Electroshocker/History: Difference between revisions
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imported>Mentin123 No edit summary |
imported>DarkGabonnie Approved by t7ru (380694434980954114) via /job |
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<div class="mw-collapsible mw-collapsed">
<div class="sectionheader">'''
<div class="ContainerColumn mw-collapsible-content">
<center>
==Base
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
Line 14:
|Footprint = 1.5
|Sell Price = {{Money|125}}
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]5
|Damage Type = Chain
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]1.35
|Hidden = {{Hidden|Hidden Detection}}Level 2+<ref name="hidden2">While it has no hidden detection, through chaining, hidden enemies may be hit indirectly if another detectable enemy is nearby.</ref>
|Range = [[File:Range Icon.png|20px|Range]]10<br/>[[File:ChainRange.png|20px|Chain Range]]10 (Chain)
|Lead = {{Lead|Lead Detection}}Level 0+
|Placement = [[File:PlacementLimit.png|20px|Placement Limit]]7
|Fly = N/A<ref name="flying">Through chaining, flying enemies may be hit indirectly if another detectable enemy is nearby.</ref>
|Title1 = Max Hits
|Stat1 = 2
|Title2 = Shock Time
|Stat2 = [[File:Slowness.png|20px|Shock Time]]0.1
}}
==Upgrades==
{{Upgrade|Level = Level 1|Upgrade Title = Higher Voltage|Cost = {{Money|275}}|Image = [[File:Common1Image.png|100px]]|Information = +2 Range [[File:Range Icon.png|20px|Range]]
+1 Damage [[File:Damage Icon.png|20px|Range]]
1.35 > 1.15 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
Sell Price changes to {{Money|308}}}}
{{Upgrade|Level = Level 2|Upgrade Title = Improved Handling|Cost = {{Money|950}}|Image = [[File:Electroshocker_Upgrade_2.png|100px]]|Information = +2 Damage [[File:Damage Icon.png|20px|Damage]]
+1 Range [[File:Range Icon.png|20px|Range]]
+Hidden Detection {{Hidden|Hidden Detection}}
+1 Max Hits
Sell Price changes to {{Money|625}}}}
{{Upgrade|Level = Level 3|Upgrade Title = Faraday's Vest|Cost = {{Money|2,400}}|Image = [[File:Electroshocker_Upgrade_3.png|100px]]|Information = +12 Damage [[File:Damage Icon.png|20px|Damage]]
+2.5 Chain Range [[File:ChainRange.png|20px|Chain Range]]
Sell Price changes to {{Money|1,425}}}}
{{Upgrade|Level = Level 4|Upgrade Title = Shock Force|Cost = {{Money|4,000}}|Image = [[File:Electroshocker_Upgrade_4.png|100px]]|Information = +40 Damage [[File:Damage Icon.png|20px|Damage]]
1.15 > 2.5 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
+2.5 Chain Range [[File:ChainRange.png|20px|Chain Range]]
+1 Max Hits
0.1 > 0.15 Shock Time [[File:Slowness.png|20px|Shock Time]]
Sell Price changes to {{Money|2,758}}}}
{{Upgrade|Level = Level 5|Upgrade Title = Zeus Cannon|Cost = {{Money|10,000}}|Image = [[File:Electroshocker_Upgrade_5.png|100px]]|Information = +30 Damage [[File: Damage Icon.png|20px|Damage]]
+2 Range [[File:Range Icon.png|20px|Range]]
+3 Max Hits
0.15 > 0.25 Shock Time [[File:Slowness.png|20px|Shock Time]]
0% > 20% Defense Melting {{Defense|Defense Melting}}
Sell Price changes to {{Money|6,091}}}}
==Statistics==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total Cost / DPS
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 650; 275; 950; 2400; 4000; 10000
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Higher Voltage; Improved Handling; Faraday's Vest; Shock Force; Zeus Cannon
$FSE-UPGRADEICON$ = 3280081327; 4675534331; 4675521746; 4675504505; 4675504640
$DREF$ = <ref>Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref>Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! Chain Range !! Max Hits !! Shock Time !! Defense Melt !! DPS$DREF$ !! Max DPS$MREF$ !! Cost Efficiency !! Max Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 1.35 || 10 || 10 || 2 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 || $R$ || $R$ || 6 || 1.15 || 12 || 10 || 2 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 2 || $R$ || $R$ || 8 || 1.15 || 13 || 10 || 3 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 3 || $R$ || $R$ || 20 || 1.15 || 13 || 12.5 || 3 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 4 || $R$ || $R$ || 60 || 2.5 || 13 || 12.5 || 4 || 0.15 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 5 || $R$ || $R$ || 90 || 2.5 || 15 || 15 || 6 || 0.25 || 20% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
</div>
</nowiki>}}
</center>
</div>
</div>
----
<div class="mw-collapsible mw-collapsed">
<div class="sectionheader">'''Hardcore Rework Update (5 June 2026) – Kingpin Update (17 July 2026)'''</div>
<div class="ContainerColumn mw-collapsible-content">
<center>
==Base Statistics==
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
|Unlock Cost = {{Coins|2,500}}
|Category = Intermediate
|Role = Defense
|Cost = {{Money|650}}
|Footprint = 1.5
|Sell Price = {{Money|216}}
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]4
|Damage Type = Chain
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]1.
|Hidden = {{Hidden|Hidden Detection}}Level 2+<ref name="hidden2">While it has no hidden detection, through chaining, hidden enemies may be hit indirectly if another detectable enemy is nearby.</ref>
|Range = [[File:Range Icon.png|20px|Range]]10<br/>[[File:ChainRange.png|20px|Chain Range]]10 (Chain)
Line 79 ⟶ 195:
Sell Price changes to {{Money|6,091}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$DREF$ = <ref>Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref>Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || 1.35 || 10 || 10 || 2 || 0.1 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
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<div class="ContainerColumn mw-collapsible-content">
<center>
==Base Statistics==
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
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Sell Price changes to {{Money|9,020}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.75 || 11 || 7 || 1 || 0.05 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
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<div class="ContainerColumn mw-collapsible-content">
<center>
==Base
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
Line 311 ⟶ 430:
Sell Price changes to {{Money|9,011}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 0.75 || 10 || 7 || 1 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
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<div class="ContainerColumn mw-collapsible-content">
<center>
==Base
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
Line 429 ⟶ 549:
Sell Price changes to {{Money|7,875}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || 0.85 || 7.5 || 7 || 2 || 0.3 || 5% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
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<div class="ContainerColumn mw-collapsible-content">
<center>
==Base
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon2.png|100px]]
Line 547 ⟶ 668:
Sell Price changes to {{Money|7,841}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.9 || 7.5 || 6 || 2 || 0 || 0% || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
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<div class="ContainerColumn mw-collapsible-content">
<center>
==Base
{{BaseStat
|Image = [[File:ElectroshockerIcon.png|100px]]
Line 651 ⟶ 773:
Sell Price changes to {{Money|3,825}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$FNC-ROFBUG$ = Firerate
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 3 || 7 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 693 ⟶ 816:
<div class="ContainerColumn mw-collapsible-content">
<center>
==Base
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon.png|100px]]
Line 754 ⟶ 877:
Sell Price changes to {{Money|3,825}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$FNC-
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 3 || 7 || 5 || 1 || 1 || 0.25 || 0% || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 796 ⟶ 920:
<div class="ContainerColumn mw-collapsible-content">
<center>
==Base
{{BaseStat
|Image = [[File:DefaultElectroshockerIcon.png|100px]]
Line 857 ⟶ 981:
Sell Price changes to {{Money|3,850}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$FNC-
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 3 || 7 || 5 || 1 || 1 || 0.25 || 0 || $DPS$ || $MDPS$ || {{Money|N/A}} || {{Money|N/A}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 899 ⟶ 1,024:
<div class="ContainerColumn mw-collapsible-content">
<center>
==Base
{{BaseStat
|Image = [[File:Electroshocker.png|100px]]
Line 962 ⟶ 1,087:
Sell Price changes to {{Money|5,125}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$FNC-
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 3 || 7 || 6 || 3 || 0.25
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,005 ⟶ 1,131:
<center>
==Base
{{BaseStat
|Image = [[File:Electroshocker.png|100px]]
Line 1,068 ⟶ 1,194:
Sell Price changes to {{Money|5,125}}}}
==
{{neow|<nowiki>
<var>
$DPS$ = Damage / Firerate
$MDPS$ = DPS * Max Hits
$CE$ = Total
$MCE$ = Total
$TP$ = $FNC-
$
$
$
$
$FNC-
$DREF$ = <ref name="DPS">Assumes that only one enemy is hit per shock.</ref>
$MREF$ = <ref name="MDPS">Calculated as DPS × Max Hits.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 3 || 9 || 6 || 3 || 0.25
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
| |||