Megabonk
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Weapon and Tome Upgrades
由 dln385 制作
How upgrades work, the effect of rarity, and which buffs apply. Now with tables!
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The Basics
Updated as of Megabonk version 1.0.7.


Each weapon has its own list of stats that may be included in an upgrade. The included stats are chosen randomly, so different stats may be included next time if an upgrade is skipped. A common weapon upgrade may select one or two stats, but the higher rarities always select two stats. Weapon upgrades only affect the weapon that it's for.


Each tome is associated with a single stat, so their upgrades will include only one stat regardless of rarity. Tomes affect the Character Stats shown in the pause menu, and Character Stats affect all weapons.

Upgrades are additive. A common Sword upgrade will always add +2 to the Damage (if the Damage stat is included). Likewise, a common Damage Tome upgrade will always add +0.08x to the stat.

Some stats stack multiplicatively. The Sword's Damage gets multiplied by the Damage Tome's multiplier to determine the final damage value. Other stats stack additively. See the Stat Formulas section below for a detailed analysis.

Rarity Factor

Rarity affects the size of the stat improvement:

Rarity
Factor
Common
1x
Uncommon
1.2x
Rare
1.4x
Epic
1.6x
Legendary
2x

For example, Sword upgrades will improve stats by the following amounts:

Rarity
Size
Damage
Projectile Count
Knockback
Common
+20%
+2
+1
+0.5
Uncommon
+24%
+2.4
+1.2
+0.6
Rare
+28%
+2.8
+1.4
+0.7
Epic
+32%
+3.2
+1.6
+0.8
Legendary
+40%
+4
+2
+1

The rest of this guide will only refer to common-rarity upgrades since you can always multiply by the Rarity Factor to produce the other rarities.
Weapons A-E
This section lists the weapons' upgradable stats. Every weapon can upgrade its Damage.

Aegis

Stat
Initial
Upgrade
Damage
10
+2
Knockback
3.0
+0.8
Projectile Count
2
+1
Size
100%
+15%

Aura

Stat
Initial
Upgrade
Damage
6
+1.4
Size
100%
+14%

Axe

Stat
Initial
Upgrade
Damage
6
+1.5
Duration
0.8s
+0.08s
Projectile Count
2
+1
Size
100%
+10%

Bananarang

Stat
Initial
Upgrade
Damage
9
+2
Projectile Count
1
+1
Projectile Speed
1
+0.1
Size
100%
+14%

Black Hole

Stat
Initial
Upgrade
Damage
4
+1.3
Duration
2s
+0.12s
Projectile Count
1
+1
Size
100%
+13%

Blood Magic

Stat
Initial
Upgrade
Damage
9
+1.5
Projectile Count
1
+1
Size
100%
+15%

Bone

Stat
Initial
Upgrade
Damage
11
+2.5
Knockback
1.3
+0.3
Projectile Bounces
1
+1
Projectile Count
1
+1
Projectile Speed
0.4
+0.2

Bow

Stat
Initial
Upgrade
Crit Chance
0%
+8%
Crit Damage
0%
+18%
Damage
9
+1.8
Projectile Count
1
+1
Projectile Speed
1.5
+0.8
Size
1
+0.2

Chunkers

Stat
Initial
Upgrade
Damage
12
+3
Knockback
2.5
+0.6
Projectile Count
2
+1
Projectile Speed
1.5
+0.4
Size
100%
+20%

Corrupted Sword

Stat
Initial
Upgrade

Dexecutioner

Stat
Initial
Upgrade
Crit Chance
0%
+5%
Damage
9
+2
Projectile Count
1
+1
Size
100%
+20%

Dice

Stat
Initial
Upgrade
Crit Chance
17%
+10%
Crit Damage
0%
+20%
Damage
0
+2
Projectile Count
1
+1
Projectile Speed
0.6
+0.2
Size
100%
+15%

Dragon's Breath

Stat
Initial
Upgrade
Damage
15
+3
Duration
1s
+0.2s
Size
100%
+15%
Weapons F-Z
Firestaff

Stat
Initial
Upgrade
Damage
10
+2.5
Projectile Count
1
+1
Projectile Speed
0.5
+0.1
Size
100%
+16%

Flamewalker

Stat
Initial
Upgrade
Damage
5
+2
Duration
1.5s
+0.18s
Projectile Count
1
+1
Size
100%
+15%

Frostwalker

Stat
Initial
Upgrade
Damage
9
+2
Duration
1.6s
+0.12s
Size
100%
+10%

Hero Sword

Stat
Initial
Upgrade
Damage
11
+2
Projectile Count
1
+1
Projectile Speed
30
+4
Size
100%
+15%

Katana

Stat
Initial
Upgrade
Crit Chance
0%
+8%
Crit Damage
0%
+20%
Damage
11
+2.2
Projectile Count
1
+1
Size
100%
+20%

Lightning Staff

Stat
Initial
Upgrade
Damage
7
+2
Projectile Bounces
0
+1
Projectile Count
1
+1
Size
100%
+20%

Mines

Stat
Initial
Upgrade
Damage
10
+3
Duration
4s
+0.4s
Projectile Count
1
+1
Size
100%
+15%

Poison Flask

Stat
Initial
Upgrade
Damage
1
+0.5
Duration
3s
+1s
Projectile Count
1
+1
Projectile Speed
12
+2
Size
100%
+15%

Revolver

Stat
Initial
Upgrade
Crit Chance
5%
+10%
Crit Damage
0%
+20%
Damage
5
+2.5
Projectile Bounces
0
+1
Projectile Count
6
+1
Projectile Speed
2.0
+0.4

Shotgun

Stat
Initial
Upgrade
Crit Chance
5%
+7%
Damage
9
+3
Knockback
2.5
+0.4
Projectile Count
1
+1
Size
100%
+15%

Slutty Rocket

Stat
Initial
Upgrade
Crit Chance
5%
+8%
Damage
11
+2
Projectile Count
1
+1
Projectile Speed
1
+0.2

Sniper Rifle

Stat
Initial
Upgrade
Damage
22
+4
Projectile Count
1
+1
Size
100%
+13%

Space Noodle

Stat
Initial
Upgrade
Damage
10
+2
Duration
4s
+0.2s
Size
100%
+20%

Sword

Stat
Initial
Upgrade
Damage
11
+2
Knockback
2
+0.5
Projectile Count
1
+1
Size
100%
+20%

Tornado

Stat
Initial
Upgrade
Damage
8
+2
Knockback
3
+0.6
Projectile Count
1
+1
Projectile Speed
20
+4
Size
100%
+14%

Wireless Dagger

Stat
Initial
Upgrade
Damage
9
+2
Duration (rare)
1.5s
+0.25s
Projectile Bounces
1
+1
Projectile Count
1
+1
Projectile Speed
0.8
+0.1
Tomes, Shrines, and Character Stats
Your character's current stats are shown in the pause menu and in every upgrade, shrine, chest, and shop screen. Character Stats are modified by many sources, including:
  • All tome upgrades
  • All charge shrine upgrades
  • Specific character's initial stats
  • Specific character's special abilities
  • Many items
  • Greed shrines

The following table includes all Character Stats in the same order as the pause menu. The Initial Character Stats shown are typical values, see the Initial Character Stats section for details.

The Initial Tome Stats shown are the effective values before you pick up any tomes. Picking up a tome immediately provides a common-rarity upgrade. Note that all tomes have an initial value of 0 except for the Damage Tome which has an initial value of 1x. The Damage Tome is known to be multiplicative, and all other tomes are very likely additive. See the Stat Formulas section below for a detailed analysis of how these different stat modifiers stack.

Stat
Character
Initial
Tome
Tome
Initial
Tome
Upgrade
Shrine
Upgrade
Max HP
100
HP Tome
0
+25
+15
HP Regen
10
Regen Tome
0
+40
+20
Overheal
0
Shield
0
Shield Tome
0
+25
+5
Armor
0%
Armor Tome
0%
+12%
+5%
Evasion
1%
Evasion Tome
0%
+10%
+5%
Lifesteal
0%
Bloody Tome
0%
+10%
+6%
Thorns
0
Thorns Tome
0
+15
+5
Damage
1x
Damage Tome
1x
+0.08x
+12%
Crit Chance
1%
Precision Tome
0%
+7%
+5%
Crit Damage
2x
+10%
Attack Speed
100%
Cooldown Tome
0%
+7.5%
+6%
Projectile Count
0
Quantity Tome
0
+1
+1
Projectile Bounces
0
Size
1x
Size Tome
0%
+10%
+8%
Projectile Speed
1x
Projectile Speed Tome
0%
+15%
+10%
Duration
1x
Duration Tome
0%
+15%
+8%
Damage to Elites
1x
+10%
Knockback
1x
Knockback Tome
0%
+20%
+10%
Movement Speed
1x
Agility Tome
0%
+15%
+8%
Extra Jumps
0
+1
Jump Height
7
+10%
Luck
0%
Luck Tome
0%
+7%
+5%
Difficulty
0%
Cursed Tome
0%
+3.5%
+8%
Pickup Range
5
Attraction Tome
0%
+75%
+20%
XP Gain
1x
XP Tome
0%
+9%
+7.5%
Gold Gain
1x
Golden Tome
0%
+12%
+7.5%
Silver Gain
1x
Silver Tome
0%
+12%
+7.5%
Elite Spawn Increase
1x
+15%
Powerup Multiplier
1x
+10%
Powerup Drop Chance
1x
+5%
Chaos Tome
Initial Character Stats A-E
Amog

Stat
Typical
Modified
Max HP
100
130
Armor
0%
12%
Size
1x
1.2x
Duration
1x
1.2x
Pickup Range
5
10

Athena

Stat
Typical
Modified
Max HP
100
125
Armor
0%
17%
Thorns
0
5

Bandit

Stat
Typical
Modified
Evasion
1%
10%
Movement Speed
1x
1.1x
Jump Height
7
8
Pickup Range
5
9

Birdo

Stat
Typical
Modified
Movement Speed
1x
1.1x
Extra Jumps
0
1
Jump Height
7
9
Pickup Range
5
10

Bush

Stat
Typical
Modified
Evasion
1%
10%
Pickup Range
5
11

Calcium

Stat
Typical
Modified
Movement Speed
1x
1.2x
Jump Height
7
9
Pickup Range
5
8

CL4NK

Stat
Typical
Modified
Max HP
100
40
Shield
0
50
Movement Speed
1x
1.1x
Jump Height
7
9
Pickup Range
5
8

Dicehead

Stat
Typical
Modified
Initial Character Stats F-Z
Fox

Stat
Typical
Modified
Evasion
1%
6%
Jump Height
7
8
Luck
0%
15%
Pickup Range
5
9

Megachad

Stat
Typical
Modified
Max HP
100
120
Jump Height
7
8

Monke

Stat
Typical
Modified
Max HP
100
135
Damage
1x
1.2x
Jump Height
7
9

Ninja

Stat
Typical
Modified
Evasion
1%
6%
Movement Speed
1x
1.2x
Jump Height
7
9
Pickup Range
5
8

Noelle

Stat
Typical
Modified
Evasion
1%
6%
Movement Speed
1x
1.1x
Jump Height
7
10
Pickup Range
5
10

Ogre

Stat
Typical
Modified
Max HP
100
140
Armor
0%
6%
Movement Speed
1x
0.9x
Luck
0%
-1%

Robinette

Stat
Typical
Modified
Movement Speed
1x
1.1x
Jump Height
7
10
Pickup Range
5
8

Sir Chadwell

Stat
Typical
Modified

Sir Oofie

Stat
Typical
Modified
Max HP
100
150
Armor
0%
17%

Spaceman

Stat
Typical
Modified

Tony McZoom

Stat
Typical
Modified

Vlad

Stat
Typical
Modified
Stat Formulas
This section dives into the details of stat calculations. Expect it to be dense and complicated. I'm working on adding tables so you won't need to read this.

Terminology
  • A Weapon Stat is the value displayed in the weapon's upgrade menu.
    • Example: An upgraded Sword may have a Sword Damage value of 13.
  • A Tome Stat is the value displayed in the tome's upgrade menu.
    • Example: An upgraded Damage Tome may have a Tome Damage value of 1.16x.
  • A Shrine Stat is the sum of the Charge Shrine values displayed in the Shrine Logs section of the pause menu.
    • Example: If the Shrine Logs show "Gain 12%" twice, then you have a Shrine Damage value of 24%.
  • A Character Stat is the value displayed in the stats section of the pause menu.
    • Example: The pause menu may show that you have a Character Damage value of 1.3x.
  • A Weapon's Effective Stat is the result of combining the Weapon Stat and the Character Stat.
    • Example: If a sword's non-critical strike does 24 damage to an enemy, it has an Effective Damage value of 24.

Initial Values
  • Initial Weapon Stats vary by weapon, see the Weapons section for details.
  • Initial Tome Stats vary by tome, see the Tomes, Shrines, and Character Stats section for details.
  • Since Initial Shrine Stats are not displayed, we take the convention that they all have an initial value of 0 or 0%.
  • Initial Character Stats vary by character, see the Initial Character Stats section for details.

Upgrade Stacking

All upgrades have an additive effect on its associated stat. More explicitly:
  • A Sword's Damage upgrade will add 2 to the Sword Damage stat, regardless of the stat's current value.
  • A Damage Tome's upgrade will add 0.08x to the Tome Damage stat, regardless of the stat's current value.
  • A Charge Shrine's Damage upgrade will add 12% to the Shrine Damage stat, regardless of the stat's current value.

Formula Conventions
  • If a formula calls for a stat that is a percentage, divide the stat's value by 100 before plugging it in to the equation.
    • Example: 50% = 0.5
  • If the result of a formula is expected to be a percentage, multiply the result by 100 to get the percentage.
    • Example: 2.4 = 240%

Weapon Stat Formulas

Damage

Damage is multiplicative! This has been carefully tested and validated:
  • Effective Damage = Weapon Damage * Character Damage
  • Character Damage = Initial Character Damage * Tome Damage * (1 + Shrine Damage)

Projectile Count

Projectile Count is additive.
  • Effective Projectile Count = Weapon Projectile Count + Character Projectile Count
  • Character Projectile Count = Initial Character Projectile Count + Tome Projectile Count + Shrine Projectile Count

Projectile Bounces

Not modified by Tomes or Charge Shrines.

Size

Size is a mix of additive and multiplicative. This has been carefully tested and validated:
  • Effective Size = Weapon Size * Character Size
  • Character Size = Initial Character Size * (1 + Tome Size + Shrine Size)

Duration, Knockback, and Projectile Speed

The fact that these Weapon Stats are absolute (e.g. 4) while the Character Stats are relative (e.g. 1.2x) strongly hints that the Effective Stat is likely the product of the two.

Crit Damage

Preliminary equations, requires more testing:
  • Effective Crit Damage = (1 + Weapon Crit Damage) * Character Crit Damage * Effective Damage
  • Character Crit Damage = Initial Character Crit Damage * (1 + Shrine Crit Damage)

Crit Chance

Other Stat Formulas

Pickup Range

Pickup Range is a mix of additive and multiplicative. This has been carefully tested and validated:
  • Character Pickup Range = Initial Character Pickup Range * (1 + Tome Pickup Range + Shrine Pickup Range)

Jump Height

Given that the Initial Character Jump Height is absolute (e.g. 7) and the Shrine Jump Height is relative (e.g. 10%), this is likely multiplicative like Pickup Range. The lack of a Jump Height Tome and little variation between characters makes this difficult to test.

Evasion

Evasion is additive with a hyperbolic adjustment. This has been carefully tested and validated:
  • Character Evasion = Internal Evasion / (1 + Internal Evasion)
  • Internal Evasion = Initial Internal Evasion + Tome Evasion + Shrine Evasion

Internal Evasion
Character Evasion
10%
9%
20%
17%
50%
33%
100%
50%
200%
67%
500%
83%
1000%
91%
2000%
95%

Armor

Armor is additive with a hyperbolic adjustment. This has been carefully tested and validated:
  • Character Armor = Internal Armor / (0.75 + Internal Armor)
  • Internal Armor = Initial Internal Armor + Tome Armor + Shrine Armor

Internal Armor
Character Armor
10%
12%
20%
21%
50%
40%
100%
57%
200%
73%
500%
87%
1000%
93%
2000%
96%
Nash equilibrium of weapon upgrade strategies
This section dives into the details of stat calculations. Expect it to be dense and complicated. I'm working on adding tables so you won't need to read this.

Suppose you are given a choice between any common Revolver upgrade. Which upgrade will increase your DPS the most?

To answer this question, we first need an equation to show how DPS depends on the Revolver's stats. Revolver upgrades can improve Damage, Projectile Count, Projectile Bounces, Crit Chance, Crit Damage, and Projectile Speed. We can ignore Projectile Speed since it doesn't affect DPS. In broad strokes, we have that:
  • DPS = k * Damage * Projectile Count * (1 + Projectile Bounces) * (1 + Crit factor)
where k is some constant of proportionality that is irrelevant to our analysis.

To fill in the crit factor, we have to take a moment to understand how critical hits work. We will assume for simplicity that the character's Crit Damage stat is 2x. (This stat is distinct from the weapon's Crit Damage stat). Thus the actual damage from a critical hit = Damage * 2 * (1 + Crit Damage). For example, the Revolver starts at 5 Damage and 0% Crit Damage, so critical hits do 5 * 2 * (1 + 0%) = 10 damage.

To work out the Crit factor in the above equation, we need to subtract and factor out the Damage (giving us just the bonus damage due to crits) and then multiply by the Crit Chance. This gives us
  • Crit factor = Crit Chance * (2 * (1 + Crit Damage) - 1)

Putting it together, we get:
  • DPS = k * Damage * Projectile Count * (1 + Projectile Bounces) * (1 + Crit Chance * (2 * (1 + Crit Damage) - 1))
To answer the question "which upgrade will increase your DPS the most?", we can ask a simpler question: "what weapon stats will result in any available common upgrade increasing DPS by exactly 10%?" (This will give us a Nash equilibrium of weapon upgrade strategies.)

Given that the Revolver has these upgrade values:

Revolver Stat
Base upgrade
Damage
+2.5
Projectile Count
+1
Projectile Bounces
+1
Crit Chance
+10%
Crit Damage
+20%

You can use the DPS formula above to verify that any upgrade will improve the DPS by 10% when the Revolver has the following stats:

Revolver Stat
Value
One upgrade improves DPS by
Damage
25
10%
Projectile Count
10
10%
Projectile Bounces
9
10%
Crit Chance
50%
10%
Crit Damage
50%
10%

The DPS Improvement Factor is straightforward to calculate when upgrading Damage, Projectile Count, or Projectile Bounces. It is equal to:
  • Damage Upgrade / Current Damage
  • Projectile Count Upgrade / Current Projectile Count
  • Projectile Bounces Upgrade / (Current Projectile Bounces + 1)

For example, upgrading the Revolver's damage from 25 will yield a 2.5/25 = 10% DPS improvement, regardless of the Revolver's other stats. This aligns with our intuition that we get diminishing returns from each upgrade as the Revolver's damage scales up. Thus, if the Damage, Projectile Count, or Projectile Bounces is less than the values in the above table, then its upgrade will yield a DPS improvement greater than 10%.

Upgrading the Crit Chance and Crit Damage is more complicated though since each upgrade's effect on DPS depends on the current values of both Crit Chance and Crit Damage.

When you upgrade Crit Damage:


When you upgrade Crit Chance:


We can similarly see diminishing returns when either stat is upgraded in isolation. Thus we can conclude that our build is optimized when these stats have a Nash equilibrium, so we can simplify our lives by setting these equations equal to each other and solving:


For the Revolver, this simplifies to Current Crit Chance = Current Crit Damage / 2 + 25%. As an example, if our Crit Damage is currently 100%, this tells us that we should upgrade Crit Chance until it is 1/2 + 25% = 75%.

While it is true that upgrading either of these stats in isolation yields diminishing returns, there is a bit of an oddity when they're in equilibrium at low values. The DPS Improvement Factor reaches a maximum of 10% when the Revolver's Crit Chance and Crit Damage are at 50%. This means that, until Crit Chance and Crit Damage reach 50%, upgrading these stats in equilibrium yields increasing returns. Thus it's not worth upgrading Crit Chance and Crit Damage at all until the other stats give less than 10% DPS improvement.

Putting this all together, we get the following table for the Revolver:

DPS Improvement Factor
Damage
Projectile Count
Projectile Bounces
Crit Chance
Crit Damage
100%
2.5
1.0
0.0
50%
5.0
2.0
1.0
25%
10.0
4.0
3.0
15%
16.7
6.7
5.7
10%
25.0
10.0
9.0
50%
50%
9%
27.8
11.1
10.1
80%
110%
8%
31.3
12.5
11.5
100%
150%
7%
35.7
14.3
13.3
122%
195%
6%
41.7
16.7
15.7
150%
250%
5%
50.0
20.0
19.0
187%
323%

It is important to note that this analysis has several limitations, including:
  • Charge shrine upgrades, items, and base stats of some characters can throw off the balance of these stats.
  • This analysis does not consider the impact of rarity when selecting an upgrade. Optimizing for short-term gains does not always produce the best long-term outcomes.
  • The equations assume that Crit Chance scales naturally beyond 100%. (E.g. at 200% every strike does the base damage plus double the bonus crit damage.) This may not be the case.
  • The DPS calculation assumes that there are enough enemies to saturate the projectile count and bounces. A different strategy would benefit boss battles.
23 条留言
revolver ocelot 10 月 22 日 上午 10:30 
very helpful and thorough guide:steamthumbsup:
Darker 10 月 21 日 上午 3:28 
Darker 10 月 20 日 下午 6:42 
yo, interesting guide - thanks for the input from your side!

Didn't you miss Attack Speed in your equation for DPS though?
How does general Crit Chance and weapon specific Crit Chance interact also good to know.
Orangatuan 10 月 19 日 上午 7:19 
What are the Spaceman's modifiers? As I'm sure he has a modifier to his jumps.
Stondelion 10 月 18 日 上午 1:27 
ty for doing math about a video game <3s
Decius Brutus 10 月 11 日 下午 1:08 
Does bonus damage to Elites and Bosses, or from brass knuckles, apply additively or multiplicitively with damage from shrines and tomes?
wire in a haystack 10 月 5 日 上午 11:11 
Oh, do you how item damage (brass knuckles, +dmg on airborne item, green-rarity +dmg item, +dmg -maxHP item) contributes to overall DPS? Do they exist in item DAmp or would it just go onto character DAmp?
wire in a haystack 10 月 5 日 上午 11:08 
Sorry I skimmed over some bits and skipped over Tome Damage and Shrine Damage, that answers my 2nd question on the item. Since you're using these terms undocumented by the game, probably calling it Tome Damage Amp and Shrine Damage Amp (Tome DAmp, Shrine DAmp) can help with clarity just a bit
wire in a haystack 10 月 5 日 上午 11:02 
Thanks for this.
Regarding "nash equilibrium", perhaps one way to somewhat simplify is to use log-derivative on your DPS (which should be extended aDPS (optimal area Damage (capacity) per sec) if you also add Size) formula. I've used log derivative for some other games but am too lazy atm to do it for megabonk.
Also, do you have a hunch that each item contribute to the stats (say, crit chance, effective damage amp, etc.) multiplicatively?
dln385  [作者] 10 月 5 日 上午 12:42 
Lots of updates:
- Rewrote commentary for clarity
- Corrected information on stat stacking
- Added new Stat Formulas section! It turns out that stats aren't as simple or consistent as one might imagine. Tons of testing and logging went into figuring out the equations.