From Brotato Wiki

(Secondary Stats: remove "hidden" so it will still be correct when the next major update drops)
m (Elemental Damage Text)
 
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Click a stat to see the [[Items]] it affects or uses.
Click a stat to see the [[Items]] it affects or uses.


<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="color: #eee; background: transparent; vertical-align: middle;">
<tr>
<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); width:10%" 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:25%" 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); width:40%" 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:15%" 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); width:10%" 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:25%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Negative stat effect</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); width:40%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Negative stat effect</th>
<tr>
<tr>
<td> {{Iconbox|Max HP}} </td>
<td style="text-align: center"> {{Iconbox|Max HP}} </td>
<td> Amount of damage you can take before dying</td>
<td>Amount of damage you can take before dying</td>
<td> No limit </td>
<td> No limit </td>
<td> Can't go negative</td>
<td>Acts like the stat is at 1</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|HP Regeneration}} </td>
<td style="text-align: center"> {{Iconbox|HP Regeneration}} </td>
<td> You regenerate 0.0x HP every second. Unless you have [[torture]] where you regenerate 3 HP every second.</td>
<td>
              <p>Passive healing that restores 1&nbsp;HP per ''n''&nbsp;seconds, where the healing interval ''n'' becomes shorter with increasing ''HP Regeneration''.</p>
              <p>The first point of HP regeneration gives 0.20 HP/s and all further points increase it by 0.089 HP/s([[HP_Regeneration#Formulas_&_Values|details]])</p> </td>
<td> No limit </td>
<td> No limit </td>
<td> Acts like the stat is at 0</td>
<td>Acts like the stat is at 0</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Life Steal}} </td>
<td style="text-align: center"> {{Iconbox|Life Steal}} </td>
<td> Your attacks have a x% chance to heal you for 1HP.</td>
<td>
<td> 10HP/second</td>
              <p>Your attacks have a x% chance to heal you for 1HP.</p>
<td> Act like the stat is 0</td>
              <p>The character's ''Life Steal'' chance is added to each weapon individually.</p></td>
<td>Can only trigger once per 0.1 second for a maximum of 10HP/second</td>
<td> Decreases the life steal chance of all weapons to minimum of 0</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Damage}} </td>
<td style="text-align: center"> {{Iconbox|Damage}} </td>
<td> Your attacks deal x% more damage but doesn't affect engineering turrets or mines </td>
<td>
              <p>Increases all damage dealt by 1% per point in ''Damage''.</p>
              <p>Does not affect Engineering structures.</p>
            </td>
<td> No limit</td>
<td> No limit</td>
<td> Negatively affects your damage </td>
<td> Decreases damage by 1% per negative point instead. The minimum damage caused by a weapon or effect is always 1 </td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Melee Damage}} </td>
<td style="text-align: center"> {{Iconbox|Melee Damage}} </td>
<td> Your melee attacks deal x additional damage.</td>
<td>
              <p>Modifies the base attack damage of weapons, if their damage scales with ''Melee Damage''.</p>
              <p>Some items deal damage based on this stat.</p>
              </td>
<td> No limit </td>
<td> No limit </td>
<td> Makes your melee attacks deal x less damage down to a minimum of 1 damage </td>
<td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Ranged Damage}} </td>
<td style="text-align: center"> {{Iconbox|Ranged Damage}} </td>
<td> Your ranged attacks deal x additional damage.</td>
<td>  
<td> No limit</td>
              <p>Modifies the base attack damage of weapons, if their damage scales with ''Ranged Damage''.</p>
<td> Your ranged attacks deal x less damage down to a minimum of 1 damage. </td>
              <p>Some items deal damage based on this stat.</p></td>
<td>No limit</td>
            <td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1</td>
</tr>
</tr>
<tr>
<tr>
<td>   {{Iconbox|Elemental Damage}} </td>
<td style="text-align: center">   {{Iconbox|Elemental Damage}} </td>
<td> Makes you elemental attacks deal x damage.</td>
<td>  
<td> No limit</td>
              <p>Modifies the base attack damage of weapons, if their damage scales with ''Elemental Damage''.</p>
<td> Your elemental attacks deal x less damage down to a minimum of 1</td>
              <p>Some items deal damage based on this stat.</p></td>
<td>No limit</td>
            <td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1</td>
</tr>
</tr>
<tr>
<tr>
<td>   {{Iconbox|Attack Speed}} </td>
<td style="text-align: center">   {{Iconbox|Attack Speed}} </td>
<td> You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines </td>
<td> You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines </td>
<td> No limit</td>
<td> No limit</td>
<td> You attack x% slower.</td>
<td> You attack slower. Negative attack speed is calculated differently and doesn't impact you as much as positive attack speed.</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Crit Chance}} </td>
<td style="text-align: center"> {{Iconbox|Crit Chance}} </td>
<td> Your weapons have an x increased chance to deal a critical hit.</td>
<td> Your weapons have an x increased chance to deal a critical hit.</td>
<td> No limit </td>
<td> Maximum 100% chance to do critical hits on a hit. </td>
<td> Your weapons have an x decreased chance to do a critical hit damage this can stop your weapons from inflicting a critical hit </td>
<td> The amount is subtracted from the base crit chance of your weapon. Minimum is 0% chance in total to crit. </td>
</tr>
</tr>
<tr>
<tr>
<td>  {{Iconbox|Engineering|image=Engineering Stat}} </td>
<td style="text-align: center">  {{Iconbox|Engineering|image=Engineering Stat}} </td>
<td> Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) </td>
<td> Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) </td>
<td> No limit </td>
<td> No limit </td>
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</tr>
</tr>
<tr>
<tr>
<td>  {{Iconbox|Range|image=Range Stat}} </td>
<td style="text-align: center">  {{Iconbox|Range|image=Range Stat}} </td>
<td> The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance)</td>
<td> The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance)</td>
<td> No limit but half as effective on melee weapons</td>
<td> No limit</td>
<td> Your weapons have x less range.</td>
<td> Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range.</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Armor}} </td>
<td style="text-align: center"> {{Iconbox|Armor}} </td>
<td> You take 4% less damage per armor (not linear)</td>
<td> You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you.</td>
<td> No limit but gets less effective with each level</td>
<td> No limit</td>
<td> You take more damage</td>
<td> The damage you take is increased by x% instead of decreased.</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Dodge|image=Dodge Stat}} </td>
<td style="text-align: center"> {{Iconbox|Dodge|image=Dodge Stat}} </td>
<td> You have a x% chance to dodge attacks. </td>
<td> You have a x% chance to dodge attacks. </td>
<td> 60% (90% with [[Ghost]])</td>
<td> 60% (90% with [[Ghost]]) </td>
<td> Acts like this stat is 0</td>
<td> Acts like this stat is 0</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Speed|image=Speed Stat}} </td>
<td style="text-align: center"> {{Iconbox|Speed|image=Speed Stat}} </td>
<td> You move x% faster. </td>
<td> You move x% faster. </td>
<td> No limit</td>
<td> No limit</td>
<td> You move x% slower</td>
<td> You move x% slower, coming to a standstill at -100% or more.</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Luck}} </td>
<td style="text-align: center"> {{Iconbox|Luck}} </td>
<td> You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. </td>
<td> You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. </td>
<td> No limit</td>
<td> No limit</td>
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</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Harvesting}} </td>
<td style="text-align: center">   {{Iconbox|Harvesting}} </td>
<td> You earn x materials and XP at the end of a wave. Increased by 5% every time it activates.</td>
<td> You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up)</td>
<td> No limit </td>
<td> No limit </td>
<td> You lose x materials and XP at the end of a wave. Does not further scale downwards.</td>
<td> You lose x materials and XP at the end of a wave. The 5% Increment doesn't happen.</td>
</tr>
</tr>
</table>
</table>


==‎Secondary Stats ==
==‎Secondary Stats==
A range of other stats are counted in Brotato, from item costs to enemy speed.
A range of other stats are counted in Brotato, from item costs to enemy speed.


=== Combat ===
=== Combat===
{| class="wikitable"
{| class="wikitable"
!Stat
!Stat
!Item Tags
!Item Tags
!Notable Items
! Notable Items
|-
|-
|% XP Gain
|% XP Gain
|[[XP Gain]]
|[[XP Gain]]
|{{MiniIconbox|name=Scar}}, {{MiniIconbox|name=Black Belt}}, {{MiniIconbox|name=Bean Teacher}}, {{MiniIconbox|name=Diploma}}
|{{MiniIconbox|name=Scar}}, {{MiniIconbox|name=Black Belt}}, {{MiniIconbox|name=Bean Teacher}}, {{MiniIconbox|name=Diploma}}, {{MiniIconbox|name=Peacock}}
|-
|-
|% Explosion Damage
|% Explosion Damage
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|% Explosion Size
|% Explosion Size
|[[Explosive (Item Tag)]]
|[[Explosive (Item Tag)]]
|{{MiniIconbox|name=Plastic Explosive}}
|{{MiniIconbox|name=Plastic Explosive}}, {{MiniIconbox|name=Explosive Shells}}
|-
|-
|[[Bounce|Bounces]]
|[[Bounce|Bounces]]
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|[[Piercing]]
|[[Piercing]]
|[[Ranged Damage]]
|[[Ranged Damage]]
|{{MiniIconbox|name=Bandana}}
|{{MiniIconbox|name=Bandana}}, {{MiniIconbox|name=Sharp Bullet}}
|-
|-
|% Piercing Damage
|% Piercing Damage
|[[Ranged Damage]]
|[[Ranged Damage]]
|{{MiniIconbox|name=Pumpkin}}
|{{MiniIconbox|name=Pumpkin}}, {{MiniIconbox|name=Sharp Bullet}}
|-
|-
|% Burning Speed
|% Burning Speed
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|{{MiniIconbox|name=Snake}}
|{{MiniIconbox|name=Snake}}
|-
|-
|Knockback
|Knockback  
|''None''
|''None''
|{{MiniIconbox|name=Boxing Glove}}
|{{MiniIconbox|name=Boxing Glove}}
|-
|}
|% Enemies (+)
 
|[[More Enemies]]
===Stand Still===
|{{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}
{| class="wikitable"
|-
!Stat
|% Enemies (-)
!Item Tags
|[[Less Enemies]]
!Notable Items
|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}
|-
|% Enemy Speed
|[[Less Enemy Speed]]
|{{MiniIconbox|name=Ugly Tooth}}, {{MiniIconbox|name=Snail}}, {{MiniIconbox|name=Wandering Bot}}
|-
|-
|Stand Still - Armor
|Stand Still - Armor
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|}
|}


=== HP & Healing ===
===Enemies ===
{| class="wikitable"
!Stat
!Item Tags
!Notable Items
|-
|% Enemies (+)
|[[More Enemies]]
|{{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}, {{MiniIconbox|name=Bait}}, {{MiniIconbox|name=Lure}}
|-
|% Enemies (-)
|[[Less Enemies]]
|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}
|-
|% Enemy Speed (+)
|[[More Enemy Speed]]
|{{MiniIconbox|name=Alien Baby}}
|-
|% Enemy Speed (-)-
|[[Less Enemy Speed]]
|{{MiniIconbox|name=Ugly Tooth}}, {{MiniIconbox|name=Snail}}, {{MiniIconbox|name=Wandering Bot}}
|}
 
===HP & Healing ===
{| class="wikitable"
{| class="wikitable"
!Stat
!Stat
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|}
|}


=== Pickups & Materials ===
===Pickups & Materials===
{| class="wikitable"
{| class="wikitable"
!Stat
!Stat
!Item Tags
! Item Tags
!Notable Items
!Notable Items
|-
|-
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|{{MiniIconbox|name=Tree}}
|{{MiniIconbox|name=Tree}}
|-
|-
|Materials in Crates
| Materials in Crates
|[[Exploration]], [[Economy]]
|[[Exploration]], [[Economy]]
|{{MiniIconbox|name=Bag}}
|{{MiniIconbox|name=Bag}}
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|% Chance to damage on material pickup
|% Chance to damage on material pickup
|[[Pickup]], [[Luck]]
|[[Pickup]], [[Luck]]
|{{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}}
|{{MiniIconbox|name=Baby Elephant}}
|}
|}


=== Shop & Economy ===
===Shop & Economy===
{| class="wikitable"
{| class="wikitable"
!Stat
!Stat
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|{{MiniIconbox|name=Piggy Bank}}
|{{MiniIconbox|name=Piggy Bank}}
|}
|}
<comments />
<comments />

Latest revision as of 21:33, 10 December 2023

Primary Stats

These stats are shown as your current Character stats. They are also used as hidden Item tags, making certain items more likely to appear in the Shop for specific characters.

Click a stat to see the Items it affects or uses.

Name Effects Limit Negative stat effect
Amount of damage you can take before dying No limit Acts like the stat is at 1

Passive healing that restores 1 HP per n seconds, where the healing interval n becomes shorter with increasing HP Regeneration.

The first point of HP regeneration gives 0.20 HP/s and all further points increase it by 0.089 HP/s(details)

No limit Acts like the stat is at 0

Your attacks have a x% chance to heal you for 1HP.

The character's Life Steal chance is added to each weapon individually.

Can only trigger once per 0.1 second for a maximum of 10HP/second Decreases the life steal chance of all weapons to minimum of 0

Increases all damage dealt by 1% per point in Damage.

Does not affect Engineering structures.

No limit Decreases damage by 1% per negative point instead. The minimum damage caused by a weapon or effect is always 1

Modifies the base attack damage of weapons, if their damage scales with Melee Damage.

Some items deal damage based on this stat.

No limit Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1

Modifies the base attack damage of weapons, if their damage scales with Ranged Damage.

Some items deal damage based on this stat.

No limit Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1

Modifies the base attack damage of weapons, if their damage scales with Elemental Damage.

Some items deal damage based on this stat.

No limit Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1
You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines No limit You attack slower. Negative attack speed is calculated differently and doesn't impact you as much as positive attack speed.
Your weapons have an x increased chance to deal a critical hit. Maximum 100% chance to do critical hits on a hit. The amount is subtracted from the base crit chance of your weapon. Minimum is 0% chance in total to crit.
Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) No limit Your structures have x decreased power down to a minimum of 1 damage or healing
The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance) No limit Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range.
You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you. No limit The damage you take is increased by x% instead of decreased.
You have a x% chance to dodge attacks. 60% (90% with Ghost) Acts like this stat is 0
You move x% faster. No limit You move x% slower, coming to a standstill at -100% or more.
You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. No limit You have an x% less chance of finding items or consumables when you kill enemies. Also decreases the rarity of the items in the shop and level upgrades.
You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up) No limit You lose x materials and XP at the end of a wave. The 5% Increment doesn't happen.

‎Secondary Stats

A range of other stats are counted in Brotato, from item costs to enemy speed.

Combat

Stat Item Tags Notable Items
% XP Gain XP Gain Scar.png Scar, Black Belt.png Black Belt, Bean Teacher.png Bean Teacher, Diploma.png Diploma, Peacock.png Peacock
% Explosion Damage Explosive (Item Tag) Dynamite.png Dynamite, Explosive Shells.png Explosive Shells
% Explosion Size Explosive (Item Tag) Plastic Explosive.png Plastic Explosive, Explosive Shells.png Explosive Shells
Bounces Ranged Damage Ricochet.png Ricochet
Piercing Ranged Damage Bandana.png Bandana, Sharp Bullet.png Sharp Bullet
% Piercing Damage Ranged Damage Pumpkin.png Pumpkin, Sharp Bullet.png Sharp Bullet
% Burning Speed Elemental Damage Eyes Surgery.png Eyes Surgery
Burning Spread Elemental Damage Snake.png Snake
Knockback None Boxing Glove.png Boxing Glove

Stand Still

Stat Item Tags Notable Items
Stand Still - Armor Stand Still Barricade.png Barricade
Stand Still - % Dodge Stand Still Chameleon.png Chameleon
Stand Still - % Damage Stand Still Statue.png Statue

Enemies

Stat Item Tags Notable Items
% Enemies (+) More Enemies Gentle Alien.png Gentle Alien, Mouse.png Mouse, Bait.png Bait, Lure.png Lure
% Enemies (-) Less Enemies White Flag.png White Flag, Candle.png Candle
% Enemy Speed (+) More Enemy Speed Alien Baby.png Alien Baby
% Enemy Speed (-)- Less Enemy Speed Ugly Tooth.png Ugly Tooth, Snail.png Snail, Wandering Bot.png Wandering Bot

HP & Healing

Stat Item Tags Notable Items
Consumable Heal Luck Lemonade.png Lemonade, Weird Food.png Weird Food
% Materials Healing Saving Cute Monkey.png Cute Monkey
HP per materials Saving Padding.png Padding

Pickups & Materials

Stat Item Tags Notable Items
% Pickup Range Pickup Alien Tongue.png Alien Tongue, Little Frog.png Little Frog
Trees Exploration Tree.png Tree
Materials in Crates Exploration, Economy Bag.png Bag
% Chance for double materials Pickup Metal Detector.png Metal Detector
% Chance for instant material pickup Pickup Baby Gecko.png Baby Gecko, Sifd's Relic.png Sifd's Relic
% Chance to damage on material pickup Pickup, Luck Baby Elephant.png Baby Elephant

Shop & Economy

Stat Item Tags Notable Items
% Items Price Economy Coupon.png Coupon
Free Rerolls Economy Dangerous Bunny.png Dangerous Bunny
Item Recycling Rewards Economy Recycling Machine.png Recycling Machine
Materials interest gain Saving Piggy Bank.png Piggy Bank
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