Mortar/History: Difference between revisions

Content deleted Content added
imported>Mentin123
mNo edit summary
imported>Supra-bamb
I’m not sure if i correctly typed how it’s supposed to be, but at least the cost efficiency is correct
 
(One intermediate revision by one other user not shown)
Line 131:
$DPS$ = [[Splash Damage]] / Firerate
$CDPS$ = Cluster Damage * Cluster Count / Firerate
$CE$ = Total PriceCost / ($DPS$ + $CDPS$)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 1000; 500; 2250; 4250; 13500; 30000
$FNC-PVP-COST$ = 1000; 300; 1400; 2500; 12000; 22500
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; City Buster
Line 143:
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$CREF$ = <ref name="ce">Accounts for both normal and cluster bomb DPS.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 148 ⟶ 149:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 15 || N/A || N/A || 4 || 24 || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 15 || N/A || N/A || 2.75 || 27 || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 35 || N/A || N/A || 2.75 || 27 || 7.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 65 || N/A || N/A || 2.75 || 30 || 8.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 30 || 4 || 2.75 || 34 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 235 || 40 || 6 || 2.75 || 34 || 9 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 166 ⟶ 167:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 4 || 20 || 5.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 3.25 || 22 || 5.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 25 || N/A || N/A || 3.25 || 25 || 7 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 50 || N/A || N/A || 3.25 || 30 || 8 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 40 || 3 || 3.25 || 32 || 8 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 150 || 50 || 6 || 3.25 || 35 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 316 ⟶ 317:
$DPS$ = [[Splash Damage]] / Firerate
$CDPS$ = Cluster Damage * Cluster Count / Firerate
$CE$ = Total PriceCost / ($DPS$ + $CDPS$)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 1000; 500; 2250; 4250; 19000; 35500
$FNC-PVP-COST$ = 1000; 300; 1400; 2500; 12000; 22500
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; City Buster
Line 327 ⟶ 328:
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$CREF$ = <ref name="ce">Accounts for both normal and cluster bomb DPS.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 332 ⟶ 334:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 15 || N/A || N/A || 4 || 24 || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 15 || N/A || N/A || 2.75 || 27 || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 35 || N/A || N/A || 2.75 || 27 || 7.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 65 || N/A || N/A || 2.75 || 30 || 8.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 125 || 30 || 4 || 2.75 || 34 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 290 || 40 || 6 || 2.75 || 34 || 9 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 350 ⟶ 352:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 4 || 20 || 5.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 3.25 || 22 || 5.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 25 || N/A || N/A || 3.25 || 25 || 7 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 50 || N/A || N/A || 3.25 || 30 || 8 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 40 || 3 || 3.25 || 32 || 8 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 150 || 50 || 6 || 3.25 || 35 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 500 ⟶ 502:
$DPS$ = [[Splash Damage]] / Firerate
$CDPS$ = Cluster Damage * Cluster Count / Firerate
$CE$ = Total PriceCost / ($DPS$ + $CDPS$)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 1000; 500; 2250; 4250; 19000; 35500
$FNC-PVP-COST$ = 1000; 300; 1400; 2500; 12000; 22500
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; City Buster
Line 512 ⟶ 514:
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$CREF$ = <ref name="ce">Accounts for both normal and cluster bomb DPS.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 517 ⟶ 520:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 15 || N/A || N/A || 4 || 24 || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 15 || N/A || N/A || 2.75 || 27 || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 35 || N/A || N/A || 2.75 || 27 || 7.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 65 || N/A || N/A || 2.75 || 30 || 8.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 125 || 30 || 4 || 2.75 || 34 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 290 || 40 || 6 || 2.75 || 34 || 9 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 535 ⟶ 538:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 4 || 20 || 5.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 3.25 || 22 || 5.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 25 || N/A || N/A || 3.25 || 25 || 7 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 50 || N/A || N/A || 3.25 || 30 || 8 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 40 || 3 || 3.25 || 32 || 8 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 150 || 50 || 6 || 3.25 || 35 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 685 ⟶ 688:
$DPS$ = [[Splash Damage]] / Firerate
$CDPS$ = Cluster Damage * Cluster Count / Firerate
$CE$ = Total PriceCost / ($DPS$ + $CDPS$)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 900; 325; 1400; 3250; 12000; 25000
$FNC-PVP-COST$ = 1000; 300; 1400; 2500; 12000; 22500
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; City Buster
Line 697 ⟶ 700:
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$CREF$ = <ref name="ce">Accounts for both normal and cluster bomb DPS.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 702 ⟶ 706:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 4 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 3 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 24 || N/A || N/A || 3 || 24 || 7.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 55 || N/A || N/A || 3 || 27 || 8.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 40 || 3 || 3 || 27 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 150 || 50 || 6 || 3 || 30 || 9 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 720 ⟶ 724:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 4 || 20 || 5.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 3.25 || 22 || 5.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 25 || N/A || N/A || 3.25 || 25 || 7 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 50 || N/A || N/A || 3.25 || 30 || 8 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 40 || 3 || 3.25 || 32 || 8 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 150 || 50 || 6 || 3.25 || 35 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 874 ⟶ 878:
$DPS$ = [[Splash Damage]] / Firerate
$CDPS$ = Cluster Damage * Cluster Count / Firerate
$CE$ = Total PriceCost / ($DPS$ + $CDPS$)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 900; 325; 1400; 3250; 12000; 25000
$FNC-PVP-COST$ = 1000; 400; 1400; 3000; 10000; 20000
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; City Buster
Line 886 ⟶ 890:
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$CREF$ = <ref name="ce">Accounts for both normal and cluster bomb DPS.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 891 ⟶ 896:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 4 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 3 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 24 || N/A || N/A || 3 || 24 || 7.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 55 || N/A || N/A || 3 || 27 || 8.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 40 || 3 || 3 || 27 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 150 || 50 || 6 || 3 || 30 || 9 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 909 ⟶ 914:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 3.75 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 15 || N/A || N/A || 3.25 || 22 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 28 || N/A || N/A || 3.25 || 25 || 7.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 60 || N/A || N/A || 3 || 30 || 8.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 40 || 3 || 3 || 32 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 150 || 50 || 6 || 3 || 35 || 9 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 1,001 ⟶ 1,006:
$DPS$ = [[Splash Damage]] / Firerate
$CDPS$ = Cluster Damage * Cluster Count / Firerate
$CE$ = Total PriceCost / ($DPS$ + $CDPS$)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 900; 325; 1400; 3250; 12000; 25000
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; City Buster
Line 1,012 ⟶ 1,017:
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$CREF$ = <ref name="ce">Accounts for both normal and cluster bomb DPS.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 4 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 3 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 24 || N/A || N/A || 3 || 24 || 7.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 55 || N/A || N/A || 3 || 27 || 8.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 40 || 3 || 3 || 27 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 150 || 50 || 6 || 3 || 30 || 9 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 1,106 ⟶ 1,112:
$DPS$ = [[Splash Damage]] / Firerate
$CDPS$ = Cluster Damage * Cluster Count / Firerate
$CE$ = Total PriceCost / ($DPS$ + $CDPS$)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 900; 325; 1400; 3250; 12000; 25000
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; City Buster
Line 1,117 ⟶ 1,123:
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$CREF$ = <ref name="ce">Accounts for both normal and cluster bomb DPS.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 4 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 3 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 24 || N/A || N/A || 3 || 24 || 7.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 60 || N/A || N/A || 3 || 27 || 8.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 120 || 40 || 3 || 3 || 27 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 200 || 50 || 6 || 3 || 30 || 10 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 1,210 ⟶ 1,217:
$DPS$ = [[Splash Damage]] / Firerate
$CDPS$ = Cluster Damage * Cluster Count / Firerate
$CE$ = Total PriceCost / ($DPS$ + $CDPS$)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 900; 325; 1400; 3500; 10000; 22500
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; City Buster
Line 1,221 ⟶ 1,228:
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$CREF$ = <ref name="ce">Accounts for both normal and cluster bomb DPS.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 4 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 3 || 20 || 6 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 24 || N/A || N/A || 3 || 24 || 7.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 50 || N/A || N/A || 3 || 27 || 8.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 120 || 40 || 4 || 3 || 27 || 8.5 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 200 || 75 || 6 || 3 || 30 || 10 || 5 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 1,322 ⟶ 1,330:
$DPS$ = [[Splash Damage]] / Firerate
$CDPS$ = Cluster Damage * Cluster Count / Firerate
$CE$ = Total PriceCost / ($DPS$ + $CDPS$)
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 1000; 600; 1300; 3200; 8500; 20000
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; City Buster
Line 1,333 ⟶ 1,341:
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$CREF$ = <ref name="ce">Accounts for both normal and cluster bomb DPS.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Cluster Damage$SREF$ !! Cluster Count !! Firerate$FREF$ !! Range !! Explosion Radius !! Cluster Explosion Radius !! DPS$DREF$ !! Cluster DPS$DREF$ !! Cost Efficiency$CREF$
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || N/A || N/A || 5 || 22 || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || N/A || N/A || 4.5 || 24 || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 24 || N/A || N/A || 4 || 24 || 6.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 55 || N/A || N/A || 4 || 28 || 6.5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 125 || 40 || 3 || 3.5 || 30 || 6.5 || 4 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 250 || 50 || 3 || 3.5 || 35 || 8 || 4 || $DPS$ || $CDPS$ || {{Money|$CE$}}
|}
</div>
Line 1,423 ⟶ 1,432:
<var>
$DPS$ = [[Splash Damage]] / Firerate
$CE$ = Total PriceCost / $DPS$
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 1000; 600; 1300; 3200; 8500; 21500
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; Nuclear Annihilation
Line 1,433 ⟶ 1,442:
$FREF$ = <ref name="fr">Firerate does not account for projectile travel time.</ref>
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Firerate$FREF$ !! Range !! Explosion Radius !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 12 || 5 || 22 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 12 || 4.5 || 24 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 24 || 4 || 24 || 6.5 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 55 || 4 || 28 || 6.5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 125 || 3.5 || 30 || 7 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 250 || 3.5 || 35 || 8 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,523 ⟶ 1,533:
<var>
$DPS$ = [[Splash Damage]] / Firerate
$CE$ = Total PriceCost / $DPS$
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 1000; 600; 1300; 3200; 9500; 23000
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Upgraded Armaments; Bigger Cannon; Loaded Warhead; Nuclear Annihilation
Line 1,533 ⟶ 1,543:
$FREF$ = <ref name="fr">Firerate does not account for projectile travel time.</ref>
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Firerate$FREF$ !! Range !! Explosion Radius !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 10 || 5 || 22 || 8 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 10 || 4.5 || 24 || 8 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 20 || 4 || 24 || 12 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 50 || 4 || 28 || 14 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 100 || 3.5 || 30 || 14 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 175 || 3.5 || 35 || 20 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,612 ⟶ 1,623:
<var>
$DPS$ = [[Splash Damage]] / Firerate
$CE$ = Total PriceCost / $DPS$
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 400; 250; 400; 3000; 7200; 12000
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Quick Reloading; Bigger Cannon; Stronger Shells; Nuclear Devastation
Line 1,622 ⟶ 1,633:
$FREF$ = <ref name="fr">Firerate does not account for projectile travel time.</ref>
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Firerate$FREF$ !! Range !! Explosion Radius !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 5 || 22 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 5 || 5 || 25 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 4.5 || 25 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 15 || 4.5 || 25 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 25 || 4.5 || 25 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 60 || 3 || 30 || 6 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,701 ⟶ 1,713:
<var>
$DPS$ = [[Splash Damage]] / Firerate
$CE$ = Total PriceCost / $DPS$
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 400; 250; 400; 3000; 7200; 12000
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Quick Reloading; Bigger Cannon; Stronger Shells; Nuclear Devastation
Line 1,711 ⟶ 1,723:
$FREF$ = <ref name="fr">Firerate does not account for projectile travel time.</ref>
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]]$SREF$ !! Firerate$FREF$ !! Range !! Explosion Radius !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 5 || 22 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 5 || 5 || 25 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 4.5 || 25 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 15 || 4.5 || 25 || 5 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 25 || 4.5 || 25 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 60 || 3 || 30 || 6 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,788 ⟶ 1,801:
<var>
$DPS$ = [[Splash Damage]] / Firerate
$CE$ = Total PriceCost / $DPS$
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 400; 250; 400; 3000; 7200; 12000
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Quick Reloading; Bigger Cannon; Stronger Shells; Nuclear Devastation
Line 1,797 ⟶ 1,810:
$FREF$ = <ref name="fr">Firerate does not account for projectile travel time.</ref>
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Radius !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 5 || 22 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 5 || 5 || 25 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 4.5 || 25 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 15 || 4.5 || 25 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 25 || 4.5 || 25 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 60 || 3 || 30 || 6 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,875 ⟶ 1,889:
<var>
$DPS$ = [[Splash Damage]] / Firerate
$CE$ = Total PriceCost / $DPS$
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 400; 250; 400; 3000; 7200; 12000
$FSE-DETECTION$ = ; 0; 0
$FSE-UPGRADE$ = Improved Handling; Quick Reloading; Bigger Cannon; Stronger Shells; Nuclear Devastation
Line 1,884 ⟶ 1,898:
$FREF$ = <ref name="fr">Firerate does not account for projectile travel time.</ref>
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Radius !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 5 || 25 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 5 || 5 || 27 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 5 || 4.5 || 27 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 15 || 4.5 || 27 || 4 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 25 || 4.5 || 27 || 6 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 60 || 3 || 29 || 6 || $DPS$ || {{Money|$CE$}}
|}
</div>
Line 1,965 ⟶ 1,980:
<var>
$DPS$ = [[Splash Damage]] / Firerate
$CE$ = Total PriceCost / $DPS$
$TP$ = $FNC-TOTALPRICETOTAL-COST$
$FNC-COST$ = 400; 500; 1000; 3000; 7200; 13000
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = Improved Handling; Safety Gear; BIGGER CANNON; BETTER BOMBS; NUCLEAR CANNON
Line 1,974 ⟶ 1,989:
$FREF$ = <ref name="fr">Firerate does not account for projectile travel time.</ref>
$DREF$ = <ref name="DPS">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.</ref>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total PriceCost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Radius !! DPS$DREF$ !! Cost Efficiency
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 5 || 25 || 12 || $DPS$ || {{Money|$CE$}}
|-
| 1 || {{Money$R$ || $TPR$}} || 8 || 5 || 25 || 12 || $DPS$ || {{Money|$CE$}}
|-
| 2 || {{Money$R$ || $TPR$}} || 14 || 5 || 25 || 12 || $DPS$ || {{Money|$CE$}}
|-
| 3 || {{Money$R$ || $TPR$}} || 39 || 4 || 31 || 12 || $DPS$ || {{Money|$CE$}}
|-
| 4 || {{Money$R$ || $TPR$}} || 99 || 4 || 31 || 17 || $DPS$ || {{Money|$CE$}}
|-
| 5 || {{Money$R$ || $TPR$}} || 164 || 3 || 39 || 25 || $DPS$ || {{Money|$CE$}}
|}
</div>