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<td>Amount of damage you can take before dying</td> | <td>Amount of damage you can take before dying</td> | ||
<td> No limit </td> | <td> No limit </td> | ||
<td>Acts like the stat is at | <td>Acts like the stat is at 10000 | ||
</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td> | <td> | ||
<p>Passive healing that restores 1 HP per ''n'' seconds, where the healing interval ''n'' becomes shorter with increasing ''HP Regeneration''.</p> | <p>Passive healing that restores 1 HP per ''n'' seconds, where the healing interval ''n'' becomes shorter with increasing ''HP Regeneration''.</p> | ||
<p>The first point of HP regeneration gives | <p>The first point of HP regeneration gives 100.10 | ||
HP/s and all further points increase it by 100 | |||
.089 HP/s([[HP_Regeneration#Formulas_&_Values|details]])</p> </td> | |||
<td> No limit </td> | <td> No limit </td> | ||
<td>Acts like the stat is at 0</td> | <td>Acts like the stat is at 0</td> | ||
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<td style="text-align: center"> {{Iconbox|Life Steal}} </td> | <td style="text-align: center"> {{Iconbox|Life Steal}} </td> | ||
<td> | <td> | ||
<p>Your attacks have a x% chance to heal you for | <p>Your attacks have a x% chance to heal you for 1000 | ||
HP.</p> | |||
<p>The character's ''Life Steal'' chance is added to each weapon individually.</p></td> | <p>The character's ''Life Steal'' chance is added to each weapon individually.</p></td> | ||
<td>Can only trigger once per 0.1 second for a maximum of | <td>Can only trigger once per 0.1 second for a maximum of 1000 | ||
HP/second</td> | |||
<td> Decreases the life steal chance of all weapons to minimum of 0</td> | <td> Decreases the life steal chance of all weapons to minimum of 0</td> | ||
</tr> | </tr> | ||
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<td style="text-align: center"> {{Iconbox|Damage}} </td> | <td style="text-align: center"> {{Iconbox|Damage}} </td> | ||
<td> | <td> | ||
<p>Increases all damage dealt by | <p>Increases all damage dealt by 1000 | ||
% per point in ''Damage''.</p> | |||
<p>Does not affect Engineering structures.</p> | <p>Does not affect Engineering structures.</p> | ||
</td> | </td> | ||
<td> No limit</td> | <td> No limit</td> | ||
<td> Decreases damage by | <td> Decreases damage by 1000 | ||
% per negative point instead. The minimum damage caused by a weapon or effect is always 1 </td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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</td> | </td> | ||
<td> No limit </td> | <td> No limit </td> | ||
<td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always | <td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1000 | ||
</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<p>Some items deal damage based on this stat.</p></td> | <p>Some items deal damage based on this stat.</p></td> | ||
<td>No limit</td> | <td>No limit</td> | ||
<td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always | <td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1000 | ||
</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<p>Some items deal damage based on this stat.</p></td> | <p>Some items deal damage based on this stat.</p></td> | ||
<td>No limit</td> | <td>No limit</td> | ||
<td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always | <td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1000 | ||
</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td> Your weapons have an x increased chance to deal a critical hit.</td> | <td> Your weapons have an x increased chance to deal a critical hit.</td> | ||
<td> Maximum 100% chance to do critical hits on a hit. </td> | <td> Maximum 100% chance to do critical hits on a hit. </td> | ||
<td> The amount is subtracted from the base crit chance of your weapon. Minimum is | <td> The amount is subtracted from the base crit chance of your weapon. Minimum is 100 | ||
% chance in total to crit. </td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td> Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) </td> | <td> Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) </td> | ||
<td> No limit </td> | <td> No limit </td> | ||
<td> Your structures have x decreased power down to a minimum of | <td> Your structures have x decreased power down to a minimum of 1000 | ||
damage or healing</td> | |||
</tr> | </tr> | ||
<tr> | <tr> |
Revision as of 23:15, 4 May 2024
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 |
Primary Stats
These stats are shown as your current Character stats. They are also used as hidden Item tags, making certain items more likely to appear in the Shop for specific characters.
Click a stat to see the Items it affects or uses.
Name | Effects | Limit | Negative stat effect |
---|---|---|---|
Amount of damage you can take before dying | No limit | Acts like the stat is at 10000 | |
Passive healing that restores 1 HP per n seconds, where the healing interval n becomes shorter with increasing HP Regeneration. The first point of HP regeneration gives 100.10 HP/s and all further points increase it by 100 .089 HP/s(details) |
No limit | Acts like the stat is at 0 | |
Your attacks have a x% chance to heal you for 1000 HP. The character's Life Steal chance is added to each weapon individually. |
Can only trigger once per 0.1 second for a maximum of 1000 HP/second | Decreases the life steal chance of all weapons to minimum of 0 | |
Increases all damage dealt by 1000 % per point in Damage. Does not affect Engineering structures. |
No limit | Decreases damage by 1000 % per negative point instead. The minimum damage caused by a weapon or effect is always 1 | |
Modifies the base attack damage of weapons, if their damage scales with Melee Damage. Some items deal damage based on this stat. |
No limit | Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1000 | |
Modifies the base attack damage of weapons, if their damage scales with Ranged Damage. Some items deal damage based on this stat. |
No limit | Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1000 | |
Modifies the base attack damage of weapons, if their damage scales with Elemental Damage. Some items deal damage based on this stat. |
No limit | Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1000 | |
You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines | No limit | You attack slower. Negative attack speed is calculated differently and doesn't impact you as much as positive attack speed. | |
Your weapons have an x increased chance to deal a critical hit. | Maximum 100% chance to do critical hits on a hit. | The amount is subtracted from the base crit chance of your weapon. Minimum is 100 % chance in total to crit. | |
Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) | No limit | Your structures have x decreased power down to a minimum of 1000 damage or healing | |
The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance) | No limit | Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range. | |
You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you. | No limit | The damage you take is increased by x% instead of decreased. | |
You have a x% chance to dodge attacks. | 60% (90% with Ghost) | Acts like this stat is 0 | |
You move x% faster. | No limit | You move x% slower, coming to a standstill at -100% or more. | |
You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. | No limit | You have an x% less chance of finding items or consumables when you kill enemies. Also decreases the rarity of the items in the shop and level upgrades. | |
You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up) | No limit | You lose x materials and XP at the end of a wave. The 5% Increment doesn't happen. |
Secondary Stats
A range of other stats are counted in Brotato, from item costs to enemy speed.
Combat
Stat | Item Tags | Notable Items |
---|---|---|
% XP Gain | XP Gain | Scar, Black Belt, Bean Teacher, Diploma, Peacock |
% Explosion Damage | Explosive (Item Tag) | Dynamite, Explosive Shells |
% Explosion Size | Explosive (Item Tag) | Plastic Explosive, Explosive Shells |
Bounces | Ranged Damage | Ricochet |
Piercing | Ranged Damage | Bandana, Sharp Bullet |
% Piercing Damage | Ranged Damage | Pumpkin, Sharp Bullet |
% Burning Speed | Elemental Damage | Eyes Surgery |
Burning Spread | Elemental Damage | Snake |
Knockback | None | Boxing Glove |
Stand Still
Stat | Item Tags | Notable Items |
---|---|---|
Stand Still - Armor | Stand Still | Barricade |
Stand Still - % Dodge | Stand Still | Chameleon |
Stand Still - % Damage | Stand Still | Statue |
Enemies
Stat | Item Tags | Notable Items |
---|---|---|
% Enemies (+) | More Enemies | Gentle Alien, Mouse, Bait, Lure |
% Enemies (-) | Less Enemies | White Flag, Candle |
% Enemy Speed (+) | More Enemy Speed | Alien Baby |
% Enemy Speed (-)- | Less Enemy Speed | Ugly Tooth, Snail, Wandering Bot |
HP & Healing
Stat | Item Tags | Notable Items |
---|---|---|
Consumable Heal | Luck | Lemonade, Weird Food |
% Materials Healing | Saving | Cute Monkey |
HP per materials | Saving | Padding |
Pickups & Materials
Stat | Item Tags | Notable Items |
---|---|---|
% Pickup Range | Pickup | Alien Tongue, Little Frog |
Trees | Exploration | Tree |
Materials in Crates | Exploration, Economy | Bag |
% Chance for double materials | Pickup | Metal Detector |
% Chance for instant material pickup | Pickup | Baby Gecko, Sifd's Relic |
% Chance to damage on material pickup | Pickup, Luck | Baby Elephant |
Shop & Economy
Stat | Item Tags | Notable Items |
---|---|---|
% Items Price | Economy | Coupon |
Free Rerolls | Economy | Dangerous Bunny |
Item Recycling Rewards | Economy | Recycling Machine |
Materials interest gain | Saving | Piggy Bank |