Demoman/History: Difference between revisions
Content deleted Content added
imported>Mentin123 mNo edit summary |
imported>DarkGabonnie Approved by t7ru (380694434980954114) via /job |
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Line 118:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$
$FSE-DETECTION$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.6 || 1 || 10 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 151 ⟶ 152:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 285 ⟶ 286:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$
$FSE-DETECTION$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 320 ⟶ 322:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 457 ⟶ 459:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$
$FSE-DETECTION$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.4 || 1 || 10 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 491 ⟶ 494:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 624 ⟶ 627:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$
$FSE-DETECTION$ = ; 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.8 || 1 || 10 || 4.75 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 657 ⟶ 661:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 790 ⟶ 794:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$
$FSE-DETECTION$ = ; 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 822 ⟶ 827:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || 1 || 9 || 4.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 907 ⟶ 912:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.6 || 1 || 9 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 1,005 ⟶ 1,011:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 2.75 || 1 || 9 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 1,101 ⟶ 1,108:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 3 || 1 || 8 || 2.75 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 1,189 ⟶ 1,197:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 2.5 || 7 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 1,273 ⟶ 1,282:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 1,356 ⟶ 1,366:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3 || 7 || 1.5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|}
</div>
Line 1,449 ⟶ 1,460:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,543 ⟶ 1,555:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2.5 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,637 ⟶ 1,650:
<var>
$DPS$ = Splash Damage / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,732 ⟶ 1,746:
$SDMG$ = Direct Damage
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 3.25 || 9 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,835 ⟶ 1,850:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,938 ⟶ 1,954:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 2,038 ⟶ 2,055:
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$DPS$ = (Direct Damage + Splash Damage) / Firerate
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 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
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 3.25 || 7 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
| |||