Demoman/History: Difference between revisions

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imported>Mentin123
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imported>DarkGabonnie
Approved by t7ru (380694434980954114) via /job
 
(2 intermediate revisions by one other user not shown)
Line 118: Line 118:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 700; 250; 950; 2500; 6000
$COST$ = 700; 250; 950; 2500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FSE-PVP-DETECTION$ = ; 0;
$FSE-PVP-DETECTION$ = ; 0;
Line 128: Line 128:
$FSE-UPGRADEICON$ = 5523227714; 5523227714; 5523228733; 5523229364
$FSE-UPGRADEICON$ = 5523227714; 5523227714; 5523228733; 5523229364
$FSE-PVP-UPGRADEICON$ = ; 5523227714; 5523228733; 5523229364
$FSE-PVP-UPGRADEICON$ = ; 5523227714; 5523228733; 5523229364
$SREF$ = <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>
$AREF$ = <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>
$R$ = $FNC-RECURSION$
DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 8 || 2.6 || 1 || 10 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.6 || 1 || 10 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 8 || 1.9 || 1 || 12 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 8 || 1.9 || 1 || 12 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 18 || 1.9 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 18 || 1.9 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 25 || 1.5 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 25 || 1.5 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 700; 250; 950; 2500; 6000
$COST$ = 700; 250; 950; 2500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 2; 0;
$FSE-DETECTION$ = 2; 0;
$FSE-PVP-DETECTION$ = ; 0;
$FSE-PVP-DETECTION$ = ; 0;
Line 301: Line 300:
$DREF$ = <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>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 8 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 8 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 8 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 15 || 1.75 || 1 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 15 || 1.75 || 1 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 30 || 1.5 || 0 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 30 || 1.5 || 0 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 1.2 || 0 || 16 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 50 || 1.2 || 0 || 16 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 225; 800; 2325; 5750
$COST$ = 550; 225; 800; 2325; 5750
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 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
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$AREF$ = <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>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 12 || 1.75 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 12 || 1.75 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 25 || 1.5 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 25 || 1.5 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 50 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 225; 500; 2100; 6500
$COST$ = 550; 225; 500; 2100; 6500
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 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
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$AREF$ = <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>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 2.8 || 1 || 10 || 4.75 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.8 || 1 || 10 || 4.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 2 || 1 || 12 || 4.75 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 2 || 1 || 12 || 4.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 2 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 2 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 22 || 1.7 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 22 || 1.7 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 47 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 47 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 575; 150; 475; 1650; 6250
$COST$ = 575; 150; 475; 1650; 6250
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$PVP-COST$ = 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 803: Line 805:
$AREF$ = <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 808: Line 811:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 575; 150; 475; 1650; 6250
$COST$ = 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 919: Line 922:
$AREF$ = <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 !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,007: Line 1,011:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 50; 450; 1500; 6000
$COST$ = 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 1,017: Line 1,021:
$AREF$ = <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 !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || 2.75 || 1 || 9 || 2.75 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 2.75 || 1 || 9 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || 2.5 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || 2.5 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 8 || 2.5 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 8 || 2.5 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,103: Line 1,108:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 50; 450; 1500; 6000
$COST$ = 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 1,113: Line 1,118:
$AREF$ = <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 !! Total Price !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || 3 || 1 || 8 || 2.75 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 3 || 1 || 8 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || 2.65 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || 2.65 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 8 || 2.65 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 8 || 2.65 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,191: Line 1,197:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 300; 150; 525; 1500; 6000
$COST$ = 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 1,200: Line 1,206:
$SREF$ = <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 !! Total Price !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 3 || 2.5 || 7 || 2.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 2.5 || 7 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 2 || 10 || 2.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 2 || 10 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 2 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || 2 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || 1.5 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || 1.5 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 28 || 1.2 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 28 || 1.2 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,275: Line 1,282:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500
$COST$ = 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 1,284: Line 1,291:
$SREF$ = <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 !! Total Price !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,358: Line 1,366:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500
$COST$ = 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 1,367: Line 1,375:
$SREF$ = <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 !! Total Price !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,451: Line 1,460:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500; 6500
$COST$ = 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 1,459: Line 1,468:
$FNC-ROFBUG-2020$ = 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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,545: Line 1,555:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500; 6500
$COST$ = 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 1,553: Line 1,563:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,639: Line 1,650:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$COST$ = 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 1,647: Line 1,658:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 10 || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 38 || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 38 || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,734: Line 1,746:
$SDMG$ = Direct Damage
$SDMG$ = Direct Damage
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$COST$ = 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 1,742: Line 1,754:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || $SDMG$ || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || $SDMG$ || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || $SDMG$ || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || $SDMG$ || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 10 || $SDMG$ || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 20 || $SDMG$ || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 20 || $SDMG$ || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 38 || $SDMG$ || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 38 || $SDMG$ || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,837: Line 1,850:
$SDMG$ = {{#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 Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$COST$ = 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 1,845: Line 1,858:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 40 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 40 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,940: Line 1,954:
$SDMG$ = {{#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 Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$COST$ = 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 1,948: Line 1,962:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 47 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 47 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,040: Line 2,055:
$SDMG$ = {{#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 Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 5000
$COST$ = 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 2,048: Line 2,063:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 20 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 20 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>

Latest revision as of 21:37, 18 August 2026


This is the history subpage for the Demoman/History. It contains every revision of the tower's statistics.

Kingpin Update (17 July 2026) – Present

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]

Hardcore Rework Update (5 June 2026) – Kingpin Update (17 July 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]

St. Patrick's Day 2026 Update (11 March 2026) – Hardcore Rework Update (5 June 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug

Shock and Awe Update (28 January 2026) – St. Patrick's Day 2026 Update (11 March 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug

PVP Update (23 July 2025) – Shock and Awe Update (28 January 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug

19 July 2024 – PVP Update (23 July 2025)

Base Statistics

[edit]
Demoman/History
Cost: Error creating thumbnail: File missing 200[7] • Starter • Offense
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage
Damage6
Damage Method
Splash
Hidden Detection
N/A[8]
Placement Limit
N/A
Flying Detection
N/A[9]

Upgrades

[edit]
Further[sic] Throwing
Chinalake

+3 Range Range

2.275 > 1.775 Firerate Error creating thumbnail: File missing

+8 Damage Damage

1 > 0 Aim Time Error creating thumbnail: File missing

+Faster Projectile


Sell Price changes to Error creating thumbnail: File missing$950

Collateral Damage

Statistics

[edit]

Unwavering Tides Update (5 August 2023) – 19 July 2024

Base Statistics

[edit]
Demoman/History
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage
Damage4
Damage Method
Splash
Placement Limit
N/A
Flying Detection
N/A[9]

Upgrades

[edit]
Further[sic] Throwing
Chinalake

+2 Range Range

2.525 > 1.525 Firerate Error creating thumbnail: File missing

1 > 0 Aim Time Error creating thumbnail: File missing

+4 Damage Damage

+Faster Projectile


Sell Price changes to Error creating thumbnail: File missing$800

Collateral Damage

Statistics

[edit]

5 May 2023 – Unwavering Tides Update (5 August 2023)

Base Statistics

[edit]
Demoman/History
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage
Damage4
Damage Method
Splash
Hidden Detection
N/A[8]
Placement Limit
N/A
Flying Detection
N/A[9]

Upgrades

[edit]
Further[sic] Throwing
Chinalake

+2 Range Range

2.675 > 1.525 Firerate Error creating thumbnail: File missing

1 > 0 Aim Time Error creating thumbnail: File missing

+4 Damage Damage

+Faster Projectile


Sell Price changes to Error creating thumbnail: File missing$841

Collateral Damage

Statistics

[edit]

Violent Night Update (21 December 2022) – 5 May 2023

Base Statistics

[edit]
Demoman/History
Placement Footprint
Average
Placement Type
Ground
Damage
Damage3
Damage Method
Splash
Hidden Detection
N/A[8]
Placement Limit
N/A
Flying Detection
N/A[9]

Upgrades

[edit]
Further[sic] Throwing[11]
Collateral Damage

Statistics

[edit]

Entity System Update (12 March 2022) – Violent Night Update (21 December 2022)

Base Statistics

[edit]
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Hidden Detection
N/A[8]
Placement Limit
N/A
Flying Detection
N/A[9]

Upgrades

[edit]
Further[sic] Throwing
Steil Grenade
Collateral Damage

Statistics

[edit]

Overhaul Update (29 October 2020) – Entity System Update (12 March 2022)

Base Statistics

[edit]
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Hidden Detection
N/A[8]
Placement Limit
N/A
Flying Detection
N/A[9]

Upgrades

[edit]
Further[sic] Throwing
Steil Grenade
Collateral Damage

Statistics

[edit]

Hardcore Testing (28 August 2020 – 29 October 2020)

Base Statistics

[edit]
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Hidden Detection
N/A[8]
Placement Limit
N/A
Flying Detection
N/A[9]

Upgrades

[edit]
Explosive Vest
Improved Grenades
Stronger Launcher

Statistics

[edit]

4 March 2020 – Overhaul Update (29 October 2020)

Base Statistics

[edit]
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]
Explosive Vest
Improved Grenades

Statistics

[edit]

24 December 2019 – 4 March 2020

Base Statistics

[edit]
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]
Explosive Vest
Improved Grenades

Statistics

[edit]

MEGA Update (13 October 2019) – 24 December 2019

Base Statistics

[edit]
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]
Explosive Vest
Improved Grenades

Statistics

[edit]

22 July 2019 – MEGA Update (13 October 2019)

Base Statistics

[edit]
Placement Footprint
Average
Placement Type
Ground
Damage
Damage4 Direct
Damage2 Splash
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]

+1 Range Range

+3 Direct Damage Damage

+1 Splash Damage Damage

+Hidden Detection Error creating thumbnail: File missing

Sell Price changes to Error creating thumbnail: File missing$312

N/A

+1 Range Range

+5 Direct Damage Damage

+3 Splash Damage Damage

5 > 6 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$650

N/A

+1 Range Range

3.3 > 2.3 Firerate Error creating thumbnail: File missing

+10 Direct Damage Damage

+5 Splash Damage Damage


Sell Price changes to Error creating thumbnail: File missing$1,525

N/A

+2 Range Range

2.3 > 1.2 Firerate Error creating thumbnail: File missing

+18 Direct Damage Damage

+9 Splash Damage Damage

6 > 8 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$3,150

Statistics

[edit]

14 July 2019 – 22 July 2019

Base Statistics

[edit]
Placement Footprint
Average
Placement Type
Ground
Damage
Damage4 Direct
Damage2 Splash
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]

+1 Range Range

+3 Direct Damage Damage

+1 Splash Damage Damage

+Hidden Detection Error creating thumbnail: File missing

Sell Price changes to Error creating thumbnail: File missing$312

N/A

+1 Range Range

+5 Direct Damage Damage

+3 Splash Damage Damage

5 > 6 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$650

+1 Range Range

3.3 > 2.3 Firerate Error creating thumbnail: File missing

+10 Direct Damage Damage

+5 Splash Damage Damage


Sell Price changes to Error creating thumbnail: File missing$1,525

N/A

+2 Range Range

2.3 > 1.2 Firerate Error creating thumbnail: File missing

+25 Direct Damage Damage

+12 Splash Damage Damage

6 > 8 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$3,150

Statistics

[edit]

14 June 2019 – 14 July 2019

Base Statistics

[edit]
Placement Footprint
Average
Placement Type
Ground
Damage
Damage4 Direct
Damage2 Splash
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]
N/A

+1 Range Range

+2 Direct Damage Damage

+1 Splash Damage Damage

5 > 6 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$650

N/A

+1 Range Range

3.3 > 2.3 Firerate Error creating thumbnail: File missing

+4 Direct Damage Damage

+2 Splash Damage Damage


Sell Price changes to Error creating thumbnail: File missing$1,525

N/A

+2 Range Range

2.3 > 1.2 Firerate Error creating thumbnail: File missing

+10 Direct Damage Damage

+5 Splash Damage Damage

6 > 8 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$2,775

Statistics

[edit]

Notes

[edit]
  1. 1.0 1.1 1.2 1.3 Aim Time happens before the Demoman throws a grenade. This does not affect its firerate.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 DPS does not consider projectile travel time. Cite error: Invalid <ref> tag; name "dps" defined multiple times with different content
  3. 3.0 3.1 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.
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 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.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Aim Time happens before the Demoman throws a grenade. This does not affect its firerate.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 DPS does not consider projectile travel time.
    DPS assumes that only one enemy is hit and it receives full splash damage.
  7. Prior to the 25th of September 2024, it had a cost of Error creating thumbnail: File missing 250.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Cite error: Invalid <ref> tag; no text was provided for refs named hidden
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 Cite error: Invalid <ref> tag; no text was provided for refs named fly
  10. At Level 0-3, through splash damage, hidden enemies may be hit indirectly if another detectable enemy is nearby, but this tower can never directly target hidden enemies.
  11. Because of a bug, on the 21st of March 2023 the upgrade name was changed from Stronger Throw to Further Throwing. The upgrade icon was also removed.
  12. 12.0 12.1 12.2 12.3 DPS assumes that only one enemy is hit and it receives full splash damage.
    DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate
  13. Prior to the 16th of June 2019, it had a cost of Error creating thumbnail: File missing 1,500.


File:TowerNewHeader.png
Towers
Starter
Intermediate
Advanced
Hardcore
Evolved
Golden Perks
Exclusive
Unavailable
Units
Military Base
Engineer
Crook Boss
Golden Crook Boss
Commander
Mercenary Base
Enforcer
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