Editing Accelerator/History

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Line 145: Line 145:
<var>
<var>
$DPS$ = Overcharge / (Charge-Up + Cooldown + (Overcharge / Damage * Tick))
$DPS$ = Overcharge / (Charge-Up + Cooldown + (Overcharge / Damage * Tick))
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || 0.25 || 6.5 || 2.5 || 9,000 || 19 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 12 || 0.25 || 6.5 || 2.5 || 9,000 || 19 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 15 || 0.25 || 6.5 || 2.5 || 11,250 || 19 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 15 || 0.25 || 6.5 || 2.5 || 11,250 || 19 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 25 || 0.25 || 5.5 || 2.5 || 18,750 || 21 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 25 || 0.25 || 5.5 || 2.5 || 18,750 || 21 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 40 || 0.25 || 4 || 1 || 30,000 || 21 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 40 || 0.25 || 4 || 1 || 30,000 || 21 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 50 || 0.175 || 2.5 || 1 || 50,000 || 22.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 50 || 0.175 || 2.5 || 1 || 50,000 || 22.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 60 || 0.125 || 1.5 || 1 || 100,000 || 24 || $DPS$ || {{Money|$CE$}}
| 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 !! Cost !! Total Cost !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 10 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 10 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 13 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 13 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 13 || 0.2 || 2.5 || 2 || 600 || 18 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 13 || 0.2 || 2.5 || 2 || 600 || 18 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 30 || 0.15 || 2.5 || 2 || 600 || 20 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 30 || 0.15 || 2.5 || 2 || 600 || 20 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 28 || 0.1 || 1.5 || 2 || 1,280 || 20 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 28 || 0.1 || 1.5 || 2 || 1,280 || 20 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 72 || 0.1 || 1.5 || 2 || 2,400 || 23 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || 0.25 || 6.5 || 2.5 || 9,000 || 19 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 12 || 0.25 || 6.5 || 2.5 || 9,000 || 19 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 15 || 0.25 || 6.5 || 2.5 || 11,250 || 19 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 15 || 0.25 || 6.5 || 2.5 || 11,250 || 19 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 25 || 0.25 || 5.5 || 2.5 || 18,750 || 21 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 25 || 0.25 || 5.5 || 2.5 || 18,750 || 21 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 40 || 0.25 || 4 || 1 || 30,000 || 21 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 40 || 0.25 || 4 || 1 || 30,000 || 21 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 50 || 0.175 || 2.5 || 1 || 50,000 || 22.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 50 || 0.175 || 2.5 || 1 || 50,000 || 22.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 55 || 0.125 || 1.5 || 1 || 100,000 || 24 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 55 || 0.125 || 1.5 || 1 || 100,000 || 24 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 10 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 10 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 13 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 13 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 13 || 0.2 || 2.5 || 2 || 600 || 18 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 13 || 0.2 || 2.5 || 2 || 600 || 18 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 30 || 0.15 || 2.5 || 2 || 600 || 20 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 30 || 0.15 || 2.5 || 2 || 600 || 20 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 28 || 0.1 || 1.5 || 2 || 1,280 || 20 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 28 || 0.1 || 1.5 || 2 || 1,280 || 20 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 72 || 0.1 || 1.5 || 2 || 2,400 || 23 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$FNC-ROFBUG$ = 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 !! Cost !! Total Cost !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || 0.22 || 6.5 || 2.5 || 9,000 || 19 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 12 || 0.22 || 6.5 || 2.5 || 9,000 || 19 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 15 || 0.22 || 6.5 || 2.5 || 11,250 || 19 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 15 || 0.22 || 6.5 || 2.5 || 11,250 || 19 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 25 || 0.22 || 6.5 || 2.5 || 18,750 || 21 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 25 || 0.22 || 6.5 || 2.5 || 18,750 || 21 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 40 || 0.22 || 6.5 || 1 || 30,000 || 21 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 40 || 0.22 || 6.5 || 1 || 30,000 || 21 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 50 || 0.15 || 5.5 || 1 || 50,000 || 22.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 50 || 0.15 || 5.5 || 1 || 50,000 || 22.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 55 || 0.1 || 5.5 || 1 || 100,000 || 24 || $DPS$ || {{Money|$CE$}}
| 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 !! Cost !! Total Cost !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Damage !! Tick !! Charge-Up$CUREF$ !! Cooldown$CREF$ !! Overcharge !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 12 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 15 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 15 || 0.2 || 2.5 || 2 || 300 || 18 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 15 || 0.2 || 2.5 || 2 || 600 || 18 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 15 || 0.2 || 2.5 || 2 || 600 || 18 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 35 || 0.15 || 2.5 || 2 || 600 || 20 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 35 || 0.15 || 2.5 || 2 || 600 || 20 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 35 || 0.1 || 1.5 || 2 || 1,280 || 20 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 35 || 0.1 || 1.5 || 2 || 1,280 || 20 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 90 || 0.1 || 1.5 || 2 || 2,400 || 23 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 90 || 0.1 || 1.5 || 2 || 2,400 || 23 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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