | ||
| | |23 | ||
|25 | |||
|27 | |27 | ||
| | |29 | ||
|32 | |||
|35 | |35 | ||
| | |39 | ||
| | |44 | ||
| | |49 | ||
| | |54 | ||
|- | |- | ||
|} | |} | ||
=== Recycling === | === Recycling === | ||
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=== Consumables === | === Consumables === | ||
The Endless Factor affects the chances of an enemy dropping [[Consumables]] | The Endless Factor affects the chances of an enemy dropping [[Consumables]] | ||
Consumable Drop Chance = Unit drop Chance * (1 + luck/100) | Consumable Drop Chance = Unit drop Chance * (1 + luck/100) / (1.0 + Endless Factor) | ||
* The Drop chance has a maximum of 100%. | * The Drop chance has a maximum of 100%. | ||
* You can see the drop chance of enemies [[Enemies|Here]]. | * You can see the drop chance of enemies [[Enemies|Here]]. | ||
In Practice this means that you'll see way fewer consumables from drops at higher Endless Waves. The [[Garden]] item is not affected by this. | |||
Loot Hoarder, [[Enemies#Elites (Danger 2+)|Elites]], and [[Enemies#Bosses (Wave 20)|Bosses]] have a guaranteed consumable drop. | Loot Hoarder, [[Enemies#Elites (Danger 2+)|Elites]], and [[Enemies#Bosses (Wave 20)|Bosses]] have a guaranteed consumable drop. | ||
Line 557: | Line 557: | ||
[[Trees]] has a 100% base chance of dropping a consumable. But it doesn't have the "guaranteed". This means the negative luck and the endless factor can cause trees to have a chance to not drop consumables. | [[Trees]] has a 100% base chance of dropping a consumable. But it doesn't have the "guaranteed". This means the negative luck and the endless factor can cause trees to have a chance to not drop consumables. | ||
This means that no matter the Endless factor, those three type units will continue to drop consumables and [[Loot Crate|Loot Crates]] unaffected by the Endless Factor. Trees on the other hand, along with every other enemy will begin to drop | This means that no matter the Endless factor, those three type units will continue to drop consumables and [[Loot Crate|Loot Crates]] unaffected by the Endless Factor. Trees on the other hand, along with every other enemy will begin to drop fewer and fewer consumables. | ||
Note that drop rate of Loot crates are impacted in two ways. The first factor is that since fewer consumables drop, it also means fewer consumables that have a chance to be a loot crate. The Second is that every time a loot crate is dropped, the odds of the next loot crate is reduced. So while Loot Hoarders, Elites, and Bosses keep having a 100% chance for loot crates after accounting for the endless factor, the chance is reduced below 100% when more loot crates are dropped. | |||
* Note that you can combat this reduced chance by stacking [[Luck]]. Every 100 Luck keeps 1 additional loot crate guaranteed. So on wave 30-39, where 3 elites and bosses spawn, you need 200 luck, to guarantee the third loot crate. This doesn't account for further crates dropped by regular enemies and trees. | |||
=== Iframes === | === Iframes === | ||
Line 574: | Line 578: | ||
See the [[Endless Mode#Endless Factor Tables|Table]] for percentages on Iframe Durations. | See the [[Endless Mode#Endless Factor Tables|Table]] for percentages on Iframe Durations. | ||
=== | === Health Percent Damage=== | ||
[[ | [[Health Percent Damage]] is coded to lose effectiveness when you get to the higher levels of Endless Mode. Starting at wave 39, all sources of HP%DMG begins to deal less than 10% and 1% of current health or whatever is stated on their tooltip. | ||
This affects {{MiniIconbox|name=Chainsaw}}, {{MiniIconbox|name=Giant Belt}}, and {{MiniIconbox|name=Greek Fire}}. | |||
At higher Waves, these items and weapon basically loose the ability to deal damage based on enemy health. | |||
The loss follows the Equation: | |||
Health Percent Damage Bonus= Rounddown((current_enemy_health * Damage Bonus %) / max(1, Endless_Factor * 0.2)) | |||
Notes: | |||
* Health Percent Damage Bonus is the final bonus damage added to hit. | |||
* current_enemy_health is the current HP of the Target. | |||
* Damage Bonus % is the percentage of current health converted to bonus damage. It is 1% for Bosses and 10% the Regular enemies. Chainsaw 4 and [[Curse|Cursed]] versions have higher amounts. | |||
* And Endless_Factor is the [[Endless_Mode#The_Endless_Factor|Endless Factor]]. | |||
So we notice that once 20% of the Endless Factor becomes a number higher than 1, the effect is divided by the number. | |||
You can see the percentage of effectiveness below: | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 600: | Line 622: | ||
|- | |- | ||
|} | |} | ||
== Endless Factor Tables == | == Endless Factor Tables == | ||
Line 676: | Line 699: | ||
!HP Increase | !HP Increase | ||
|0% | |0% | ||
| | |5% | ||
| | |14% | ||
| | |27% | ||
| | |45% | ||
| | |68% | ||
| | |95% | ||
| | |126% | ||
| | |162% | ||
| | |203% | ||
| | |248% | ||
| | |297% | ||
| | |351% | ||
| | |410% | ||
| | |473% | ||
| | |540% | ||
| | |673% | ||
| | |826% | ||
| | |1000% | ||
| | |1197% | ||
| | |1418% | ||
|- | |- | ||
!Speed % | !Speed % | ||
|100% | |||
|100% | |100% | ||
|100% | |100% | ||
|101% | |101% | ||
| | |102% | ||
|102% | |102% | ||
|103% | |103% | ||
|104% | |104% | ||
| | |105% | ||
|107% | |107% | ||
| | |108% | ||
| | |110% | ||
| | |112% | ||
|114% | |||
|116% | |116% | ||
|118% | |118% | ||
| | |122% | ||
| | |128% | ||
| | |133% | ||
| | |140% | ||
| | |147% | ||
|- | |- | ||
! Price Increase % | ! Price Increase % | ||
|0% | |0% | ||
|8.4% | |0.40% | ||
|1.20% | |||
|2.40% | |||
|4.00% | |||
|6.00% | |||
|8.40% | |||
|11.2% | |||
|14.4% | |||
|18.0% | |||
|22.0% | |||
|26.4% | |26.4% | ||
| | |31.2% | ||
| | |36.4%% | ||
|42.0%% | |||
| | |48.0% | ||
| | |59.84% | ||
| | |73.44% | ||
| | |88.92% | ||
| | |106.4% | ||
| | |126.0% | ||
| | |||
|- | |- | ||
!Reroll | !First Reroll Price | ||
| | |30 | ||
|31 | |31 | ||
|33 | |||
|35 | |35 | ||
| | |37 | ||
|39 | |||
|41 | |||
|43 | |||
|46 | |46 | ||
| | |48 | ||
| | |51 | ||
|54 | |||
|57 | |||
|60 | |||
|63 | |||
|67 | |||
|71 | |71 | ||
| | |76 | ||
| | |82 | ||
| | |88 | ||
| | |94 | ||
|- | |- | ||
!Consumable Chance | !Consumable Chance | ||
|100% | |100% | ||
|98.0% | |||
|94.3% | |94.3% | ||
| | |89.3% | ||
| | |83.3% | ||
| | |76.9% | ||
|70.4% | |||
|64.1% | |||
|58.1% | |||
|52.6% | |52.6% | ||
| | |47.6% | ||
| | |43.1% | ||
| | |39.1% | ||
| | |35.5% | ||
| | |32.3% | ||
| | |29.4% | ||
| | |25.1% | ||
|15. | |21.4% | ||
|18.4% | |||
|15.8% | |||
|13.7% | |13.7% | ||
|- | |- | ||
!Iframes Duration | !Iframes Duration | ||
Line 893: | Line 916: | ||
|- | |- | ||
!HP Increase | !HP Increase | ||
| | |1418% | ||
| | |2925% | ||
| | |5231% | ||
| | |12915% | ||
| | |25819% | ||
| | |45293% | ||
| | |72686% | ||
| | |1.09•E<sup>3</sup> | ||
|4. | |4.79•E<sup>3</sup> | ||
|1. | |1.28•E<sup>4</sup> | ||
|2. | |2.69•E<sup>4</sup> | ||
|4. | |4.87•E<sup>4</sup> | ||
|1. | |1.22•E<sup>5</sup> | ||
|2. | |2.47•E<sup>5</sup> | ||
| | |8.70•E<sup>5</sup> | ||
| | |2.11•E<sup>6</sup> | ||
|- | |- | ||
!Speed % | !Speed % | ||
| | |147% | ||
| | |198% | ||
| | |277% | ||
|275% | |275% | ||
|275% | |275% | ||
Line 928: | Line 951: | ||
|275% | |275% | ||
|- | |- | ||
! Price Increase % | !Price Increase % | ||
| | |126% | ||
| | |260% | ||
| | |465% | ||
| | |1148% | ||
| | |2295% | ||
| | |4026% | ||
| | |6461% | ||
| | |9720% | ||
| | |4.26•E<sup>2</sup> | ||
|2. | |1.14•E<sup>3</sup> | ||
| | |2.39•E<sup>3</sup> | ||
|1. | |4.33•E<sup>3</sup> | ||
| | |1.09•E<sup>4</sup> | ||
| | |2.19•E<sup>4</sup> | ||
|7.74•E<sup>4</sup> | |||
|1.87•E<sup> | |1.87•E<sup>5</sup> | ||
|- | |- | ||
!Reroll | !First Reroll price | ||
| | |94 | ||
| | |129 | ||
| | |173 | ||
| | |289 | ||
| | |446 | ||
| | |658 | ||
| | |900 | ||
| | |1203 | ||
| | |3611 | ||
| | |7751 | ||
|1. | |1.39•E<sup>4</sup> | ||
| | |2.24•E<sup>4</sup> | ||
| | |4.70•E<sup>4</sup> | ||
| | |8.33•E<sup>4</sup> | ||
| | |2.34•E<sup>5</sup> | ||
|4. | |4.85•E<sup>5</sup> | ||
|- | |- | ||
!Consumable Chance | !Consumable Chance | ||
| | |13.7% | ||
| | |7.1% | ||
|1. | |4.1% | ||
| | |1.7% | ||
| | |0.9% | ||
| | |0.5% | ||
| | |0.3% | ||
| | |2.05•E<sup>-3</sup> | ||
|1. | |4.70•E<sup>-4</sup> | ||
| | |1.75•E<sup>-4</sup> | ||
| | |8.36•E<sup>-5</sup> | ||
|1. | |4.62•E<sup>-5</sup> | ||
| | |1.84•E<sup>-5</sup> | ||
| | |9.12•E<sup>-6</sup> | ||
| | |2.58•E<sup>-6</sup> | ||
|1.07•E<sup>-6</sup> | |||
|- | |- | ||
!Iframes Duration | !Iframes Duration | ||
Line 1,019: | Line 1,042: | ||
|- | |- | ||
|} | |} | ||
<comments /> |
Latest revision as of 21:52, 15 November 2024
Endless Mode
Endless Mode is a game mode that can be toggled on and off in the Menu when you are selecting a Danger Level to play. See the picture to the right.
You can also Enable Endless mode by choosing it just before you enter the Wave 20 Boss Wave.
When playing in Endless Mode, the game doesn't end after beating the final Wave 20, but instead keeps going until you die.
As the waves progress, the difficulty of the game dramatically increases, ensuring your demise.
If you managed to beat at least wave 20, the run will count as a win when you die.
Wave 20 Changes
If you're playing on Endless Mode, Wave 20 still lasts 90 seconds, but killing the spawned Boss/Bosses doesn't instantly end the wave.
Strategy
For a Page on Strategy: Guide to Endless Mode
Post Wave 20 Changes
Once you finish Wave 20, endless mode begins. From here on out the game changes significantly:
- Piggy Bank Stops functioning entirely.
- Harvesting Stops increasing by 5% at the end of each wave. Instead it decreases by 20% at the end of each wave. The increase from Crown or playing Farmer also stops after wave 20. So you'll still lose 20% even if you have Crown. You can still increase your harvesting stat by upgrade, items, or other means.
- Elites and Bosses are nolonger Guaranteed to drop Loot Crates and when they drop loot crates, it is a regular crate instead of a Legendary Loot Crate.
- The Endless Factor begins to increase, affecting many aspects of the game.
Materials
The Drop chance of Materials from enemies is dependent on the current wave. See the Materials Page for more information.
In Endless Mode, the Base Chance, 100%, is reduced by 1.5% times the current Wave. The minimum chance is 50%.
An important takeaway is that characters such as Cryptid, Fisherman, Farmer, Streamer, and Explorer that have reduced materials drops from enemies actually end up having 25% drop rate once you get to wave + in Endless Mode.
On The other hand, Jack just has a permanent 100% drop rate for 3x materials throughout all waves due to a bug in the coding.
Wave | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Drop Chance | 68.5% | 67% | 65.5% | 64% | 62.5% | 61% | 59.5% | 58% | 56.5% | 55% | 53.5% | 52% | 50.5% | 50% | 50% | 50% | 50% | 50% | 50% | 50% |
Drop Chance 50% Characters | 34.25% | 33.5% | 32.75% | 32% | 31.25% | 30.5% | 29.75% | 29% | 28.25% | 27.5% | 26.75% | 26% | 25.25% | 25% | 25% | 25% | 25% | 25% | 25% | 25% |
Drop Chance Jack | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
Wave Structure
The Endless Waves are grouped together in 10 waves at a time.
Each 10th level, (So Wave 30, 40, 50 etc.) you'll face Both Bosses. No matter which Danger Level you're playing on.
You'll also face 0, 1, or 3 Elite Waves depending on your danger level. Horde Waves does not spawn after Wave 20.
In addition, +1 Elite is added to Elite Waves and Boss Waves for each 10 Waves that has passed.
So Wave 21-30 Adds +1 Elite. Wave 31-40 adds +2 and so on. These Elites can be dublicates, and multiple of the same elite often spawn.
This 10 Wave structure continues on until you die, with the Endless Factor ever increasing.
The Endless Factor
In order to ramp up the difficulty of the game, the Endless Factor is introduced.
From here on, we will go into the math behind the Endless Mode Scaling. But the short version is that several values in the game, which can be seen below, are multiplied by the Endless Factor, a number that increases exponentially to make the game super difficult. At wave 35, the Factor begins to increase even faster.
This ensures that all runs come to an end.
The Factor is calculated as follows:
Endless_wave = max(0, current_wave - 20) Endless_mult = 2.0 + max(0, (current_wave - 35) * 0.2) Endless_factor = max(0, ((endless_wave * (endless_wave + 1)) / 2) / 100) * endless_mult
The things to notice are:
- The Max function takes the highest of two numbers. It is used here to make 0 the lowest possible value.
- The Endless Factor starts at 0 and only starts growing from wave 21 and onwards.
- From Wave 36 and onwards, the Endless Multiplier is an addtional scaling that kicks in and causes the Endless Factor to scale faster.
The end result, (And all you need to remember), is that you get a single number that the difficulty of many things are multiplied with.
The Endless Factor At different waves
Wave | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Endless Factor | 0.00 | 0.02 | 0.06 | 0.12 | 0.20 | 0.30 | 0.42 | 0.56 | 0.72 | 0.90 | 1.10 | 1.32 | 1.56 | 1.82 | 2.10 | 2.40 | 2.99 | 3.67 | 4.45 | 5.32 | 6.30 |
At the bottom of the page you can find the Table over all the effects of the Endless Factor.
Now we will go over the different things that are affected by the Endless Factor.
Enemy Stats
Most importantly, the Endless Factor increases the Stats of all enemies.
Damage
The Damage of Enemies increases with 100% of the Endless Factor.
Endless Damage = round(Damage * (1 + Endless Factor))
Where:
- The Round function rounds the number to nearest whole Damage value.
This means that enemies have their damage increased by the following percentages from wave 20-40:
Wave | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Damage Increase | 0% | 2% | 6% | 12% | 20% | 30% | 42% | 56% | 72% | 90% | 110% | 132% | 156% | 182% | 210% | 240% | 299% | 367% | 445% | 532% | 630% |
Max HP
The Max HP of Enemies increases sharply with 225% of the Endless Factor.
Endless Max HP = round(Max HP * (1 + Endless Factor * 2,25))
Where:
- The Round function rounds the number to nearest whole HP value.
Wave | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
HP Increase | 0% | 5% | 14% | 27% | 45% | 68% | 95% | 126% | 162% | 203% | 248% | 297% | 351% | 410% | 473% | 540% | 673% | 826% | 1000% | 1197% | 1418% |
Speed
Speed slowly increases with 7.5% of the endless factor. The speed increase from the endless factor has a limit of 275%.
Endless Speed = Round(Speed * (1 + (min(1.75, Endless Factor / 13.33))))
Where:
- The Round function rounds the number to nearest whole speed value.
- The min function means that the increase can never be more than 175%, meaning that the endless factor can't increase speed more than a 2.75 factor.
- Speed is the Speed of the enemy with other changes to speed already included.
This Speed Factor is multiplicative with the base stat and the secondary stat. So speed modifiers from effects such as Snail and Old still matter.
Wave | 1-20 | 25 | 30 | 35 | 40 | 45 | 51+ |
---|---|---|---|---|---|---|---|
Speed | 100% | 102% | 108% | 118% | 147% | 198% | 275% |
The Shop
Item Price
Endless Item Price = max(1.0, ((Item Price + Wave + (Item Price * Wave * 0.1 )) * items_price_factor * (1 + Endless_Factor / 5))
Notes:
- Item Price is the base price of the Item or Weapon. This price can be modified by the Arms Dealer's ability of -95% Weapon Price.
- The Endless Factor used is the value of the Wave you've just completed. So when you finish Wave 50, that is the value used for the Endless Factor of the Shop.
Wave | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Price Increase in % | 0% | 0.40% | 1.20% | 2.40% | 4.00% | 6.00% | 8.40% | 11.2% | 14.4% | 18.0% | 22.0% | 26.4% | 31.2% | 36.4%% | 42.0%% | 48.0% | 59.84% | 73.44% | 88.92% | 106.4% | 126.0% |
The Price Increase in % is the multiplier that is added to the cost of the item.
For example if you buy a Gnome on Wave 40, the price is multiplied by 100% + 126% = 226%
Without the endless Factor, the Gnome would have cost 540 Materials. But because of the endless factor, the price becomes 540 * 2.26 = 1220
For most builds, this increase means that the shop begins to slowly outscale your material income. So get your shopping done before it is too late.
Rerolling
The price for the Reroll Increase in Endless Mode is determined by:
max(1, last_reroll_value + max(1, (0.5 * wave * (1 + Endless Factor)^(1/2) )))
Notes:
- The max function is used to ensure that the price of rerolling is at least 1, and at least increases by 1 with each wave.
- See Shop Rerolling to understand how Rerolling works.
Here is a table of the prices of rerolling in Endless Mode:
Wave | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Reroll Price | 30 | 31 | 33 | 35 | 37 | 39 | 41 | 43 | 46 | 48 | 51 | 54 | 57 | 60 | 63 | 67 | 71 | 76 | 82 | 88 | 94 |
Price Increase per Reroll | 10 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 18 | 19 | 21 | 23 | 25 | 27 | 29 | 32 | 35 | 39 | 44 | 49 | 54 |
Recycling
Recycling is not affected by the Endless Factor, so the amount of Materials you get for recycling an item is actually 25%, or 60% with Recycling Machine of the Item's value without the Endless Factor was applied to it.
Miscellaneous
Here are the rest of mechanics that are affected by the Endless Factor.
Consumables
The Endless Factor affects the chances of an enemy dropping Consumables
Consumable Drop Chance = Unit drop Chance * (1 + luck/100) / (1.0 + Endless Factor)
- The Drop chance has a maximum of 100%.
- You can see the drop chance of enemies Here.
In Practice this means that you'll see way fewer consumables from drops at higher Endless Waves. The Garden item is not affected by this.
Loot Hoarder, Elites, and Bosses have a guaranteed consumable drop.
Trees has a 100% base chance of dropping a consumable. But it doesn't have the "guaranteed". This means the negative luck and the endless factor can cause trees to have a chance to not drop consumables.
This means that no matter the Endless factor, those three type units will continue to drop consumables and Loot Crates unaffected by the Endless Factor. Trees on the other hand, along with every other enemy will begin to drop fewer and fewer consumables.
Note that drop rate of Loot crates are impacted in two ways. The first factor is that since fewer consumables drop, it also means fewer consumables that have a chance to be a loot crate. The Second is that every time a loot crate is dropped, the odds of the next loot crate is reduced. So while Loot Hoarders, Elites, and Bosses keep having a 100% chance for loot crates after accounting for the endless factor, the chance is reduced below 100% when more loot crates are dropped.
- Note that you can combat this reduced chance by stacking Luck. Every 100 Luck keeps 1 additional loot crate guaranteed. So on wave 30-39, where 3 elites and bosses spawn, you need 200 luck, to guarantee the third loot crate. This doesn't account for further crates dropped by regular enemies and trees.
Iframes
Iframes, or Invulnerability Frames, are a duration of time after taking damage, where you cannot take damage again. This is what prevents you being hit more than once when you walk into an enemy.
The Iframe Duration has a minimum of 0.2s and a maximum of 0.4s. See the Iframes for more details.
Once the Endless Factor becomes larger than 1, it begins to influence the duration of your Iframes as seen below:
Minimum Iframes = Base Min Iframes / (max(1.0, Endless Factor)) Maximum Iframes = Base Max Iframes / (max(1.0, Endless Factor))
So an Endless Factor of 2 halves your Iframes, 3 makes it a third and so on. This means that on later waves, walking into enemies can instantly deal damage to you multiple times. Enemy Projectiles tend to disappear after hitting you, so they will still only hit you once.
See the Table for percentages on Iframe Durations.
Health Percent Damage
Health Percent Damage is coded to lose effectiveness when you get to the higher levels of Endless Mode. Starting at wave 39, all sources of HP%DMG begins to deal less than 10% and 1% of current health or whatever is stated on their tooltip.
This affects Chainsaw, Giant Belt, and Greek Fire.
At higher Waves, these items and weapon basically loose the ability to deal damage based on enemy health.
The loss follows the Equation:
Health Percent Damage Bonus= Rounddown((current_enemy_health * Damage Bonus %) / max(1, Endless_Factor * 0.2))
Notes:
- Health Percent Damage Bonus is the final bonus damage added to hit.
- current_enemy_health is the current HP of the Target.
- Damage Bonus % is the percentage of current health converted to bonus damage. It is 1% for Bosses and 10% the Regular enemies. Chainsaw 4 and Cursed versions have higher amounts.
- And Endless_Factor is the Endless Factor.
So we notice that once 20% of the Endless Factor becomes a number higher than 1, the effect is divided by the number.
You can see the percentage of effectiveness below:
Wave | 1-38 | 39 | 40 | 45 | 50 | 60 | 75 | 100 |
---|---|---|---|---|---|---|---|---|
Effectiveness | 100% | 94% | 79% | 38% | 22% | 9% | 3% | 1% |
Endless Factor Tables
Here are the extended tables with all things affected by the Endless Factors for Wave 20-40 and for Wave 40-1000. The tables use scientific notation for large numbers.
Wave | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Endless Factor | 0.00 | 0.02 | 0.06 | 0.12 | 0.20 | 0.30 | 0.42 | 0.56 | 0.72 | 0.90 | 1.10 | 1.32 | 1.56 | 1.82 | 2.10 | 2.40 | 2.99 | 3.67 | 4.45 | 5.32 | 6.30 |
Damage Increase | 0% | 2% | 6% | 12% | 20% | 30% | 42% | 56% | 72% | 90% | 110% | 132% | 156% | 182% | 210% | 240% | 299% | 367% | 445% | 532% | 630% |
HP Increase | 0% | 5% | 14% | 27% | 45% | 68% | 95% | 126% | 162% | 203% | 248% | 297% | 351% | 410% | 473% | 540% | 673% | 826% | 1000% | 1197% | 1418% |
Speed % | 100% | 100% | 100% | 101% | 102% | 102% | 103% | 104% | 105% | 107% | 108% | 110% | 112% | 114% | 116% | 118% | 122% | 128% | 133% | 140% | 147% |
Price Increase % | 0% | 0.40% | 1.20% | 2.40% | 4.00% | 6.00% | 8.40% | 11.2% | 14.4% | 18.0% | 22.0% | 26.4% | 31.2% | 36.4%% | 42.0%% | 48.0% | 59.84% | 73.44% | 88.92% | 106.4% | 126.0% |
First Reroll Price | 30 | 31 | 33 | 35 | 37 | 39 | 41 | 43 | 46 | 48 | 51 | 54 | 57 | 60 | 63 | 67 | 71 | 76 | 82 | 88 | 94 |
Consumable Chance | 100% | 98.0% | 94.3% | 89.3% | 83.3% | 76.9% | 70.4% | 64.1% | 58.1% | 52.6% | 47.6% | 43.1% | 39.1% | 35.5% | 32.3% | 29.4% | 25.1% | 21.4% | 18.4% | 15.8% | 13.7% |
Iframes Duration | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 90.9% | 75.8% | 64.1% | 54.9% | 47.6% | 41.7% | 33.4% | 27.2% | 22.5% | 18.8% | 15.9% |
Giant Belt | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 93.98% | 79.97% |
Wave | 40 | 45 | 50 | 60 | 70 | 80 | 90 | 100 | 150 | 200 | 250 | 300 | 400 | 500 | 750 | 1000 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Endless Factor | 6 | 13 | 23 | 57 | 115 | 201 | 323 | 486 | 2129 | 5702 | 11954 | 21637 | 54293 | 1.10•E5 | 3.87•E5 | 9.37•E5 |
Damage Increase | 630% | 1300% | 2325% | 5740% | 11575% | 20130% | 32305% | 48600% | 2.13•E3 | 5.70•E3 | 1.20•E4 | 2.16•E4 | 5.43•E4 | 1.10•E5 | 3.87•E5 | 9.37•E5 |
HP Increase | 1418% | 2925% | 5231% | 12915% | 25819% | 45293% | 72686% | 1.09•E3 | 4.79•E3 | 1.28•E4 | 2.69•E4 | 4.87•E4 | 1.22•E5 | 2.47•E5 | 8.70•E5 | 2.11•E6 |
Speed % | 147% | 198% | 277% | 275% | 275% | 275% | 275% | 275% | 275% | 275% | 275% | 275% | 275% | 275% | 275% | 275% |
Price Increase % | 126% | 260% | 465% | 1148% | 2295% | 4026% | 6461% | 9720% | 4.26•E2 | 1.14•E3 | 2.39•E3 | 4.33•E3 | 1.09•E4 | 2.19•E4 | 7.74•E4 | 1.87•E5 |
First Reroll price | 94 | 129 | 173 | 289 | 446 | 658 | 900 | 1203 | 3611 | 7751 | 1.39•E4 | 2.24•E4 | 4.70•E4 | 8.33•E4 | 2.34•E5 | 4.85•E5 |
Consumable Chance | 13.7% | 7.1% | 4.1% | 1.7% | 0.9% | 0.5% | 0.3% | 2.05•E-3 | 4.70•E-4 | 1.75•E-4 | 8.36•E-5 | 4.62•E-5 | 1.84•E-5 | 9.12•E-6 | 2.58•E-6 | 1.07•E-6 |
Iframes Duration | 15.87% | 7.69% | 4.35% | 1.75% | 8.71•E-3 | 4.97•E-3 | 3.10•E-3 | 2.06•E-3 | 4.70•E-4 | 1.75•E-4 | 8.37•E-5 | 4.62•E-5 | 1.84•E-5 | 9.12•E-6 | 2.28•E-6 | 1.07•E-6 |
Giant Belt | 79.37% | 38.46% | 21.51% | 8.71% | 4.36% | 2.48% | 1.55% | 1.03% | 2.35•E-3 | 8.77•E-4 | 4.18•E-4 | 2.31•E-4 | 9.21•E-5 | 4.56•E-5 | 1.29•E-5 | 5.33•E-6 |