Brotato 1.1.15.4 · Player stat

What Luck does in Brotato

Measured against all 79 weapon families: how many of them a point of Luck actually moves, and where the first point that changes anything sits.

Measured across all 79 weapon families

0 of 79

gain anything at all from a single point of Luck

2 move somewhere within +30 · highest available tier · 10 Max HP and no other bonus stats · one equipped weapon · before enemy armor

The number no wiki prints

What +1 Luck is actually worth

Damage is truncated to a whole number after the scaling terms are summed, and rounded again after the global multiplier. A stat point that does not push a weapon past one of those steps changes its output by exactly nothing. Below, each weapon family was recomputed one point at a time from the shared baseline until its damage per second moved.

Weapon family Baseline DPS First point that changes it DPS after that point Average per point over +10
FluteRanged 19.46 +4 20.73 +1.28 +0.26
LuteMelee 14.23 +4 15.13 +0.90 +0.18

Largest return per point: Flute +0.26 DPS, Lute +0.18 DPS.

Exact coefficients

What scales from Luck

2 weapon families list Luck as a damage scaling key at the highest tier. Each coefficient is raw damage added per resolved point, before the global multiplier.

Lute Lute × 0.25

Melee

Every listed source

Where Luck comes from

Level-up upgrade

The Nose line, by the rarity it is offered at.

  • Common+5
  • Uncommon+10
  • Rare+15
  • Legendary+20

Items

17 items change Luck with a plain added stat line.

Give it

Cost it

Weapon set bonuses

  • Musical +5 at 2 weapons up to +25 at 6
    Flute, Lute

Stated, with its confidence

Luck mechanics

Confidence words are the ones this site’s own model records. How these figures are calculated.

Metric boundary

What this site does not model for Luck