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Revision as of 03:32, 9 November 2022 by Ta1ha (talk | contribs) (Added little clarificiation on same weapon class as it excludes same weapons)

Shop

Shop.jpg

The shop will offer 4 random items. These items will depend on your character, Luck.png Luck, number of waves progressed and if you have chosen to lock it. Each item has a cost depending on its rarity and their base value. You can purchase unique items once.

Mechanics

Rolling

Rolling is done buy refreshing your shop for a certain amount of currency. This amount gets increased as you roll. Dangerous Bunny.png Dangerous Bunny will allow you to have +1 roll for free each round this effect stacks.

Locking

You can lock as many items as you can which ensures your next shop will keep those items of your choice. This is very useful when you are going for certain stats. This action does not cost money. If you lock an item and reroll it will keep the locked item.

Combining

You can combine weapons by having two of the same weapon equipped. This will combine them freeing up a weapon slot and upgrading the item to a higher rarity.

Also, if you have filled your weapon slots and buy an exact rarity of an item you wield that is not legendary the item will automatically combine making it a higher tier.

Recycling

You can recycle your weapons for a portion of its purchased price. This will remove the item and will grant you the amount. Recycling Machine.png Recycling Machine will increase this amount by 35%.

Elite and swarm radar

On danger 2+ the shop will display which waves contain which waves have swarms or elites in.

Rarity of Shop Items and Luck

Min Wave Base Chance +Chance per Wave Max Chance
Tier 1 1 100% 0% 100%
Tier 2 1 0% 6% 60%
Tier 3 3 0% 2% 25%
Tier 4 7 0% 0.23% 8%

Calculation for chances are done by:

= ((Chance per Wave * (Current Wave - Min Wave)) + Base Chance) * (100%+Luck) 

Chance per wave starts adding chance after the Min Wave.

This value cannot exceed Max 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% 80%72%64%56%47.77%39.54%31.31%23.08%20.85%18.62%16.39%14.16%12.93% 12.7% 12.47%12.24%
Tier 2 0% 6% 12% 18%24%30%36%42%48%52%60% 60%60%60%60%60%60%60%60%
Tier 3 0% 0% 0% 2%4%6%8%10%12%14%16%18%20%22%24%25%25%25%25%
Tier 4 0% 0% 0% 0%0%0%0%0.23%0.46% 0.69%0.92%1.15%1.38%1.61%1.84%2.07%2.3% 2.53%2.76%

Luck increases these chances by x%, but that still cannot exceed the Max Chance.

For example:

  • In wave 10 with 0 Luck, the chance for Tier 3 is 2*7 = 14% -- extrapolated: ( 2% * ( 10 - 3 ) + 0% ) * ( 100% + 0% )
  • In wave 10 with 50 Luck, it increases by 50%, 2*10.5 = 21% -- extrapolated: ( 2% * ( 10 - 3 ) + 0% ) * ( 100% + 50% )
  • In wave 10 with 100 Luck, it increases by 100%, 2*14 = 28% -- extrapolated: ( 2% * ( 10 - 3 ) + 0% ) * ( 100% + 100% )
    • However, Max Chance for Tier 3 is 25%, so the chance for Tier 3 ends up as 25%.

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% 70%58%46%34% 24.66%21.31%17.96%14.62%13.28%12.93%12.59%12.24%11.89%11.55%11.21% 10.86%
Tier 2 0% 9%18% 27%36%45%54%60%60%60%60%60% 60%60%60% 60% 60%60%60%
Tier 3 0%0%0%3% 6%9%12%15%18%21% 24%25% 25% 25%25%25%25%25%25%
Tier 4 0%0%0%0%0%0%0%0.35%0.69%1.04%1.38%1.73%2.07% 2.42% 2.76%3.11%3.45%3.8% 4.14%

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%60%44% 28% 24% 19.54%15.08%13.62% 13.16% 12.7% 12.24%11.78% 11.32% 10.86%10.4%9.94% 9.48%
Tier 2 0%12%24%36% 48%60%60% 60% 60%60%60%60%60% 60% 60% 60%60%60% 60%
Tier 3 0%0%0%4%8% 12% 16%20% 24%25% 25% 25%25%25%25%25%25%25%25%
Tier 4 0%0%0%0%0%0%0%0.46%0.92%1.38%1.84%2.3%2.76%3.22%3.68%4.14%4.6%5.06%5.52%

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:

  • Waves 1, 2, 3: Guaranteed 2 Weapons + 2 Items.
  • Waves 4, 5, 6: Guaranteed 1 Weapon + 3 other purchasables (ie. either a weapons or items).
  • Waves 7+: 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:

  • Chance for an item with a wanted tag: 5%
  • Considering the 65% for a item, the actual chance is: 3.25%.

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).

  • Same weapon chance: 20%
    • Considering the 35% for a weapon, the actual chance is: 7%.
    • This chance is checked first, taking precedent over the "same weapon class" chance.
  • Same weapon class chance: 35% (that are not same weapon)
    • Considering the 35% for a weapon, the actual chance is: 12.25%.
    • Waves 1-6 also have a bonus chance (see below).

The shops for waves 1-6 also have a bonus chance for the same weapon class. The bonus is higher for earlier waves.

Wave 1 2 3 4 5 6 ... 7 - 19
% Bonus 15 12.5 10 7.5 5 2.5 ... -
% Bonus + Base (35%) 50 47.5 45 42.5 40 37.5 ... 35
% Actual Chance † 17.5 16.625 15.75 14.875 14 13.125 ... 12.25

Considering the 35% chance for a weapon

This bonus allows for a build selection in early game, since the first 3 shops guarantee two weapons, and the next 3 shops guarantee at least one weapon.

Modifiers

Item Cost

Coupon.png Coupon reduces shop prices by -5%, and is the only item that can do this.

Waves

Harder waves give better shops.

Specifically, each new wave increases the chance for rarer items, as shown in Rarity of Shop Items and Luck above (see "current wave" in the calculations).

Character Specific

  • Bull.png Bull is the only character that will not get offered a weapon since it cannot use weapons. It will only get offered items.
  • Demon.png Demon is a unique character that buys items with Max HP.png Max HP.
  • Entrepreneur.png Entrepreneur has -30% Items Price buff.
  • Saver.png Saver has +50% Items Price debuff.