Archer/History: Difference between revisions

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imported>Mentin123
m Changing Base Stats to Base Statistics for consistency (automatic)
imported>Mentin123
mNo edit summary
 
(5 intermediate revisions by 2 users not shown)
Line 99:
$BDPS$ = Burn Damage / Burn Tick
$SDPS$ = [[Splash Damage]] / Firerate
$MDPS$ = $DPS$ * Max Hits
$MBDPS$ = $BDPS$ * Max Hits
$CDPS1$ = $DPS$ + $BDPS$
$MCDPS1$ = ($CDPS1$) * Max Hits
$CDPS2$ = $DPS$ + $SDPS$
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 250; 550; 1250; 3000; 8500
$COST$ = 600; 250; 550; 1250; 3000; 8500
$FNC-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FNC-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Powder Keg Arrows; Shot of the Century
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Powder Keg Arrows; Shot of the Century
$FNC-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FSE-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
$TREF$ = <ref name="ted">Total Elapsed Damage is calculated as Burn Damage × Burn Time.</ref>
Line 113 ⟶ 117:
$DREF2$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$MREF$ = <ref name="expmaxhits">Refers to the arrow only, not the explosion.</ref>
$R$ = $FNC-RECURSION$
</var>
<tabber>
Line 118 ⟶ 123:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1215" |Flame Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Burn Damage !! Firerate$FREF$ !! Burn Tick !! Burn Time !! Range !! Max Hits !! Total Elapsed Damage$TREF$ !! DPS$DREF1$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || N/A || 1.6 || N/A || N/A || 16.5 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 5 || N/A || 1.4 || N/A || N/A || 20 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 8 || N/A || 1.4 || N/A || N/A || 20 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 3 || 1.4 || 1 || 2 || 21 || 3 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 16 || 5 || 1.2 || 1 || 4 || 21 || 4 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 40 || 14 || 1 || 1 || 4 || 24 || 8 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 138 ⟶ 143:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1011" |Explosive Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! Max Hits$MREF$ !! DPS !! Cost Efficiency
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 25 || 1.2 || 21 || 2 || 1 || $CDPS2$<ref>$DPS$ Normal DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 40 || 45 || 1 || 24 || 2.5 || 1 || $CDPS2$<ref>$DPS$ Normal DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
</div>
Line 150 ⟶ 155:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="912" |Shock Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Firerate$FREF$ !! Range !! Max Hits !! Stun Time !! DPS$DREF2$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 5 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 40 || 1 || 24 || 5 || 0.15 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 261 ⟶ 266:
$BDPS$ = Burn Damage / Burn Tick
$SDPS$ = [[Splash Damage]] / Firerate
$MDPS$ = $DPS$ * Max Hits
$MBDPS$ = $BDPS$ * Max Hits
$CDPS1$ = $DPS$ + $BDPS$
$MCDPS1$ = ($CDPS1$) * Max Hits
$CDPS2$ = $DPS$ + $SDPS$
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 250; 550; 1250; 3000; 8500
$COST$ = 600; 250; 550; 1250; 3000; 8500
$FNC-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FNC-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Powder Keg Arrows; Shot of the Century
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Powder Keg Arrows; Shot of the Century
$FNC-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FSE-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FNC-ROFBUG$ = Firerate
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
Line 276 ⟶ 285:
$DREF2$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$MREF$ = <ref name="expmaxhits">Refers to the arrow only, not the explosion.</ref>
$R$ = $FNC-RECURSION$
</var>
<tabber>
Line 281 ⟶ 291:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1215" |Flame Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Burn Damage !! Firerate$FREF$ !! Burn Tick !! Burn Time !! Range !! Max Hits !! Total Elapsed Damage$TREF$ !! DPS$DREF1$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || N/A || 1.6 || N/A || N/A || 16.5 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 5 || N/A || 1.4 || N/A || N/A || 20 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 8 || N/A || 1.4 || N/A || N/A || 20 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 3 || 1.4 || 1 || 2 || 21 || 3 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 16 || 5 || 1.2 || 1 || 4 || 21 || 4 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 40 || 14 || 1 || 1 || 4 || 24 || 8 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 301 ⟶ 311:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1011" |Explosive Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! Max Hits$MREF$ !! DPS !! Cost Efficiency
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 25 || 1.2 || 21 || 2 || 1 || $CDPS2$<ref>$DPS$ Normal DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 40 || 45 || 1 || 24 || 2.5 || 1 || $CDPS2$<ref>$DPS$ Normal DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
</div>
Line 313 ⟶ 323:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="912" |Shock Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Firerate$FREF$ !! Range !! Max Hits !! Stun Time !! DPS$DREF2$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 5 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 40 || 1 || 24 || 5 || 0.15 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 429 ⟶ 439:
$BDPS$ = Burn Damage / Burn Tick
$SDPS$ = [[Splash Damage]] / Firerate
$MDPS$ = $DPS$ * Max Hits
$MBDPS$ = $BDPS$ * Max Hits
$CDPS1$ = $DPS$ + $BDPS$
$MCDPS1$ = ($CDPS1$) * Max Hits
$CDPS2$ = $DPS$ + $SDPS$
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 100; 400; 1000; 2750; 8575
$COST$ = 600; 100; 400; 1000; 2750; 8575
$FNC-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FNC-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
$FNC-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FSE-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FNC-ROFBUG$ = Firerate
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
Line 444 ⟶ 458:
$DREF2$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$MREF$ = <ref name="expmaxhits">Refers to the arrow only, not the explosion.</ref>
$R$ = $FNC-RECURSION$
</var>
<tabber>
Line 449 ⟶ 464:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1215" |Flame Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Burn Damage !! Firerate$FREF$ !! Burn Tick !! Burn Time !! Range !! Max Hits !! Total Elapsed Damage$TREF$ !! DPS$DREF1$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.7 || N/A || N/A || 16 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.7 || N/A || N/A || 19 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || N/A || 1.6 || N/A || N/A || 19 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 1 || 1.5 || 0.5 || 2 || 22 || 3 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 16 || 3 || 1.5 || 0.5 || 3 || 23 || 4 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 35 || 6 || 1.25 || 0.5 || 4 || 24 || 6 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 469 ⟶ 484:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="912" |Shock Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Firerate$FREF$ !! Range !! Max Hits !! Stun Time !! DPS$DREF2$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 1.5 || 23 || 3 || 0.3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 35 || 1.25 || 24 || 4 || 0.45 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 481 ⟶ 496:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1011" |Explosive Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! Max Hits$MREF$ !! DPS !! Cost Efficiency
|-
| 5 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 35 || 35 || 1.25 || 24 || 5 || 1 || $CDPS2$<ref>$DPS$ Normal DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
</div>
Line 597 ⟶ 612:
$BDPS$ = Burn Damage / Burn Tick
$SDPS$ = [[Splash Damage]] / Firerate
$MDPS$ = $DPS$ * Max Hits
$MBDPS$ = $BDPS$ * Max Hits
$CDPS1$ = $DPS$ + $BDPS$
$MCDPS1$ = ($CDPS1$) * Max Hits
$CDPS2$ = $DPS$ + $SDPS$
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 100; 400; 1000; 2750; 7375
$COST$ = 600; 100; 400; 1000; 2750; 7375
$FNC-DETECTION$ = 2; ; 0
$FSE-DETECTION$ = 2; ; 0
$FNC-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
$FNC-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FSE-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FNC-ROFBUG$ = Firerate
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
Line 612 ⟶ 631:
$DREF2$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$MREF$ = <ref name="expmaxhits">Refers to the arrow only, not the explosion.</ref>
$R$ = $FNC-RECURSION$
</var>
<tabber>
Line 617 ⟶ 637:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1215" |Flame Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Burn Damage !! Firerate$FREF$ !! Burn Tick !! Burn Time !! Range !! Max Hits !! Total Elapsed Damage$TREF$ !! DPS$DREF1$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.7 || N/A || N/A || 16 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.7 || N/A || N/A || 19 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || N/A || 1.6 || N/A || N/A || 19 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 1 || 1.5 || 0.5 || 2 || 22 || 3 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 16 || 4 || 1.5 || 0.5 || 3 || 23 || 4 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 32 || 8 || 1.25 || 0.5 || 4 || 24 || 5 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 637 ⟶ 657:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="912" |Shock Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Firerate$FREF$ !! Range !! Max Hits !! Stun Time !! DPS$DREF2$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 1.5 || 23 || 4 || 0.3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 32 || 1.25 || 24 || 5 || 0.45 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 649 ⟶ 669:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1011" |Explosive Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! Max Hits$MREF$ !! DPS !! Cost Efficiency
|-
| 5 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 32 || 48 || 1.25 || 24 || 5 || 1 || $CDPS2$<ref>$DPS$ Normal DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
</div>
Line 765 ⟶ 785:
$BDPS$ = Burn Damage / Burn Tick
$SDPS$ = [[Splash Damage]] / Firerate
$MDPS$ = $DPS$ * Max Hits
$MBDPS$ = $BDPS$ * Max Hits
$CDPS1$ = $DPS$ + $BDPS$
$MCDPS1$ = ($CDPS1$) * Max Hits
$CDPS2$ = $DPS$ + $SDPS$
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 100; 400; 1000; 2375; 7375
$COST$ = 600; 100; 400; 1000; 2375; 7375
$FNC-DETECTION$ = 2; ; 0
$FSE-DETECTION$ = 2; ; 0
$FNC-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
$FNC-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FSE-UPGRADEICON$ = 78487255054043; 118177062176518; 83003777730604; 115104563492355; 73857609172576
$FNC-ROFBUG$ = Firerate
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
Line 780 ⟶ 804:
$DREF2$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$MREF$ = <ref name="expmaxhits">Refers to the arrow only, not the explosion.</ref>
$R$ = $FNC-RECURSION$
</var>
<tabber>
Line 785 ⟶ 810:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1215" |Flame Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Burn Damage !! Firerate$FREF$ !! Burn Tick !! Burn Time !! Range !! Max Hits !! Total Elapsed Damage$TREF$ !! DPS$DREF1$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.7 || N/A || N/A || 16 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.7 || N/A || N/A || 19 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || N/A || 1.6 || N/A || N/A || 19 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 1 || 1.5 || 0.5 || 2 || 22 || 3 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 16 || 4 || 1.5 || 0.5 || 3 || 23 || 4 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 32 || 8 || 1.25 || 0.5 || 4 || 24 || 5 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 805 ⟶ 830:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="912" |Shock Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Firerate$FREF$ !! Range !! Max Hits !! Stun Time !! DPS$DREF2$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 1.5 || 23 || 4 || 0.3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 32 || 1.25 || 24 || 5 || 0.45 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 817 ⟶ 842:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1011" |Explosive Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! Max Hits$MREF$ !! DPS !! Cost Efficiency
|-
| 5 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 32 || 48 || 1.25 || 24 || 5 || 1 || $CDPS2$<ref>$DPS$ Normal DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
</div>
Line 933 ⟶ 958:
$BDPS$ = Burn Damage / Burn Tick
$SDPS$ = [[Splash Damage]] / Firerate
$MDPS$ = $DPS$ * Max Hits
$MBDPS$ = $BDPS$ * Max Hits
$CDPS1$ = $DPS$ + $BDPS$
$MCDPS1$ = ($CDPS1$) * Max Hits
$CDPS2$ = $DPS$ + $SDPS$
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 50; 400; 800; 2375; 7000
$COST$ = 400; 50; 400; 800; 2375; 7000
$FNC-DETECTION$ = 2; ; 0
$FSE-DETECTION$ = 2; ; 0
$FNC-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
$FNC-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FSE-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FNC-ROFBUG$ = Firerate
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
Line 948 ⟶ 977:
$DREF2$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$MREF$ = <ref name="expmaxhits">Refers to the arrow only, not the explosion.</ref>
$R$ = $FNC-RECURSION$
</var>
<tabber>
Line 953 ⟶ 983:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1215" |Flame Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Burn Damage !! Firerate$FREF$ !! Burn Tick !! Burn Time !! Range !! Max Hits !! Total Elapsed Damage$TREF$ !! DPS$DREF1$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.7 || N/A || N/A || 18 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.7 || N/A || N/A || 19 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || N/A || 1.6 || N/A || N/A || 19 || 3 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 1 || 1.5 || 0.5 || 2 || 22 || 3 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 16 || 2 || 1.5 || 0.5 || 3 || 23 || 4 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 32 || 4 || 1.25 || 0.5 || 4 || 24 || 6 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 973 ⟶ 1,003:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="912" |Shock Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! Firerate$FREF$ !! Range !! Max Hits !! Stun Time !! DPS$DREF2$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 1.5 || 23 || 3 || 0.25 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 32 || 1.25 || 24 || 5 || 0.3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 985 ⟶ 1,015:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="1011" |Explosive Arrows
|-
! Level !! Cost !! Total PriceCost !! Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! Max Hits$MREF$ !! DPS !! Cost Efficiency
|-
| 5 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 32 || 48 || 1.25 || 24 || 5 || 1 || $CDPS2$<ref>$DPS$ Normal DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
</div>
Line 1,079 ⟶ 1,109:
<var>
$DPS$ = Damage / Firerate
$MDPS$ = $DPS * Max Hits
$BDPS$ = Burn Damage / Burn Tick
$MBDPS$ = $BDPS$ * Max Hits
$CDPS1$ = $DPS$ + $BDPS$
$MCDPS1$ = $MDPS$ + $MBDPS$
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 100; 700; 1500; 3000; 7500
$COST$ = 600; 100; 700; 1500; 3000; 7500
$FNC-DETECTION$ = 2; ; 0
$FSE-DETECTION$ = 2; ; 0
$FNC-UPGRADE$ = Faster Reloading; Deadshot; Ammo Mods; Mechanical Bow; Professional Archer
$FSE-UPGRADE$ = Faster Reloading; Deadshot; Ammo Mods; Mechanical Bow; Professional Archer
$FNC-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FSE-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FNC-ROFBUG$ = Firerate
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
$TREF$ = <ref name="ted">Total Elapsed Damage is calculated as Burn Damage × Burn Time.</ref>
$DREF1$ = <ref name="dps2">DPS assumes one arrow successfully hits one enemy only.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Burn Damage !! Firerate$FREF$ !! Burn Tick !! Burn Time !! Range !! Max Hits !! Total Elapsed Damage$TREF$ !! DPS$DREF1$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 2.5 || N/A || N/A || 20 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || N/A || 2 || N/A || N/A || 22 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 8 || N/A || 2.25 || N/A || N/A || 22 || 2 || N/A || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 2 || 2.25 || 1 || 3 || 22 || 5 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 20 || 4 || 1.5 || 1 || 3 || 24 || 5 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 30 || 10 || 1.5 || 1 || 8 || 26 || 8 || $TED$ || $CDPS1$<ref>$DPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MCDPS1$<ref>$MDPS$ Normal DPS + $MBDPS$ Burn DPS</ref> || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 1,175 ⟶ 1,210:
<var>
$DPS$ = Damage / Firerate
$MDPS$ = Damage / Firerate * Max Hits
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 100; 250; 400; 1000; 3500
$COST$ = 400; 100; 250; 400; 1000; 3500
$FNC-DETECTION$ = 2; ; 0
$FSE-DETECTION$ = 2; ; 0
$FNC-UPGRADE$ = Faster Reloading; Hawkeye; Sharpshooter; Mechanical Bow; Professional Archer
$FSE-UPGRADE$ = Faster Reloading; Hawkeye; Sharpshooter; Mechanical Bow; Professional Archer
$FNC-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FSE-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FNC-ROFBUG$ = Firerate
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
$DREF$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate$FREF$ !! Range !! Max Hits !! DPS$DREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 4 || 20 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 3.2 || 20 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 3.2 || 22 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 3.2 || 22 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 8 || 2 || 24 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 25 || 2 || 26 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 1,266 ⟶ 1,304:
<var>
$DPS$ = Damage / Firerate
$MDPS$ = Damage / Firerate * Max Hits
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 100; 250; 400; 1000; 3500
$COST$ = 400; 100; 250; 400; 1000; 3500
$FNC-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FNC-UPGRADE$ = Faster Reloading; Hawkeye; Sharpshooter; Mechanical Bow; Professional Archer
$FSE-UPGRADE$ = Faster Reloading; Hawkeye; Sharpshooter; Mechanical Bow; Professional Archer
$FNC-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FSE-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FNC-ROFBUG2020$ = Firerate
$FNC-ROFBUG-2020$ = Firerate
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
$DREF$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate$FREF$ !! Range !! Max Hits !! DPS$DREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 4 || 20 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 3.2 || 20 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 3.2 || 22 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 3.2 || 22 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 8 || 2 || 24 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 25 || 2 || 26 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 1,357 ⟶ 1,398:
<var>
$DPS$ = Damage / Firerate
$MDPS$ = Damage / Firerate * Max Hits
$CE$ = $TP$ / DPS
$TPMCE$ = $FNC-TOTALPRICETP$ / Max DPS
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 100; 250; 400; 1350; 3500
$COST$ = 400; 100; 250; 400; 1350; 3500
$FNC-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FNC-UPGRADE$ = Faster Reloading; Hawkeye; Sharpshooter; Mechanical Bow; Professional Archer
$FSE-UPGRADE$ = Faster Reloading; Hawkeye; Sharpshooter; Mechanical Bow; Professional Archer
$FNC-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FSE-UPGRADEICON$ = 3280081327; 524302408; 141745478; 456573844; 106341823
$FNC-ROFBUG2020$ = Firerate
$FNC-ROFBUG-2020$ = Firerate
$FREF$ = <ref name="firerate">Firerate is seperated into two parts, loading the bow, and aiming and firing the bow. The firerate is halved if the bow is already loaded.</ref>
$DREF$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate$FREF$ !! Range !! Max Hits !! DPS$DREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 4 || 20 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 3.2 || 20 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 3.2 || 22 || 1 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 3.2 || 22 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 8 || 2 || 24 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 25 || 2 || 26 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
Line 1,449 ⟶ 1,493:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 400; 100; 250; 325; 800; 3000
$FNCFSE-DETECTION$ = ; ;
$FNCFSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
$FNCFSE-UPGRADEICON$ = 3280081327; 141745478; 141745478; 456573844; 106341823
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$PREF$ = <ref>Damage decreases as the arrow pierces through enemies.</ref>
$DREF$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage$PREF$ !! Firerate !! Range !! Max Hits !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 25 || 2 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 1 || 2 || 27 || 2 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 2 || 2 || 27 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 7 || 2 || 29 || 7 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 7 || 1 || 30 || 7 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 27 || 1 || 32 || 8 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,533 ⟶ 1,578:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 400; 100; 250; 325; 800; 3000
$FNCFSE-DETECTION$ = ; ;
$FNCFSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
$FNCFSE-UPGRADEICON$ = 3280081327; 141745478; 141745478; 456573844; 106341823
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$DREF$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 1 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 2 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 7 || 2 || 29 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 7 || 1 || 30 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 27 || 1 || 32 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,616 ⟶ 1,662:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 350; 100; 250; 325; 800; 3000
$FNCFSE-DETECTION$ = ; ;
$FNCFSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
$FNCFSE-UPGRADEICON$ = 3280081327; 141745478; 141745478; 456573844; 106341823
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$DREF$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 1 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 9 || 2 || 29 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 9 || 1 || 30 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 24 || 1 || 32 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,699 ⟶ 1,746:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 200; 100; 250; 325; 800; 3000
$FNCFSE-DETECTION$ = ; ;
$FNCFSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
$FNCFSE-UPGRADEICON$ = 3280081327; 141745478; 141745478; 456573844; 106341823
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$DREF$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 1 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 9 || 2 || 29 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 9 || 1 || 30 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 24 || 1 || 32 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,782 ⟶ 1,830:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 200; 100; 250; 325; 800; 3000
$FNCFSE-DETECTION$ = ; ;
$FNCFSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
$FNCFSE-UPGRADEICON$ = 3280081327; 141745478; 141745478; 456573844; 106341823
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$DREF$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 4 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 14 || 2 || 29 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 14 || 1 || 30 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 29 || 1 || 32 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,865 ⟶ 1,914:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 200; 100; 250; 325; 800; 3000
$FNCFSE-DETECTION$ = ; ;
$FNCFSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
$FNCFSE-UPGRADEICON$ = 3280081327; 141745478; 141745478; 456573844; 106341823
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$DREF$ = <ref name="dps">DPS assumes one arrow successfully hits one enemy only.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 4 || 2 || 27 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 14 || 2 || 29 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 14 || 1 || 30 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 44 || 1 || 32 || $DPS$ || {{Money|$CE$}}
|}
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