Brotato 1.1.15.4 · 19 stats

Brotato stats: what each one actually changes

Every stat below was measured against all 79 weapon families, one point at a time, through the same calculator the weapon pages use. 16 of them move at least one weapon’s damage per second; 3 move none. The column that matters is the third one: for most stats, a single point changes nothing at all for most weapons.

Baseline for every figure: highest available tier, 10 Max HP and no other bonus stats, one equipped weapon, before enemy armor.

16 stats

Stats that turn into weapon damage

At least one weapon family’s computed damage per second changes when this stat changes. The count is how many of the 79 families do.

Armor 1 of 79 weapon families move · hardest breakpoint +1 (Spiky Shield)
Gain from +1
1
Weapons scaling from it
1
Items that change it
21
% Attack Speed 79 of 79 weapon families move · hardest breakpoint +1 (Excalibur)
Gain from +1
79
Weapons scaling from it
3
Items that change it
21
% Crit Chance 79 of 79 weapon families move · hardest breakpoint +1 (Excalibur)
Gain from +1
79
Weapons scaling from it
0
Items that change it
20
Curse 3 of 79 weapon families move · hardest breakpoint +2 (Trident)
Gain from +1
2
Weapons scaling from it
3
Items that change it
4
% Dodge 1 of 79 weapon families move · hardest breakpoint +3 (Rail Gun)
Gain from +1
0
Weapons scaling from it
1
Items that change it
20
Elemental Damage 10 of 79 weapon families move · hardest breakpoint +2 (Taser)
Gain from +1
7
Weapons scaling from it
11
Items that change it
21
Engineering 9 of 79 weapon families move · hardest breakpoint +2 (Screwdriver)
Gain from +1
7
Weapons scaling from it
9
Items that change it
19
Harvesting 1 of 79 weapon families move · hardest breakpoint +4 (Sickle)
Gain from +1
0
Weapons scaling from it
1
Items that change it
15
% Life Steal 3 of 79 weapon families move · hardest breakpoint +1 (Chainsaw)
Gain from +1
3
Weapons scaling from it
3
Items that change it
16
Luck 2 of 79 weapon families move · hardest breakpoint +4 (Flute)
Gain from +1
0
Weapons scaling from it
2
Items that change it
17
Max HP 4 of 79 weapon families move · hardest breakpoint +5 (Potato Thrower)
Gain from +1
1
Weapons scaling from it
4
Items that change it
31
Melee Damage 50 of 79 weapon families move · hardest breakpoint +2 (Knife)
Gain from +1
34
Weapons scaling from it
50
Items that change it
25
% Damage 75 of 79 weapon families move · hardest breakpoint +25 (Chain Gun)
Gain from +1
29
Weapons scaling from it
0
Items that change it
40
Range 3 of 79 weapon families move · hardest breakpoint +10 (Crossbow)
Gain from +1
0
Weapons scaling from it
3
Items that change it
25
Ranged Damage 23 of 79 weapon families move · hardest breakpoint +3 (Potato Thrower)
Gain from +1
16
Weapons scaling from it
23
Items that change it
23
% Speed 1 of 79 weapon families move · hardest breakpoint +2 (Jousting Lance)
Gain from +1
0
Weapons scaling from it
1
Items that change it
27

3 stats

Stats no weapon reads

No weapon family’s computed damage per second moved for any increase up to +30. These pages state what is documented and where the site’s model stops, and publish no damage figure.

Metric boundary

What these counts do and do not mean

“Moves” means the weapon family’s expected primary-target damage per second, at its highest available tier, changed by any amount at all when the stat was raised. A count of zero means no change was found for any increase up to +30 — not that the stat is useless. Several stats with a count of zero have real effects on survival, economy and drops that this site does not model, and each of those pages says so plainly instead of inventing a damage figure.

How these figures are calculated