Editing Demoman/History

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Line 118: Line 118:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 700; 250; 950; 2500; 6000
$FNC-COST$ = 700; 250; 950; 2500; 6000
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FSE-PVP-DETECTION$ = ; 0;
$FSE-PVP-DETECTION$ = ; 0;
Line 130: Line 130:
$AREF$ = <ref name=aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=dps>DPS does not consider projectile travel time.</ref>
$DREF$ = <ref name=dps>DPS does not consider projectile travel time.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 136: Line 135:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.6 || 1 || 10 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 8 || 2.6 || 1 || 10 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 8 || 1.9 || 1 || 12 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 8 || 1.9 || 1 || 12 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 18 || 1.9 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 18 || 1.9 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 25 || 1.5 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 25 || 1.5 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 152: Line 151:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 286: Line 285:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 700; 250; 950; 2500; 6000
$FNC-COST$ = 700; 250; 950; 2500; 6000
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FSE-PVP-DETECTION$ = ; 0;
$FSE-PVP-DETECTION$ = ; 0;
Line 300: Line 299:
$DREF$ = <ref name=dps>DPS does not consider projectile travel time.</ref>
$DREF$ = <ref name=dps>DPS does not consider projectile travel time.</ref>
DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 306: Line 304:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 8 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 8 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 8 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 15 || 1.75 || 1 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 15 || 1.75 || 1 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 30 || 1.5 || 0 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 30 || 1.5 || 0 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 50 || 1.2 || 0 || 16 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 50 || 1.2 || 0 || 16 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 322: Line 320:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 459: Line 457:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 550; 225; 800; 2325; 5750
$FNC-COST$ = 550; 225; 800; 2325; 5750
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 3; 0;
$FSE-DETECTION$ = 3; 0;
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
Line 472: Line 470:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 478: Line 475:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 12 || 1.75 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 12 || 1.75 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 25 || 1.5 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 25 || 1.5 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 50 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 50 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 494: Line 491:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 627: Line 624:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 550; 225; 500; 2100; 6500
$FNC-COST$ = 550; 225; 500; 2100; 6500
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
Line 639: Line 636:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 645: Line 641:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.8 || 1 || 10 || 4.75 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 2.8 || 1 || 10 || 4.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || 2 || 1 || 12 || 4.75 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || 2 || 1 || 12 || 4.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 2 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 2 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 22 || 1.7 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 22 || 1.7 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 47 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 47 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 661: Line 657:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 794: Line 790:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 575; 150; 475; 1650; 6250
$FNC-COST$ = 575; 150; 475; 1650; 6250
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 805: Line 801:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 811: Line 806:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 827: Line 822:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 912: Line 907:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 575; 150; 475; 1650; 6250
$FNC-COST$ = 575; 150; 475; 1650; 6250
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 922: Line 917:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,011: Line 1,005:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 400; 50; 450; 1500; 6000
$FNC-COST$ = 400; 50; 450; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,021: Line 1,015:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 2.75 || 1 || 9 || 2.75 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 4 || 2.75 || 1 || 9 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 4 || 2.5 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 4 || 2.5 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 8 || 2.5 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 8 || 2.5 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,108: Line 1,101:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 400; 50; 450; 1500; 6000
$FNC-COST$ = 400; 50; 450; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,118: Line 1,111:
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$AREF$ = <ref name=Aim>Aim Time happens before the '''Demoman''' throws a grenade. This does not affect its firerate.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=DPS2>DPS does not consider projectile travel time.<br/>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 3 || 1 || 8 || 2.75 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 4 || 3 || 1 || 8 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 4 || 2.65 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 4 || 2.65 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 8 || 2.65 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 8 || 2.65 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,197: Line 1,189:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 300; 150; 525; 1500; 6000
$FNC-COST$ = 300; 150; 525; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,206: Line 1,198:
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 2.5 || 7 || 2.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 3 || 2.5 || 7 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 2 || 10 || 2.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 3 || 2 || 10 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 6 || 2 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 6 || 2 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 12 || 1.5 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 12 || 1.5 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 28 || 1.2 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 28 || 1.2 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,282: Line 1,273:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 450; 100; 400; 1000; 3500
$FNC-COST$ = 450; 100; 400; 1000; 3500
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,291: Line 1,282:
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,366: Line 1,356:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 450; 100; 400; 1000; 3500
$FNC-COST$ = 450; 100; 400; 1000; 3500
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,375: Line 1,365:
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$SREF$ = <ref name=Splash>Damage dealt in the inner explosion sphere. Splash damage is decreased linearly from the edge of the inner explosion sphere to the edge of the outer explosion sphere, if the enemy is in the outer explosion sphere.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,460: Line 1,449:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 450; 100; 400; 1000; 3500; 6500
$FNC-COST$ = 450; 100; 400; 1000; 3500; 6500
$FSE-DETECTION$ = ; 0;
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Steil Grenade; Chinalake; Explosive Vest; Improved Grenades; Stronger Launcher
$FSE-UPGRADE$ = Steil Grenade; Chinalake; Explosive Vest; Improved Grenades; Stronger Launcher
Line 1,468: Line 1,457:
$FNC-ROFBUG-2020$ = Firerate
$FNC-ROFBUG-2020$ = Firerate
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,555: Line 1,543:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 450; 100; 400; 1000; 3500; 6500
$FNC-COST$ = 450; 100; 400; 1000; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
Line 1,563: Line 1,551:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,650: Line 1,637:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 550; 200; 500; 1350; 3500; 6500
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
Line 1,658: Line 1,645:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 5 || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 5 || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 10 || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 10 || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 20 || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 20 || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 38 || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 38 || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,746: Line 1,732:
$SDMG$ = Direct Damage
$SDMG$ = Direct Damage
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 550; 200; 500; 1350; 3500; 6500
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
Line 1,754: Line 1,740:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || $SDMG$ || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 5 || $SDMG$ || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 5 || $SDMG$ || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 10 || $SDMG$ || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 10 || $SDMG$ || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 20 || $SDMG$ || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 20 || $SDMG$ || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 38 || $SDMG$ || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 38 || $SDMG$ || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,850: Line 1,835:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 550; 200; 500; 1350; 3500; 6500
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 1,858: Line 1,843:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 40 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 40 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,954: Line 1,938:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 550; 200; 500; 1350; 3500; 6500
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 1,962: Line 1,946:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 47 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 47 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,055: Line 2,038:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 550; 200; 500; 1350; 3500; 5000
$FNC-COST$ = 550; 200; 500; 1350; 3500; 5000
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 2,063: Line 2,046:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$DREF$ = <ref name=dps3>DPS assumes that only one enemy is hit and it receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 6 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 6 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 10 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 10 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 20 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 20 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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