Paintballer/History: Difference between revisions

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imported>Mentin123
mNo edit summary
imported>DarkGabonnie
Approved by t7ru (380694434980954114) via /job
 
Line 124: Line 124:
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 100; 25; 150; 600; 1500; 3600
$COST$ = 100; 25; 150; 600; 1500; 3600
$FNC-PVP-COST$ = 200; 125; 500; 800; 1500; 3000
$PVP-COST$ = 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 138: Line 139:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 20 || 0.7 || 10.5 || 5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 20 || 0.7 || 10.5 || 5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 156: Line 157:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 300: Line 301:
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 100; 25; 150; 600; 1500; 3600
$COST$ = 100; 25; 150; 600; 1500; 3600
$FNC-PVP-COST$ = 200; 125; 500; 800; 1500; 3000
$PVP-COST$ = 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 310: Line 311:
$MREF$ = <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 315: Line 317:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1.7 || 7.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 1.7 || 9 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 1.4 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 3 || 0.7 || 9 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 8 || 0.7 || 10.5 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 20 || 0.7 || 10.5 || 5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 20 || 0.7 || 10.5 || 5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 333: Line 335:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 479: Line 481:
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 200; 675; 1000; 2250; 4000
$COST$ = 400; 200; 675; 1000; 2250; 4000
$FNC-PVP-COST$ = 200; 125; 500; 800; 1500; 3000
$PVP-COST$ = 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 489: Line 491:
$MREF$ = <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 494: Line 497:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 15 || 0.6 || 10 || 4.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 15 || 0.6 || 10 || 4.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 512: Line 515:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 9 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 1.6 || 9.5 || 3 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || 1.3 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 8 || 0.9 || 9.5 || 3.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 12 || 0.75 || 11 || 4 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 18 || 0.6 || 13 || 4.5 || 8 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 601: Line 604:
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 200; 675; 1000; 2250; 4000
$COST$ = 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 610: Line 613:
$MREF$ = <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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 7 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 1.6 || 8 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || 1.6 || 8 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || 0.9 || 9 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || 0.75 || 10 || 4 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 15 || 0.6 || 10 || 4.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 15 || 0.6 || 10 || 4.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 701: Line 705:
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$MDPS$ = DPS * Max Hits
$MDPS$ = DPS * Max Hits
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 200; 675; 1000; 2250; 4000
$COST$ = 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 710: Line 714:
$MREF$ = <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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! Max Hits !! DPS !! Max DPS$MREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 7 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 1.6 || 8 || 2 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || 1.6 || 8 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || 0.9 || 9 || 2.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || 0.75 || 10 || 3 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 15 || 0.6 || 10 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 15 || 0.6 || 10 || 3.5 || 5 || $DPS$ || $MDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 800: Line 805:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 200; 675; 1000; 2250; 4000
$COST$ = 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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 1.6 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 1.6 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 1.6 || 8 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 1.6 || 8 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || 1.6 || 8 || 2.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || 1.6 || 8 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || 0.9 || 9 || 2.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || 0.9 || 9 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || 0.75 || 10 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || 0.75 || 10 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 15 || 0.6 || 10 || 3.5 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 15 || 0.6 || 10 || 3.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 889: Line 895:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 100; 500; 700; 2500; 3500
$COST$ = 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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 977: Line 984:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 100; 500; 700; 2500; 3500
$COST$ = 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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,065: Line 1,073:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 200; 500; 700; 2500; 3500
$COST$ = 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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,151: Line 1,160:
<var>
<var>
$DPS$ = Splash Damage / Firerate
$DPS$ = Splash Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 200; 500; 700; 2500; 3500
$COST$ = 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 !! Total Price !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Cost !! Total Cost !! Splash Damage !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 2 || 11 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 2 || 13 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 2 || 13 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 3 || 1.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 5 || 1 || 15 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 10 || 1 || 15 || 5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,240: Line 1,250:
$DPS$ = $DDPS$ + $SDPS$
$DPS$ = $DDPS$ + $SDPS$
$SDMG$ = Direct Damage
$SDMG$ = Direct Damage
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 200; 500; 700; 2500; 3500
$COST$ = 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 !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 2 || 11 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 2 || 11 || 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|$CE$}}
| 1 || $R$ || $R$ || 2 || $SDMG$ || 2 || 13 || 2 || $DPS$<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|$CE$}}
| 2 || $R$ || $R$ || 3 || $SDMG$ || 2 || 13 || 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|$CE$}}
| 3 || $R$ || $R$ || 3 || $SDMG$ || 1.5 || 15 || 3 || $DPS$<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|$CE$}}
| 4 || $R$ || $R$ || 5 || $SDMG$ || 1 || 15 || 4 || $DPS$<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|$CE$}}
| 5 || $R$ || $R$ || 10 || $SDMG$ || 1 || 15 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,335: Line 1,346:
$DPS$ = $DDPS$ + $SDPS$
$DPS$ = $DDPS$ + $SDPS$
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 400; 200; 500; 700; 2500; 5000
$COST$ = 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 1,343: Line 1,354:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 1 || 6 || 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|$CE$}}
| 1 || $R$ || $R$ || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<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|$CE$}}
| 2 || $R$ || $R$ || 3 || $SDMG$ || 1 || 8 || 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|$CE$}}
| 3 || $R$ || $R$ || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<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|$CE$}}
| 4 || $R$ || $R$ || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<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|$CE$}}
| 5 || $R$ || $R$ || 10 || $SDMG$ || 0.5 || 10 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,431: Line 1,443:
$DPS$ = $DDPS$ + $SDPS$
$DPS$ = $DDPS$ + $SDPS$
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 1000; 200; 500; 1650; 3500; 7500
$COST$ = 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 1,439: Line 1,451:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 1 || 6 || 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|$CE$}}
| 1 || $R$ || $R$ || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<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|$CE$}}
| 2 || $R$ || $R$ || 3 || $SDMG$ || 1 || 8 || 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|$CE$}}
| 3 || $R$ || $R$ || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<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|$CE$}}
| 4 || $R$ || $R$ || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<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|$CE$}}
| 5 || $R$ || $R$ || 10 || $SDMG$ || 0.5 || 10 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,531: Line 1,544:
$DPS$ = $DDPS$ + $SDPS$
$DPS$ = $DDPS$ + $SDPS$
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 700; 200; 500; 1650; 3500; 7500
$COST$ = 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 1,539: Line 1,552:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || $SDMG$ || 1 || 6 || 2 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || $SDMG$ || 1 || 6 || 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|$CE$}}
| 1 || $R$ || $R$ || 2 || $SDMG$ || 1 || 8 || 2 || $DPS$<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|$CE$}}
| 2 || $R$ || $R$ || 3 || $SDMG$ || 1 || 8 || 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|$CE$}}
| 3 || $R$ || $R$ || 3 || $SDMG$ || 0.8 || 10 || 3 || $DPS$<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|$CE$}}
| 4 || $R$ || $R$ || 5 || $SDMG$ || 0.6 || 10 || 4 || $DPS$<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|$CE$}}
| 5 || $R$ || $R$ || 10 || $SDMG$ || 0.5 || 10 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,625: Line 1,639:
$DPS$ = $DDPS$ + $SDPS$
$DPS$ = $DDPS$ + $SDPS$
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}}
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 650; 150; 500; 1000; 3000; 6000
$COST$ = 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 1,633: Line 1,647:
$FNC-ROFBUG-2019$ = 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 !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate !! Range !! Explosion Range !! DPS$REF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || N/A || 0.65 || 6 || N/A || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || N/A || 0.65 || 6 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || N/A || 0.65 || 8 || N/A || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || N/A || 0.65 || 8 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || N/A || 0.5 || 9 || N/A || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || N/A || 0.5 || 9 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 3 || N/A || 0.5 || 11 || N/A || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 3 || N/A || 0.5 || 11 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 6 || N/A || 0.5 || 13 || N/A || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 6 || N/A || 0.5 || 13 || N/A || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 8 || $SDMG$ || 0.5 || 15 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 5 || $R$ || $R$ || 8 || $SDMG$ || 0.5 || 15 || 5 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
|}
</div>
</div>

Latest revision as of 21:39, 18 August 2026


This is the history subpage for the Paintballer/History. It contains every revision of the tower's statistics.

Hardcore Rework Update (5 June 2026) – Present

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]

Shock and Awe Update (28 January 2026) – Hardcore Rework Update (5 June 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug

PVP Update (23 July 2025) – Shock and Awe Update (28 January 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug

Fallen Heroes Update Part 2 (21 August 2024) – PVP Update (23 July 2025)

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

Upgrades

[edit]
Shoulder Pads
Double Barrel Gun
Competitive Gear

+1 Range Range

+4 Damage Damage

3.5 > 4 Explosion Range Error creating thumbnail: File missing

0.925 > 0.775 Firerate Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$1,508

Paintball Champion

+1 Range Range

+5 Damage Damage

0.775 > 0.625 Firerate Error creating thumbnail: File missing

4 > 4.5 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$2,841

Statistics

[edit]

24 July 2024 – Fallen Heroes Update Part 2 (21 August 2024)

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

Upgrades

[edit]
Shoulder Pads
Double Barrel Gun
Competitive Gear

+1 Range Range

+4 Damage Damage

2.5 > 3 Explosion Range Error creating thumbnail: File missing

0.925 > 0.775 Firerate Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$1,508

Paintball Champion

+1 Range Range

+5 Damage Damage

0.775 > 0.625 Firerate Error creating thumbnail: File missing

3 > 3.5 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$2,841

Statistics

[edit]

19 July 2024 – 24 July 2024

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

Upgrades

[edit]
Shoulder Pads
Double Barrel Gun
Competitive Gear

+1 Range Range

+4 Damage Damage

2.5 > 3 Explosion Range Error creating thumbnail: File missing

0.925 > 0.775 Firerate Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$1,508

Paintball Champion

+1 Range Range

+5 Damage Damage

0.775 > 0.625 Firerate Error creating thumbnail: File missing

3 > 3.5 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$2,841

Statistics

[edit]

Entity System Update (12 March 2022) – 19 July 2024

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average (1.5)
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Hidden Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

Upgrades

[edit]
Shoulder Pads
Double Barrel Gun
Competitive Gear
Paintball Champion

Statistics

[edit]

Overhaul Update (29 October 2020) – Entity System Update (12 March 2022)

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Hidden Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

Upgrades

[edit]
Shoulder Pads
Double Barrel Gun
Competitive Gear
Paintball Champion

Statistics

[edit]

Hardcore Testing (28 August 2020 – 29 October 2020)

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Hidden Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

Upgrades

[edit]
Shoulder Pads
Double Barrel Gun
Competitive Gear
Paintball Champion

Statistics

[edit]

24 December 2019 – Overhaul Update (29 October 2020)

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]

Statistics

[edit]

MEGA Update (13 October 2019) – 24 December 2019

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]

Statistics

[edit]

15 August 2019 – MEGA Update (13 October 2019)

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2 Direct
Damage1 Splash
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]

+1 Direct Damage Damage

2 > 3 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$275

N/A

+2 Direct Damage Damage

+1 Splash Damage Damage

3 > 4 Explosion Range Error creating thumbnail: File missing

0.85 > 0.65 Firerate Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$1,075

N/A

+5 Direct Damage Damage

+3 Splash Damage Damage

4 > 5 Explosion Range Error creating thumbnail: File missing

0.65 > 0.55 Firerate Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$2,325

Statistics

[edit]

16 June 2019 – 15 August 2019

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2 Direct
Damage1 Splash
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]

+1 Direct Damage Damage

2 > 3 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$425

N/A

+2 Direct Damage Damage

+1 Splash Damage Damage

3 > 4 Explosion Range Error creating thumbnail: File missing

0.85 > 0.65 Firerate Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$1,712

N/A

+5 Direct Damage Damage

+3 Splash Damage Damage

4 > 5 Explosion Range Error creating thumbnail: File missing

0.65 > 0.55 Firerate Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$3,587

Statistics

[edit]

16 June 2019
This version was not properly documented. Any unconfirmed statistics are copied from the next version.

Base Statistics

[edit]
Paintballer/History
Placement Footprint
Average
Placement Type
Ground
Damage
Damage2 Direct
Damage1 Splash
Damage Method
Splash
Placement Limit
N/A

Upgrades

[edit]

+1 Direct Damage Damage

2 > 3 Explosion Range Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$3,500

N/A

+2 Direct Damage Damage

+1 Splash Damage Damage

3 > 4 Explosion Range Error creating thumbnail: File missing

0.85 > 0.65 Firerate Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$1,673

N/A

+5 Direct Damage Damage

+3 Splash Damage Damage

4 > 5 Explosion Range Error creating thumbnail: File missing

0.65 > 0.55 Firerate Error creating thumbnail: File missing


Sell Price changes to Error creating thumbnail: File missing$3,548

Statistics

[edit]

14 June 2019 – 16 June 2019

Base Statistics

[edit]
Paintballer/History
Cost: Code
Placement Footprint
Average
Placement Type
Ground
Damage Method
Single
Splash (Level 5)
Range
Range6
Placement Limit
N/A

Upgrades

[edit]

Statistics

[edit]

Notes

[edit]
  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Calculated as DPS × Max Hits.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Calculated with normal DPS.
  3. Prior to the 25th of September 2024, it had a cost of Error creating thumbnail: File missing 150.
  4. 1 Direct DPS + 1 Splash DPS
  5. 0.98 Direct DPS + 0.98 Splash DPS
  6. 1 Direct DPS + 1 Splash DPS
  7. 0.98 Direct DPS + 0.98 Splash DPS
  8. 1.5 Direct DPS + 1.5 Splash DPS
  9. 1.46 Direct DPS + 1.46 Splash DPS
  10. 2 Direct DPS + 2 Splash DPS
  11. 1.94 Direct DPS + 1.94 Splash DPS
  12. 5 Direct DPS + 5 Splash DPS
  13. 4.76 Direct DPS + 4.76 Splash DPS
  14. 10 Direct DPS + 10 Splash DPS
  15. 9.52 Direct DPS + 9.52 Splash DPS
  16. 16.0 16.1 16.2 16.3 DPS assumes only one enemy is hit and receives full splash damage.
    DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate
  17. 2 Direct DPS + 1 Splash DPS
  18. 1.9 Direct DPS + 0.95 Splash DPS
  19. 2 Direct DPS + 1 Splash DPS
  20. 1.9 Direct DPS + 0.95 Splash DPS
  21. 3 Direct DPS + 1 Splash DPS
  22. 2.86 Direct DPS + 0.95 Splash DPS
  23. 3.75 Direct DPS + 1.25 Splash DPS
  24. 3.53 Direct DPS + 1.18 Splash DPS
  25. 8.33 Direct DPS + 3.33 Splash DPS
  26. 7.69 Direct DPS + 3.08 Splash DPS
  27. 20 Direct DPS + 10 Splash DPS
  28. 18.18 Direct DPS + 9.09 Splash DPS
  29. 2 Direct DPS + 1 Splash DPS
  30. 1.9 Direct DPS + 0.95 Splash DPS
  31. 2 Direct DPS + 1 Splash DPS
  32. 1.9 Direct DPS + 0.95 Splash DPS
  33. 3 Direct DPS + 1 Splash DPS
  34. 2.86 Direct DPS + 0.95 Splash DPS
  35. 3.75 Direct DPS + 1.25 Splash DPS
  36. 3.53 Direct DPS + 1.18 Splash DPS
  37. 8.33 Direct DPS + 3.33 Splash DPS
  38. 7.69 Direct DPS + 3.08 Splash DPS
  39. 20 Direct DPS + 10 Splash DPS
  40. 18.18 Direct DPS + 9.09 Splash DPS
  41. 2 Direct DPS + 1 Splash DPS
  42. 1.9 Direct DPS + 0.95 Splash DPS
  43. 2 Direct DPS + 1 Splash DPS
  44. 1.9 Direct DPS + 0.95 Splash DPS
  45. 3 Direct DPS + 1 Splash DPS
  46. 2.86 Direct DPS + 0.95 Splash DPS
  47. 3.75 Direct DPS + 1.25 Splash DPS
  48. 3.53 Direct DPS + 1.18 Splash DPS
  49. 8.33 Direct DPS + 3.33 Splash DPS
  50. 7.69 Direct DPS + 3.08 Splash DPS
  51. 20 Direct DPS + 10 Splash DPS
  52. 18.18 Direct DPS + 9.09 Splash DPS
  53. 16 Direct DPS + 8 Splash DPS
  54. 14.55 Direct DPS + 7.27 Splash DPS


File:TowerNewHeader.png
Towers
Starter
Intermediate
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Hardcore
Evolved
Golden Perks
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Unavailable
Units
Military Base
Engineer
Crook Boss
Golden Crook Boss
Commander
Mercenary Base
Enforcer
Kingpin
Elf Camp
Necromancer
Elementalist
Biologist
Consumables
Enforcer
Mecha Base
Trick or Threat Town
Commands Only
Tower Gallery Pages
Starter
Intermediate
Advanced
Hardcore
Evolved
Golden Perks
Exclusive
Unavailable
Unit Gallery Pages
Military Base
Engineer
Crook Boss
Golden Crook Boss
Commander
Mercenary Base
Kingpin
Elf Camp
Necromancer
Elementalist
History Pages
Starter
Intermediate
Advanced
Hardcore
Evolved
Golden Perks
Exclusive
Unavailable