From Brotato Wiki

(→‎Primary Stats: table styling)
(Simplified descriptions)
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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
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent; vertical-align: middle;">
  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); 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); width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
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<tr>
<tr>
<td style="text-align: center"> {{Iconbox|Max HP}} </td>
<td style="text-align: center"> {{Iconbox|Max HP}} </td>
<td>
<td>Amount of damage you can take before dying</td>
              <p>The maximum amount of hit points you can have; can increase during a wave if the character levels up, and from certain side effects.</p>
              <p>If the current hit points become zero, the character dies and the run ends.</p>
            </td>
<td> No limit </td>
<td> No limit </td>
<td>
<td>Acts like the stat is at 1</td>
              <p>''Max HP'' can not be less than 1.</p>
              <p>It is possible to have zero or negative ''Max HP'' from items, which is most likely to occur on the [[Demon]] character; during waves the effective ''Max HP'' will still be 1 in these cases.</p>
            </td>
</tr>
</tr>
<tr>
<tr>
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<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>Passive healing that restores 1&nbsp;HP per ''n''&nbsp;seconds, where the healing interval ''n'' becomes shorter with increasing ''HP Regeneration''.</p>
              <p>This can also be expressed as ''HP per second'' which is an approximation.</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>
               <p>The first point of ''HP Regeneration'' gives 0.2&nbsp;HP/s (1&nbsp;HP per 5s), every further point increases this by 0.09&nbsp;HP/s ([[HP_Regeneration#Formulas_&_Values|details]])</p>
            </td>
<td> No limit </td>
<td> No limit </td>
<td> Negative ''HP Regeneration'' values are possible; this is the same as having 0 ''HP Regeneration'' (no regeneration).</td>
<td>Acts like the stat is at 0</td>
</tr>
</tr>
<tr>
<tr>
<td style="text-align: center"> {{Iconbox|Life Steal}} </td>
<td style="text-align: center"> {{Iconbox|Life Steal}} </td>
<td>
<td>
               <p>All weapon and projectile hits get a chance to heal you for 1&nbsp;HP. The chance is 1% per point in ''Life Steal''. The healing amount is always 1&nbsp;HP per successful attempt, no matter how much damage was caused by the attack.</p>
               <p>Your attacks have a x% chance to heal you for 1HP.</p>
               <p>The effect can be triggered by spawned projectiles (from weapons and items), but is not triggered by Engineering structures.</p>
               <p>The character's ''Life Steal'' chance is added to each weapon individually.</p></td>
              <p>Some weapons have their own ''Life Steal'' modifier, which only affects hits with that weapon; the character's ''Life Steal'' chance is added to each weapon individually.</p>
<td>Can only trigger once per 0.1 second for a maximum of 10HP/second</td>
              <p>If life steal is triggered, this can not happen again for the next 0.1s. This means the theoretical maximum is 10&nbsp;HP of healing per second.</p>
<td> Decreases the life steal chance of all weapons to minimum of 0</td>
              <p>If multiple enemies get hit by the same attack or projectile, every hit can trigger life steal (still subject to the 0.1s lockout period).</p>
            </td>
<td> No limit, but can only happen at most once per 0.1s.</td>
<td> Negative values for ''Life Steal'' are possible, and will decrease the life steal chance of all weapons accordingly. If a weapon ends up with a negative percent chance, this is equal to a 0% chance (no life steal from that weapon). If no weapons with innate ''Life Steal'' are equipped, this simply means that negative ''Live Steal'' has no effect (equals to 0%).</td>
</tr>
</tr>
<tr>
<tr>
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             </td>
             </td>
<td> No limit</td>
<td> No limit</td>
<td> Negative ''Damage'' decreases damage instead. The minimum damage caused by a weapon or effect is always 1. </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 style="text-align: center"> {{Iconbox|Melee Damage}} </td>
<td style="text-align: center"> {{Iconbox|Melee Damage}} </td>
<td>
<td>
               <p>Modifies the base attack damage of weapons, if their damage scales with ''Melee Damage''. Scaling varies by weapon according to the scale factor which is shown in the weapon description.</p>
               <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>
               <p>Some items deal damage based on this stat.</p>
               </td>
               </td>
<td> No limit </td>
<td> No limit </td>
<td>Negative ''Melee Damage'' will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.</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 style="text-align: center"> {{Iconbox|Ranged Damage}} </td>
<td style="text-align: center"> {{Iconbox|Ranged Damage}} </td>
<td>
<td>  
               <p>Modifies the base attack damage of weapons, if their damage scales with ''Ranged Damage'' (these are always ranged weapons). Scaling varies by weapon according to the scale factor which is shown in the weapon description.</p>
               <p>Modifies the base attack damage of weapons, if their damage scales with ''Ranged Damage''.</p>
               <p>Some items deal damage based on this stat.</p>
               <p>Some items deal damage based on this stat.</p></td>
            </td>
<td>No limit</td>
<td>No limit</td>
             <td>Negative ''Ranged Damage'' will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.</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 style="text-align: center">   {{Iconbox|Elemental Damage}} </td>
<td style="text-align: center">   {{Iconbox|Elemental Damage}} </td>
<td> Makes you elemental attacks deal x damage.</td>
<td> Makes you elemental attacks deal x damage. </td>
<td> No limit</td>
<td> No limit </td>
<td> Your elemental attacks deal x less damage down to a minimum of 1</td>
<td> Your elemental attacks deal x less damage down to a minimum of 1</td>
</tr>
</tr>
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<td style="text-align: center"> {{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>
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</tr>
</tr>
<tr>
<tr>
<td style="text-align: center"> {{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. (Rounded up)</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>
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</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
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|{{MiniIconbox|name=Snake}}
|{{MiniIconbox|name=Snake}}
|-
|-
|Knockback
|Knockback  
|''None''
|''None''
|{{MiniIconbox|name=Boxing Glove}}
|{{MiniIconbox|name=Boxing Glove}}
|}
|}


=== Stand Still ===
===Stand Still===
{| class="wikitable"
{| class="wikitable"
!Stat
!Stat
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|}
|}


=== Enemies ===
===Enemies ===
{| class="wikitable"
{| class="wikitable"
!Stat
!Stat
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|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}
|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}
|-
|-
|% Enemy Speed (+)
|% Enemy Speed (+)  
|[[More Enemy Speed]]
|[[More Enemy Speed]]
|{{MiniIconbox|name=Alien Baby}}
|{{MiniIconbox|name=Alien Baby}}
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|}
|}


=== HP & Healing ===
===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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|}
|}


=== Shop & Economy ===
===Shop & Economy===
{| class="wikitable"
{| class="wikitable"
!Stat
!Stat

Revision as of 13:05, 9 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
Makes you elemental attacks deal x damage. No limit Your elemental attacks deal x less damage down to a minimum of 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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