Cowboy/History: Difference between revisions
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imported>Mentin123 No edit summary |
imported>DarkGabonnie Approved by t7ru (380694434980954114) via /job |
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| Line 147: | Line 147: | ||
<var> |
<var> |
||
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
$DPS$ = (Damage * Cash Shot) / (Spin Time + (Firerate * (Cash Shot--))) |
||
$CE$ = Total |
$CE$ = Total 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; 200; 600; 2000; 3000; 7777 |
||
$ |
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
||
| Line 160: | Line 160: | ||
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
$IREF$ = <ref name=ips>This is calculated as Income ÷ (Spin Time + (Firerate × (Cash Shot - 1))).</ref> |
||
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
$IEREF$ = <ref name=ie>Money generated per 1 damage is calculated as (Income + Cash Shot × Damage) ÷ (Cash Shot × Damage).</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 165: | Line 166: | ||
<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 || 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|50}} || 17.5 || $DPS$ || {{Money|$CE$}} || {{Money|$IPS$}} || {{Money|$IE$}} |
||
|- |
|- |
||
| 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|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 183: | Line 184: | ||
<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> |
||
| Line 350: | Line 351: | ||
<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; 200; 600; 2000; 3000; 7777 |
||
$ |
$PVP-COST$ = 550; 200; 500; 2000; 3500; 7000 |
||
$FSE-DETECTION$ = 3; ; |
$FSE-DETECTION$ = 3; ; |
||
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
$FSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed |
||
| Line 363: | Line 364: | ||
$IREF$ = <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 368: | Line 370: | ||
<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 || 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|$IE$}} |
||
|- |
|- |
||
| 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|$IE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 386: | 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> |
||
| Line 553: | 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; ; |
$FSE-PVP-DETECTION$ = 3; ; |
||
| Line 567: | 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> |
||
| Line 572: | 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> |
||
| Line 590: | 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 759: | 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 772: | 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 777: | 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 795: | 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 960: | 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 973: | 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 978: | 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 996: | 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 1,161: | 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 1,174: | 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 1,179: | 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 1,197: | 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 1,296: | 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 1,308: | 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 1,414: | 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 1,426: | 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 1,523: | 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 1,535: | 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 1,634: | 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 1,646: | 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 1,723: | 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 1,808: | 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 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 1,893: | 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 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 1,988: | 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 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,080: | 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 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,172: | 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 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,264: | 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 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,356: | 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 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,448: | 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 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,532: | 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 2,617: | 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 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,704: | 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 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,799: | 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 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,891: | 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 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 2,983: | 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 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! 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 | |