Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

Shop odds and prices

With 0 Luck the Brotato 1.1.15.4 shop can first offer Tier II at wave 2, Tier III at wave 4 and Tier IV at wave 8. At wave 20 a slot is Tier I 40%, II 35%, III 22%, IV 3%. Prices rise by the wave plus 10% of the base price per wave; the first reroll costs 1 at wave 1 and 23 at wave 20.

Your own Luck and wave: shop odds calculator

Tier chance per shop slot (0 Luck)

WaveTier ITier IITier IIITier IV
1100%———
294%6%——
388%12%——
482%16%2%—
576%20%4%—
670%24%6%—
764%28%8%—
858%32%9.8%0.2%
952%36%11.5%0.5%
1046%40%13.3%0.7%
1140%44%15.1%0.9%
1240%42%16.8%1.2%
1340%40%18.6%1.4%
1440%38%20.4%1.6%
1540%36%22.2%1.8%
1640%35%22.9%2.1%
1740%35%22.7%2.3%
1840%35%22.5%2.5%
1940%35%22.2%2.8%
2040%35%22%3%
How this is worked out

For each tier from IV down: chance = base + (wave − 1 − minimum wave) × bonus per wave, times (1 + Luck ÷ 100), capped. One random number decides, so a tier's real share is its chance minus the next tier up's. The game's numbers:

  • Tier I: base 1, from wave 1 +0 a wave, at most 1
  • Tier II: base 0, from wave 1 +0.06 a wave, at most 0.6
  • Tier III: base 0, from wave 3 +0.02 a wave, at most 0.25
  • Tier IV: base 0, from wave 7 +0.0023 a wave, at most 0.08

singletons/item_service.gd: get_tier_from_wave, reset_tiers_data.

Price by wave

Base priceWave 1Wave 5Wave 10Wave 15Wave 20
101220304050
252842607795
505680110140170
7583117160202245
100111155210265320
How this is worked out

Price = (base + wave + base × wave × 0.1), rounded down, then × (1 + items price % ÷ 100) — singletons/item_service.gd get_value.

Reroll cost

WaveReroll 1Reroll 2Reroll 3Reroll 4Reroll 5
112345
55791113
101115192327
151723293541
202331394755
How this is worked out

Step = max(1, 0.4 × wave) rounded down; reroll n costs (0.75 × wave rounded down) + step × n — singletons/item_service.gd get_reroll_price.