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Revision as of 11:21, 11 March 2023

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). Otherwise, you will have +1 roll for free when all 4 items in the shop has been bought.

Number of rolling/Waves 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 N/A 2 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28
2 3 4 5 8 9 12 13 16 17 20 21 24 25 28 29 32 33 36 37
3 4 5 6 10 11 15 16 20 21 25 26 30 31 35 36 40 41 45 46
N+1 N+2 3(1+33%*N) 4(1+33%*N) ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... 28(1+33%N)

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 can't currently afford an item, or if you want to wait with buying an item. It is free to lock and unlock items and you can do it as much as you want.

When you lock an item, it does change or go away when you reroll the shop and it stays there until the next shop if you go to the next wave. Locked items' price doesn't change or inflate if you keep it between shops.

Combining

If you have two identical weapons eqiupped, you can click one of the weapons and choose combine. This combines the weapon with another weapon of same type and tier into one weapon of one higher tier.


Also, if you have filled your weapon slots and buy a weapon that is identical to one you have in your weapon slots, the two will automatically combine to the same weapon of one higher tier.


For example, two Tier 1 Knife.png Knife can be combined into one Tier 2 Knife

Weapons cannot be combined above Tier 4

Recycling

You can recycle your Weapons and Items found in Crates to get a percentage of their value back, at the cost of losing the item or weapon.

The default is to get 25% back when recycling. Recycling Machine.png Recycling Machine can increase this value by 35% for a total of 60% back.


This stacks with the +25% from Entrepreneur.png Entrepreneur for a total of 85%. Rewards for recycling are based upon the current price of the item, so it increases with inflation, but decreases if you have coupons, since it scales with your shop price secondary stat.

In Endless Mode, Shop Prices increases sharply by the Endless Factor, but the increase isn't applied to the recycling value.

Elite and Swarm Radar

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

Inflation and shop prices.

Each item or weapon has a base price. When you see the item/weapon in the shop it will have inflation applied to its price. Even the first shop has already have inflation applied.

The equation is: Inflated price = Base price + (10% of Base price + 1) • Shop number.

So if an item has a base price of 90 and you see it in the first shop, it will cost 90 + (9 + 1) • 1 = 100 gold. And its price will increase by 10 gold for each wave/shop that passes.

Since the Equation includes a flat +1 in addition to the 10%, cheaper items will be hit harder by inflation, and will be slightly less cost effective late game.

Locked items are not affected by inflation if you keep them locked between shops.

Rarity of Shop Items and Luck

Here is a table over the progression of the rarity of items and weapons in the shop. Notice that the first shop you encounter is Shop(Wave 2).


Available From Shop(Wave) tells you the first shop number where you can encounter the rarity.

Available From Shop(Wave)Min Shop(Wave) Base Chance +Chance per Wave Max Chance
Tier 1 2 2 100% 0% 100%
Tier 2 3 2 0% 6% 60%
Tier 3 5 4 0% 2% 25%
Tier 4 9 8 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

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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 11 with 0 Luck, the chance for Tier 3 is 2*7 = 14% -- extrapolated: ( 2% * ( 10 - 3 ) + 0% ) * ( 100% + 0% )
  • In wave 11 with 50 Luck, it increases by 50%, 2*10.5 = 21% -- extrapolated: ( 2% * ( 10 - 3 ) + 0% ) * ( 100% + 50% )
  • In wave 11 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.

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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.

2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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:

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

Whenever an item appears in the shop, it has a 5% chance to be selected from an item pool of your tagged items, instead of the regular item pool. This guarantees that the item has one of your character's tags.

  • Considering the 65% for a item, the actual chance is: 3.25% per slot in the shop to give you an item through the Tag System.

Note that tagged items are found both in their tagged item pool, but also in the general item pool. So if the 5% chance doesn't happen, you can still find those same items in the general item pool with all the items in the game.

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).


When the weapon appears, it is randomly chosen from one of the following three pools:

  • Same Weapon Pool: 20% - Weapons of the same type as you already have equipped.
  • Same Class Pool: 15% - Weapons that share one or more Weapons Classes with weapons you already have. (This can give you the same type weapons as you already have)
  • All Weapons Pool: 65% - All Weapons in the game that are possible.


This means that weapon classes with fewer weapons give you a higher chance to find the weapon you're using.


The shops for waves 2-6 also have a bonus chance for the same weapon class. The bonus is higher for earlier waves.

Shop(Wave) 2 3 4 5 6 ... 7 - 20
% Bonus 12.5 10 7.5 5 2.5 ... -
% Bonus + Base (15%) 27.5 25 22.5 20 17.5 ... 15

This bonus allows for a build selection in early game, since the first 2 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. Shop cost reductions stack additively and the total can be seen in the secondary stats tab. The maximum cost reduction you can have is currently 50% by playing Entrepreneur.png Entrepreneur and having the maximum amount of 5 coupons.

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 -25% Items Price buff.
  • Saver.png Saver and Mutant.png Mutant have +50% Items Price debuff.
  • Glutton.png Glutton has +25% Items Price debuff.
  • Ranger.png Ranger Can only purchase Range weapons in the shop.
  • Gladiator.png Gladiator Can only purchase melee weapons in the shop.
  • Knight.png Knight Can only purchase melee weapons in the shop, and all weapons offered are Tier 2 or higher.


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