Brotato 1.1.15.4 · Player stat

What % Damage does in Brotato

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

Measured across all 79 weapon families

29 of 79

gain anything at all from a single point of % Damage

75 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 % Damage 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.

No change within +30: Flamethrower, Hand, Torch, Wand.

Weapon family Baseline DPS First point that changes it DPS after that point Average per point over +10
Chain GunRanged 65.48 +25 98.71 +33.23 +0.00
MinigunRanged 57.22 +10 68.67 +11.44 +1.14
SMGRanged 53.60 +7 60.33 +6.73 +0.67
Double Barrel ShotgunRanged 46.35 +6 51.50 +5.15 +0.51
Gatling LaserRanged 163.64 +5 180.00 +16.36 +1.64
DrillMelee 38.85 +5 43.29 +4.44 +0.44
Potato ThrowerRanged 42.99 +5 46.62 +3.64 +0.36
Brass KnucklesMelee 11.30 +5 12.43 +1.13 +0.11
StickMelee 11.20 +5 12.15 +0.95 +0.09
TaserRanged 60.72 +4 65.05 +4.34 +0.43
ShurikenRanged 26.57 +4 28.00 +1.43 +0.35
SickleMelee 22.05 +4 23.52 +1.47 +0.29

Showing 12 of the 75 weapon families this stat moves, hardest breakpoint first.

The last column averages across the first 10 points only, so it reads zero for a weapon whose first breakpoint sits beyond +10 — which is the point: those points buy nothing.

Largest return per point: Excalibur +3.81 DPS, Scythe +2.15 DPS, Gatling Laser +1.64 DPS.

Exact coefficients

What scales from % Damage

Confirmed No weapon lists this as a scaling key, and it still reaches every weapon: it is the one global multiplier applied after each weapon’s scaling terms have been summed and cast to a whole number.

Every listed source

Where % Damage comes from

Level-up upgrade

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

  • Common+5
  • Uncommon+8
  • Rare+12
  • Legendary+16

Items

40 items change % Damage with a plain added stat line.

Give it

Showing the 10 largest of 19.

Cost it

Showing the 10 largest of 21.

Characters that change it on the weapon instead

A weapon-local bonus, not a change to your stat: it applies to the matching weapon’s own value and does not appear on your stat panel.

  • ArtificerArtificer Confirmed Tool set weapons: +100% weapon damage

Stated, with its confidence

% Damage 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 % Damage