Cowboy/History: Difference between revisions

Content deleted Content added
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
 
(4 intermediate revisions by 3 users not shown)
Line 4:
|Regular
|<div class{{=}}"mw-collapsible mw-collapsed">
<div class{{=}}"sectionheader">'''Hardcore ReworkKingpin Update (517 JuneJuly 2026) – Present'''</div>
<div class{{=}}"ContainerColumn mw-collapsible-content">
<center>
==Base Statistics==
{{PVPBaseStat
|Image = [[File:WDDefaultCowboyIcon.png|100px]]
|Unlock Cost = {{Coins|4,000}}
|Category = Advanced
|Role = Offense
|Cost = {{Money|550}}
|Footprint = 1.25
|Sell Price = {{Money|183}}
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]3
|Damage Type = Single
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]1
|Hidden = [[File:HiddenDetection.png|20px|Hidden Detection]]Level 3+
|Range = [[File:Range Icon.png|20px|Range]]13
|Lead = N/A
|Placement = [[File:PlacementLimit.png|20px|Placement Limit]]12
|Fly = N/A
|Title1 = Income
|Stat1 = {{Money|20}}
|Title2 = Cash Shot
|Stat2 = [[File:Cash Icon.png|20px|Cash Shot]]6
|Title3 = Spin Time
|Stat3 = 1.5
|PVP Cost = {{Money|550}}
|PVP Footprint = 1.5
|PVP Sell Price = {{Money|183}}
|PVP Placement Type = Ground
|PVP Damage = [[File:Damage Icon.png|20px|Damage]]4
|PVP Damage Type = Single
|PVP Firerate = [[File:Cooldown Icon.png|20px|Firerate]]1
|PVP Hidden = [[File:HiddenDetection.png|20px|Hidden Detection]]Level 3+
|PVP Range = [[File:Range Icon.png|20px|Range]]14
|PVP Lead = N/A
|PVP Placement = [[File:PlacementLimit.png|20px|Placement Limit]]10
|PVP Fly = N/A
|PVP Title1 = Income
|PVP Stat1 = {{Money|50}}
|PVP Title2 = Cash Shot
|PVP Stat2 = [[File:Cash Icon.png|20px|Cash Shot]]6
|PVP Title3 = Spin Time
|PVP Stat3 = 1.25
}}
 
==Upgrades==
{{PVPTabber
|{{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]]
 
+2 Range [[File:Range Icon.png|20px|Range]]
 
2 > 1.25 Spin Time [[File:Cooldown Icon.png|20px|Spin Time]]
 
 
Sell Price changes to {{Money|2500}}}}
{{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]]
 
{{Money|30}} > {{Money|50}} Income [[File:Cash Icon.png|20px|Income]]
 
 
Sell Price changes to {{Money|450}}}}
{{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]]
 
+5 Damage [[File:Damage Icon.png|20px|Damage]]
 
0.9 > 0.6 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
 
1.25 > 1 Spin Time [[File:Cooldown Icon.png|20px|Spin Time]]
 
+Hidden Detection {{Hidden|Hidden Detection}}
 
 
Sell Price changes to {{Money|916}}}}
{{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]]
 
+2.5 Range [[File:Range Icon.png|20px|Range]]
 
{{Money|50}} > {{Money|125}} Income [[File:Cash Icon.png|20px|Income]]
 
6 > 12 Cash Shot [[File:Cash Icon.png|20px|Cash Shot]]
 
 
Sell Price changes to {{Money|1,916}}}}
{{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]]
 
{{Money|125}} > {{Money|185}} Income [[File:Cash Icon.png|20px|Income]]
 
 
Sell Price changes to {{Money|4,509}}}}
|{{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]]
 
1 > 0.8 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
 
1.25 > 1 Spin Time [[File:Cooldown Icon.png|20px|Spin Time]]
 
 
Sell Price changes to {{Money|250}}}}
{{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]]
 
+1.5 Range [[File:Range Icon.png|20px|Range]]
 
{{Money|50}} > {{Money|60}} Income [[File:Cash Icon.png|20px|Income]]
 
 
Sell Price changes to {{Money|416}}}}
{{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]]
 
+4 Damage [[File:Damage Icon.png|20px|Damage]]
 
0.8 > 0. Firerate [[File:Cooldown Icon.png|20px|Firerate]]
 
+Hidden Detection {{Hidden|Hidden Detection}}
 
{{Money|60}} > {{Money|75}} Income [[File:Cash Icon.png|20px|Income]]
 
1 > 0.75 Spin Time [[File:Cooldown Icon.png|20px|Spin Time]]
 
 
Sell Price changes to {{Money|1,083}}}}
{{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]]
 
0.5 > 0.25 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
 
{{Money|75}} > {{Money|175}} Income [[File:Cash Icon.png|20px|Income]]
 
6 > 12 Cash Shot [[File:Cash Icon.png|20px|Cash Shot]]
 
 
Sell Price changes to {{Money|2,250}}}}
{{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]]
 
{{Money|175}} > {{Money|300}} Income [[File:Cash Icon.png|20px|Income]]
 
 
Sell Price changes to {{Money|4,583}}}}
}}
 
==Statistics==
{{neow|<nowiki>
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total Cost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTAL-COST$
$COST$ = 550; 200; 600; 2000; 3000; 7777
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed
$FSE-PVP-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
$FSE-UPGRADEICON$ = 4999425200; 5523233366; 5523231844; 5523234030; 5523234990
$DREF$ = <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>
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
|-|Regular =
<div class="overflow-box">
{| class="wikitable stats-table"
! 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|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 2 || 6 || {{Money|30}} || 13 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || $R$ || $R$ || 3 || 0.9 || 1.25 || 6 || {{Money|30}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || $R$ || $R$ || 5 || 0.9 || 1.25 || 6 || {{Money|50}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || $R$ || $R$ || 10 || 0.6 || 1 || 6 || {{Money|50}} || 17.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || $R$ || $R$ || 10 || 0.35 || 1 || 12 || {{Money|125}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || $R$ || $R$ || 24 || 0.35 || 1 || 12 || {{Money|185}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
|-|PVP =
<div class="overflow-box">
{| class="wikitable stats-table"
! 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|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || $R$ || $R$ || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || $R$ || $R$ || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || $R$ || $R$ || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || $R$ || $R$ || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || $R$ || $R$ || 16 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
</tabber></div>
</nowiki>}}
</center>
</div>
</div>
----
<div class{{=}}"mw-collapsible mw-collapsed">
<div class{{=}}"sectionheader">'''Hardcore Rework Update (5 June 2026) – Kingpin Update (17 July 2026)'''</div>
<div class{{=}}"ContainerColumn mw-collapsible-content">
<center>
Line 149 ⟶ 351:
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total PriceCost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 200; 600; 2000; 3000; 7777
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3500; 7000
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed
$FNCFSE-PVP-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
$FSE-UPGRADEICON$ = 4999425200; 5523233366; 5523231844; 5523234030; 5523234990
$DREF$ = <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>
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 167 ⟶ 370:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 2 || 6 || {{Money|30}} || 13 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 0.9 || 1.25 || 6 || {{Money|30}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 0.9 || 1.25 || 6 || {{Money|50}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 0.6 || 1 || 6 || {{Money|45}} || 17.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || 0.35 || 1 || 12 || {{Money|125}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 24 || 0.35 || 1 || 12 || {{Money|185}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 185 ⟶ 388:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 16 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 352 ⟶ 555:
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total PriceCost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 150; 850; 3000; 5500; 12500
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3500; 7000
$FSE-DETECTION$ = 2; ;
$FNCFSE-PVP-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
$FSE-UPGRADEICON$ = 4999425200; 5523233366; 5523231844; 5523234030; 5523234990
Line 366 ⟶ 569:
$IREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 371 ⟶ 575:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.55 || 1.5 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 0.45 || 1.25 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 4 || 0.45 || 1.25 || 6 || {{Money|40}} || 17 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 14 || 0.6 || 1 || 6 || {{Money|75}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 14 || 0.25 || 1 || 12 || {{Money|150}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 28 || 0.25 || 1 || 12 || {{Money|250}} || 21 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 389 ⟶ 593:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 18 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 558 ⟶ 762:
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total PriceCost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 150; 450; 2400; 4600; 8500
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3500; 7000
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
Line 571 ⟶ 775:
$IREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 576 ⟶ 781:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.6 || 1.5 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 0.5 || 1.25 || 6 || {{Money|20}} || 15 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 0.5 || 1.25 || 6 || {{Money|30}} || 17 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 14 || 0.8 || 1 || 6 || {{Money|65}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 14 || 0.35 || 1 || 12 || {{Money|135}} || 19 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 22 || 0.25 || 1 || 12 || {{Money|180}} || 21 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 594 ⟶ 799:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 18 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 759 ⟶ 964:
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total PriceCost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 150; 550; 1500; 3000; 5250
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3500; 7000
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
Line 772 ⟶ 977:
$IREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 777 ⟶ 983:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 0.75 || 1.25 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 0.75 || 1.25 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 0.5 || 1 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 8 || 0.25 || 1 || 12 || {{Money|100}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 15 || 0.25 || 1 || 12 || {{Money|200}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 795 ⟶ 1,001:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1 || 1.25 || 6 || {{Money|50}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || 0.8 || 1 || 6 || {{Money|50}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || 0.8 || 1 || 6 || {{Money|60}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 0.5 || 0.75 || 6 || {{Money|75}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || 0.25 || 0.75 || 12 || {{Money|175}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 18 || 0.25 || 0.75 || 12 || {{Money|300}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 960 ⟶ 1,166:
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total PriceCost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 150; 550; 1500; 3000; 5250
$FNC-PVP-COST$ = 550; 200; 500; 2000; 3825; 7500
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
Line 973 ⟶ 1,179:
$IREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 978 ⟶ 1,185:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 0.75 || 1.25 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 0.75 || 1.25 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 0.5 || 1 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 8 || 0.25 || 1 || 12 || {{Money|100}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 15 || 0.25 || 1 || 12 || {{Money|200}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 996 ⟶ 1,203:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 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 || {{Money$R$ || $TPR$}} || 4 || 1 || 1 || 6 || {{Money|45}} || 14.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || 1 || 1 || 6 || {{Money|55}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 0.6 || 0.75 || 6 || {{Money|65}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || 0.3 || 0.75 || 12 || {{Money|125}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 18 || 0.3 || 0.75 || 12 || {{Money|225}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</div>
Line 1,095 ⟶ 1,302:
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total PriceCost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 150; 550; 1500; 3000; 5250
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
Line 1,107 ⟶ 1,314:
$IREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1 || 1.5 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 0.75 || 1.25 || 6 || {{Money|30}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 0.75 || 1.25 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 0.5 || 1 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 8 || 0.25 || 1 || 12 || {{Money|100}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 15 || 0.25 || 1 || 12 || {{Money|200}} || 20 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</nowiki>}}
Line 1,213 ⟶ 1,421:
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total PriceCost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 250; 300; 1500; 4000; 7500
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
Line 1,225 ⟶ 1,433:
$IREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 0.8 || 1.7 || 6 || {{Money|25}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 4 || 0.8 || 1.7 || 6 || {{Money|40}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 0.7 || 1.2 || 6 || {{Money|40}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || 0.35 || 1.2 || 12 || {{Money|120}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 20 || 0.3 || 0.85 || 12 || {{Money|180}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</nowiki>}}
Line 1,322 ⟶ 1,531:
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total PriceCost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 250; 300; 1650; 4000; 7500
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
Line 1,334 ⟶ 1,543:
$IREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 0.8 || 1.7 || 6 || {{Money|25}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 4 || 0.8 || 1.7 || 6 || {{Money|35}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 0.8 || 1.3 || 6 || {{Money|35}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || 0.35 || 1.3 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 20 || 0.35 || 1 || 6 || {{Money|80}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</nowiki>}}
Line 1,433 ⟶ 1,643:
<var>
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--)))
$CE$ = Total PriceCost / DPS
$IPS$ = Income / (Spin Time + (Firerate * (Cash Shot--)))
$IE$ = (Income + Cash Shot * Damage) / (Cash Shot * Damage)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 250; 300; 1650; 4000; 7500
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
Line 1,445 ⟶ 1,655:
$IREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Spin Time !! Cash Shot !! Income !! Range !! DPS$DREF$ !! Cost Efficiency !! Income Per Second$IREF$ !! Income Efficiency$IEREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1 || 1.7 || 6 || {{Money|25}} || 11 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 0.8 || 1.7 || 6 || {{Money|25}} || 14 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 4 || 0.8 || 1.7 || 6 || {{Money|50}} || 16 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 0.6 || 1.3 || 6 || {{Money|50}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || 0.35 || 1.3 || 6 || {{Money|80}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 20 || 0.35 || 1 || 6 || {{Money|100}} || 18 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}}
|}
</nowiki>}}
Line 1,522 ⟶ 1,733:
<var>
$DPS$ = Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 250; 300; 1250; 4250; 7500
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990
$FNC-ROFBUG$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1.5 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 1.3 || N/A || N/A || N/A || N/A || 14 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 14 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 7 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 7 || 0.65 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 18 || 0.5 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}}
|}
</nowiki>}}
Line 1,607 ⟶ 1,819:
<var>
$DPS$ = Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 250; 300; 1250; 4250; 7500
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990
$FNC-ROFBUG2020ROFBUG-2020$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1.5 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 1.3 || N/A || N/A || N/A || N/A || 14 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 14 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 7 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 7 || 0.65 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 18 || 0.5 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}}
|}
</nowiki>}}
Line 1,692 ⟶ 1,905:
<var>
$DPS$ = Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 250; 300; 1250; 4250; 7500
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990
$FNC-ROFBUG2020ROFBUG-2020$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 4 || N/A || N/A || N/A || N/A || 11 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 1 || 1.3 || N/A || N/A || N/A || N/A || 14 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 1 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 14 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 5 || 1.3 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 5 || 0.65 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 18 || 0.5 || 5 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16 || $DPS$ || {{Money|$CE$}}
|}
</nowiki>}}
Line 1,787 ⟶ 2,001:
$WDPS$ = Ability Damage / Firerate
$WDMG$ = {{#expr:trunc(Damage * 1.5)}}
$CE$ = Total PriceCost / DPS
$WCE$ = Total PriceCost / Ability DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500
$FSE-DETECTION$ = 1; ;
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Ability Damage !! Firerate !! Cash Shot !! Min Income !! Max Income !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency
|-
| 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 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || N/A || 1.2 || 12% || {{Money|60}} || {{Money|750}} || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || N/A || 1 || 12% || {{Money|60}} || {{Money|750}} || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 4 || {{Money$R$ || $TPR$}} || 18 || N/A || 0.55 || 12% || {{Money|60}} || {{Money|750}} || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 5 || {{Money$R$ || $TPR$}} || 9 || $WDMG$ || 0.15 || 1% || {{Money|60}} || {{Money|750}} || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}}
|}
</nowiki>}}
Line 1,879 ⟶ 2,094:
$WDPS$ = Ability Damage / Firerate
$WDMG$ = {{#expr:trunc(Damage * 1.5)}}
$CE$ = Total PriceCost / DPS
$WCE$ = Total PriceCost / Ability DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500
$FSE-DETECTION$ = 1; ;
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || N/A || 1.2 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || N/A || 1 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 4 || {{Money$R$ || $TPR$}} || 18 || N/A || 0.55 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 5 || {{Money$R$ || $TPR$}} || 9 || $WDMG$ || 0.15 || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}}
|}
</nowiki>}}
Line 1,971 ⟶ 2,187:
$WDPS$ = Ability Damage / Firerate
$WDMG$ = {{#expr:trunc(Damage * 1.5)}}
$CE$ = Total PriceCost / DPS
$WCE$ = Total PriceCost / Ability DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500
$FSE-DETECTION$ = 1; ;
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || N/A || 1.2 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || N/A || 1 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 4 || {{Money$R$ || $TPR$}} || 18 || N/A || 0.65 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 5 || {{Money$R$ || $TPR$}} || 9 || $WDMG$ || 0.15 || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}}
|}
</nowiki>}}
Line 2,007 ⟶ 2,224:
==Base Statistics==
{{BaseStat
|Image = [[File:CowboyCowboyPreMEGA.png|100px]]
|Map Unlock = [[Badlands]] [[Molten Mode|Molten]]+
|Cost = {{Money|650}}
Line 2,063 ⟶ 2,280:
$WDPS$ = Ability Damage / Firerate
$WDMG$ = {{#expr:trunc(Damage * 1.3)}}
$CE$ = Total PriceCost / DPS
$WCE$ = Total PriceCost / Ability DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500
$FSE-DETECTION$ = 1; ;
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.65 || 11 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || N/A || 1.2 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || N/A || 1 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 4 || {{Money$R$ || $TPR$}} || 18 || N/A || 0.65 || 16 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 5 || {{Money$R$ || $TPR$}} || 9 || $WDMG$ || 0.15 || 16 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}}
|}
</nowiki>}}
Line 2,099 ⟶ 2,317:
==Base Statistics==
{{BaseStat
|Image = [[File:CowboyCowboyPreMEGA.png|100px]]
|Map Unlock = [[End of the Line]]/[[Badlands]] Normal+
|Cost = {{Money|650}}
Line 2,155 ⟶ 2,373:
$WDPS$ = Ability Damage / Firerate
$WDMG$ = {{#expr:trunc(Damage * 1.65)}}
$CE$ = Total PriceCost / DPS
$WCE$ = Total PriceCost / Ability DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 350; 525; 1350; 4250; 7500
$FSE-DETECTION$ = 1; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || N/A || 1.65 || 9 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.65 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || N/A || 1.2 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || N/A || 1 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 4 || {{Money$R$ || $TPR$}} || 18 || N/A || 0.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 5 || {{Money$R$ || $TPR$}} || 9 || $WDMG$ || 0.15 || 14 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}}
|}
</nowiki>}}
Line 2,191 ⟶ 2,410:
==Base Statistics==
{{BaseStat
|Image = [[File:CowboyCowboyPreMEGA.png|100px]]
|Map Unlock = [[End of the Line]]/[[Badlands]] Normal+
|Cost = {{Money|500}}
Line 2,247 ⟶ 2,466:
$WDPS$ = Ability Damage / Firerate
$WDMG$ = {{#expr:trunc(Damage * 1.65)}}
$CE$ = Total PriceCost / DPS
$WCE$ = Total PriceCost / Ability DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 500; 350; 525; 1350; 4250; 7500
$FSE-DETECTION$ = 1; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || N/A || 1.65 || 9 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || N/A || 1.65 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 2 || {{Money$R$ || $TPR$}} || 4 || N/A || 1.2 || 12 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || N/A || 1 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 4 || {{Money$R$ || $TPR$}} || 16 || N/A || 0.65 || 14 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 5 || {{Money$R$ || $TPR$}} || 7 || $WDMG$ || 0.15 || 14 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}}
|}
</nowiki>}}
Line 2,331 ⟶ 2,551:
<var>
$DPS$ = Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 312; 375; 1562; 5312; 9375
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990
$FNC-ROFBUG$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 1.3 || N/A || N/A || N/A || N/A || 16.1 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16.1 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 8 || 0.65 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 22 || 0.5 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}}
|}
</nowiki>}}
Line 2,416 ⟶ 2,637:
<var>
$DPS$ = Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 312; 375; 1562; 5312; 9375
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990
$FNC-ROFBUG2020ROFBUG-2020$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 1.3 || N/A || N/A || N/A || N/A || 16.1 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 3 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16.1 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 8 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 8 || 0.65 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 22 || 0.5 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}}
|}
</nowiki>}}
Line 2,503 ⟶ 2,725:
<var>
$DPS$ = Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 312; 375; 1562; 5312; 9375
$FSE-DETECTION$ = 3; ;
$FSE-UPGRADE$ = Quick Shot; Gold Shot; Dualing Instincts; Double Tap; Gunslinger of Death
$FSE-UPGRADEICON$ = 5523233366; 4999425200; 5523231844; 5523234030; 5523234990
$FNC-ROFBUG2020ROFBUG-2020$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Firerate !! Cash Shot !! Min Income !! Base Max Income !! Max Income Increase per Wave !! Range !! DPS !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1.5 || N/A || N/A || N/A || N/A || 12.65 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 1 || 1.3 || N/A || N/A || N/A || N/A || 16.1 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 1 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 16.1 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 6 || 1.3 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 8 || 0.65 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 18.4 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 22 || 0.5 || 4 || {{Money|10}} || {{Money|60}} || {{Money|1}} || 20.7 || $DPS$ || {{Money|$CE$}}
|}
</nowiki>}}
Line 2,598 ⟶ 2,821:
$WDPS$ = Ability Damage / Firerate
$WDMG$ = {{#expr:trunc(Damage * 1.4)}}
$CE$ = Total PriceCost / DPS
$WCE$ = Total PriceCost / Ability DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 437; 656; 1687; 5312; 9375
$FSE-DETECTION$ = 1; ;
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Ability Damage !! Firerate !! Cash Shot !! Min Income !! Max Income !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency
|-
| 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 || {{Money$R$ || $TPR$}} || 5 || N/A || 1.65 || 12% || {{Money|60}} || {{Money|750}} || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 2 || {{Money$R$ || $TPR$}} || 7 || N/A || 1.2 || 12% || {{Money|60}} || {{Money|750}} || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 3 || {{Money$R$ || $TPR$}} || 12 || N/A || 1 || 12% || {{Money|60}} || {{Money|750}} || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 4 || {{Money$R$ || $TPR$}} || 22 || N/A || 0.55 || 12% || {{Money|60}} || {{Money|750}} || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 5 || {{Money$R$ || $TPR$}} || 11 || $WDMG$ || 0.15 || 1% || {{Money|60}} || {{Money|750}} || 18.4 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}}
|}
</nowiki>}}
Line 2,690 ⟶ 2,914:
$WDPS$ = Ability Damage / Firerate
$WDMG$ = {{#expr:trunc(Damage * 1.4)}}
$CE$ = Total PriceCost / DPS
$WCE$ = Total PriceCost / Ability DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 437; 656; 1687; 5312; 9375
$FSE-DETECTION$ = 1; ;
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || N/A || 1.65 || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 1 || {{Money$R$ || $TPR$}} || 5 || N/A || 1.65 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 2 || {{Money$R$ || $TPR$}} || 7 || N/A || 1.2 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 3 || {{Money$R$ || $TPR$}} || 12 || N/A || 1 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 4 || {{Money$R$ || $TPR$}} || 22 || N/A || 0.55 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 5 || {{Money$R$ || $TPR$}} || 11 || $WDMG$ || 0.15 || 18.4 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}}
|}
</nowiki>}}
Line 2,782 ⟶ 3,007:
$WDPS$ = Ability Damage / Firerate
$WDMG$ = {{#expr:trunc(Damage * 1.4)}}
$CE$ = Total PriceCost / DPS
$WCE$ = Total PriceCost / Ability DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 650; 437; 656; 1687; 5312; 9375
$FSE-DETECTION$ = 1; ;
$FSE-UPGRADE$ = Improved Handling; Wanted; Bandito; Dual Wield; Gold Rush
$FSE-UPGRADEICON$ = 3386786173; 3386788836; 3386790553; 3386791518; 3386792575
$FNC-ROFBUG2019ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Damage !! Ability Damage !! Firerate !! Range !! DPS !! Ability DPS !! Cost Efficiency !! Ability Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || N/A || 1.65 || 12.65 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 1 || {{Money$R$ || $TPR$}} || 5 || N/A || 1.65 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 2 || {{Money$R$ || $TPR$}} || 7 || N/A || 1.2 || 16.1 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 3 || {{Money$R$ || $TPR$}} || 12 || N/A || 1 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 4 || {{Money$R$ || $TPR$}} || 22 || N/A || 0.65 || 18.4 || $DPS$ || N/A || {{Money|$CE$}} || N/A
|-
| 5 || {{Money$R$ || $TPR$}} || 11 || $WDMG$ || 0.15 || 18.4 || $DPS$ || $WDPS$ || {{Money|$CE$}} || {{Money|$WCE$}}
|}
</nowiki>}}