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{{Iconbox|Harvesting|caption=no}}
{{Iconbox|Harvesting|caption=no}}


You earn x materials and XP at the end of a wave. Increased by 5% every time it activates at the end of the round. There is no limit to this. You lose x materials and XP at the end of a wave. Does not further scale downwards.
You earn +''x'' [[Materials]] and [[Experience]] at the end of a wave. After you gained the Materials and XP, your harvesting stat increases by 5% rounded up. (So if you have 5 harvest it becomes 6, and it takes 21 for getting +2 harvesting at the end of each wave).


== Items ==
If Harvesting is negative, you lose -''x'' Materials and XP at the end of a wave. You cannot lose a level from this XP loss. While your harvesting stat is negative, there is no 5% interest.


=== Positive ===
There are several ways to increase this 5% Increment. The item {{MiniIconbox|name=Crown}} increases the interest to a total of 13%. {{CharacterIcon|Farmer}} has +3% interest on harvesting (so 8%), and can reach 16% with crown. {{CharacterIcon|Entrepreneur}} has a 50% modifier on all harvesting stat modifications. This includes the harvesting stats gained from the 5% interest.
The following [[Characters]] have a higher chance to find these items in the Shop: [[File:Entrepreneur.png|link=Entrepreneur|x30px]] [[Entrepreneur]], [[File:Farmer.png|link=Farmer|x30px]] [[Farmer]]


<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
When evaluating whether or not a Harvesting item will pay for itself, don't forget to account for the extra XP you gain.
<tr>
<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>
<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>
<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>
<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>
<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>
<td> {{Iconbox|Blood Donation|rarity={{Item Data|Blood Donation|rarity}}}} </td>
<td> Tier {{Item Data|Blood Donation|rarity}} </td>
<td> {{Item Data|Blood Donation|stats}} </td>
<td> {{Item Data|Blood Donation|price}} </td>
<td> {{Item Data|Blood Donation|limit}} </td>
<td> {{Item Data|Blood Donation|unlockedby}} </td>
</tr>


<tr>
==== Endless Mode ====
<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>
In [[Endless Mode]] the 5% increment and any increases like the one from Crown or Farmer stops functioning. Instead, you lose 20% of your harvesting at the end of each wave. So even a Farmer with Crown will still lose 20% once they get to Wave 21 or higher.
<td> {{Iconbox|Crown|rarity={{Item Data|Crown|rarity}}}} </td>
<td> Tier {{Item Data|Crown|rarity}} </td>
<td> {{Item Data|Crown|stats}} </td>
<td> {{Item Data|Crown|price}} </td>
<td> {{Item Data|Crown|limit}} </td>
<td> {{Item Data|Crown|unlockedby}} </td>
</tr>


<tr>
== Items ==
<td> {{Iconbox|Fertilizer|rarity={{Item Data|Fertilizer|rarity}}}} </td>
<td> Tier {{Item Data|Fertilizer|rarity}} </td>
<td> {{Item Data|Fertilizer|stats}} </td>
<td> {{Item Data|Fertilizer|price}} </td>
<td> {{Item Data|Fertilizer|limit}} </td>
<td> {{Item Data|Fertilizer|unlockedby}} </td>
</tr>


<tr>
=== Positive ===
<td> {{Iconbox|Little Frog|rarity={{Item Data|Little Frog|rarity}}}} </td>
<td> Tier {{Item Data|Little Frog|rarity}} </td>
<td> {{Item Data|Little Frog|stats}} </td>
<td> {{Item Data|Little Frog|price}} </td>
<td> {{Item Data|Little Frog|limit}} </td>
<td> {{Item Data|Little Frog|unlockedby}} </td>
</tr>


<tr>
These items {{Color|green|increase}} your Harvesting.
<td> {{Iconbox|Peaceful Bee|rarity={{Item Data|Peaceful Bee|rarity}}}} </td>
<td> Tier {{Item Data|Peaceful Bee|rarity}} </td>
<td> {{Item Data|Peaceful Bee|stats}} </td>
<td> {{Item Data|Peaceful Bee|price}} </td>
<td> {{Item Data|Peaceful Bee|limit}} </td>
<td> {{Item Data|Peaceful Bee|unlockedby}} </td>
</tr>


<tr>
{{ItemTagText|Harvesting}}
<td> {{Iconbox|Tractor|rarity={{Item Data|Tractor|rarity}}}} </td>
<td> Tier {{Item Data|Tractor|rarity}} </td>
<td> {{Item Data|Tractor|stats}} </td>
<td> {{Item Data|Tractor|price}} </td>
<td> {{Item Data|Tractor|limit}} </td>
<td> {{Item Data|Tractor|unlockedby}} </td>
</tr>


<tr>
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<td> {{Iconbox|Wheat|rarity={{Item Data|Wheat|rarity}}}} </td>
{{TableHeaders|items}}
<td> Tier {{Item Data|Wheat|rarity}} </td>
{{TableRowItem|Blood Donation}}
<td> {{Item Data|Wheat|stats}} </td>
{{TableRowItem|Bowler Hat}}
<td> {{Item Data|Wheat|price}} </td>
{{TableRowItem|Crown}}
<td> {{Item Data|Wheat|limit}} </td>
{{TableRowItem|Fertilizer}}
<td> {{Item Data|Wheat|unlockedby}} </td>
{{TableRowItem|Little Frog}}
</tr>
{{TableRowItem|Peaceful Bee}}
 
{{TableRowItem|Tractor}}
<tr>
{{TableRowItem|Wheat}}
<td> {{Iconbox|Wheelbarrow|rarity={{Item Data|Wheelbarrow|rarity}}}} </td>
{{TableRowItem|Wheelbarrow}}
<td> Tier {{Item Data|Wheelbarrow|rarity}} </td>
{{TableRowItem|White Flag}}
<td> {{Item Data|Wheelbarrow|stats}} </td>
<td> {{Item Data|Wheelbarrow|price}} </td>
<td> {{Item Data|Wheelbarrow|limit}} </td>
<td> {{Item Data|Wheelbarrow|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|White Flag|rarity={{Item Data|White Flag|rarity}}}} </td>
<td> Tier {{Item Data|White Flag|rarity}} </td>
<td> {{Item Data|White Flag|stats}} </td>
<td> {{Item Data|White Flag|price}} </td>
<td> {{Item Data|White Flag|limit}} </td>
<td> {{Item Data|White Flag|unlockedby}} </td>
</tr>
</table>
</table>


=== Negative ===
=== Negative ===
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<tr>
<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>
<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>
<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>
<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>
<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>
<td>  {{Iconbox|Bat|rarity={{Item Data|Bat|rarity}}}} </td>
<td> Tier {{Item Data|Bat|rarity}} </td>
<td>  {{Item Data|Bat|stats}} </td>
<td>  {{Item Data|Bat|price}} </td>
<td>  {{Item Data|Bat|limit}} </td>
<td>  {{Item Data|Bat|unlockedby}} </td>
</tr>


<tr>
These items {{Color|red|decrease}} your Harvesting.
<td>  {{Iconbox|Blood Leech|rarity={{Item Data|Blood Leech|rarity}}}} </td>
<td> Tier {{Item Data|Blood Leech|rarity}} </td>
<td>  {{Item Data|Blood Leech|stats}} </td>
<td>  {{Item Data|Blood Leech|price}} </td>
<td>  {{Item Data|Blood Leech|limit}} </td>
<td>  {{Item Data|Blood Leech|unlockedby}} </td>
</tr>


<tr>
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<td>  {{Iconbox|Charcoal|rarity={{Item Data|Charcoal|rarity}}}} </td>
{{TableHeaders|items}}
<td> Tier {{Item Data|Charcoal|rarity}} </td>
{{TableRowItem|Bat}}
<td>  {{Item Data|Charcoal|stats}} </td>
{{TableRowItem|Blood Leech}}
<td>  {{Item Data|Charcoal|price}} </td>
{{TableRowItem|Charcoal}}
<td>  {{Item Data|Charcoal|limit}} </td>
{{TableRowItem|Mouse}}
<td>  {{Item Data|Charcoal|unlockedby}} </td>
{{TableRowItem|Rip and Tear}}
</tr>
{{TableRowItem|Spider}}
</table>


<tr>
=== Mechanics ===
<td>  {{Iconbox|Mouse|rarity={{Item Data|Mouse|rarity}}}} </td>
These use your Harvesting stat for other effects.
<td> Tier {{Item Data|Mouse|rarity}} </td>
<td>  {{Item Data|Mouse|stats}} </td>
<td>  {{Item Data|Mouse|price}} </td>
<td>  {{Item Data|Mouse|limit}} </td>
<td>  {{Item Data|Mouse|unlockedby}} </td>
</tr>


<tr>
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<td>  {{Iconbox|Rip and Tear|rarity={{Item Data|Rip and Tear|rarity}}}} </td>
{{TableHeaders|items}}
<td> Tier {{Item Data|Rip and Tear|rarity}} </td>
{{TableRowItem|Crown}}
<td>  {{Item Data|Rip and Tear|stats}} </td>
</table>
<td>  {{Item Data|Rip and Tear|price}} </td>
<td>  {{Item Data|Rip and Tear|limit}} </td>
<td>  {{Item Data|Rip and Tear|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Spider|rarity={{Item Data|Spider|rarity}}}} </td>
<td> Tier {{Item Data|Spider|rarity}} </td>
<td>  {{Item Data|Spider|stats}} </td>
<td>  {{Item Data|Spider|price}} </td>
<td>  {{Item Data|Spider|limit}} </td>
<td>  {{Item Data|Spider|unlockedby}} </td>
</tr></table>


=== Mechanics ===
These use your Harvesting stat for other effects.<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<tr>
<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>
<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>
<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>
<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>
<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>
<td>  {{Iconbox|Crown|rarity={{Item Data|Crown|rarity}}}} </td>
<td> Tier {{Item Data|Crown|rarity}} </td>
<td>  {{Item Data|Crown|stats}} </td>
<td>  {{Item Data|Crown|price}} </td>
<td>  {{Item Data|Crown|limit}} </td>
<td>  {{Item Data|Crown|unlockedby}} </td>
</tr></table>
==Characters==
==Characters==


These [[Characters]] start with different Harvesting, or have mechanics related to their Harvesting:
These [[Characters]] start with different Harvesting, or have mechanics related to their Harvesting:
===Positive Characters===


<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
{{TableHeaders|characters}}
{{TableHeaders|characters}}
{{TableRowCharacter|Arms Dealer}}
{{TableRowCharacter|Well Rounded}}
{{TableRowCharacter|Well Rounded}}
{{TableRowCharacter|Old}}
{{TableRowCharacter|Old}}
{{TableRowCharacter|Loud}}
{{TableRowCharacter|Saver}}
{{TableRowCharacter|Saver}}
{{TableRowCharacter|Farmer}}
{{TableRowCharacter|Farmer}}
{{TableRowCharacter|Entrepreneur}}
{{TableRowCharacter|Entrepreneur}}
{{TableRowCharacter|Doctor}}
{{TableRowCharacter|Doctor}}
{{TableRowCharacter|Fisherman}}
</table>
===Negative Characters===
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
{{TableHeaders|characters}}
{{TableRowCharacter|Loud}}
{{TableRowCharacter|Hunter}}
{{TableRowCharacter|Hunter}}
{{TableRowCharacter|Knight}}
{{TableRowCharacter|Knight}}
</table>
</table>


==Weapons==
==Weapons==
Line 214: Line 96:
</table>
</table>


==Weapon Sets==
==Weapon Classes==


These [[Weapons#Weapon Sets|Weapon Sets]] affect Harvesting:
These [[Weapons#Weapon Classes|Weapon Classes]] affect Harvesting:


<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;">
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;">
{{TableHeaders|sets}}
{{TableHeaders|sets}}
{{TableRowSet|Support}}
{{TableRowWeaponClass|Support}}
</table>
</table>
== Formulas & Values ==
These tables show how harvesting grows with each wave for default, farmer, and entrepreneur. All of them are shown with and without crown. Default and Entrepreneur are shown starting with a tier 1 +5 harvesting upgrade. Farmer is shown with its starting +20 harvesting.
You can download the source Google Sheet and play around with the numbers.
The Wave column refers to when you get the harvesting. So wave 1 means you pick up the harvest upgrade at the end of wave 1. Current Harvesting shows the harvesting stat as it increases with each wave. Gained Total shows how many Materials and XP have been accumulated over the waves.
'''Harvesting for Default '''
[[File:Harvesting_Default.png|400px]]
'''Harvesting for Farmer '''
[[File:Harvesting_Farmer_Updated.png|400px]]
'''Harvesting for Entrepreneur '''
[[File:Harvesting_Entrepreneur.png|400px]]
''Source: [https://docs.google.com/spreadsheets/d/17AzCIV_PpQov5oyM6ry61bNOH6cXfZyDpwMGjwh8-ro/edit?usp=sharing this spreadsheet] by [[User:ArosRising|ArosRising]].''
{{NavBoxStats|topmargin=1}}

Latest revision as of 08:23, 28 June 2023

Harvesting

Harvesting

You earn +x Materials and Experience at the end of a wave. After you gained the Materials and XP, your harvesting stat increases by 5% rounded up. (So if you have 5 harvest it becomes 6, and it takes 21 for getting +2 harvesting at the end of each wave).

If Harvesting is negative, you lose -x Materials and XP at the end of a wave. You cannot lose a level from this XP loss. While your harvesting stat is negative, there is no 5% interest.

There are several ways to increase this 5% Increment. The item Crown.png Crown increases the interest to a total of 13%. Farmer.png Farmer has +3% interest on harvesting (so 8%), and can reach 16% with crown. Entrepreneur.png Entrepreneur has a 50% modifier on all harvesting stat modifications. This includes the harvesting stats gained from the 5% interest.

When evaluating whether or not a Harvesting item will pay for itself, don't forget to account for the extra XP you gain.

Endless Mode

In Endless Mode the 5% increment and any increases like the one from Crown or Farmer stops functioning. Instead, you lose 20% of your harvesting at the end of each wave. So even a Farmer with Crown will still lose 20% once they get to Wave 21 or higher.

Items

Positive

These items increase your Harvesting.

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

Name Rarity Effects Base Price Limit Unlocked By
Tier 3 +40 Harvesting
You take 1 damage per second (does not give invulnerability time)
50
Tier 3 +15 Luck
+18 Harvesting
-5% Attack Speed
-3% Crit Chance
75 Win a run with Entrepreneur.png Entrepreneur
Tier 3 Harvesting increases by an additional +8% at the end of a wave (stacking) 70 1
Tier 1 +8 Harvesting
-1 Melee Damage
15
Tier 2 +20% pickup range
+10 Harvesting
-5% Dodge
50
Tier 1 +4% Dodge
+4 Harvesting
-1 Melee Damage
-1 Ranged Damage
18
Tier 3 +40 Harvesting
-8% Damage
70
Tier 3 +4 Melee Damage
+2 Ranged Damage
+10 Harvesting
-2 Elemental Damage
85 Win a run with Farmer.png Farmer
Tier 2 -1 Armor
+16 Harvesting
40
Tier 2 +5 Harvesting
-5% Enemies
40 1

Negative

These items decrease your Harvesting.

Name Rarity Effects Base Price Limit Unlocked By
Tier 1 +2% Life Steal
-2 Harvesting
20
Tier 2 +2% Life Steal
+2 HP Regeneration
-4 Harvesting
45
Tier 1 +1 Elemental Damage
+2 Melee Damage
-2 Harvesting
20
Tier 3 +5% Life Steal
+10% Enemies
-5 Harvesting
55 5
Tier 3 Enemies have a +20% chance to explode for 10 + (50%Melee Damage.png) damage when they die
-12 Harvesting
65 5 Win a run with Loud.png Loud
Tier 4 +12% Damage
+6% Attack Speed for every different weapon you have
-3% Dodge
-5 Harvesting
120 Win a run with Gladiator.png Gladiator

Mechanics

These use your Harvesting stat for other effects.

Name Rarity Effects Base Price Limit Unlocked By
Tier 3 Harvesting increases by an additional +8% at the end of a wave (stacking) 70 1

Characters

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

Positive Characters

Name Stats Unlocked By Unlocks
-95% Weapons Price
+30 Harvesting
Damage modifications are increased by +33%
You start with 1 Dangerous Bunny
Shops always sell at least 1 weapon
All of your weapons are destroyed when entering a shop
Recycle 12 weapons during a run
+5 Max Hp
+5% Speed
+8 Harvesting
Unlocked by default
-25% Enemy speed
+10 Harvesting
-33%Map Size
-10% Enemies
-10% Speed
Kill 300 enemies
+15 Harvesting
+1% Damage for every 25 Materials you have
You start with 1 Piggy Bank
+50% Item & Weapon Price
Collect 20000 materials
+20 Harvesting
Harvesting increases by an additional 3% at the end of a wave
+1 Harvesting when eating a consumable while at full health
-50% materials dropped
Reach +200 Harvesting
-25% Items Price
Harvesting modifications are increased by 50%
Gain 25% more materials from recycling items
-100% of your materials at the start of waves
Damage modifications are reduced by 50%
Hold 3000 Materials
+200% Attack Speed with Medical weapons
+5 HP Regeneration
HP Regeneration is doubled
+5 Harvesting
-100% Attack Speed
Armor modifications are reduced by 50%
Heal 200 HP in one wave
+5 Max HP
+20 Harvesting
Shops always sell a Bait
-100% Bait price
+2 Harvesting for every 1 Bait you have
Baits make some special enemies spawn throughout all future waves
-50% materials dropped from enemies
Get 2 Bait during a run

Negative Characters

Name Stats Unlocked By Unlocks
+30% Damage
+50% Enemies
-3 Harvesting at the end of a wave
Kill 5000 enemies
+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
+2 Melee Damage for every 1 Armor you have
+5 Armor
You can't equip ranged weapons
You can only equip tier 2 weapons or above
% Attack Speed modifications are reduced by 50%
Harvesting modifications are reduced by 80%
Win a run in Danger 4


Weapons

These Weapons affect Harvesting:

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

1(50%Melee Damage.png)
1(50%Melee Damage.png)
1(50%Melee Damage.png)
1(50%Melee Damage.png)

1.01s
0.93s
0.86s
0.71s

1.0(49%Melee Damage.png)/s
1.1(53%Melee Damage.png)/s
1.2(58%Melee Damage.png)/s
1.4(70%Melee Damage.png)/s

x1.5 (1%)
x1.5 (1%)
x1.5 (1%)
x1.5 (1%)

150
150
150
150

30
30
30
30

0
0
0
0

+3/+6/+9/+18 Harvesting

10
22
45
91

Default

Weapon Classes

These Weapon Classes affect Harvesting:

Class Bonuses Weapons
Support (2)+5 Harvesting
(3)+10 Harvesting
(4)+15 Harvesting
(5)+20 Harvesting
(6)+25 Harvesting
Hand
  Hand

Pruner
  Pruner

Taser
  Taser

Formulas & Values

These tables show how harvesting grows with each wave for default, farmer, and entrepreneur. All of them are shown with and without crown. Default and Entrepreneur are shown starting with a tier 1 +5 harvesting upgrade. Farmer is shown with its starting +20 harvesting.

You can download the source Google Sheet and play around with the numbers.

The Wave column refers to when you get the harvesting. So wave 1 means you pick up the harvest upgrade at the end of wave 1. Current Harvesting shows the harvesting stat as it increases with each wave. Gained Total shows how many Materials and XP have been accumulated over the waves.


Harvesting for Default

Harvesting Default.png


Harvesting for Farmer

Harvesting Farmer Updated.png


Harvesting for Entrepreneur

Harvesting Entrepreneur.png


Source: this spreadsheet by ArosRising.