Editing Cowboy/History
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| Latest revision | Your text | ||
| Line 147: | Line 147: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 550; 200; 600; 2000; 3000; 7777 |
$FNC-COST$ = 550; 200; 600; 2000; 3000; 7777 |
||
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
||
| Line 160: | Line 160: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 166: | Line 165: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 3 || 1 || 2 || 6 || {{Money|30}} || 13 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 0.9 || 1.25 || 6 || {{Money|30}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 5 || 0.9 || 1.25 || 6 || {{Money|50}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || 0.6 || 1 || 6 || {{Money|50}} || 17.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.35 || 1 || 12 || {{Money|125}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 24 || 0.35 || 1 || 12 || {{Money|185}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 184: | Line 183: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 16 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 351: | Line 350: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 550; 200; 600; 2000; 3000; 7777 |
$FNC-COST$ = 550; 200; 600; 2000; 3000; 7777 |
||
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
||
| Line 364: | Line 363: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 370: | Line 368: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 3 || 1 || 2 || 6 || {{Money|30}} || 13 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 0.9 || 1.25 || 6 || {{Money|30}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 5 || 0.9 || 1.25 || 6 || {{Money|50}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || 0.6 || 1 || 6 || {{Money|45}} || 17.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.35 || 1 || 12 || {{Money|125}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 24 || 0.35 || 1 || 12 || {{Money|185}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 388: | Line 386: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 16 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 555: | Line 553: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 450; 150; 850; 3000; 5500; 12500 |
$FNC-COST$ = 450; 150; 850; 3000; 5500; 12500 |
||
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
||
$FSE-DETECTION$ = 2; ; |
$FSE-DETECTION$ = 2; ; |
||
$FSE-PVP-DETECTION$ = 3; ; |
$FSE-PVP-DETECTION$ = 3; ; |
||
| Line 569: | Line 567: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 575: | Line 572: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 0.55 || 1.5 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 0.45 || 1.25 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 4 || 0.45 || 1.25 || 6 || {{Money|40}} || 17 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 14 || 0.6 || 1 || 6 || {{Money|75}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 14 || 0.25 || 1 || 12 || {{Money|150}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 28 || 0.25 || 1 || 12 || {{Money|250}} || 21 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 593: | Line 590: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 762: | Line 759: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 450; 150; 450; 2400; 4600; 8500 |
$FNC-COST$ = 450; 150; 450; 2400; 4600; 8500 |
||
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
||
| Line 775: | Line 772: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 781: | Line 777: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 0.6 || 1.5 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 0.5 || 1.25 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 0.5 || 1.25 || 6 || {{Money|30}} || 17 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 14 || 0.8 || 1 || 6 || {{Money|65}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 14 || 0.35 || 1 || 12 || {{Money|135}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 22 || 0.25 || 1 || 12 || {{Money|180}} || 21 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 799: | Line 795: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 964: | Line 960: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 450; 150; 550; 1500; 3000; 5250 |
$FNC-COST$ = 450; 150; 550; 1500; 3000; 5250 |
||
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
||
| Line 977: | Line 973: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 983: | Line 978: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 0.75 || 1.25 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 5 || 0.75 || 1.25 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 0.5 || 1 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 8 || 0.25 || 1 || 12 || {{Money|100}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 15 || 0.25 || 1 || 12 || {{Money|200}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,001: | Line 996: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,166: | Line 1,161: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 450; 150; 550; 1500; 3000; 5250 |
$FNC-COST$ = 450; 150; 550; 1500; 3000; 5250 |
||
$PVP-COST$ = 550; 200; 500; 2000; 3825; 7500 |
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3825; 7500 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
||
| Line 1,179: | Line 1,174: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 1,185: | Line 1,179: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 0.75 || 1.25 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 5 || 0.75 || 1.25 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 0.5 || 1 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 8 || 0.25 || 1 || 12 || {{Money|100}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 15 || 0.25 || 1 || 12 || {{Money|200}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,203: | Line 1,197: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || 1.25 || 1.25 || 6 || {{Money|45}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || 1 || 1 || 6 || {{Money|45}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 1 || 1 || 6 || {{Money|55}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || 0.6 || 0.75 || 6 || {{Money|65}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.3 || 0.75 || 12 || {{Money|125}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.3 || 0.75 || 12 || {{Money|225}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,302: | Line 1,296: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 450; 150; 550; 1500; 3000; 5250 |
$FNC-COST$ = 450; 150; 550; 1500; 3000; 5250 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
||
| Line 1,314: | Line 1,308: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 0.75 || 1.25 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 5 || 0.75 || 1.25 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 0.5 || 1 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 8 || 0.25 || 1 || 12 || {{Money|100}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 15 || 0.25 || 1 || 12 || {{Money|200}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,421: | Line 1,414: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 450; 250; 300; 1500; 4000; 7500 |
$FNC-COST$ = 450; 250; 300; 1500; 4000; 7500 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
||
| Line 1,433: | Line 1,426: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 0.8 || 1.7 || 6 || {{Money|25}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 4 || 0.8 || 1.7 || 6 || {{Money|40}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 0.7 || 1.2 || 6 || {{Money|40}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.35 || 1.2 || 12 || {{Money|120}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 20 || 0.3 || 0.85 || 12 || {{Money|180}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,531: | Line 1,523: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 550; 250; 300; 1650; 4000; 7500 |
$FNC-COST$ = 550; 250; 300; 1650; 4000; 7500 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
||
| Line 1,543: | Line 1,535: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 0.8 || 1.7 || 6 || {{Money|25}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 4 || 0.8 || 1.7 || 6 || {{Money|35}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 0.8 || 1.3 || 6 || {{Money|35}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.35 || 1.3 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 20 || 0.35 || 1 || 6 || {{Money|80}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,643: | Line 1,634: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
||
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 550; 250; 300; 1650; 4000; 7500 |
$FNC-COST$ = 550; 250; 300; 1650; 4000; 7500 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
||
| Line 1,655: | Line 1,646: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 0.8 || 1.7 || 6 || {{Money|25}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 4 || 0.8 || 1.7 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 0.6 || 1.3 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.35 || 1.3 || 6 || {{Money|80}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 20 || 0.35 || 1 || 6 || {{Money|100}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,733: | Line 1,723: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 250; 300; 1250; 4250; 7500 |
$FNC-COST$ = 650; 250; 300; 1250; 4250; 7500 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
||
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
||
$FNC-ROFBUG$ = Firerate |
$FNC-ROFBUG$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 3 || 1.5 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.3 || N/A || N/A || N/A || N/A || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 7 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 7 || 0.65 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.5 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,819: | Line 1,808: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 250; 300; 1250; 4250; 7500 |
$FNC-COST$ = 650; 250; 300; 1250; 4250; 7500 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
||
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 3 || 1.5 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.3 || N/A || N/A || N/A || N/A || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 7 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 7 || 0.65 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.5 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,905: | Line 1,893: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 250; 300; 1250; 4250; 7500 |
$FNC-COST$ = 650; 250; 300; 1250; 4250; 7500 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
||
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 4 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 1.3 || N/A || N/A || N/A || N/A || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 1 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 5 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 5 || 0.65 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.5 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,001: | Line 1,988: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$WCE$ = Total |
$WCE$ = Total Price / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 350; 525; 1350; 4250; 7500 |
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
||
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Ability Damage !! Firerate !! Cash Shot !! Min Income !! Max Income !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || N/A || 1.2 || 12% || {{Money|60}} || {{Money|750}} || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || N/A || 1 || 12% || {{Money|60}} || {{Money|750}} || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 18 || N/A || 0.55 || 12% || {{Money|60}} || {{Money|750}} || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 9 || $WDMG$ || 0.15 || 1% || {{Money|60}} || {{Money|750}} || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,094: | Line 2,080: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$WCE$ = Total |
$WCE$ = Total Price / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 350; 525; 1350; 4250; 7500 |
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
||
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || N/A || 1.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || N/A || 1.2 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || N/A || 1 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 18 || N/A || 0.55 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 9 || $WDMG$ || 0.15 || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,187: | Line 2,172: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$WCE$ = Total |
$WCE$ = Total Price / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 350; 525; 1350; 4250; 7500 |
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
||
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || N/A || 1.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || N/A || 1.2 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || N/A || 1 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 18 || N/A || 0.65 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 9 || $WDMG$ || 0.15 || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,280: | Line 2,264: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.3)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.3)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$WCE$ = Total |
$WCE$ = Total Price / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 350; 525; 1350; 4250; 7500 |
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
||
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || N/A || 1.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || N/A || 1.2 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || N/A || 1 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 18 || N/A || 0.65 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 9 || $WDMG$ || 0.15 || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,373: | Line 2,356: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.65)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.65)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$WCE$ = Total |
$WCE$ = Total Price / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 350; 525; 1350; 4250; 7500 |
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 9 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 4 || N/A || 1.65 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || N/A || 1.2 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 10 || N/A || 1 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 18 || N/A || 0.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 9 || $WDMG$ || 0.15 || 14 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,466: | Line 2,448: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.65)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.65)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$WCE$ = Total |
$WCE$ = Total Price / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 500; 350; 525; 1350; 4250; 7500 |
$FNC-COST$ = 500; 350; 525; 1350; 4250; 7500 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || N/A || 1.65 || 9 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || N/A || 1.65 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 4 || N/A || 1.2 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || N/A || 1 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 16 || N/A || 0.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 7 || $WDMG$ || 0.15 || 14 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,551: | Line 2,532: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 312; 375; 1562; 5312; 9375 |
$FNC-COST$ = 650; 312; 375; 1562; 5312; 9375 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
||
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
||
$FNC-ROFBUG$ = Firerate |
$FNC-ROFBUG$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 3 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.3 || N/A || N/A || N/A || N/A || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 8 || 0.65 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 22 || 0.5 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,637: | Line 2,617: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 312; 375; 1562; 5312; 9375 |
$FNC-COST$ = 650; 312; 375; 1562; 5312; 9375 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
||
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 3 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.3 || N/A || N/A || N/A || N/A || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 8 || 0.65 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 22 || 0.5 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,725: | Line 2,704: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 312; 375; 1562; 5312; 9375 |
$FNC-COST$ = 650; 312; 375; 1562; 5312; 9375 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death |
||
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 1.3 || N/A || N/A || N/A || N/A || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 1 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 6 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 8 || 0.65 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 22 || 0.5 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 20.7 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,821: | Line 2,799: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$WCE$ = Total |
$WCE$ = Total Price / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 437; 656; 1687; 5312; 9375 |
$FNC-COST$ = 650; 437; 656; 1687; 5312; 9375 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
||
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Ability Damage !! Firerate !! Cash Shot !! Min Income !! Max Income !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 5 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 5 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 7 || N/A || 1.2 || 12% || {{Money|60}} || {{Money|750}} || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 12 || N/A || 1 || 12% || {{Money|60}} || {{Money|750}} || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 22 || N/A || 0.55 || 12% || {{Money|60}} || {{Money|750}} || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 11 || $WDMG$ || 0.15 || 1% || {{Money|60}} || {{Money|750}} || 18.4 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,914: | Line 2,891: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$WCE$ = Total |
$WCE$ = Total Price / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 437; 656; 1687; 5312; 9375 |
$FNC-COST$ = 650; 437; 656; 1687; 5312; 9375 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
||
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 5 || N/A || 1.65 || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 5 || N/A || 1.65 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 7 || N/A || 1.2 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 12 || N/A || 1 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 22 || N/A || 0.55 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 11 || $WDMG$ || 0.15 || 18.4 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 3,007: | Line 2,983: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$WCE$ = Total |
$WCE$ = Total Price / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 437; 656; 1687; 5312; 9375 |
$FNC-COST$ = 650; 437; 656; 1687; 5312; 9375 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush |
||
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 5 || N/A || 1.65 || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 5 || N/A || 1.65 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 7 || N/A || 1.2 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 12 || N/A || 1 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 22 || N/A || 0.65 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 11 || $WDMG$ || 0.15 || 18.4 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||