Editing Paintballer/History

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Line 124: Line 124:
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 20 || 0.7 || 10.5 || 5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 20 || 0.7 || 10.5 || 5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 15 || 0.6 || 10 || 4.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 15 || 0.6 || 10 || 4.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 7 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 1.6 || 8 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 6 || 1.6 || 8 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 6 || 0.9 || 9 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 10 || 0.75 || 10 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 15 || 0.6 || 10 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 1.6 || 8 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 6 || 1.6 || 8 || 2.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 6 || 0.9 || 9 || 2.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 10 || 0.75 || 10 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 15 || 0.6 || 10 || 3.5 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 2 || 11 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 2 || 11 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || $SDMG$ || 2 || 13 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 2 || 13 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || $SDMG$ || 2 || 13 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 3 || $SDMG$ || 2 || 13 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || $SDMG$ || 1.5 || 15 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || $SDMG$ || 1.5 || 15 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 5 || $SDMG$ || 1 || 15 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 5 || $SDMG$ || 1 || 15 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 10 || $SDMG$ || 1 || 15 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || $SDMG$ || 1 || 8 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 3 || $SDMG$ || 1 || 8 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 10 || $SDMG$ || 0.5 || 10 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || $SDMG$ || 1 || 8 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 3 || $SDMG$ || 1 || 8 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 10 || $SDMG$ || 0.5 || 10 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || $SDMG$ || 1 || 8 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 3 || $SDMG$ || 1 || 8 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 10 || $SDMG$ || 0.5 || 10 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || N/A || 0.65 || 6 || N/A || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || N/A || 0.65 || 6 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || N/A || 0.65 || 8 || N/A || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || N/A || 0.65 || 8 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || N/A || 0.5 || 9 || N/A || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 2 || N/A || 0.5 || 9 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 3 || N/A || 0.5 || 11 || N/A || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 3 || N/A || 0.5 || 11 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 6 || N/A || 0.5 || 13 || N/A || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 6 || N/A || 0.5 || 13 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 8 || $SDMG$ || 0.5 || 15 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 8 || $SDMG$ || 0.5 || 15 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
|}
</div>
</div>
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