Archer/History: Difference between revisions
Content deleted Content added
imported>Mentin123 mNo edit summary |
imported>DarkGabonnie Approved by t7ru (380694434980954114) via /job |
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Line 103:
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Powder Keg Arrows; Shot of the Century
Line 113:
$DREF2$ = <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 ⟶ 119:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || N/A || 1.6 || N/A || N/A || 16.5 || 2 || N/A || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 138 ⟶ 139:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 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 ||
|}
</div>
Line 150 ⟶ 151:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 5 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 40 || 1 || 24 || 5 || 0.15 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 265 ⟶ 266:
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Powder Keg Arrows; Shot of the Century
Line 276 ⟶ 277:
$DREF2$ = <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 ⟶ 283:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || N/A || 1.6 || N/A || N/A || 16.5 || 2 || N/A || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 301 ⟶ 303:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 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 ||
|}
</div>
Line 313 ⟶ 315:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 5 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 40 || 1 || 24 || 5 || 0.15 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 433 ⟶ 435:
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
Line 444 ⟶ 446:
$DREF2$ = <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 ⟶ 452:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.7 || N/A || N/A || 16 || 2 || N/A || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 469 ⟶ 472:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 1.5 || 23 || 3 || 0.3 || $DPS$ || {{Money|$CE$}}
|-
| 5 ||
|}
</div>
Line 481 ⟶ 484:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 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 601 ⟶ 604:
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ; 0
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
Line 612 ⟶ 615:
$DREF2$ = <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 ⟶ 621:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.7 || N/A || N/A || 16 || 2 || N/A || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 637 ⟶ 641:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 1.5 || 23 || 4 || 0.3 || $DPS$ || {{Money|$CE$}}
|-
| 5 ||
|}
</div>
Line 649 ⟶ 653:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 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 769 ⟶ 773:
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ; 0
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
Line 780 ⟶ 784:
$DREF2$ = <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 ⟶ 790:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.7 || N/A || N/A || 16 || 2 || N/A || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 805 ⟶ 810:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 1.5 || 23 || 4 || 0.3 || $DPS$ || {{Money|$CE$}}
|-
| 5 ||
|}
</div>
Line 817 ⟶ 822:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 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 937 ⟶ 942:
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ; 0
$FSE-UPGRADE$ = Eagle Eye; Deadshot; Flame-tipped Arrows; Mechanical Bow; Shot of the Century
Line 948 ⟶ 953:
$DREF2$ = <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 ⟶ 959:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.7 || N/A || N/A || 18 || 2 || N/A || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 973 ⟶ 979:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 4 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 16 || 1.5 || 23 || 3 || 0.25 || $DPS$ || {{Money|$CE$}}
|-
| 5 ||
|}
</div>
Line 985 ⟶ 991:
<div class="overflow-box">
{| class="wikitable stats-table"
! colspan="
|-
! Level !! Cost !! Total
|-
| 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 1,083 ⟶ 1,089:
$TED$ = Burn Damage * (Burn Time / Burn Tick)
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ; 0
$FSE-UPGRADE$ = Faster Reloading; Deadshot; Ammo Mods; Mechanical Bow; Professional Archer
Line 1,092 ⟶ 1,098:
$TREF$ = <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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 2.5 || N/A || N/A || 20 || 2 || N/A || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,176 ⟶ 1,183:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ; 0
$FSE-UPGRADE$ = Faster Reloading; Hawkeye; Sharpshooter; Mechanical Bow; Professional Archer
Line 1,184 ⟶ 1,191:
$FREF$ = <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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 4 || 20 || 1 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,267 ⟶ 1,275:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Faster Reloading; Hawkeye; Sharpshooter; Mechanical Bow; Professional Archer
Line 1,275 ⟶ 1,283:
$FREF$ = <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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 4 || 20 || 1 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,358 ⟶ 1,367:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Faster Reloading; Hawkeye; Sharpshooter; Mechanical Bow; Professional Archer
Line 1,366 ⟶ 1,375:
$FREF$ = <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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 4 || 20 || 1 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,449 ⟶ 1,459:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
Line 1,457 ⟶ 1,467:
$PREF$ = <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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 25 || 2 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,533 ⟶ 1,544:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
Line 1,540 ⟶ 1,551:
$FNC-ROFBUG-2019$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,616 ⟶ 1,628:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
Line 1,623 ⟶ 1,635:
$FNC-ROFBUG-2019$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,699 ⟶ 1,712:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
Line 1,706 ⟶ 1,719:
$FNC-ROFBUG-2019$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,782 ⟶ 1,796:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
Line 1,789 ⟶ 1,803:
$FNC-ROFBUG-2019$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,865 ⟶ 1,880:
$DPS$ = Damage / Firerate
$CE$ = $TP$ / DPS
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = Improved Handling; Sharper Arrows; Even Sharper Arrows; Rapid Fire; Sword Arrows
Line 1,872 ⟶ 1,887:
$FNC-ROFBUG-2019$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 25 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
| |||