Accelerator/History

Revision as of 08:36, 6 April 2024 by imported>Mentin123

To see the statistics of this tower without the Firerate Bug, visit the Firerate Bug page.

Mission Quests Update (5 April 2024) – Present

Base Stats

Accelerator/History
Cost
Cash$4,250
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$1,416
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 1+
Range
Range17.5
Lead Detection
Lead PenetrationLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge180
Charge-Up
Charge-Up3
Cooldown
Cooldown2

Upgrades

Extra Juice
Level 1 • Cost: Extra Juice - Cash$800

+5 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,683

Second Energy Canister
Level 2 • Cost: Second Energy Canister - Cash$1,350

180 > 300 Overcharge Overcharge


Sell Price changes to Cash$2,133

Powerhouse Armor
Level 3 • Cost: Powerhouse Armor - Cash$4,000

+5 Damage Damage

300 > 600 Overcharge Overcharge


Sell Price changes to Cash$3,466

Supercharger
Level 4 • Cost: Supercharger - Cash$10,500

+10 Damage

0.208 > 0.158 Tick Tick

600 > 1,200 Overcharge Overcharge


Sell Price changes to Cash$6,966

Vessel Of Infinite Destruction
Level 5 • Cost: Vessel Of Infinite Destruction - Cash$34,000

0.158 > 0.108 Tick Tick

+2.5 Range Range

+15 Damage Damage

3 > 2 Charge-Up Time Charge Time

1,200 > 3,600 Overcharge Overcharge


Sell Price changes to Cash$18,300

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3]
0 Cash$4,250 10 0.208 3 2 180 17.5 20.59
1 Cash$5,050 15 0.208 3 2 180 17.5 24.01
2 Cash$6,400 15 0.208 3 2 300 17.5 32.75
3 Cash$10,400 20 0.208 3 2 600 17.5 53.38
4 Cash$20,900 30 0.158 3 2 1,200 17.5 106
5 Cash$54,900 45 0.108 2 2 3,600 20 284.81

Unwavering Tides Update (5 August 2023) – Mission Quests Update (5 April 2024)

Base Stats

Accelerator/History
Cost
Cash$4,250
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$1,416
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 1+
Range
Range17.5
Lead Detection
Lead PenetrationLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge180
Charge-Up
Charge-Up3
Cooldown
Cooldown2

Upgrades

Extra Juice
Level 1 • Cost: Extra Juice - Cash$800

+5 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,683

Second Energy Canister
Level 2 • Cost: Second Energy Canister - Cash$1,350

180 > 375 Overcharge Overcharge


Sell Price changes to Cash$2,133

Powerhouse Armor
Level 3 • Cost: Powerhouse Armor - Cash$3,300

+10 Damage Damage

375 > 625 Overcharge Overcharge


Sell Price changes to Cash$3,233

Supercharger
Level 4 • Cost: Supercharger - Cash$10,000

+20 Damage Damage

625 > 1,350 Overcharge Overcharge


Sell Price changes to Cash$6,566

Vessel Of Infinite Destruction
Level 5 • Cost: Vessel Of Infinite Destruction - Cash$34,000

0.208 > 0.108 Tick Tick

+2.5 Range Range

+5 Damage Damage

3 > 2 Charge-Up Time Charge Time

1,350 > 3,000 Overcharge Overcharge


Sell Price changes to Cash$17,900

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3]
0 Cash$4,250 10 0.208 3 2 180 17.5 20.59
1 Cash$5,050 15 0.208 3 2 180 17.5 24.01
2 Cash$6,400 15 0.208 3 2 375 17.5 36.76
3 Cash$9,700 25 0.208 3 2 625 17.5 61.27
4 Cash$19,700 45 0.208 3 2 1,350 17.5 120.11
5 Cash$53,700 50 0.108 2 2 3,000 20 286.26

5 May 2023 – Unwavering Tides Update (5 August 2023)

Base Stats

Accelerator/History
Cost
Cash$4,250
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$1,416
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 0+
Range
Range17.5
Lead Detection
Lead PenetrationLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Overcharge
Overcharge180
Charge-Up
Charge-Up3
Cooldown
Cooldown2

Upgrades

Extra Juice
Level 1 • Cost: Extra Juice - Cash$800

+4 Damage Damage


Sell Price changes to Cash$1,683

Second Energy Canister
Level 2 • Cost: Second Energy Canister - Cash$1,350

180 > 280 Overcharge Overcharge


Sell Price changes to Cash$2,133

Powerhouse Armor
Level 3 • Cost: Powerhouse Armor - Cash$3,300

+11 Damage Damage

280 > 425 Overcharge Overcharge


Sell Price changes to Cash$3,233

Supercharger
Level 4 • Cost: Supercharger - Cash$10,000

+11 Damage Damage

425 > 1,080 Overcharge Overcharge


Sell Price changes to Cash$6,566

Vessel Of Infinite Destruction
Level 5 • Cost: Vessel Of Infinite Destruction - Cash$30,000

0.208 > 0.108 Tick Tick

+5 Range Range

+14 Damage Damage

3 > 2 Charge-Up Time Charge Time

1,080 > 3,000 Overcharge Overcharge


Sell Price changes to Cash$16,566

Stats Table

Level Total Price Damage Tick Charge-Up[1] Cooldown[2] Overcharge Range DPS[3]
0 Cash$4,250 10 0.208 3 2 180 17.5 20.59
1 Cash$5,050 14 0.208 3 2 180 17.5 23.45
2 Cash$6,400 14 0.208 3 2 280 17.5 30.57
3 Cash$9,700 25 0.208 3 2 425 17.5 49.79
4 Cash$19,700 36 0.208 3 2 1,080 17.5 96.09
5 Cash$49,700 50 0.108 2 2 3,000 22.5 286.26

Violent Night Update (21 December 2022) – 5 May 2023

Base Stats

Accelerator/History
Cost
Cash$3,500
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage6-8
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 0+
Range
Range13
Lead Detection
Lead PenetrationLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Burst Time
Burst Time6
Charge-Up
Charge-Up3
Cooldown
Cooldown2

Upgrades

Focused Aiming
Level 1 • Cost: Focused Aiming - Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

Extra Juice
Level 2 • Cost: Extra Juice - Cash$1,200

6 > 8.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

Powerhouse Armor
Level 3 • Cost: Powerhouse Armor - Cash$3,200

+7 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Super Charged - Cash$9,500

+3 Range Range

0.208 > 0.108 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void..
Level 5 • Cost: Energy From The Void.. - Cash$30,000

+1 Range Range

+20 Damage Damage

3 > 2 Charge-Up Time Charge Time

8.5 > 12 Burst Time Burst Time


Sell Price changes to Cash$16,000

Stats Table

Level Total Price Highest Damage Lowest Damage Tick Charge-Up[1] Cooldown[2] Burst Time Range Max DPS[4] Avg DPS[5] Min DPS[6]
0 Cash$3,500 8 6 0.208 3 2 6 13 20.98 18.36 15.73
1 Cash$4,100 8 6 0.208 3 2 6 16 20.98 18.36 15.73
2 Cash$5,300 8 6 0.208 3 2 8.5 16 24.22 21.19 18.16
3 Cash$8,500 15 11 0.208 3 2 8.5 16 45.41 39.35 33.3
4 Cash$18,000 15 11 0.108 3 2 8.5 19 87.45 75.79 64.13
5 Cash$48,000 35 25 0.108 2 2 12 20 243.06 208.33 173.61

Entity System Update (12 March 2022) – Violent Night Update (21 December 2022)

Base Stats

Accelerator/History
Cost
Cash$3,500
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.208
Hidden Detection
Hidden DetectionLevel 0+
Range
Range12
Lead Detection
Lead PenetrationLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Burst Time
Burst Time4
Charge-Up
Charge-Up4
Cooldown
Cooldown2

Upgrades

Focused Aiming
Level 1 • Cost: Focused Aiming - Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

Extra Juice
Level 2 • Cost: Extra Juice - Cash$1,200

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

Powerhouse Armor
Level 3 • Cost: Powerhouse Armor - Cash$3,200

+6 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Super Charged - Cash$9,500

+3 Range Range

0.208 > 0.108 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void
Level 5 • Cost: Energy From The Void - Cash$25,000

+2 Range Range

+9 Damage Damage

0.108 > 0.058 Tick Tick

4 > 2 Charge-Up Time Charge Time

6.5 > 12 Burst Time Burst Time


Sell Price changes to Cash$14,333

Stats Table

Level Total Price Highest Damage Lowest Damage Tick Charge-Up[1] Cooldown[2] Burst Time Range Max DPS[4] Avg DPS[5] Min DPS[6]
0 Cash$3,500 10 7 0.208 4 2 4 12 19.23 16.34 13.47
1 Cash$4,100 10 7 0.208 4 2 4 15 19.23 16.34 13.47
2 Cash$5,300 10 7 0.208 4 2 6.5 15 25 21.25 17.5
3 Cash$8,500 16 12 0.208 4 2 6.5 15 40 35 30
4 Cash$18,000 16 12 0.108 4 2 6.5 18 77.04 67.40 57.78
5 Cash$43,000 25 18 0.058 2 2 12 20 323.28 278.01 232.76

Overhaul Update (29 October 2020) – Entity System Update (12 March 2022)

Base Stats

Accelerator/History
Cost
Cash$3,500
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.23
Hidden Detection
Hidden DetectionLevel 0+
Range
Range12
Lead Detection
Lead PenetrationLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Burst Time
Burst Time4
Charge-Up
Charge-Up4
Cooldown
Cooldown2

Upgrades

Focused Aiming
Level 1 • Cost: Focused Aiming - Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

Extra Juice
Level 2 • Cost: Extra Juice - Cash$1,200

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

Powerhouse Armor
Level 3 • Cost: Powerhouse Armor - Cash$3,200

+6 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Super Charged - Cash$9,500

+3 Range Range

0.23 > 0.13 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void
Level 5 • Cost: Energy From The Void - Cash$25,000

+2 Range Range

+9 Damage Damage

0.13 > 0.08 Tick Tick

4 > 2 Charge-Up Time Charge Time

6.5 > 12 Burst Time Burst Time


Sell Price changes to Cash$14,333

Stats Table

Level Total Price Highest Damage Lowest Damage Tick Charge-Up[1] Cooldown[2] Burst Time Range Max DPS[4] Avg DPS[5] Min DPS[6]
0 Cash$3,500 10 7 0.23 4 2 4 12 17.39 14.78 12.17
1 Cash$4,100 10 7 0.23 4 2 4 15 17.39 14.78 12.17
2 Cash$5,300 10 7 0.23 4 2 6.5 15 22.61 19.22 15.83
3 Cash$8,500 16 12 0.23 4 2 6.5 15 36.17 31.65 27.13
4 Cash$18,000 16 12 0.13 4 2 6.5 18 64 56 48
5 Cash$43,000 25 18 0.08 2 2 12 20 234.38 201.56 168.75

Hardcore Testing

Base Stats

Accelerator/History
Cost
Cash$3,500
Placement Footprint
{{{Footprint}}}
Sell Price
Cash$1,166
Placement Type
Ground
Damage
Damage10
Damage Method
Burst
Firerate
Firerate0.23
Hidden Detection
Hidden DetectionLevel 0+
Range
Range12
Lead Detection
Lead PenetrationLevel 0+
Placement Limit
Placement Limit8
Flying Detection
N/A
Burst Time
Burst Time4
Charge-Up
Charge-Up4
Cooldown
Cooldown2

Upgrades

Focused Aiming
Level 1 • Cost: Focused Aiming - Cash$600

+3 Range Range


Sell Price changes to Cash$1,366

Extra Juice
Level 2 • Cost: Extra Juice - Cash$1,200

4 > 6.5 Burst Time Burst Time


Sell Price changes to Cash$1,766

Powerhouse Armor
Level 3 • Cost: Powerhouse Armor - Cash$3,200

+6 Damage Damage


Sell Price changes to Cash$2,833

Super Charged
Level 4 • Cost: Super Charged - Cash$9,500

+2 Range Range

0.23 > 0.13 Tick Tick


Sell Price changes to Cash$6,000

Energy From The Void
Level 5 • Cost: Energy From The Void - Cash$25,000

+2 Range Range

+9 Damage Damage

0.13 > 0.08 Tick Tick

4 > 2 Charge-Up Time Charge Time

6.5 > 12 Burst Time Burst Time


Sell Price changes to Cash$14,333

Stats Table

Level Total Price Highest Damage Lowest Damage Tick Charge-Up[1] Cooldown[2] Burst Time Range Max DPS[4] Avg DPS[5] Min DPS[6]
0 Cash$3,500 10 7 0.23 4 2 4 12 17.39 14.78 12.17
1 Cash$4,100 10 7 0.23 4 2 4 15 17.39 14.78 12.17
2 Cash$5,300 10 7 0.23 4 2 6.5 15 22.61 19.22 15.83
3 Cash$8,500 16 12 0.23 4 2 6.5 15 36.17 31.65 27.13
4 Cash$18,000 16 12 0.13 4 2 6.5 17 64 56 48
5 Cash$43,000 25 18 0.08 2 2 12 19 234.38 201.56 168.75

Notes

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 The Charge-Up happens when the Accelerator first starts attacking or its cooldown ends. This is indicated by an animation where the Accelerator charges up its ray gun.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 The Cooldown happens when the Burst Time ends. This is indicated by an animation where the Accelerator waves its hand.
  3. 3.0 3.1 3.2 DPS is calculated as Overcharge ÷ (Charge-Up + Cooldown + [Overcharge ÷ Damage x Tick]).
  4. 4.0 4.1 4.2 4.3 Maximum DPS is calculated as [Highest Damage × (Burst Time ÷ Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
  5. 5.0 5.1 5.2 5.3 Average DPS is calculated as [(Highest Damage + Lowest Damage) ÷ 2 × (Burst Time ÷ Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.
  6. 6.0 6.1 6.2 6.3 Minimum DPS is calculated as [Lowest Damage × (Burst Time ÷ Tick)] ÷ (Charge-Up + Burst Time + Cooldown). Actual DPS may vary from time to time.



 
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