Demoman/History: Difference between revisions

Content deleted Content added
imported>Mentin123
mNo edit summary
imported>DarkGabonnie
Approved by t7ru (380694434980954114) via /job
 
Line 118:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 700; 250; 950; 2500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 2; 0;
$FSE-PVP-DETECTION$ = ; 0;
Line 130:
$AREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 135 ⟶ 136:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.6 || 1 || 10 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 8 || 1.9 || 1 || 12 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 18 || 1.9 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 25 || 1.5 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 151 ⟶ 152:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 285 ⟶ 286:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 700; 250; 950; 2500; 6000
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 2; 0;
$FSE-PVP-DETECTION$ = ; 0;
Line 299 ⟶ 300:
$DREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 304 ⟶ 306:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 8 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 15 || 1.75 || 1 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 30 || 1.5 || 0 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 50 || 1.2 || 0 || 16 || 6 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 320 ⟶ 322:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 34 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 457 ⟶ 459:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 225; 800; 2325; 5750
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = 3; 0;
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
Line 470 ⟶ 472:
$AREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 475 ⟶ 478:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 6 || 1.75 || 1 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 12 || 1.75 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 25 || 1.5 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 50 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 491 ⟶ 494:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 624 ⟶ 627:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 225; 500; 2100; 6500
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Faster Throwing; Ullapool Caber; Loch-n-Load; Expert's Ordnance
Line 636 ⟶ 639:
$AREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 641 ⟶ 645:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.8 || 1 || 10 || 4.75 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 6 || 2 || 1 || 12 || 4.75 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 10 || 2 || 1 || 12 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 22 || 1.7 || 0 || 14 || 5.25 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 47 || 1.3 || 0 || 15.5 || 6 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 657 ⟶ 661:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 790 ⟶ 794:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 575; 150; 475; 1650; 6250
$FNC-PVP-COST$ = 575; 150; 500; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 801 ⟶ 805:
$AREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 806 ⟶ 811:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 822 ⟶ 827:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 6 || 1.5 || 1 || 11 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 10 || 1.5 || 1 || 11 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 15 || 1.35 || 0 || 14 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 35 || 1 || 0 || 16 || 5.5 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 907 ⟶ 912:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 575; 150; 475; 1650; 6250
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 917 ⟶ 922:
$AREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 6 || 2.25 || 1 || 11 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 10 || 2.25 || 1 || 11 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 18 || 1.75 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 50 || 1.5 || 0 || 15 || 4.5 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,005 ⟶ 1,011:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 400; 50; 450; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,015 ⟶ 1,021:
$AREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 2.75 || 1 || 9 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || 2.5 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 8 || 2.5 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,101 ⟶ 1,108:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 400; 50; 450; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,111 ⟶ 1,118:
$AREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Aim Time$AREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 3 || 1 || 8 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || 2.65 || 1 || 10 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 8 || 2.65 || 1 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 12 || 1.5 || 0 || 12 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 28 || 1.2 || 0 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,189 ⟶ 1,197:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 300; 150; 525; 1500; 6000
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,198 ⟶ 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>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 2.5 || 7 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 3 || 2 || 10 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 6 || 2 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 12 || 1.5 || 10 || 3.25 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 28 || 1.2 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,273 ⟶ 1,282:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,282 ⟶ 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>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,356 ⟶ 1,366:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Further Throwing; Steil Grenade; Chinalake; Collateral Damage
Line 1,365 ⟶ 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>
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage$SREF$ !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 3 || 10 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 3 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 7 || 2 || 12 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 20 || 1.8 || 14 || 3 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,449 ⟶ 1,460:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500; 6500
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Steil Grenade; Chinalake; Explosive Vest; Improved Grenades; Stronger Launcher
Line 1,457 ⟶ 1,468:
$FNC-ROFBUG-2020$ = Firerate
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,543 ⟶ 1,555:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 450; 100; 400; 1000; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
Line 1,551 ⟶ 1,563:
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 2.5 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 2.5 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 2.5 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 20 || 2 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 32 || 1.2 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,637 ⟶ 1,650:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
Line 1,645 ⟶ 1,658:
$FNC-ROFBUG-2019$ = Firerate
$DREF$ = <ref name=dps>DPS assumes that only one enemy is hit and it receives full splash damage.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 20 || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 38 || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,732 ⟶ 1,746:
$SDMG$ = Direct Damage
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Gloves; Epic Shades; Explosive Vest; Improved Grenades; Dual Wield
Line 1,740 ⟶ 1,754:
$FNC-ROFBUG-2019$ = 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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 2 || $SDMG$ || 3.25 || 11 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || $SDMG$ || 3.25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 10 || $SDMG$ || 3.25 || 13 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 20 || $SDMG$ || 2.25 || 14 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 38 || $SDMG$ || 1.15 || 15 || 8 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,835 ⟶ 1,850:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 1,843 ⟶ 1,858:
$FNC-ROFBUG-2019$ = 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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 40 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,938 ⟶ 1,954:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 6500
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 1,946 ⟶ 1,962:
$FNC-ROFBUG-2019$ = 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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 7 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 12 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 22 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 47 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 2,038 ⟶ 2,055:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total PriceCost / DPS
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 550; 200; 500; 1350; 3500; 5000
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 2,046 ⟶ 2,063:
$FNC-ROFBUG-2019$ = 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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! Direct Damage !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 4 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 4 || $SDMG$ || 3.25 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 6 || $SDMG$ || 3.25 || 11 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 10 || $SDMG$ || 2.25 || 12 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 20 || $SDMG$ || 1.15 || 14 || 8 || $DPS$ || {{Money|$CE$}}
|}
</div>