From Brotato Wiki
ArosRising (talk | contribs) |
ArosRising (talk | contribs) |
||
Line 34: | Line 34: | ||
=== Positive === | === Positive === | ||
{{ItemTagText|Luck}} | |||
<table class="wikitable sortable jquery-tablesorter" style="width: 90%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> | <table class="wikitable sortable jquery-tablesorter" style="width: 90%; color: #eee; background: transparent; text-align: center; vertical-align: middle"> |
Revision as of 09:56, 12 November 2024
Luck
Luck improves the following things:
- It increases the amount of consumables dropped by enemies.
- It increases the chance that a consumables dropped is a Loot Crate (including those from Trees).
- It Improves the Tier of Items found in Loot Crates and in the Shop.
- It Improves the Tier of Upgrades being offered when leveling up.
- Some Characters, Items, and Weapons scale with Luck for damage.
Positive Luck multiplies your chances, so 100% luck doubles your chances. While negative luck divides your chances of finding higher tier upgrades, items, and weapons. So -100% luck halves your chances. For Consumables, negative luck multiplies your chances, so -50 Luck halves the amount of consumables dropped and -100 Luck means no consumables will drop at all, except from Loot Hoarders, Elites, and Bosses, which are guaranteed to drop Consumables.
While luck in itself has no limit, several of its benefit have maximums or diminishing returns.
For example, the rarity of items and upgrades offered, already naturally increases with the wave number, and has a maximum chance, that you already hit in the later waves naturally even with 0 luck. So additional luck only helps earlier in the game with getting Tier 2 and 3 items and upgrades. However it takes about 290 Luck before you reach the maximum on Legendary items and Upgrades.
Check Rarity of Shop Items to see details on Luck's effect on shop rarities.
Whenever an enemy drops a consumable, that consumable has a chance to be a Loot Crate. This chance is multiplied by Luck. Since 100 Luck both doubles the chances for a consumable to drop, and doubles the chance for that consumable to be a loot chest, 100 luck increases the chance for the first chest to drop by 300%.
But note that each Item Box dropped reduces the chance of the next dropping, giving you some diminishing returns.
Formula for loot crate drop chance:
Enemy_Box_Drop_Chance * (100% + Luck) / (1 + Box_Spawned_This_Wave)
Luck can be seen as an investment into your economy, and even become a powerful method of Healing when combined with Lemonade and Weird Food, if you have high enough luck. There isn't diminishing returns on the chance for Consumables to drop.
Items
Positive
Due to Item Tags, the Character(s) Chunky, Curious, Druid, Glutton, Lucky have a higher chance to find these items in the Shop.
Name | Rarity | Effects | Base Price | Limit | Unlocked By |
---|---|---|---|---|---|
Tier 3 | +15 Luck +18 Harvesting -5 % Attack Speed -3 % Crit Chance |
75 | Win a run with Entrepreneur | ||
Tier 3 | +20 Luck +6 % Dodge -2 % Life Steal |
65 | |||
Tier 1 | +8 Luck -1 Elemental Damage |
25 | |||
Tier 3 | +30 Luck -2 Melee Damage -1 Ranged Damage |
75 | Win a run with Lucky | ||
Tier 4 | +2 Luck for every 1 % Crit Chance you have -2 Armor |
105 | 1 | ||
Tier 2 | +5% chance to double the value of picked up materials +6 Luck +2 Engineering -5 % Damage |
40 | 20 | ||
Tier 4 | +12 Max HP +25 Luck -5 % Damage |
100 | Win a run with Pacifist | ||
Tier 4 | +3 Max HP +2 HP Regeneration +1 % Life Steal +5 % Damage +5 % Attack Speed +3 % Speed +3 % Dodge +1 Armor +5 Luck |
95 | Win a run with Well Rounded | ||
Tier 1 | +10 Luck -2 % Damage |
28 | |||
Tier 2 | +20 Luck -2 HP Regeneration |
48 | |||
Tier 4 | +10 Elemental Damage +20 Luck -5 Engineering |
90 |
Positive - Healing
These items positively affect your healing from consumables. They are also tagged as Luck, so Lucky has a higher chance of finding them in the shop.
Name | Rarity | Effects | Base Price | Limit | Unlocked By |
---|---|---|---|---|---|
Tier 4 | +1 Max HP when picking up a consumable while at maximum health (max +8 per wave) | 100 | 1 | ||
Tier 1 | +1 HP recovered from consumables | 15 | |||
Tier 2 | +3 Max HP Consumables have a 33% chance to explode for 10 (+100%) damage when picked up |
40 | 3 | Win a run with Glutton | |
Tier 1 | +2 HP recovered from consumables -2 % Dodge |
20 |
Negative
Name | Rarity | Effects | Base Price | Limit | Unlocked By |
---|---|---|---|---|---|
Tier 3 | +8 Max HP +3 HP Regeneration -8 Luck |
85 | |||
Tier 3 | +10 % Speed +3 % Life Steal -8 Luck |
65 | Win a run with Speedy | ||
Tier 4 | +10 HP Regeneration +2 HP Regeneration every 5 seconds until the end of the wave -10 Luck |
95 | Win a run with Doctor | ||
Tier 1 | +3 HP Regeneration -2 Luck |
25 | |||
Tier 1 | +4 % Speed -5 Luck |
15 |
Affected Items
Some items that deal damage based on your Luck stat or scales with your Luck stat.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 1 | 25% chance to deal 1 (25%) damage to a random enemy when you pick up a material | 22 | Luck, Pickup | |||
Tier 2 | 25% chance to deal 1 (25%) damage to a random enemy when an enemy dies | 30 | Luck | |||
Tier 2 | +1 % Damage for every permanent 10 Luck you have +3% chance of finding an extra Pearl in a crate |
60 | 20 | Win a run with Curious | Luck |
Characters
These Characters start with different Luck, or have mechanics related to their Luck:
Positive Characters
Negative Characters
Name | Stats | Unlocked By | Unlocks |
---|---|---|---|
+20% Attack Speed for every different weapon you have +5 Melee Damage You can't equip ranged weapons -40% Attack Speed -30 Luck |
Kill 20000 enemies | ||
Equipped weapons always contribute to the class bonuses of other equipped weapons You can't equip two of the same weapon at the same time -5 Armor -5 % Dodge Luck modifications are reduced by 50% Harvesting modifications are reduced by 50% |
Have 6 different weapons at once |
Weapons
These Weapons scale with Luck for their damage.
Name | Class | Damage | Attack Speed | DPS | Crit Damage/Chance | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Musical |
1.2s |
4.2(41.7%8.3%)/s |
x1.5 (3% chance) |
300 |
0 |
0 |
Hitting an enemy that has less than 60%/65%/70%/75% health has a 10%/15%/20%/25% chance to charm it for 8 seconds |
20 |
Win a run with Romantic | ||
Musical, Support |
1.31s |
3.1(38.1%7.6%)/s |
x1.5 (3% chance) |
150 |
2 |
0 |
Enemies hit take 10% more damage for 3 seconds (max: 30%/50%/70%/100%) |
15 |
Default |
Weapon Classes
These Weapon Classes affect Luck:
Class | Bonuses | Weapons |
---|---|---|
Musical | (2)+5 Luck (3)+10 Luck (4)+15 Luck (5)+20 Luck (6)+25 Luck |
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 |