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If a projectile has both [[Bounce]] and Piercing, the Bounce occurs first. [[Explosive]] projectiles explode on every bounce and pierce. | If a projectile has both [[Bounce]] and Piercing, the Bounce occurs first. [[Explosive]] projectiles explode on every bounce and pierce. | ||
=== Damage falloff === | |||
Some weapons; The Double Barrel Shotgun, Laser Gun, Minigun, and pistol, along with the bandana item have damage falloff on their piercing. (as seen below). This fall off 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 at 50% fall off, 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 3.9 rounded down to 3 damage. A total of 10+8+6+3=27 damage. | |||
=== 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 == |
Revision as of 19:06, 18 December 2022
Certain Items grant projectiles Piercing, and some Weapons have innate Piercing.
If a projectile has both Bounce and Piercing, the Bounce occurs first. Explosive projectiles explode on every bounce and pierce.
Damage falloff
Some weapons; The Double Barrel Shotgun, Laser Gun, Minigun, and pistol, along with the bandana item have damage falloff on their piercing. (as seen below). This fall off 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 at 50% fall off, 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 3.9 rounded down to 3 damage. A total of 10+8+6+3=27 damage.
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 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 | |||
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 | |||
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 |