Brotato Stats Guide: Armor, Harvesting and Healing Examples
Check what stats mean and where their exceptions apply through examples of damage calculations, Armor, Harvesting and healing. We also cover negative Armor and compare the effects of adding HP or defense.
All 16 stats
| Stat | What to check |
|---|---|
| Max HP | Room to survive incoming hits. Get it separately from healing. |
| HP Regeneration | Sustained healing that does not depend on hits. It does not work for characters who cannot heal, such as Golem. |
| Life Steal | A chance to heal on eligible hits. Burning, explosions and turrets do not qualify. |
| Damage % | A percentage increase applied after flat damage scaling. Does not apply to ordinary structures. |
| Melee Damage | Added according to a weapon’s Melee Damage scaling. Exceptions include weapons that scale with Armor. |
| Ranged Damage | A scaling stat for guns and other weapons. It does not increase Range. |
| Elemental Damage | Improves attacks that scale with it and burning. Tasers also scale with Elemental Damage. |
| Attack Speed | How often attacks happen. Ordinary structures need a specific effect to increase their attack speed. |
| Crit Chance | The multiplier depends on the weapon. SMGs and Fists have a 1.5× multiplier, so the gain differs from a 2× weapon’s. |
| Engineering | Improves structure damage and healing. The Wrench’s own hit scales with Melee Damage. |
| Range | How far attacks reach. For melee weapons it also changes swing time. |
| Armor | Reduces damage taken. Reduction percentages do not simply add in proportion to the stat. |
| Dodge | Usually capped at 60%, with character and equipment exceptions. Do not sacrifice HP on the assumption that a dodge will succeed. |
| Speed | Used to avoid attack indicators and plan collection routes. Watch modification restrictions on characters such as Chunky. |
| Luck | Affects drops and rarity. It does not guarantee that a needed offer will appear. |
| Harvesting | Materials and XP at the end of a wave. Its growth differs between normal runs and Endless. |
Flat damage and percentages: an SMG example
A tier I SMG adds 50% of Ranged Damage to its base damage of 3. With +4 Ranged Damage, one shot before rounding deals 3 + 4 × 0.5 = 5. With only +20% Damage, it deals 3 × 1.2 = 3.6. With both, it deals 5 × 1.2 = 6.
Flat damage can have a large effect when base damage is low; percentage damage becomes more valuable as the flat contribution grows. This calculation excludes character modifiers, critical hits and enemy-side effects. Rounding also affects displayed and actual damage.
Armor and effective HP
For positive Armor A, the incoming-damage multiplier is 1 ÷ (1 + A ÷ 15). Armor 5 reduces damage by 25%, Armor 10 by 40%, and Armor 15 by 50%.
| Armor | Reduction | Effective HP against damage before reduction |
|---|---|---|
| 0 | 0% | 60 |
| 5 | 25% | 80 |
| 10 | 40% | 100 |
| 15 | 50% | 120 |
This comparison ignores rounding on individual attacks. Negative Armor is calculated in the separate table below. A failed dodge leaves the damage taken unchanged.
Harvesting: consider the waves remaining
At the end of a wave, you receive materials and XP equal to your Harvesting, then positive Harvesting grows by 5%. The increase is rounded up: 5 becomes 6, 20 becomes 21, and 21 becomes 23. With 10 Harvesting and no other changes, three waves pay 10 → 11 → 12, for a total of 33 materials and XP.
This example does not account for net profit after a purchase’s cost or the effect of buying damage instead. Negative Harvesting costs materials and XP and does not grow the same way. Growth modifiers from Farmer, Crown and similar effects are separate conditions.
From wave 21 in Endless, normal growth stops and Harvesting falls by 20% at the end of each wave. Do not carry normal-run investment decisions over unchanged.
When Life Steal heals
An eligible hit has a chance to restore 1 HP. After a trigger, Life Steal cannot trigger again for 0.1 seconds, giving a theoretical cap of 10 HP per second. Increasing the chance does not let healing exceed your hit frequency or this cap.
Burning, explosions and ordinary structures do not qualify. Distinguish a direct projectile hit from an explosive weapon’s blast. HP Regeneration and consumables provide other healing options while your attacks cannot reach enemies.
Negative Armor uses a different formula
When Armor A is negative, the incoming-damage multiplier is (15 − 2A) ÷ (15 − A). To compare it with HP, effective HP = Max HP × (15 − A) ÷ (15 − 2A). You cannot substitute −15 into the positive-Armor formula and use a calculation whose denominator becomes 0.
These are our own calculation examples at 60 Max HP, excluding healing, Dodge and rounding on individual attacks. At −15, for example, you take 1.5 times the original damage, so 60 ÷ 1.5 = 40. Having −15 Armor does not mean you die instantly.
At extremely negative values, the incoming-damage multiplier approaches 2. You still need to consider HP, healing and enemy damage separately; this is not a reason to buy more Armor penalties.
| Armor A | Incoming-damage multiplier | Theoretical effective HP at 60 HP |
|---|---|---|
| −5 | 25 ÷ 20 = 1.25× | 48 |
| −15 | 45 ÷ 30 = 1.5× | 40 |
| −30 | 75 ÷ 45 ≈ 1.667× | 36 |
| −100 | 215 ÷ 115 ≈ 1.870× | about 32.09 |
Compare HP and Armor from the same starting point
At 0 Armor or above, theoretical effective HP is Max HP × (1 + Armor ÷ 15). Looking only at HP or only at damage reduction can hide the benefit of increasing the other stat.
The examples below start at 60 HP and 5 Armor, then increase one stat at a time. They are not purchase examples with fixed prices, character-specific modifiers or side effects. Check the actual offers in your game and put your final HP and Armor into the formula.
| State being compared | Calculation | Theoretical effective HP |
|---|---|---|
| Current: 60 HP / 5 Armor | 60 × (1 + 5 ÷ 15) | 80 |
| Only +10 HP: 70 HP / 5 Armor | 70 × (1 + 5 ÷ 15) | about 93.33 (about +13.33 from current) |
| Only +3 Armor: 60 HP / 8 Armor | 60 × (1 + 8 ÷ 15) | 92 (+12 from current) |
| Both increased: 70 HP / 8 Armor | 70 × (1 + 8 ÷ 15) | about 107.33 |
Defense changes the value of healing 1 HP too
At positive 15 Armor, incoming damage is halved, so 1 HP actually restored is worth 2 damage before reduction. At −15 Armor, 1 HP is worth about 0.667 damage before reduction. This is a conversion using the defense formulas, not an effect that makes healing items trigger more often.
Even with more Life Steal, you cannot heal while eligible attacks are not connecting or while waiting for it to trigger again. Check Max HP, defense and healing methods separately rather than judging how many hits you can take in the next wave from healing alone.
- Check the next wave’s enemies and how much HP you lost in the previous wave.
- Use your Max HP and Armor after the purchase to choose the positive- or negative-Armor formula.
- Check what triggers your healing. Do not treat direct hits, structures and burning as interchangeable.
- If an offer costs you Speed or damage, check that side effect before buying too.
This theoretical comparison does not cover rounding on individual attacks, minimum damage taken, or application to new DLC or playtest versions.