Cowboy: Difference between revisions

Content deleted Content added
imported>Lol7778828
he makes extra money hence economy
imported>Mentin123
mNo edit summary
 
(18 intermediate revisions by 8 users not shown)
Line 70:
 
 
Sell Price changes to {{Money|2500250}}}}
{{Upgrade|Level = Level 2|Upgrade Title = Lucky Shot|Cost = {{Money|600}}|Image = [[File:Cowboy Upgrade 3 New.png|100px]]|Information = +2 Damage [[File:Damage Icon.png|20px|Damage]]
 
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1.25 > 1 Spin Time [[File:Cooldown Icon.png|20px|Spin Time]]
 
{{Money|50}} > {{Money|45}} Income [[File:Cash Icon.png|20px|Income]]
 
+Hidden Detection {{Hidden|Hidden Detection}}
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+2.5 Range [[File:Range Icon.png|20px|Range]]
 
{{Money|4550}} > {{Money|125}} Income [[File:Cash Icon.png|20px|Income]]
 
6 > 12 Cash Shot [[File:Cash Icon.png|20px|Cash Shot]]
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+4 Damage [[File:Damage Icon.png|20px|Damage]]
 
0.8 > 0.5 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
 
+Hidden Detection {{Hidden|Hidden Detection}}
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}}
 
==Stats TableStatistics==
''To see all the previous statistics of this tower, see the [[/History|history]] page.''
 
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<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
$FNCFSE-DETECTION$ = 3; ;
$FNCFSE-UPGRADE$ = Steady Hand; Lucky Shot; Deadly Precision; Double Tap; Outlawed
$FNCFSE-PVP-UPGRADE$ = Steady Hand; Lucky Shot; Faster Instincts; Double Tap; Outlawed
$FNCFSE-UPGRADEICON$ = 4999425200; 5523233366; 5523231844; 5523234030; 5523234990
$FSE-META$ = Advanced; File:WDDefaultCowboyIcon.png
$DREF$ = <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>
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<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|4550}} || 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>
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<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>
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|-
!Skin
|{{Color|Patriotic|Patriotic}}
|-
!Rarity
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|-
!Daily Store Cost
|{{Coins|10,000}}
|N/A
|-
!Obtained From
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****Spin time changed from {{Tooltip|1.7 > 1.3|-0.4}} to {{Tooltip|1.7 > 1.2|-0.5}}.
***'''Level 4'''
****Firerate changed from {{Tooltip|0.825 > 0.375|-0.45}} to {{Tooltip|0.625725 > 0.375|-0.35}}.
****Income changed from {{Money|35}} > {{Money|50}} to {{Money|40}} > {{Money|120}}.
****Cash shot changed from 6 to 6 > 12.
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***'''Level 5'''
****Damage decreased from +8 to +6.
*'''2 July 2026''' - [[v2.1.0|v2.1.7]]
**New skin: {{Color|Patriotic}}
*'''17 July 2026''' - [[v2.3.0]]
**Statistical changes (Regular):
***'''Level 3'''
****Income changed from {{Money|50}} > {{Money|45}} to {{Money|50}}.
***'''Level 4'''
****Income changed from {{Money|45}} > {{Money|125}} to {{Money|50}} > {{Money|125}}.
}}
 
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{{TowerNavBox}}
[[Category:Ground]]
[[Category:Economy]]
Retrieved from "https://tds.wiki/w/Cowboy"