weapon families gain nothing from +1 % Damage
Damage is truncated to a whole number twice on its way to a hit, so a point that clears neither step changes the result by exactly zero.
See every breakpointBrotato 1.1.15.4Verified 2026-08-05 04:47 UTC
An unofficial Brotato wiki. Weapon pages compute expected DPS and marginal return per stat point from the game's own scaling coefficients; item pages compute the before-and-after DPS change from adding one; character pages rank weapons by computed DPS for that character's own stat line.
New here · first pick of the run
The opening selection is choose-one, and 61 of the 64 characters are offered more than one weapon in it. Every character page ranks that character's own starting pool by computed DPS against that character's own stat line, each family at the tier its pool record declares — one list, because you only take one.
Open the character listWhat you get there: the ranked pool, the stat block the figures were computed on, and what the figure leaves out. No tier list, no vote counts.
Computed, not collected
weapon families gain nothing from +1 % Damage
Damage is truncated to a whole number twice on its way to a hit, so a point that clears neither step changes the result by exactly zero.
See every breakpointis what Chain Gun gains from a single point of Engineering
The same weapon needs a far larger share of % Damage before its output moves at all. Which stat to stack is a per-weapon question with a computed answer.
See what Engineering feedsother weapon families compute a different DPS while one Tier IV Mace is equipped
Tier IV Mace writes −10% Attack Speed into your player stats, and every other weapon reads that same stat block. Each family is measured on its own against the same baseline, so these are 72 independent results and not a loadout; the largest single change is Claw at −13.0%. Mace’s own DPS is not included.
See what carrying Mace changesFour record types, one dataset
Expected DPS, exact scaling coefficients, and the marginal return of your next stat point, for every tier.
Browse all weaponsStarting weapons and items, plus melee and ranged weapons ranked by computed DPS against that character's own stats.
Browse all charactersShop price placed against the rest of its rarity, what one copy gives you, and what it costs you.
Browse all itemsThe point at which one more point of a stat stops changing anything, measured per weapon — plus every source that grants it.
At the game default stat block · highest tier
Melee and ranged are ranked separately and never merged. The figure assumes every attack aimed at the primary target connects, which flatters ranged weapons and understates melee, so a single combined list would mislead. Each weapon's own page states the full boundary.
Where this stops
Every figure is expected damage to one target per second, before enemy armor, at the stated tier and stat baseline. It excludes burning, explosions, turrets, on-hit procs, chain targets, overkill and misses. Weapons whose real output uses one of those channels are labelled beside their rank instead of being left to imply the rank is the whole story, and no figure is published for a mechanic this site has not established.