Editing Accelerator/History
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| Latest revision | Your text | ||
| Line 145: | Line 145: | ||
<var> |
<var> |
||
$DPS$ = Overcharge / (Charge-Up + Cooldown + (Overcharge / Damage * Tick)) |
$DPS$ = Overcharge / (Charge-Up + Cooldown + (Overcharge / Damage * Tick)) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 7500; 2000; 6000; 9999; 27500; 50000 |
$FNC-COST$ = 7500; 2000; 6000; 9999; 27500; 50000 |
||
$PVP-COST$ = 4250; 750; 2000; 4500; 12000; 28500 |
$FNC-PVP-COST$ = 4250; 750; 2000; 4500; 12000; 28500 |
||
$FSE-DETECTION$ = 1; 0; |
$FSE-DETECTION$ = 1; 0; |
||
$FSE-UPGRADE$ = Extra Juice; Second Energy Canister; Powerhouse Armor; Supercharger; Vessel Of Infinite Destruction |
$FSE-UPGRADE$ = Extra Juice; Second Energy Canister; Powerhouse Armor; Supercharger; Vessel Of Infinite Destruction |
||
| Line 155: | Line 155: | ||
$CREF$ = <ref name="cooldown">The Cooldown happens when the Overcharge occurs. This is indicated by an animation where the '''Accelerator''' waves its hand.</ref> |
$CREF$ = <ref name="cooldown">The Cooldown happens when the Overcharge occurs. This is indicated by an animation where the '''Accelerator''' waves its hand.</ref> |
||
$DREF$ = <ref name="dps">DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).</ref> |
$DREF$ = <ref name="dps">DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 161: | Line 160: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 12 || 0.25 || 6.5 || 2.5 || 9,000 || 19 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 15 || 0.25 || 6.5 || 2.5 || 11,250 || 19 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 25 || 0.25 || 5.5 || 2.5 || 18,750 || 21 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 40 || 0.25 || 4 || 1 || 30,000 || 21 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 50 || 0.175 || 2.5 || 1 || 50,000 || 22.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 60 || 0.125 || 1.5 || 1 || 100,000 || 24 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 179: | Line 178: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 10 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 13 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 13 || 0.2 || 2.5 || 2 || 600 || 18 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 30 || 0.15 || 2.5 || 2 || 600 || 20 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 28 || 0.1 || 1.5 || 2 || 1,280 || 20 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 72 || 0.1 || 1.5 || 2 || 2,400 || 23 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 343: | Line 342: | ||
<var> |
<var> |
||
$DPS$ = Overcharge / (Charge-Up + Cooldown + (Overcharge / Damage * Tick)) |
$DPS$ = Overcharge / (Charge-Up + Cooldown + (Overcharge / Damage * Tick)) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 7500; 2000; 6000; 9999; 27500; 50000 |
$FNC-COST$ = 7500; 2000; 6000; 9999; 27500; 50000 |
||
$PVP-COST$ = 4250; 750; 2000; 4500; 12000; 28500 |
$FNC-PVP-COST$ = 4250; 750; 2000; 4500; 12000; 28500 |
||
$FSE-DETECTION$ = 1; 0; |
$FSE-DETECTION$ = 1; 0; |
||
$FSE-UPGRADE$ = Extra Juice; Second Energy Canister; Powerhouse Armor; Supercharger; Vessel Of Infinite Destruction |
$FSE-UPGRADE$ = Extra Juice; Second Energy Canister; Powerhouse Armor; Supercharger; Vessel Of Infinite Destruction |
||
| Line 353: | Line 352: | ||
$CREF$ = <ref name="cooldown">The Cooldown happens when the Overcharge occurs. This is indicated by an animation where the '''Accelerator''' waves its hand.</ref> |
$CREF$ = <ref name="cooldown">The Cooldown happens when the Overcharge occurs. This is indicated by an animation where the '''Accelerator''' waves its hand.</ref> |
||
$DREF$ = <ref name="dps">DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).</ref> |
$DREF$ = <ref name="dps">DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 359: | Line 357: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 12 || 0.25 || 6.5 || 2.5 || 9,000 || 19 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 15 || 0.25 || 6.5 || 2.5 || 11,250 || 19 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 25 || 0.25 || 5.5 || 2.5 || 18,750 || 21 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 40 || 0.25 || 4 || 1 || 30,000 || 21 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 50 || 0.175 || 2.5 || 1 || 50,000 || 22.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 55 || 0.125 || 1.5 || 1 || 100,000 || 24 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 377: | Line 375: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 10 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 13 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 13 || 0.2 || 2.5 || 2 || 600 || 18 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 30 || 0.15 || 2.5 || 2 || 600 || 20 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 28 || 0.1 || 1.5 || 2 || 1,280 || 20 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 72 || 0.1 || 1.5 || 2 || 2,400 || 23 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 535: | Line 533: | ||
<var> |
<var> |
||
$DPS$ = Overcharge / (Charge-Up + Cooldown + (Overcharge / Damage * Tick)) |
$DPS$ = Overcharge / (Charge-Up + Cooldown + (Overcharge / Damage * Tick)) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$FNC-ROFBUG$ = Tick |
$FNC-ROFBUG$ = Tick |
||
$COST$ = 7500; 2000; 6000; 9999; 27500; 55000 |
$FNC-COST$ = 7500; 2000; 6000; 9999; 27500; 55000 |
||
$PVP-COST$ = 4250; 750; 2000; 4500; 12000; 28500 |
$FNC-PVP-COST$ = 4250; 750; 2000; 4500; 12000; 28500 |
||
$FSE-DETECTION$ = 1; 0; |
$FSE-DETECTION$ = 1; 0; |
||
$FSE-UPGRADE$ = Extra Juice; Second Energy Canister; Powerhouse Armor; Supercharger; Vessel Of Infinite Destruction |
$FSE-UPGRADE$ = Extra Juice; Second Energy Canister; Powerhouse Armor; Supercharger; Vessel Of Infinite Destruction |
||
| Line 546: | Line 544: | ||
$CREF$ = <ref name="cooldown">The Cooldown happens when the Overcharge occurs. This is indicated by an animation where the '''Accelerator''' waves its hand.</ref> |
$CREF$ = <ref name="cooldown">The Cooldown happens when the Overcharge occurs. This is indicated by an animation where the '''Accelerator''' waves its hand.</ref> |
||
$DREF$ = <ref name="dps">DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).</ref> |
$DREF$ = <ref name="dps">DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 552: | Line 549: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 12 || 0.22 || 6.5 || 2.5 || 9,000 || 19 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 15 || 0.22 || 6.5 || 2.5 || 11,250 || 19 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 25 || 0.22 || 6.5 || 2.5 || 18,750 || 21 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 40 || 0.22 || 6.5 || 1 || 30,000 || 21 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 50 || 0.15 || 5.5 || 1 || 50,000 || 22.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 55 || 0.1 || 5.5 || 1 || 100,000 || 24 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 570: | Line 567: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 12 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 15 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 15 || 0.2 || 2.5 || 2 || 600 || 18 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 35 || 0.15 || 2.5 || 2 || 600 || 20 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 35 || 0.1 || 1.5 || 2 || 1,280 || 20 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 90 || 0.1 || 1.5 || 2 || 2,400 || 23 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||