Guides
Write-ups on how the numbers in a few games actually work, with worked examples. The Brotato and Core Keeper ones use the same data as the tools on this site, so you can try every example yourself.
12 guides
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Brotato29 Oct 20263 min read
Which Brotato character to start with, going by what their kits actually say
The five characters you have from the start, what each one gives and takes away, and a sensible order to try them in. Plus the easy unlocks that come next.
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Brotato29 Oct 20264 min read
Weapon scaling and DPS in Brotato, with real numbers
How one weapon hit is worked out (base damage, scaling, % Damage, crits) and how that turns into damage per second. Includes why a weapon with 3 base damage can beat one with 12.
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Core Keeper29 Oct 20263 min read
Core Keeper weapon damage: how I estimate DPS, and what the estimate leaves out
Base damage, cooldown, damage percentages and attack speed are enough to compare weapons on paper. Here's the simple model Coreplan uses, worked through for a dagger, a sword and an axe, with the caveats.
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Core Keeper29 Oct 20263 min read
Core Keeper skills and talent points: what you get, and how far 25 points go
Twelve skills, 25 talent points each at level 100, and a tree where you can't take everything. Here's what the numbers are, how the tiers unlock, and how to think about spending them.
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Royal Match29 Oct 20263 min read
Royal Match power-up combinations: what every pair does, and which boosters are free
Rocket, TNT, Propeller and Light Ball on their own are fine. Put two together and it gets a lot better. Here's the full list of pairs, plus the four in-level boosters that don't cost a move.
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Brotato29 Oct 20264 min read
How armor works in Brotato (and when HP is the better buy)
The armor formula, why it looks like it's running out of steam but isn't, what negative armor does, and the point where a Max HP upgrade beats another armor point.
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Brotato29 Oct 20263 min read
Harvesting in Brotato: how it grows, what the Crown really does, and the Endless penalty
Harvesting pays out Materials and XP every wave and then grows. The growth rule has a rounding quirk that changes which items are worth buying, and it stops working in Endless Mode.
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Core Keeper29 Oct 20263 min read
Core Keeper gear levels: why the level of your gear matters as much as which gear it is
Gear in the Core Keeper data scales from its starting level up to level 20, and by level 20 a lot of swords end up with very similar base damage. A look at the numbers, plus how the planner adds everything up.
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Brotato29 Oct 20263 min read
Dodge in Brotato: the caps, the characters that break them, and why the last 10% matters most
Dodge is capped at 60% for most characters, and a few characters and items move that cap. Here's where dodge comes from, what it's worth, and why it gets much better close to the cap.
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Candy Crush Saga29 Oct 20263 min read
Candy Crush Saga special candies: how each one is made, and what the combinations do
Four in a row, an L or T, five in a row, and then what happens when you swap two specials together. A plain-English reference, with a note on which parts I could confirm and which I couldn't.
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Brotato29 Oct 20264 min read
Brotato's stat caps: attack speed, crit, life steal and regeneration
Where the hard limits are, which weapons actually run into them, and why life steal is a different stat on a Minigun than on a Pistol.
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Core Keeper29 Oct 20264 min read
Core Keeper armor sets and set bonuses: how they count, which ones pay early, and the ring slot trap
70 sets in the data, most of them three pieces. Here's how the piece count works, which sets give you something before the set is complete, and why two-ring sets cost you more than they look.
I'm one person and games get patched, so check anything important in the game itself. If something here is wrong, email [email protected] and I'll fix it.