Editing Paintballer/History
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| Latest revision | Your text | ||
| Line 124: | Line 124: | ||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 100; 25; 150; 600; 1500; 3600 |
$FNC-COST$ = 100; 25; 150; 600; 1500; 3600 |
||
$PVP-COST$ = 200; 125; 500; 800; 1500; 3000 |
$FNC-PVP-COST$ = 200; 125; 500; 800; 1500; 3000 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
||
| Line 133: | Line 133: | ||
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
||
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 139: | Line 138: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 20 || 0.7 || 10.5 || 5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 157: | Line 156: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 301: | Line 300: | ||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 100; 25; 150; 600; 1500; 3600 |
$FNC-COST$ = 100; 25; 150; 600; 1500; 3600 |
||
$PVP-COST$ = 200; 125; 500; 800; 1500; 3000 |
$FNC-PVP-COST$ = 200; 125; 500; 800; 1500; 3000 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
||
| Line 311: | Line 310: | ||
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
||
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 317: | Line 315: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 20 || 0.7 || 10.5 || 5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 335: | Line 333: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 481: | Line 479: | ||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 200; 675; 1000; 2250; 4000 |
$FNC-COST$ = 400; 200; 675; 1000; 2250; 4000 |
||
$PVP-COST$ = 200; 125; 500; 800; 1500; 3000 |
$FNC-PVP-COST$ = 200; 125; 500; 800; 1500; 3000 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
||
| Line 491: | Line 489: | ||
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
||
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 497: | Line 494: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 15 || 0.6 || 10 || 4.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 515: | Line 512: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 604: | Line 601: | ||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 200; 675; 1000; 2250; 4000 |
$FNC-COST$ = 400; 200; 675; 1000; 2250; 4000 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
||
| Line 613: | Line 610: | ||
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
||
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 15 || 0.6 || 10 || 4.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 705: | Line 701: | ||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 200; 675; 1000; 2250; 4000 |
$FNC-COST$ = 400; 200; 675; 1000; 2250; 4000 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
||
| Line 714: | Line 710: | ||
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
$MREF$ = <ref name=maxdps>Calculated as DPS × Max Hits.</ref> |
||
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
$CREF$ = <ref name=ce>Calculated with normal DPS.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$ |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 15 || 0.6 || 10 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 805: | Line 800: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 200; 675; 1000; 2250; 4000 |
$FNC-COST$ = 400; 200; 675; 1000; 2250; 4000 |
||
$FSE-DETECTION$ = 1; ; |
$FSE-DETECTION$ = 1; ; |
||
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
||
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
||
$FNC-ROFBUG$ = Firerate |
$FNC-ROFBUG$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 2.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 2.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 15 || 0.6 || 10 || 3.5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 895: | Line 889: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 100; 500; 700; 2500; 3500 |
$FNC-COST$ = 400; 100; 500; 700; 2500; 3500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
||
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
||
$FNC-ROFBUG$ = Firerate |
$FNC-ROFBUG$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 984: | Line 977: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 100; 500; 700; 2500; 3500 |
$FNC-COST$ = 400; 100; 500; 700; 2500; 3500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
||
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,073: | Line 1,065: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 200; 500; 700; 2500; 3500 |
$FNC-COST$ = 400; 200; 500; 700; 2500; 3500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
$FSE-UPGRADE$ = Paintball Gear; Shoulder Pads; Double Barrel Gun; Competitive Gear |
||
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
||
$FNC-ROFBUG-2020$ = Firerate |
$FNC-ROFBUG-2020$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,160: | Line 1,151: | ||
<var> |
<var> |
||
$DPS$ = Splash Damage / Firerate |
$DPS$ = Splash Damage / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 200; 500; 700; 2500; 3500 |
$FNC-COST$ = 400; 200; 500; 700; 2500; 3500 |
||
$FSE-DETECTION$ = 0; ; |
$FSE-DETECTION$ = 0; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,250: | Line 1,240: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = Direct Damage |
$SDMG$ = Direct Damage |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 200; 500; 700; 2500; 3500 |
$FNC-COST$ = 400; 200; 500; 700; 2500; 3500 |
||
$FSE-DETECTION$ = 0; ; |
$FSE-DETECTION$ = 0; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
$FSE-UPGRADEICON$ = 3280081327; 3319083300; 3280082028; 3319084508; 3319085582 |
||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 2 || 11 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 2 || 13 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || $SDMG$ || 2 || 13 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || $SDMG$ || 1.5 || 15 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 5 || $SDMG$ || 1 || 15 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 10 || $SDMG$ || 1 || 15 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,346: | Line 1,335: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 400; 200; 500; 700; 2500; 5000 |
$FNC-COST$ = 400; 200; 500; 700; 2500; 5000 |
||
$FSE-DETECTION$ = 0; ; |
$FSE-DETECTION$ = 0; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,354: | Line 1,343: | ||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$REF$ = <ref name="dps">DPS assumes only one enemy is hit and receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref> |
$REF$ = <ref name="dps">DPS assumes only one enemy is hit and 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 |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || $SDMG$ || 1 || 8 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 10 || $SDMG$ || 0.5 || 10 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,443: | Line 1,431: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 1000; 200; 500; 1650; 3500; 7500 |
$FNC-COST$ = 1000; 200; 500; 1650; 3500; 7500 |
||
$FSE-DETECTION$ = 0; ; |
$FSE-DETECTION$ = 0; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,451: | Line 1,439: | ||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$REF$ = <ref name="dps">DPS assumes only one enemy is hit and receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref> |
$REF$ = <ref name="dps">DPS assumes only one enemy is hit and 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 |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || $SDMG$ || 1 || 8 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 10 || $SDMG$ || 0.5 || 10 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,544: | Line 1,531: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 700; 200; 500; 1650; 3500; 7500 |
$FNC-COST$ = 700; 200; 500; 1650; 3500; 7500 |
||
$FSE-DETECTION$ = 0; ; |
$FSE-DETECTION$ = 0; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,552: | Line 1,539: | ||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$REF$ = <ref name="dps">DPS assumes only one enemy is hit and receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref> |
$REF$ = <ref name="dps">DPS assumes only one enemy is hit and 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 |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || $SDMG$ || 1 || 8 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 10 || $SDMG$ || 0.5 || 10 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,639: | Line 1,625: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 150; 500; 1000; 3000; 6000 |
$FNC-COST$ = 650; 150; 500; 1000; 3000; 6000 |
||
$FSE-DETECTION$ = 0; ; |
$FSE-DETECTION$ = 0; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,647: | Line 1,633: | ||
$FNC-ROFBUG-2019$ = Firerate |
$FNC-ROFBUG-2019$ = Firerate |
||
$REF$ = <ref name="dps">DPS assumes only one enemy is hit and receives full splash damage.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate</ref> |
$REF$ = <ref name="dps">DPS assumes only one enemy is hit and 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 |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || N/A || 0.65 || 6 || N/A || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || N/A || 0.65 || 8 || N/A || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || N/A || 0.5 || 9 || N/A || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 3 || N/A || 0.5 || 11 || N/A || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 6 || N/A || 0.5 || 13 || N/A || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 8 || $SDMG$ || 0.5 || 15 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||