Cowboy/History: Difference between revisions
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imported>DarkGabonnie m migrate fnc to fse, replaced: $FNC-UPGRADEICON → $FSE-UPGRADEICON (24), $FNC-UPGRADE → $FSE-UPGRADE (24), $FNC-DETECTION → $FSE-DETECTION (24) |
imported>DarkGabonnie Approved by t7ru (380694434980954114) via /job |
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| (4 intermediate revisions by 3 users not shown) | |||
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|Regular |
|Regular |
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|<div class{{=}}"mw-collapsible mw-collapsed"> |
|<div class{{=}}"mw-collapsible mw-collapsed"> |
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<div class{{=}}"sectionheader">''' |
<div class{{=}}"sectionheader">'''Kingpin Update (17 July 2026) – Present'''</div> |
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<div class{{=}}"ContainerColumn mw-collapsible-content"> |
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<center> |
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==Base Statistics== |
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{{PVPBaseStat |
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|Image = [[File:WDDefaultCowboyIcon.png|100px]] |
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|Unlock Cost = {{Coins|4,000}} |
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|Category = Advanced |
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|Role = Offense |
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|Cost = {{Money|550}} |
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|Footprint = 1.25 |
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|Sell Price = {{Money|183}} |
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|Placement Type = Ground |
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|Damage = [[File:Damage Icon.png|20px|Damage]]3 |
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|Damage Type = Single |
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|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]1 |
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|Hidden = [[File:HiddenDetection.png|20px|Hidden Detection]]Level 3+ |
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|Range = [[File:Range Icon.png|20px|Range]]13 |
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|Lead = N/A |
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|Placement = [[File:PlacementLimit.png|20px|Placement Limit]]12 |
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|Fly = N/A |
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|Title1 = Income |
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|Stat1 = {{Money|20}} |
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|Title2 = Cash Shot |
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|Stat2 = [[File:Cash Icon.png|20px|Cash Shot]]6 |
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|Title3 = Spin Time |
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|Stat3 = 1.5 |
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|PVP Cost = {{Money|550}} |
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|PVP Footprint = 1.5 |
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|PVP Sell Price = {{Money|183}} |
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|PVP Placement Type = Ground |
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|PVP Damage = [[File:Damage Icon.png|20px|Damage]]4 |
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|PVP Damage Type = Single |
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|PVP Firerate = [[File:Cooldown Icon.png|20px|Firerate]]1 |
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|PVP Hidden = [[File:HiddenDetection.png|20px|Hidden Detection]]Level 3+ |
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|PVP Range = [[File:Range Icon.png|20px|Range]]14 |
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|PVP Lead = N/A |
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|PVP Placement = [[File:PlacementLimit.png|20px|Placement Limit]]10 |
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|PVP Fly = N/A |
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|PVP Title1 = Income |
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|PVP Stat1 = {{Money|50}} |
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|PVP Title2 = Cash Shot |
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|PVP Stat2 = [[File:Cash Icon.png|20px|Cash Shot]]6 |
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|PVP Title3 = Spin Time |
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|PVP Stat3 = 1.25 |
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}} |
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==Upgrades== |
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{{PVPTabber |
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|{{Upgrade|Level = Level 1|Upgrade Title = Steady Hand|Cost = {{Money|200}}|Image = [[File:NewCowboyLevel2.png|100px]]|Information = 1 > 0.9 Firerate [[File:Cooldown Icon.png|20px|Firerate]] |
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+2 Range [[File:Range Icon.png|20px|Range]] |
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2 > 1.25 Spin Time [[File:Cooldown Icon.png|20px|Spin Time]] |
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Sell Price changes to {{Money|2500}}}} |
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{{Upgrade|Level = Level 2|Upgrade Title = Lucky Shot|Cost = {{Money|600}}|Image = [[File:Cowboy Upgrade 3 New.png|100px]]|Information = +2 Damage [[File:Damage Icon.png|20px|Damage]] |
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{{Money|30}} > {{Money|50}} Income [[File:Cash Icon.png|20px|Income]] |
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Sell Price changes to {{Money|450}}}} |
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{{Upgrade|Level = Level 3|Upgrade Title = Deadly Precision|Cost = {{Money|2,000}}|Image = [[File:Cowboy Upgrade 1 New.png|100px]]|Information = +2.5 Range [[File:Range Icon.png|20px|Range]] |
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+5 Damage [[File:Damage Icon.png|20px|Damage]] |
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0.9 > 0.6 Firerate [[File:Cooldown Icon.png|20px|Firerate]] |
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1.25 > 1 Spin Time [[File:Cooldown Icon.png|20px|Spin Time]] |
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+Hidden Detection {{Hidden|Hidden Detection}} |
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Sell Price changes to {{Money|916}}}} |
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{{Upgrade|Level = Level 4|Upgrade Title = Double Tap|Cost = {{Money|3,000}}|Image = [[File:Cowboy Upgrade 4 New.png|100px]]|Information = 0.6 > 0.35 Firerate [[File:Cooldown Icon.png|20px|Firerate]] |
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+2.5 Range [[File:Range Icon.png|20px|Range]] |
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{{Money|50}} > {{Money|125}} Income [[File:Cash Icon.png|20px|Income]] |
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6 > 12 Cash Shot [[File:Cash Icon.png|20px|Cash Shot]] |
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Sell Price changes to {{Money|1,916}}}} |
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{{Upgrade|Level = Level 5|Upgrade Title = Outlawed|Cost = {{Money|7,777}}|Image = [[File:Cowboy Upgrade 5 New.png|100px]]|Information = +14 Damage [[File:Damage Icon.png|20px|Damage]] |
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{{Money|125}} > {{Money|185}} Income [[File:Cash Icon.png|20px|Income]] |
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Sell Price changes to {{Money|4,509}}}} |
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|{{Upgrade|Level = Level 1|Upgrade Title = Steady Hand|Cost = {{Money|200}}|Image = [[File:NewCowboyLevel2.png|100px]]|Information = +0.5 Range [[File:Range Icon.png|20px|Range]] |
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1 > 0.8 Firerate [[File:Cooldown Icon.png|20px|Firerate]] |
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1.25 > 1 Spin Time [[File:Cooldown Icon.png|20px|Spin Time]] |
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Sell Price changes to {{Money|250}}}} |
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{{Upgrade|Level = Level 2|Upgrade Title = Lucky Shot|Cost = {{Money|500}}|Image = [[File:Cowboy Upgrade 3 New.png|100px]]|Information = +2 Damage [[File:Damage Icon.png|20px|Damage]] |
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+1.5 Range [[File:Range Icon.png|20px|Range]] |
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{{Money|50}} > {{Money|60}} Income [[File:Cash Icon.png|20px|Income]] |
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Sell Price changes to {{Money|416}}}} |
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{{Upgrade|Level = Level 3|Upgrade Title = Faster Instincts|Cost = {{Money|2,000}}|Image = [[File:Cowboy Upgrade 1 New.png|100px]]|Information = +2 Range [[File:Range Icon.png|20px|Range]] |
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+4 Damage [[File:Damage Icon.png|20px|Damage]] |
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0.8 > 0. Firerate [[File:Cooldown Icon.png|20px|Firerate]] |
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+Hidden Detection {{Hidden|Hidden Detection}} |
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{{Money|60}} > {{Money|75}} Income [[File:Cash Icon.png|20px|Income]] |
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1 > 0.75 Spin Time [[File:Cooldown Icon.png|20px|Spin Time]] |
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Sell Price changes to {{Money|1,083}}}} |
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{{Upgrade|Level = Level 4|Upgrade Title = Double Tap|Cost = {{Money|3,500}}|Image = [[File:Cowboy Upgrade 4 New.png|100px]]|Information = +2 Range [[File:Range Icon.png|20px|Range]] |
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0.5 > 0.25 Firerate [[File:Cooldown Icon.png|20px|Firerate]] |
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{{Money|75}} > {{Money|175}} Income [[File:Cash Icon.png|20px|Income]] |
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6 > 12 Cash Shot [[File:Cash Icon.png|20px|Cash Shot]] |
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Sell Price changes to {{Money|2,250}}}} |
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{{Upgrade|Level = Level 5|Upgrade Title = Outlawed|Cost = {{Money|7,000}}|Image = [[File:Cowboy Upgrade 5 New.png|100px]]|Information = +6 Damage [[File:Damage Icon.png|20px|Damage]] |
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{{Money|175}} > {{Money|300}} Income [[File:Cash Icon.png|20px|Income]] |
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Sell Price changes to {{Money|4,583}}}} |
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}} |
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==Statistics== |
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{{neow|<nowiki> |
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<var> |
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$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
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$CE$ = Total Cost / DPS |
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$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
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$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
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$TP$ = $FNC-TOTAL-COST$ |
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$COST$ = 550; 200; 600; 2000; 3000; 7777 |
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$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
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$FSE-DETECTION$ = 3; ; |
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$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
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$FSE-PVP-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
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$FSE-UPGRADEICON$ = 4999425200; 5523233366; 5523231844; 5523234030; 5523234990 |
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$DREF$ = <ref name=dps>DPS is calculated as (Damage × Cash Shot) ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
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$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
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$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
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$R$ = $FNC-RECURSION$ |
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</var> |
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<div class="mobile-tabber"><tabber> |
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|-|Regular = |
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<div class="overflow-box"> |
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{| class="wikitable stats-table" |
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! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
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|- |
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| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 2 || 6 || {{Money|30}} || 13 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 1 || $R$ || $R$ || 3 || 0.9 || 1.25 || 6 || {{Money|30}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 2 || $R$ || $R$ || 5 || 0.9 || 1.25 || 6 || {{Money|50}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 3 || $R$ || $R$ || 10 || 0.6 || 1 || 6 || {{Money|50}} || 17.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 4 || $R$ || $R$ || 10 || 0.35 || 1 || 12 || {{Money|125}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 5 || $R$ || $R$ || 24 || 0.35 || 1 || 12 || {{Money|185}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|} |
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</div> |
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|-|PVP = |
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<div class="overflow-box"> |
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{| class="wikitable stats-table" |
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! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
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|- |
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| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 1 || $R$ || $R$ || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 2 || $R$ || $R$ || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 3 || $R$ || $R$ || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 4 || $R$ || $R$ || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|- |
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| 5 || $R$ || $R$ || 16 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
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|} |
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</div> |
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</tabber></div> |
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</nowiki>}} |
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</center> |
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</div> |
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</div> |
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---- |
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<div class{{=}}"mw-collapsible mw-collapsed"> |
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<div class{{=}}"sectionheader">'''Hardcore Rework Update (5 June 2026) – Kingpin Update (17 July 2026)'''</div> |
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<div class{{=}}"ContainerColumn mw-collapsible-content"> |
<div class{{=}}"ContainerColumn mw-collapsible-content"> |
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<center> |
<center> |
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| Line 149: | Line 351: | ||
<var> |
<var> |
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$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
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$CE$ = Total |
$CE$ = Total Cost / DPS |
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$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--))) |
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$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage) |
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$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
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$ |
$COST$ = 550; 200; 600; 2000; 3000; 7777 |
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$ |
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
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$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
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$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
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$ |
$FSE-PVP-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
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$FSE-UPGRADEICON$ = 4999425200; 5523233366; 5523231844; 5523234030; 5523234990 |
$FSE-UPGRADEICON$ = 4999425200; 5523233366; 5523231844; 5523234030; 5523234990 |
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$DREF$ = <ref name=dps>DPS is calculated as (Damage × Cash Shot) ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$DREF$ = <ref name=dps>DPS is calculated as (Damage × Cash Shot) ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IREF$ = <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> |
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$R$ = $FNC-RECURSION$ |
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</var> |
</var> |
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<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
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| Line 167: | Line 370: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
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{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 3 || 1 || 2 || 6 || {{Money|30}} || 13 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 2 || 6 || {{Money|30}} || 13 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 3 || 0.9 || 1.25 || 6 || {{Money|30}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || 0.9 || 1.25 || 6 || {{Money|50}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || 0.6 || 1 || 6 || {{Money|45}} || 17.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
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| 4 || |
| 4 || $R$ || $R$ || 10 || 0.35 || 1 || 12 || {{Money|125}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 24 || 0.35 || 1 || 12 || {{Money|185}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
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</div> |
</div> |
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| Line 185: | Line 388: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 16 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
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| Line 352: | Line 555: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Cost / 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- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 450; 150; 850; 3000; 5500; 12500 |
||
$ |
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
||
$FSE-DETECTION$ = 2; ; |
$FSE-DETECTION$ = 2; ; |
||
$ |
$FSE-PVP-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed |
||
$FSE-UPGRADEICON$ = 4999425200; 5523233366; 5523231844; 5523234030; 5523234990 |
$FSE-UPGRADEICON$ = 4999425200; 5523233366; 5523231844; 5523234030; 5523234990 |
||
| Line 366: | Line 569: | ||
$IREF$ = <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> |
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| Line 371: | Line 575: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 2 || 0.55 || 1.5 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.55 || 1.5 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 2 || 0.45 || 1.25 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || 0.45 || 1.25 || 6 || {{Money|40}} || 17 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 14 || 0.6 || 1 || 6 || {{Money|75}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 14 || 0.25 || 1 || 12 || {{Money|150}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 28 || 0.25 || 1 || 12 || {{Money|250}} || 21 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
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| Line 389: | Line 593: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 18 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 558: | Line 762: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Cost / 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- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 450; 150; 450; 2400; 4600; 8500 |
||
$ |
$PVP-COST$ = 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 571: | Line 775: | ||
$IREF$ = <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 576: | Line 781: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 2 || 0.6 || 1.5 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.6 || 1.5 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 2 || 0.5 || 1.25 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 0.5 || 1.25 || 6 || {{Money|30}} || 17 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 14 || 0.8 || 1 || 6 || {{Money|65}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 14 || 0.35 || 1 || 12 || {{Money|135}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 22 || 0.25 || 1 || 12 || {{Money|180}} || 21 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 594: | Line 799: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 18 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 759: | Line 964: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Cost / 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- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 450; 150; 550; 1500; 3000; 5250 |
||
$ |
$PVP-COST$ = 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 772: | Line 977: | ||
$IREF$ = <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 777: | Line 983: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 3 || 0.75 || 1.25 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || 0.75 || 1.25 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 8 || 0.5 || 1 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 8 || 0.25 || 1 || 12 || {{Money|100}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 15 || 0.25 || 1 || 12 || {{Money|200}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 795: | Line 1,001: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 18 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 960: | Line 1,166: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Cost / 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- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 450; 150; 550; 1500; 3000; 5250 |
||
$ |
$PVP-COST$ = 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 973: | Line 1,179: | ||
$IREF$ = <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 978: | Line 1,185: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 3 || 0.75 || 1.25 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || 0.75 || 1.25 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 8 || 0.5 || 1 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 8 || 0.25 || 1 || 12 || {{Money|100}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 15 || 0.25 || 1 || 12 || {{Money|200}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 996: | Line 1,203: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || 1.25 || 1.25 || 6 || {{Money|45}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1.25 || 1.25 || 6 || {{Money|45}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || 1 || 1 || 6 || {{Money|45}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || 1 || 1 || 6 || {{Money|55}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || 0.6 || 0.75 || 6 || {{Money|65}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 10 || 0.3 || 0.75 || 12 || {{Money|125}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 18 || 0.3 || 0.75 || 12 || {{Money|225}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,095: | Line 1,302: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Cost / 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- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,107: | Line 1,314: | ||
$IREF$ = <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 !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 3 || 0.75 || 1.25 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || 0.75 || 1.25 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 8 || 0.5 || 1 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 8 || 0.25 || 1 || 12 || {{Money|100}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 15 || 0.25 || 1 || 12 || {{Money|200}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,213: | Line 1,421: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Cost / 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- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,225: | Line 1,433: | ||
$IREF$ = <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 !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 3 || 0.8 || 1.7 || 6 || {{Money|25}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || 0.8 || 1.7 || 6 || {{Money|40}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 8 || 0.7 || 1.2 || 6 || {{Money|40}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 10 || 0.35 || 1.2 || 12 || {{Money|120}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 20 || 0.3 || 0.85 || 12 || {{Money|180}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,322: | Line 1,531: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Cost / 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- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,334: | Line 1,543: | ||
$IREF$ = <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 !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 2 || 0.8 || 1.7 || 6 || {{Money|25}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || 0.8 || 1.7 || 6 || {{Money|35}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 8 || 0.8 || 1.3 || 6 || {{Money|35}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 10 || 0.35 || 1.3 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 20 || 0.35 || 1 || 6 || {{Money|80}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,433: | Line 1,643: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total Cost / 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- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,445: | Line 1,655: | ||
$IREF$ = <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 !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$ |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 2 || 0.8 || 1.7 || 6 || {{Money|25}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || 0.8 || 1.7 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 8 || 0.6 || 1.3 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 10 || 0.35 || 1.3 || 6 || {{Money|80}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 20 || 0.35 || 1 || 6 || {{Money|100}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,522: | Line 1,733: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 3 || 1.5 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1.5 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 3 || 1.3 || N/A || N/A || N/A || N/A || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 7 || 0.65 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 18 || 0.5 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,607: | Line 1,819: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 3 || 1.5 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1.5 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 3 || 1.3 || N/A || N/A || N/A || N/A || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 7 || 0.65 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 18 || 0.5 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,692: | Line 1,905: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 4 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 4 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1.3 || N/A || N/A || N/A || N/A || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 14 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 5 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 5 || 0.65 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 18 || 0.5 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,787: | Line 2,001: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$WCE$ = Total |
$WCE$ = Total Cost / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Ability Damage !! Firerate !! Cash Shot !! Min Income !! Max Income !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || N/A || 1.2 || 12% || {{Money|60}} || {{Money|750}} || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || N/A || 1 || 12% || {{Money|60}} || {{Money|750}} || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 18 || N/A || 0.55 || 12% || {{Money|60}} || {{Money|750}} || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 9 || $WDMG$ || 0.15 || 1% || {{Money|60}} || {{Money|750}} || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,879: | Line 2,094: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$WCE$ = Total |
$WCE$ = Total Cost / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || N/A || 1.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || N/A || 1.2 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || N/A || 1 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 18 || N/A || 0.55 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 9 || $WDMG$ || 0.15 || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 1,971: | Line 2,187: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.5)}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$WCE$ = Total |
$WCE$ = Total Cost / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || N/A || 1.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || N/A || 1.2 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || N/A || 1 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 18 || N/A || 0.65 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 9 || $WDMG$ || 0.15 || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,007: | Line 2,224: | ||
==Base Statistics== |
==Base Statistics== |
||
{{BaseStat |
{{BaseStat |
||
|Image = [[File: |
|Image = [[File:CowboyPreMEGA.png|100px]] |
||
|Map Unlock = [[Badlands]] [[Molten Mode|Molten]]+ |
|Map Unlock = [[Badlands]] [[Molten Mode|Molten]]+ |
||
|Cost = {{Money|650}} |
|Cost = {{Money|650}} |
||
| Line 2,063: | Line 2,280: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.3)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.3)}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$WCE$ = Total |
$WCE$ = Total Cost / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || N/A || 1.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || N/A || 1.2 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || N/A || 1 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 18 || N/A || 0.65 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 9 || $WDMG$ || 0.15 || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,099: | Line 2,317: | ||
==Base Statistics== |
==Base Statistics== |
||
{{BaseStat |
{{BaseStat |
||
|Image = [[File: |
|Image = [[File:CowboyPreMEGA.png|100px]] |
||
|Map Unlock = [[End of the Line]]/[[Badlands]] Normal+ |
|Map Unlock = [[End of the Line]]/[[Badlands]] Normal+ |
||
|Cost = {{Money|650}} |
|Cost = {{Money|650}} |
||
| Line 2,155: | Line 2,373: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.65)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.65)}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$WCE$ = Total |
$WCE$ = Total Cost / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 4 || N/A || 1.65 || 9 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.65 || 9 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 4 || N/A || 1.65 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || N/A || 1.2 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || N/A || 1 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 18 || N/A || 0.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 9 || $WDMG$ || 0.15 || 14 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,191: | Line 2,410: | ||
==Base Statistics== |
==Base Statistics== |
||
{{BaseStat |
{{BaseStat |
||
|Image = [[File: |
|Image = [[File:CowboyPreMEGA.png|100px]] |
||
|Map Unlock = [[End of the Line]]/[[Badlands]] Normal+ |
|Map Unlock = [[End of the Line]]/[[Badlands]] Normal+ |
||
|Cost = {{Money|500}} |
|Cost = {{Money|500}} |
||
| Line 2,247: | Line 2,466: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.65)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.65)}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$WCE$ = Total |
$WCE$ = Total Cost / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 2 || N/A || 1.65 || 9 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || N/A || 1.65 || 9 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 2 || N/A || 1.65 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || N/A || 1.2 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 8 || N/A || 1 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 16 || N/A || 0.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 7 || $WDMG$ || 0.15 || 14 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,331: | Line 2,551: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 3 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 3 || 1.3 || N/A || N/A || N/A || N/A || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 8 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 8 || 0.65 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 22 || 0.5 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,416: | Line 2,637: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 3 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 3 || 1.3 || N/A || N/A || N/A || N/A || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 8 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 8 || 0.65 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 22 || 0.5 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,503: | Line 2,725: | ||
<var> |
<var> |
||
$DPS$ = Damage / Firerate |
$DPS$ = Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1.3 || N/A || N/A || N/A || N/A || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16.1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 6 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 8 || 0.65 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 22 || 0.5 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 20.7 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,598: | Line 2,821: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$WCE$ = Total |
$WCE$ = Total Cost / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Ability Damage !! Firerate !! Cash Shot !! Min Income !! Max Income !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 5 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 5 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 7 || N/A || 1.2 || 12% || {{Money|60}} || {{Money|750}} || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 12 || N/A || 1 || 12% || {{Money|60}} || {{Money|750}} || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 22 || N/A || 0.55 || 12% || {{Money|60}} || {{Money|750}} || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 11 || $WDMG$ || 0.15 || 1% || {{Money|60}} || {{Money|750}} || 18.4 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,690: | Line 2,914: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$WCE$ = Total |
$WCE$ = Total Cost / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 5 || N/A || 1.65 || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || N/A || 1.65 || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 5 || N/A || 1.65 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 7 || N/A || 1.2 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 12 || N/A || 1 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 22 || N/A || 0.55 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 11 || $WDMG$ || 0.15 || 18.4 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
| Line 2,782: | Line 3,007: | ||
$WDPS$ = Ability Damage / Firerate |
$WDPS$ = Ability Damage / Firerate |
||
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
$WDMG$ = {{#expr:trunc(Damage * 1.4)}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$WCE$ = Total |
$WCE$ = Total Cost / Ability DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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- |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 5 || N/A || 1.65 || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || N/A || 1.65 || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 5 || N/A || 1.65 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 7 || N/A || 1.2 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 12 || N/A || 1 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 22 || N/A || 0.65 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 11 || $WDMG$ || 0.15 || 18.4 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}} |
||
|} |
|} |
||
</nowiki>}} |
</nowiki>}} |
||
Latest revision as of 21:36, 18 August 2026
This is the history subpage for the Cowboy/History. It contains every revision of the tower's statistics.
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.
Notes
[edit]
| Tower Gallery Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Boomerang • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Enforcer • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Demoman • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Moderator • Railgunner • Twitgunner • Void Miner • Combatant | |
| Unit Gallery Pages | |
|---|---|
| Humvee • Humvee 2 • Humvee 3 • Tank • Railgun Tank | |
| Sentry • Rifle Sentry • Minigun Sentry • War Machine Sentry | |
| Pistol Goon • Tommy Goon 1 • Tommy Goon 2 | |
| Golden Pistol Goon • Golden Tommy Goon 1 • Golden Tommy Goon 2 | |
| Gunner APC • Missile APC | |
| Rifleman • Grenadier • Riot Guard • Field Medic | |
| Lackey • Money Runner • Bouncer | |
| Elf • Snowball Elf • Cannoneer Elf • Bomber Elf • Guardian Elf • Gunner Elf • Gift Bomber • Ripped Elf | |
| Skeleton • Sword Skeleton • Giant Skeleton • Skeleton Knight • Hallow Guard • Executioner Skeleton | |
| Ice Turret | |
| History Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Twitgunner • Combatant | |