Demoman/History: Difference between revisions
imported>Mentin123 No edit summary |
imported>DarkGabonnie Approved by t7ru (380694434980954114) via /job |
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| (One intermediate revision by one other user not shown) | |||
| Line 118: | Line 118: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 700; 250; 950; 2500; 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 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> |
||
$R$ = $FNC-RECURSION$ |
|||
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> |
||
| Line 136: | Line 136: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 8 || 1.9 || 1 || 12 || 4.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 18 || 1.9 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 25 || 1.5 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 152: | Line 152: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 286: | Line 286: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 700; 250; 950; 2500; 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 300: | 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> |
||
| Line 305: | Line 306: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 8 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 15 || 1.75 || 1 || 12 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 30 || 1.5 || 0 || 14 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 50 || 1.2 || 0 || 16 || 6 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 321: | Line 322: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 458: | Line 459: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 550; 225; 800; 2325; 5750 |
||
$ |
$PVP-COST$ = 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 471: | Line 472: | ||
$AREF$ = <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 476: | Line 478: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 6 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 12 || 1.75 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 25 || 1.5 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 50 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 492: | Line 494: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 625: | Line 627: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 550; 225; 500; 2100; 6500 |
||
$ |
$PVP-COST$ = 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 637: | Line 639: | ||
$AREF$ = <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 642: | Line 645: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 6 || 2 || 1 || 12 || 4.75 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 2 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 22 || 1.7 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 47 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 658: | Line 661: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 791: | Line 794: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 575; 150; 475; 1650; 6250 |
||
$ |
$PVP-COST$ = 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 802: | 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 807: | Line 811: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 823: | Line 827: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! 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 || |
| 1 || $R$ || $R$ || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 908: | Line 912: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 918: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,006: | Line 1,011: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,016: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 4 || 2.5 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 8 || 2.5 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,102: | Line 1,108: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,112: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 4 || 2.65 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 8 || 2.65 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,190: | Line 1,197: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,199: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 3 || 2 || 10 || 2.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 6 || 2 || 10 || 3.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 12 || 1.5 || 10 || 3.25 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 28 || 1.2 || 14 || 4 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,274: | Line 1,282: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,283: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,357: | Line 1,366: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,366: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,450: | Line 1,460: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,458: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,544: | Line 1,555: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,552: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,638: | Line 1,650: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,646: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 20 || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 38 || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,733: | Line 1,746: | ||
$SDMG$ = Direct Damage |
$SDMG$ = Direct Damage |
||
$DPS$ = (Direct Damage + Splash Damage) / Firerate |
$DPS$ = (Direct Damage + Splash Damage) / Firerate |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,741: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || $SDMG$ || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 5 || $SDMG$ || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 10 || $SDMG$ || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 20 || $SDMG$ || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 38 || $SDMG$ || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,836: | 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,844: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 40 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,939: | 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 1,947: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 47 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,039: | 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 2,047: | 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 |
! 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 || |
| 1 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 6 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 10 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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.
Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Script error: No such module "NumName". (1.5)
CashScript error: No such module "Money".
Ground
Damage6
Splash
Firerate2.625
N/A[2]
Lead DetectionLevel 0+
N/A
N/A[3]
Aim Time1
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+4 Damage Damage
3.5 > 4 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
1.775 > 1.525 Firerate Firerate
+32 Damage Damage
4 > 4.5 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Script error: No such module "NumName". (1.5)
CashScript error: No such module "Money".
Ground
Damage4
Splash
Firerate2.775
Lead DetectionLevel 0+
N/A
N/A[3]
Aim Time1
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+4 Damage Damage
2.75 > 3.25 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+2 Range Range
1.525 > 1.225 Firerate Firerate
+16 Damage Damage
3.25 > 4 Explosion Range Explosion Range
+Hidden Detection Hidden Detection
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Script error: No such module "NumName". (1.5)
CashScript error: No such module "Money".
Ground
Damage4
Splash
Firerate3.025
N/A[2]
Lead DetectionLevel 0+
N/A
N/A[3]
Aim Time1
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+4 Damage Damage
2.75 > 3.25 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+2 Range Range
1.525 > 1.225 Firerate Firerate
+16 Damage Damage
3.25 > 4 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Average
CashScript error: No such module "Money".
Ground
Damage3
Splash
Firerate2.525
N/A[2]
Lead DetectionLevel 0+
N/A
N/A[3]
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+3 Damage Damage
2.5 > 3.25 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+4 Range Range
1.508 > 1.208 Firerate Firerate
+16 Damage Damage
3.25 > 4 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Average
CashScript error: No such module "Money".
Ground
Damage2
Splash
Firerate3.025
N/A[2]
Lead DetectionLevel 0+
N/A
N/A[3]
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+2 Range Range
2.025 > 1.825 Firerate Firerate
+13 Damage Damage
1.5 > 3 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Average
CashScript error: No such module "Money".
Ground
Damage2
Splash
Firerate3.03
N/A[2]
Lead DetectionLevel 0+
N/A
N/A[3]
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+2 Range Range
2.03 > 1.83 Firerate Firerate
+13 Damage Damage
1.5 > 3 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Average
CashScript error: No such module "Money".
Ground
Damage2
Splash
Firerate2.53
N/A[2]
Lead DetectionLevel 0+
N/A
N/A[3]
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+5 Damage Damage
5 > 6 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
2.03 > 1.28 Firerate Firerate
+12 Damage Damage
6 > 8 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+3 Damage Damage
+Hidden Detection Hidden Detection
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+5 Damage Damage
5 > 6 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
2.05 > 1.3 Firerate Firerate
+12 Damage Damage
6 > 8 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+3 Damage Damage
+Hidden Detection Hidden Detection
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+5 Damage Damage
5 > 6 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
2.3 > 1.2 Firerate Firerate
+18 Damage Damage
6 > 8 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+3 Damage Damage
+Hidden Detection Hidden Detection
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+5 Damage Damage
5 > 6 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
2.3 > 1.2 Firerate Firerate
+18 Damage Damage
6 > 8 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Average
CashScript error: No such module "Money".
Ground
Splash
Firerate3.3
Hidden DetectionLevel 2+
N/A
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+3 Direct Damage Damage
+1 Splash Damage Damage
+Hidden Detection Hidden Detection
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+5 Direct Damage Damage
+3 Splash Damage Damage
5 > 6 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Average
CashScript error: No such module "Money".
Ground
Splash
Firerate3.3
Hidden DetectionLevel 2+
N/A
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+3 Direct Damage Damage
+1 Splash Damage Damage
+Hidden Detection Hidden Detection
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+5 Direct Damage Damage
+3 Splash Damage Damage
5 > 6 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Base Statistics
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
CashScript error: No such module "Money".
Average
CashScript error: No such module "Money".
Ground
Splash
Firerate3.3
Hidden DetectionLevel 2+
N/A
[[Script error: No such module "StripNaked".|200px|center]]
Upgrades
[edit]<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+Hidden Detection Hidden Detection
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
+1 Range Range
+2 Direct Damage Damage
+1 Splash Damage Damage
5 > 6 Explosion Range Explosion Range
Sell Price changes to CashScript error: No such module "Money".
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">
[[Script error: No such module "StripNaked".|200px|center]]
Statistics
[edit]Notes
[edit]- ↑ Prior to the 25th of September 2024, it had a cost of Coin 250.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Cite error: Invalid
<ref>tag; no text was provided for refs namedfly - ↑ 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.
- ↑ 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.
- ↑ Prior to the 16th of June 2019, it had a cost of Coin 1,500.
| Tower Gallery Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Boomerang • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Enforcer • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Demoman • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Moderator • Railgunner • Twitgunner • Void Miner • Combatant | |
| Unit Gallery Pages | |
|---|---|
| Humvee • Humvee 2 • Humvee 3 • Tank • Railgun Tank | |
| Sentry • Rifle Sentry • Minigun Sentry • War Machine Sentry | |
| Pistol Goon • Tommy Goon 1 • Tommy Goon 2 | |
| Golden Pistol Goon • Golden Tommy Goon 1 • Golden Tommy Goon 2 | |
| Gunner APC • Missile APC | |
| Rifleman • Grenadier • Riot Guard • Field Medic | |
| Lackey • Money Runner • Bouncer | |
| Elf • Snowball Elf • Cannoneer Elf • Bomber Elf • Guardian Elf • Gunner Elf • Gift Bomber • Ripped Elf | |
| Skeleton • Sword Skeleton • Giant Skeleton • Skeleton Knight • Hallow Guard • Executioner Skeleton | |
| Ice Turret | |
| History Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Twitgunner • Combatant | |