From Brotato Wiki

(→‎Weapons: Added Knife and Sniper Gun because they have uniquely high crit multipliers.)
(update item tables to use simplified templates, instead of full table markup)
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<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;">
<tr>
{{TableHeaders|items}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
{{TableRowItem|Alloy}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
{{TableRowItem|Blindfold}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effects</th>
{{TableRowItem|Claw Tree}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
{{TableRowItem|Energy Bracelet}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit</th>
{{TableRowItem|Exoskeleton}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
{{TableRowItem|Hunting Trophy}}
</tr>
{{TableRowItem|Insanity}}
<tr>
{{TableRowItem|Night Goggles}}
<td> {{Iconbox|Alloy|rarity={{Item Data|Alloy|rarity}}}} </td>
{{TableRowItem|Poisonous Tonic}}
<td> Tier {{Item Data|Alloy|rarity}} </td>
{{TableRowItem|Sunglasses}}
<td> {{Item Data|Alloy|stats}} </td>
{{TableRowItem|Tentacle}}
<td> {{Item Data|Alloy|price}} </td>
<td> {{Item Data|Alloy|limit}} </td>
<td> {{Item Data|Alloy|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Blindfold|rarity={{Item Data|Blindfold|rarity}}}} </td>
<td> Tier {{Item Data|Blindfold|rarity}} </td>
<td> {{Item Data|Blindfold|stats}} </td>
<td> {{Item Data|Blindfold|price}} </td>
<td> {{Item Data|Blindfold|limit}} </td>
<td> {{Item Data|Blindfold|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Claw Tree|rarity={{Item Data|Claw Tree|rarity}}}} </td>
<td> Tier {{Item Data|Claw Tree|rarity}} </td>
<td> {{Item Data|Claw Tree|stats}} </td>
<td> {{Item Data|Claw Tree|price}} </td>
<td> {{Item Data|Claw Tree|limit}} </td>
<td> {{Item Data|Claw Tree|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Energy Bracelet|rarity={{Item Data|Energy Bracelet|rarity}}}} </td>
<td> Tier {{Item Data|Energy Bracelet|rarity}} </td>
<td> {{Item Data|Energy Bracelet|stats}} </td>
<td> {{Item Data|Energy Bracelet|price}} </td>
<td> {{Item Data|Energy Bracelet|limit}} </td>
<td> {{Item Data|Energy Bracelet|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Exoskeleton|rarity={{Item Data|Exoskeleton|rarity}}}} </td>
<td> Tier {{Item Data|Exoskeleton|rarity}} </td>
<td> {{Item Data|Exoskeleton|stats}} </td>
<td> {{Item Data|Exoskeleton|price}} </td>
<td> {{Item Data|Exoskeleton|limit}} </td>
<td> {{Item Data|Exoskeleton|unlockedby}} </td>
</tr>
 
<tr>
<td>{{Iconbox|Hunting Trophy|rarity={{Item Data|Hunting Trophy|rarity}}}}</td>
<td>Tier {{Item Data|Hunting Trophy|rarity}}</td>
<td>{{Item Data|Hunting Trophy|stats}}</td>
<td>{{Item Data|Hunting Trophy|price}}</td>
<td>{{Item Data|Hunting Trophy|limit}}</td>
<td>{{Item Data|Hunting Trophy|unlockedby}}</td>
</tr>
 
<tr>
<td> {{Iconbox|Insanity|rarity={{Item Data|Insanity|rarity}}}} </td>
<td> Tier {{Item Data|Insanity|rarity}} </td>
<td> {{Item Data|Insanity|stats}} </td>
<td> {{Item Data|Insanity|price}} </td>
<td> {{Item Data|Insanity|limit}} </td>
<td> {{Item Data|Insanity|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Night Goggles|rarity={{Item Data|Night Goggles|rarity}}}} </td>
<td> Tier {{Item Data|Night Goggles|rarity}} </td>
<td> {{Item Data|Night Goggles|stats}} </td>
<td> {{Item Data|Night Goggles|price}} </td>
<td> {{Item Data|Night Goggles|limit}} </td>
<td> {{Item Data|Night Goggles|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Poisonous Tonic|rarity={{Item Data|Poisonous Tonic|rarity}}}} </td>
<td> Tier {{Item Data|Poisonous Tonic|rarity}} </td>
<td> {{Item Data|Poisonous Tonic|stats}} </td>
<td> {{Item Data|Poisonous Tonic|price}} </td>
<td> {{Item Data|Poisonous Tonic|limit}} </td>
<td> {{Item Data|Poisonous Tonic|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Sunglasses|rarity={{Item Data|Sunglasses|rarity}}}} </td>
<td> Tier {{Item Data|Sunglasses|rarity}} </td>
<td> {{Item Data|Sunglasses|stats}} </td>
<td> {{Item Data|Sunglasses|price}} </td>
<td> {{Item Data|Sunglasses|limit}} </td>
<td> {{Item Data|Sunglasses|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Tentacle|rarity={{Item Data|Tentacle|rarity}}}} </td>
<td> Tier {{Item Data|Tentacle|rarity}} </td>
<td> {{Item Data|Tentacle|stats}} </td>
<td> {{Item Data|Tentacle|price}} </td>
<td> {{Item Data|Tentacle|limit}} </td>
<td> {{Item Data|Tentacle|unlockedby}} </td>
</tr>
</table>
</table>


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<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;">
<tr>
{{TableHeaders|items}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
{{TableRowItem|Giant Belt}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
{{TableRowItem|Hunting Trophy}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effects</th>
{{TableRowItem|Lucky Coin}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
{{TableRowItem|Tentacle}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
</tr>
 
<tr>
<td> {{Iconbox|Giant Belt|rarity={{Item Data|Giant Belt|rarity}}}} </td>
<td> Tier {{Item Data|Giant Belt|rarity}} </td>
<td> {{Item Data|Giant Belt|stats}} </td>
<td> {{Item Data|Giant Belt|price}} </td>
<td> {{Item Data|Giant Belt|limit}} </td>
<td> {{Item Data|Giant Belt|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Hunting Trophy|rarity={{Item Data|Hunting Trophy|rarity}}}} </td>
<td> Tier {{Item Data|Hunting Trophy|rarity}} </td>
<td> {{Item Data|Hunting Trophy|stats}} </td>
<td> {{Item Data|Hunting Trophy|price}} </td>
<td> {{Item Data|Hunting Trophy|limit}} </td>
<td> {{Item Data|Hunting Trophy|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Lucky Coin|rarity={{Item Data|Lucky Coin|rarity}}}} </td>
<td> Tier {{Item Data|Lucky Coin|rarity}} </td>
<td> {{Item Data|Lucky Coin|stats}} </td>
<td> {{Item Data|Lucky Coin|price}} </td>
<td> {{Item Data|Lucky Coin|limit}} </td>
<td> {{Item Data|Lucky Coin|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Tentacle|rarity={{Item Data|Tentacle|rarity}}}} </td>
<td> Tier {{Item Data|Tentacle|rarity}} </td>
<td> {{Item Data|Tentacle|stats}} </td>
<td> {{Item Data|Tentacle|price}} </td>
<td> {{Item Data|Tentacle|limit}} </td>
<td> {{Item Data|Tentacle|unlockedby}} </td>
</tr>
</table>
</table>


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<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;">
<tr>
{{TableHeaders|items}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
{{TableRowItem|Bowler Hat}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
{{TableRowItem|Compass}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effects</th>
{{TableRowItem|Goat Skull}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
{{TableRowItem|Heavy Bullets}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit</th>
{{TableRowItem|Medal}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
{{TableRowItem|Octopus}}
</tr>
{{TableRowItem|Pencil}}
<tr>
<td>  {{Iconbox|Bowler Hat|rarity={{Item Data|Bowler Hat|rarity}}}} </td>
<td> Tier {{Item Data|Bowler Hat|rarity}} </td>
<td>  {{Item Data|Bowler Hat|stats}} </td>
<td>  {{Item Data|Bowler Hat|price}} </td>
<td>  {{Item Data|Bowler Hat|limit}} </td>
<td>  {{Item Data|Bowler Hat|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Compass|rarity={{Item Data|Compass|rarity}}}} </td>
<td> Tier {{Item Data|Compass|rarity}} </td>
<td>  {{Item Data|Compass|stats}} </td>
<td>  {{Item Data|Compass|price}} </td>
<td>  {{Item Data|Compass|limit}} </td>
<td>  {{Item Data|Compass|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Goat Skull|rarity={{Item Data|Goat Skull|rarity}}}} </td>
<td> Tier {{Item Data|Goat Skull|rarity}} </td>
<td>  {{Item Data|Goat Skull|stats}} </td>
<td>  {{Item Data|Goat Skull|price}} </td>
<td>  {{Item Data|Goat Skull|limit}} </td>
<td>  {{Item Data|Goat Skull|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Heavy Bullets|rarity={{Item Data|Heavy Bullets|rarity}}}} </td>
<td> Tier {{Item Data|Heavy Bullets|rarity}} </td>
<td>  {{Item Data|Heavy Bullets|stats}} </td>
<td>  {{Item Data|Heavy Bullets|price}} </td>
<td>   {{Item Data|Heavy Bullets|limit}} </td>
<td>  {{Item Data|Heavy Bullets|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Medal|rarity={{Item Data|Medal|rarity}}}} </td>
<td> Tier {{Item Data|Medal|rarity}} </td>
<td>  {{Item Data|Medal|stats}} </td>
<td>  {{Item Data|Medal|price}} </td>
<td>  {{Item Data|Medal|limit}} </td>
<td>  {{Item Data|Medal|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Octopus|rarity={{Item Data|Octopus|rarity}}}} </td>
<td> Tier {{Item Data|Octopus|rarity}} </td>
<td>  {{Item Data|Octopus|stats}} </td>
<td>  {{Item Data|Octopus|price}} </td>
<td>  {{Item Data|Octopus|limit}} </td>
<td>  {{Item Data|Octopus|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Pencil|rarity={{Item Data|Pencil|rarity}}}} </td>
<td> Tier {{Item Data|Pencil|rarity}} </td>
<td>  {{Item Data|Pencil|stats}} </td>
<td>  {{Item Data|Pencil|price}} </td>
<td>  {{Item Data|Pencil|limit}} </td>
<td>  {{Item Data|Pencil|unlockedby}} </td>
</tr>
</table>
</table>


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{{TableHeaders|weapons}}
{{TableHeaders|weapons}}
{{TableRowWeapon|Crossbow}}
{{TableRowWeapon|Crossbow}}
    {{TableRowWeapon|Knife}}
{{TableRowWeapon|Knife}}
{{TableRowWeapon|Shuriken}}
{{TableRowWeapon|Shuriken}}
    {{TableRowWeapon|Sniper Gun}}
{{TableRowWeapon|Sniper Gun}}
    {{TableRowWeapon|Thief Dagger}}
{{TableRowWeapon|Thief Dagger}}
</table>
</table>



Revision as of 08:40, 25 June 2023

Crit Chance

Crit Chance

Your weapons have an x% increased chance to deal a critical hit. The maximum chance is 100%, meaning every hit is a critical. If this is negative, the value is subtracted from your weapons base crit chance, to a minimum of 0% chance to critical hit.

Most weapons have a 3% base chance to deal a critical hit for 2 times the damage. Some weapons have a higher critical hit damage multiplier such as Knife or a special effect such as Thief Dagger. For these weapons focusing on getting more critical chance is often important. Some weapons like Fist deal less damage on a critical hit. For these weapons, critical chance is less effective and sometimes skipped entirely.

You can see the critical hit chance and damage multiplier of different weapons at the Weapons page.

What can Crit?

Items

Positive

These items increase your Crit Chance.

Due to Item Tags, the Character(s) Crazy.png Crazy, Hunter.png Hunter have a higher chance to find these items in the Shop.

Name Rarity Effects Base Price Limit Unlocked By
Tier 3 +3 Melee Damage
+3 Ranged Damage
+3 Elemental Damage
+3 Engineering
+5% Crit Chance
-6% Dodge
80
Tier 2 +5% Crit Chance
+5% Dodge
-15 Range
45
Tier 1 +1 Melee Damage
+3% Crit Chance
-1 Max HP
20
Tier 2 +4% Crit Chance
+2 Elemental Damage
-2 Ranged Damage
55
Tier 4 +5 Armor
+5% Crit Chance
+5 Engineering
+5% Speed
-2 HP Regeneration
-2% Life Steal
90
Tier 3 +33% chance to get 1 material when killing an enemy with a critical hit 55 3 Win a run with Crazy.png Crazy
Tier 1 +6% Crit Chance
-3% Damage
20
Tier 4 +15% Crit Chance
+50 Range
-3 Max HP
-1 Armor
90 Win a run with Ranger.png Ranger
Tier 3 +10% Attack Speed
+5% Crit Chance
+15 Range
-2 HP Regeneration
80
Tier 2 +10% Crit Chance
-1 Armor
50
Tier 2 +3 % Crit Chance
+20% chance to heal 1 HP when killing an enemy with a critical hit
32 5 Win a run with Lich

Positive - Mechanics

These items have mechanics that use or interact with Crit Chance in a positive way.

Name Rarity Effects Base Price Limit Unlocked By
Tier 4 Critical hits deal 10% of an enemy’s current health as bonus damage (1% for bosses and elites) 100 1 Win a run with Jack
Tier 3 +33% chance to get 1 material when killing an enemy with a critical hit 55 3 Win a run with Crazy.png Crazy
Tier 4 +2 Luck for every 1 % Crit Chance you have
-2 Armor
100 1
Tier 2 +3 % Crit Chance
+20% chance to heal 1 HP when killing an enemy with a critical hit
32 5 Win a run with Lich

Negative

These items decrease your Crit Chance.

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.png Entrepreneur
Tier 2 +5% Speed
+3 Engineering
-3% Crit Chance
40 Win a run with Explorer.png Explorer
Tier 1 +3 Melee Damage
-2% Crit Chance
25
Tier 4 +5 Ranged Damage
+10% Damage
+10 Range
-5% Attack Speed
-5% Crit Chance
100
Tier 2 +3 Max HP
+3% Damage
+1 Armor
+3% Speed
-4% Crit Chance
55
Tier 4 +12 Max HP
+5 HP Regeneration
+3% Life Steal
-8% Crit Chance
105 Win a run with Mutant.png Mutant
Tier 1 +2 Engineering
-1% Attack Speed
-1% Crit Chance
15


Characters

These Characters start with different Crit Chance, or have mechanics related to their Crit Chance:

Name Stats Unlocked By Unlocks
+100 Range
+1% Damage for every 10 Range you have
Crit Chance modifications are increased by 25%
Harvesting modifications are reduced by 100%
Max HP modifications are reduced by 33%
Reach +300 Range

Weapons

Certain weapons also interact with Crit Chance, by doing things when a critical hit occurs, or have an extraordinarily high crit damage multiplier:

Name Class Damage Attack Speed DPS Crit Damage/Chance Range Knockback Lifesteal Special Effects Base price Unlocked by
Precise, Medieval

8(50%Ranged Damage.png10%Range Stat.png)
10(50%Ranged Damage.png10%Range Stat.png)
12(50%Ranged Damage.png10%Range Stat.png)
15(50%Ranged Damage.png10%Range Stat.png)

1.13s
1.13s
1.13s
1.13s

7.1(44%Ranged Damage.png8%Range Stat.png)/s
8.8(44%Ranged Damage.png8%Range Stat.png)/s
10.6(44%Ranged Damage.png8%Range Stat.png)/s
13.3(44%Ranged Damage.png8%Range Stat.png)/s

x1.5 (30%)
x1.75 (35%)
x2 (40%)
x2.25 (45%)

350
350
350
350

8
8
8
8

0
0
0
0

Pierces up to 1/2/3/4 times on critical hit

18
36
66
140

Default
Precise

6(80%Melee Damage.png)
9(80%Melee Damage.png)
12(80%Melee Damage.png)
20(80%Melee Damage.png)

1.01s
0.93s
0.86s
0.78s

5.9(79%Melee Damage.png)/s
9.7(86%Melee Damage.png)/s
14.0(93%Melee Damage.png)/s
25.6(102%Melee Damage.png)/s

x2.5 (20%)
x3 (30%)
x3.5 (40%)
x4 (50%)

150
150
150
150

2
2
2
2

0
0
0
0

15
31
61
122

Default
Precise

6(25%Melee Damage.png)
8(34%Melee Damage.png)
10(42%Melee Damage.png)
15(50%Melee Damage.png)

0.87s
0.83s
0.8s
0.7s

6.9(28%Melee Damage.png)/s
9.6(40%Melee Damage.png)/s
12.5(52%Melee Damage.png)/s
21.4(71%Melee Damage.png)/s

x1.5 (35%)
x1.5 (38%)
x1.5 (41%)
x1.5 (45%)

350
350
350
350

0
0
0
0

0
0
0
0

Critical hits bounces 1/2/3/4 times

12
26
52
105

Default
Gun, Precise

-
-
50(100%Ranged Damage.png20%Range Stat.png)
80(100%Ranged Damage.png30%Range Stat.png)

-
-
2.4s
2.4s

-
-
20.8(41%Ranged Damage.png8%Range Stat.png)/s
33.3(41%Ranged Damage.png12%Range Stat.png)/s

-
-
x3 (20%)
x4 (20%)

-
-
800
1000

-
-
30
30

-
-
0
0

Hitting an enemy spawns 5/8 projectiles dealing 5 +(10%/15%Range Stat.png)

-
-
115
245

Win a run with Hunter.png Hunter
Precise

6(50%Melee Damage.png)
12(50%Melee Damage.png)
18(50%Melee Damage.png)
30(50%Melee Damage.png)

1.01s
0.93s
0.86s
0.73s

5.9(49%Melee Damage.png)/s
12.9(53%Melee Damage.png)/s
20.9(58%Melee Damage.png)/s
41.1(68%Melee Damage.png)/s

x2 (20%)
x2 (25%)
x2 (30%)
x2 (40%)

150
150
150
150

2
2
2
2

0
0
0
0

50%/56%/62%/80% to gain 1 material when killing an enemy with a critical hit with this weapon

12
26
52
105

Default

Weapon Classes

These Weapon Classes affect Crit Chance:

Class Bonuses Weapons
Precise (2)+3% Crit Chance
(3)+6% Crit Chance
(4)+9% Crit Chance
(5)+12% Crit Chance
(6)+15% Crit Chance
Claw
  Claw

Knife
  Knife







Drill
  Drill