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The Reroll Increase is calculated as follows: | The Reroll Increase is calculated as follows: | ||
Reroll Increase: Rounddown(0. | Reroll Increase: Rounddown(0.40 * Wave Number) (Minimum of 1) | ||
and the price of the first reroll is: | and the price of the first reroll is: | ||
First Reroll Price: Wave Number | First Reroll Price: Rounddown(Wave Number * 0.75) + Reroll Increase | ||
Notes: | Notes: | ||
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So at the end of wave 5, with the upgrades and shop that follows, the reroll increase is 0. | So at the end of wave 5, with the upgrades and shop that follows, the reroll increase is 0.40 * 5 = 2. and the base is 0.75 * 5 = 3.75, rounded down to 3. So the reroll price is 3+2 = 5 for the first reroll, and +2 for each | ||
subsequent roll. | |||
Here are a table over reroll costs for the 20 waves. | Here are a table over reroll costs for the 20 waves. | ||
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Latest revision as of 21:28, 21 November 2024
Shop
The Shop is where you can buy items and weapons for your character. It is the only source of weapons in the game (whereas items will also drop in the form of loot crates).
In the game, and on this page, when something refers to "items" in the shop, it usually means both Weapons and Items, unless specified otherwise.
You enter the shop automatically after each wave (so the first shop is the one after the first wave). The shop title shows the number of the wave that just ended.
The shop will offer up to 4 random items. The choice of items is not completely random, but also influenced by your character, Luck, and (in the case of weapons) which weapons you already possess; furthermore, the selection of items is specially restricted in the first 5 shops (see below).
Average item rarity increases as waves progress, and is also modified by Luck. There is a minimum wave before each tier of item can begin to be found in crates and in the shop. Tier 2 items can appear from Wave/Shop 2+, Tier 3 from Wave/Shop 4+, Tier 4 from Wave/Shop 8+.
The collection of shop items can be refreshed by rerolling (see below). Rerolling costs a fee that increases with each reroll performed in the current shop, but there is otherwise no limit to the number of rerolls.
Certain weapons are never offered for some characters (for example, characters that can only use melee weapons will not be offered ranged weapons).
Each offered item can be purchased with Materials, or locked. Locked items keep their current price and stay in the shop for as long as they are locked.
Item prices depend on their base cost and item rarity, and will increase with each wave.
Finally, the price of items in the shop can be modified with the Coupon item. Some characters also start with an initial shop price modifier.
Mechanics
Rerolling
It is possible to refresh the items and weapons on offer by purchasing a reroll with materials. The reroll price depends on the current wave, and increases with each reroll performed; it will reset to an increasing base value with each shop.
There is no limit to how many times you can reroll, except that you must be able to afford the increasing price.
Rerolling is also possible when the character levels up and is offered a selection of upgrades. This rerolling uses the same prices as the Shop.
The price for rerolls resets between level-ups and the shop, so rerolling your level-ups doesn't affect the cost of rerolling in the shop. And rerolling in one wave's shop doesn't affect the prices of rerolling in the next wave. However, if you gain 2 or more levels in one wave, the reroll price is shared between the level ups.
When a reroll is purchased, all items/weapons in the shop will be refreshed except for those that are currently locked. The new items/weapons are chosen randomly, but they can't be the same as any of those items/weapons from the previous shop. The shop can also not give you two identical weapons or items. The shop can offer you two of the same weapon if they're different tiers.
The item Dangerous Bunny gives you 1 free reroll in the shop for each one you have (see the item description for details).
Buying all 4 items in the Shop also gives a free roll.
Reroll Price
Rerolling costs an amount of Materials that depends on the current wave. Each additional reroll has its cost increased by a flat amount that also depends on the current wave.
The Reroll Increase is calculated as follows:
Reroll Increase: Rounddown(0.40 * Wave Number) (Minimum of 1)
and the price of the first reroll is:
First Reroll Price: Rounddown(Wave Number * 0.75) + Reroll Increase
Notes:
- In Endless Mode the reroll price is multiplied by the endless Factor. See Endless Mode Rerolling for costs at higher levels.
- Every reroll increases the price by the reroll price.
So at the end of wave 5, with the upgrades and shop that follows, the reroll increase is 0.40 * 5 = 2. and the base is 0.75 * 5 = 3.75, rounded down to 3. So the reroll price is 3+2 = 5 for the first reroll, and +2 for each
subsequent roll.
Here are a table over reroll costs for the 20 waves.
Wave | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Reroll Price | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 9 | 11 | 12 | 13 | 14 | 15 | 17 | 18 | 18 | 20 | 21 | 23 |
Price Increase per Reroll | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 8 |
Spy Glass
The item Spyglass reduces the price of rerolling in both the shop and for rerolling Upgrade
Reroll Price with Reduction: Roundup(Reroll Price * (100% - Reroll Price Reduction [Max 90%] ))
- Where Reroll price reduction is the sum of all price - % Reroll Price you have from Spyglasses.
- There's a Maximum price Reduction of 90% for spyglasses.
Locking
You can lock and unlock items by clicking the lock under each item. Locking is free and can be done as often as you like. While an item is locked, it will stay in the shop when the shop is rerolled and it will also stay in the shop between waves if you begin the next wave. If you keep an item locked between waves, its price also remains locked and isn't increased by inflation.
While an item is locked, that item cannot appear in the other slots in the shop. (Fisherman locking Bait is the one exception, where you will still get your guaranteed Bait on a reroll.)
If you lock a Unique Item, it cannot show up in Loot Crates while locked. Regular items can still show up in Loot Crates while locked.
Combining
If you have two identical weapons equipped, you can click one of the weapons and choose combine. This combines the weapon with another weapon of same type and tier into one weapon of one higher tier.
Also, if you have filled your weapon slots and buy a weapon that is identical to one you have in your weapon slots, the two will automatically combine to the same weapon of one higher tier.
For example, two Tier 1 Knife can be combined into one Tier 2 Knife
And finally weapons cannot be combined above Tier 4
Recycling
You can recycle your Weapons and Items found in Crates to get a percentage of their value back, at the cost of losing the item or weapon.
The default is to get 25% back when recycling. Recycling Machine can increase this value by 35% for a total of 60% back.
This stacks with the +25% from Entrepreneur for a total of 85%. Rewards for recycling are based upon the current price of the item, so it increases with inflation, but decreases if you have coupons, since it scales with your shop price secondary stat.
In Endless Mode, Shop Prices increases sharply by the Endless Factor, but the increase isn't applied to the recycling value.
Elite and Swarm Radar
On danger 2+ the shop will display which waves contain which waves have swarms or elites in. See Elite and Horde Waves
Shop Prices And Inflation
Each item or weapon has a base price. When you see the item/weapon in the shop it will have inflation applied to its price. Even the first shop has already have inflation applied.
The equation is:
Final Price = (Base_Price + Wave + (Base_Price * 0.1 * Wave)) * Shop_Price
Note that:
- Items have a minimum cost of 1 Materials. The Price is also Rounded Down.
- Wave is the current wave. When you finish wave 5, it means that 5 is used as the number for the following shop.
- Shop_Price is the secondary stat affected by Coupon and characters with changed shop prices like Mutant
- Base_Price is the base price of items. You can see the base price of items at the Items and the Weapons Pages. This base price can be modified by Arms Dealer.
- In Endless Mode the Item Price also increases with the Endless Factor.
This Final Price is the price you will see in shops, and it is also the value that is used for recycling. The increase in price with each wave is referred to as the Inflation of prices.
So for example, a SMG has a base price of 20. So when we see it in the first shop, its price is:
SMG Price = 20 + 1 + (20 * 0.1 * 1) * 100% = 20 + 1 + 2 = 23.
And in another example, We see a Cyclops Worm (45 base price) in the 5th shop.
Cyclops Worm Price = 45 + 5 + (45 * 0.1 * 5) * 100% = 50 + 22.5 = 72.5
The Final price is then rounded down, and it will cost 72. If you had 2 Coupon's
72.5 * 90% = 65.25 = Final Price 65
Since the Equation includes + Wave addition to the 10%, cheaper items will be hit harder by inflation, and will be slightly less cost effective late game.
Locked items are not affected by inflation if you keep them locked between shops.
Rarity of Shop Items and Luck
Here are tables for the progression of item/weapon rarity in the shop and item crates. The shops appear at the end of each wave. So at the end of wave 1, the first shop appears. (The shop wave number is in the top left corner while shopping.)
Min Wave is the first wave where you can encounter that rarity.
Min in Wave | Base Chance | +Chance per Wave | Max Chance | |
---|---|---|---|---|
Tier 1 | 1 | 100% | 0% | 100% |
Tier 2 | 2 | 0% | 6% | 60% |
Tier 3 | 4 | 0% | 2% | 25% |
Tier 4 | 8 | 0% | 0.23% | 8% |
Calculation for chances are done by:
= ((Chance per Wave * (Current Wave - Min Wave - 1)) + Base Chance) * (100%+Luck)
Chance per wave starts adding chance at the Min Wave. This value cannot exceed Max Chance.
Odds of each Tier are checked one at a time, starting with Tier-4. So e.g. at maximum Luck, there's an 8% chance of a Red, then a 25% - 8% = 17% chance of a Purple, then a 60% - 17% - 8% = 35% chance of a Blue, and finally a 100% - 35% - 17% - 8% = 40% White chance.
Rarities with 0 Luck
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tier 1 | 100% | 94% | 88% | 82% | 76% | 70% | 64% | 58% | 52% | 46% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% |
Tier 2 | 0% | 6% | 12% | 16% | 20% | 24% | 28% | 32% | 36% | 40% | 44% | 42% | 40% | 38% | 36% | 35% | 35% | 35% | 35% |
Tier 3 | 0% | 0% | 0% | 2% | 4% | 6% | 8% | 9.8% | 11.5% | 13.3% | 15.1% | 16.9% | 18.6% | 20.4% | 22.2% | 22.9% | 22.7% | 22.5% | 22.2% |
Tier 4 | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0.2% | 0.5% | 0.7% | 0.9% | 1.2% | 1.4% | 1.6% | 1.8% | 2.1% | 2.3% | 2.5% | 2.8% |
Luck increases these chances by x%, but that still cannot exceed the Max Chance.
Rarities with 50 Luck
Increases chances by 50% (*1.5), up to the Max Chance:
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tier 1 | 100% | 91% | 82% | 73% | 64% | 55% | 46% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% |
Tier 2 | 0% | 9% | 18% | 24% | 30% | 36% | 42% | 45% | 42% | 39% | 36% | 35% | 35% | 35% | 35% | 35% | 35% | 35% | 35% |
Tier 3 | 0% | 0% | 0% | 3% | 6% | 9% | 12% | 14.7% | 17.3% | 20.0% | 22.6% | 23.3% | 22.9% | 22.6% | 22.2% | 21.9% | 21.6% | 21.2% | 20.9% |
Tier 4 | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0.3% | 0.7% | 1.0% | 1.4% | 1.7% | 2.1% | 2.4% | 2.8% | 3.1% | 3.5% | 3.8% | 4.1% |
Rarities with 100 Luck
Increases chances by 100% (*2), up to the Max Chance:
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tier 1 | 100% | 88% | 76% | 64% | 52% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% | 40% |
Tier 2 | 0% | 12% | 24% | 32% | 40% | 48% | 44% | 40% | 36% | 35% | 35% | 35% | 35% | 35% | 35% | 35% | 35% | 35% | 35% |
Tier 3 | 0% | 0% | 0% | 4% | 8% | 12% | 16% | 19.5% | 23.1% | 23.6% | 23.2% | 22.7% | 22.2% | 21.8% | 21.3% | 20.9% | 20.4% | 19.9% | 19.5% |
Tier 4 | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0.5% | 0.9% | 1.4% | 1.8% | 2.3% | 2.8% | 3.2% | 3.7% | 4.1% | 4.6% | 5.1% | 5.5% |
Item & Weapon Chances
Item/Weapon Chance
Most waves have a fixed chance for either an Item or Weapon to appear in the Shop:
However, early rounds guarantee a weapon to appear:
- Wave 1 & 2: Exactly 2 Weapons + Exactly 2 Items.
- Wave 3, 4, & 5: Guaranteed 1 Weapon + 3 slots rolled normally (can be either weapons or items).
- Rest of the Shops (Wave 6+): No guarantees.
Item Tags
Characters with "wanted tags" (which are Item Tags that suit their playstyle) have a higher chance to find an item with that tag:
Whenever an item appears in the shop, it has a 5% chance to be selected from an item pool of your tagged items, instead of the regular item pool. This guarantees that the item has one of your character's tags.
- Considering the 65% for a item, the actual chance is: 3.25% per slot in the shop to give you an item through the Tag System.
Note that tagged items are found both in their tagged item pool, but also in the general item pool. So if the 5% chance doesn't happen, you can still find those same items in the general item pool with all the items in the game.
Weapons & Classes
When a weapon appears in the Shop (35%), there is a chance to match an owned weapon, or an owned weapon's class (eg. Blade, Unarmed).
When the weapon appears, it is randomly chosen from one of the following three pools:
- Same Weapon Pool: 20% - Weapons of the same type as you already have equipped.
- Same Class Pool: 15% - Weapons that share one or more Weapons Classes with weapons you already have. (This can give you the same type weapons as you already have)
- All Weapons Pool: 65% - All Weapons in the game that are possible.
This means that weapon classes with fewer weapons give you a higher chance to find the weapon you're using.
The shops for waves 1-5 also have a bonus chance for the same weapon class. The bonus is higher for earlier waves.
Shop(Wave) | 1 | 2 | 3 | 4 | 5 | ... | 6 - 20 |
---|---|---|---|---|---|---|---|
% Bonus | 15 | 12 | 9 | 6 | 3 | ... | - |
% Bonus + Base (15%) | 30 | 27 | 24 | 21 | 18 | ... | 15 |
This bonus allows for a build selection in early game, since the first 2 shops guarantee two weapons, and the next 3 shops guarantee at least one weapon.
Modifiers
Item Cost
Coupon reduces shop prices by -5%, and is the only item that reduces prices permanently. Shop cost reductions stack additively and the total can be seen in the secondary stats tab. The maximum permanent cost reduction you can have is currently 50% by playing Entrepreneur and having the maximum amount of 5 coupons. If you have 5 Cursed Coupons, which can reach 11% reduction, the maximum is 55%, or 80% price reduction with Entrepreneur.
The Mirror can be Cursed to reduce shop prices, but that reduction only lasts until you use the mirror to double an item. However, you can buy Unique items and weapons and keep using the Price reduction. You c
Rarity Modifiers
The Rarity of items increase with the waves and also scales with Luck, as shown in Rarity of Shop Items and Luck above (see "current wave" in the calculations).
Characters with shop modifiers
Stat | Notable Items |
---|---|
Lower Shop Prices | Baby, Entrepreneur, |
Higher Shop Prices | Gangster, Glutton, Mutant, Saver |
Can't use Melee Weapons | Ranger, Renegade |
Can't use Ranged Weapons | Dwarf, Gladiator, Knight, Ogre |
Only gets offered Tier 2 or above Weapons | Knight, Sailor |
Shops always sell at least one weapon | Arms Dealer, Baby |
Special | Arms Dealer - -95% Weapon Prices, Weapons are destroyed when entering the shop. Builder - Won't get offered Structures. |
Update History
- 1.1.4.0: Rerolls made cheaper. Affects both Upgrades and the shop. The Reroll increase changed from 0.5 * Wave => 0.33 * Wave. And the Base reroll price changed: Wave => Wave / 2
- 1.1.0.0: Buying out the Shop now gives a full reroll instead of just reducing the current reroll cost to 0. (a full reroll means that the next reroll isn't more expensive)