Pyromancer/History: Difference between revisions
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imported>Moty28 icon fix yay |
imported>DarkGabonnie Approved by t7ru (380694434980954114) via /job |
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| Line 171: | Line 171: | ||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$TED$ = Burn Damage * (Burn Time / Tick) |
$TED$ = Burn Damage * (Burn Time / Tick) |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 900; 325; 1000; 2000; 3777; 11111 |
||
$ |
$PVP-COST$ = 850; 350; 950; 1500; 3800; 9000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
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| Line 180: | Line 180: | ||
$TREF$ = <ref>Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref>Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref>DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref>DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
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| Line 185: | Line 186: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 2 || 0.275 || 9 || 1% || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 0.275 || 9 || 1% || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 2 || 0.175 || 11 || 1% || 3 || 1 || 4 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 2 || 0.175 || 11 || 1% || 3 || 1 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 3 || 5 || 0.175 || 12.5 || 5% || 6 || 1 || 7 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 5 || 10 || 0.175 || 12.5 || 10% || 10 || 1 || 7 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 9 || 25 || 0.175 || 14 || 10% || 10 || 1 || 10 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 203: | Line 204: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || N/A || 3 || 0.75 || 3 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 2 || 0.25 || 9 || N/A || 3 || 0.75 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 3 || 0.25 || 10 || 5% || 5 || 0.5 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 4 || 0.25 || 10 || 5% || 7.5 || 0.5 || 5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 6 || 8 || 0.25 || 12 || 10% || 10 || 0.5 || 8 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 392: | Line 393: | ||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$TED$ = Burn Damage * (Burn Time / Tick) |
$TED$ = Burn Damage * (Burn Time / Tick) |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 900; 325; 1000; 2000; 3750; 7500 |
||
$ |
$PVP-COST$ = 850; 350; 950; 1500; 3800; 9000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 401: | Line 402: | ||
$TREF$ = <ref>Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref>Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref>DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref>DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 406: | Line 408: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 2 || 0.275 || 9 || 1% || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 0.275 || 9 || 1% || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 2 || 0.175 || 11 || 1% || 3 || 1 || 4 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 2 || 0.175 || 11 || 1% || 3 || 1 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 3 || 5 || 0.175 || 12.5 || 5% || 6 || 1 || 7 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 4 || 10 || 0.175 || 12.5 || 10% || 10 || 1 || 7 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 6 || 25 || 0.175 || 14 || 10% || 10 || 1 || 10 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 424: | Line 426: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || N/A || 3 || 0.75 || 3 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 2 || 0.25 || 9 || N/A || 3 || 0.75 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 3 || 0.25 || 10 || 5% || 5 || 0.5 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 4 || 0.25 || 10 || 5% || 7.5 || 0.5 || 5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 6 || 8 || 0.25 || 12 || 10% || 10 || 0.5 || 8 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 613: | Line 615: | ||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 900; 325; 1000; 2000; 3750; 7500 |
||
$ |
$PVP-COST$ = 850; 350; 950; 1500; 3800; 9000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 623: | Line 625: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 628: | Line 631: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 2 || 0.25 || 8 || 1% || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 0.25 || 8 || 1% || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 2 || 0.15 || 10 || 1% || 3 || 1 || 4 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 2 || 0.15 || 10 || 1% || 3 || 1 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 3 || 5 || 0.15 || 12.5 || 5% || 6 || 1 || 7 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 4 || 10 || 0.15 || 12.5 || 10% || 10 || 1 || 7 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 6 || 25 || 0.15 || 14 || 10% || 10 || 1 || 10 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 646: | Line 649: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || N/A || 3 || 0.75 || 3 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 2 || 0.25 || 9 || N/A || 3 || 0.75 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 3 || 0.25 || 10 || 5% || 5 || 0.5 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 4 || 0.25 || 10 || 5% || 7.5 || 0.5 || 5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 6 || 8 || 0.25 || 12 || 10% || 10 || 0.5 || 8 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 835: | Line 838: | ||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 900; 325; 915; 1750; 3400; 7000 |
||
$ |
$PVP-COST$ = 850; 350; 950; 1500; 3800; 9000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 845: | Line 848: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 850: | Line 854: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 2 || 0.25 || 8 || 1% || 4 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 2 || 0.25 || 8 || 1% || 4 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 2 || 0.15 || 10 || 1% || 4 || 1 || 4 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 2 || 0.15 || 10 || 1% || 4 || 1 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 3 || 5 || 0.15 || 12.5 || 5% || 8 || 1 || 7 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 4 || 12 || 0.15 || 12.5 || 10% || 10 || 1 || 7 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 6 || 35 || 0.15 || 14 || 10% || 10 || 1 || 10 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 869: | Line 873: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || N/A || 3 || 0.75 || 3 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 2 || 0.25 || 9 || N/A || 3 || 0.75 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 3 || 0.25 || 10 || 5% || 5 || 0.5 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 4 || 0.25 || 10 || 5% || 7.5 || 0.5 || 5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 6 || 8 || 0.25 || 12 || 10% || 10 || 0.5 || 8 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 984: | Line 988: | ||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 850; 350; 950; 1500; 3800; 9000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 993: | Line 997: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 8 || N/A || 3 || 1 || 3 || 1.25 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || N/A || 3 || 0.75 || 3 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 2 || 0.25 || 9 || N/A || 3 || 0.75 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 3 || 0.25 || 10 || 5% || 5 || 0.5 || 5 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 4 || 0.25 || 10 || 5% || 7.5 || 0.5 || 5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 6 || 8 || 0.25 || 12 || 10% || 10 || 0.5 || 8 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,125: | Line 1,130: | ||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 900; 400; 950; 2200; 3800; 8000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 1,134: | Line 1,139: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="mobile-tabber"><tabber> |
<div class="mobile-tabber"><tabber> |
||
| Line 1,139: | Line 1,145: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 7 || N/A || 3 || 1 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 7 || N/A || 3 || 1 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || N/A || 3 || 0.8 || 2 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.25 || 9 || N/A || 3 || 0.8 || 2 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 10 || 5% || 4 || 0.8 || 3 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 4 || 0.25 || 10 || 5% || 5 || 0.5 || 4 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 3 || 8 || 0.25 || 12 || 10% || 8 || 0.5 || 5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,157: | Line 1,163: | ||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.3 || 7 || N/A || 3 || 1 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.3 || 7 || N/A || 3 || 1 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.3 || 9 || N/A || 3 || 0.8 || 2 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.3 || 9 || N/A || 3 || 0.8 || 2 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.3 || 10 || 5% || 4 || 0.8 || 3 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 4 || 0.3 || 10 || 5% || 5 || 0.5 || 4 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 3 || 8 || 0.3 || 12 || 10% || 8 || 0.5 || 5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,271: | Line 1,277: | ||
$MDPS$ = DPS * Max Hits |
$MDPS$ = DPS * Max Hits |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 900; 400; 950; 2200; 3800; 8000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 1,280: | Line 1,286: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Max Hits !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Max DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 7 || N/A || 3 || 1 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 7 || N/A || 3 || 1 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || N/A || 3 || 0.8 || 2 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.25 || 9 || N/A || 3 || 0.8 || 2 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 10 || 5% || 4 || 0.8 || 3 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 4 || 0.25 || 10 || 5% || 5 || 0.5 || 4 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 3 || 8 || 0.25 || 12 || 10% || 8 || 0.5 || 5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || $MDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,385: | Line 1,392: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 900; 400; 950; 2200; 3800; 8000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 1,394: | Line 1,401: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || N/A || 3 || 0.8 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.25 || 9 || N/A || 3 || 0.8 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 10 || 5% || 4 || 0.8 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 4 || 0.25 || 10 || 5% || 5 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 3 || 8 || 0.25 || 12 || 10% || 8 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,498: | Line 1,506: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 900; 400; 950; 2200; 3800; 8000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 1,507: | Line 1,515: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || N/A || 3 || 0.8 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.25 || 9 || N/A || 3 || 0.8 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 10 || 5% || 4 || 0.8 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 4 || 0.25 || 10 || 5% || 2.5 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 3 || 8 || 0.25 || 12 || 10% || 3.5 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,611: | Line 1,620: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 650; 350; 500; 1200; 3800; 7500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 1,620: | Line 1,629: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 0 || 1 || 0.25 || 9 || N/A || 3 || 1 || 1.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || 5% || 3 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 1 || 2 || 0.25 || 9 || 5% || 5 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 3 || 0.25 || 9 || 5% || 3 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 2 || 8 || 0.25 || 11 || 10% || 4 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,723: | Line 1,733: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 650; 350; 500; 1200; 3800; 7500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 1,732: | Line 1,742: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 0 || 1 || 0.25 || 9 || N/A || 3 || 1 || 1.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || 5% || 3 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 1 || 2 || 0.25 || 9 || 5% || 5 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 3 || 0.25 || 9 || 5% || 3 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 2 || 8 || 0.25 || 11 || 10% || 4 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,836: | Line 1,847: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 800; 350; 850; 1500; 4200; 9000 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 1,845: | Line 1,856: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 0 || 1 || 0.25 || 9 || N/A || 3 || 1 || 1.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || 1 || 3 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 1 || 2 || 0.25 || 9 || 1 || 5 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 3 || 0.25 || 9 || 1 || 3 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 2 || 8 || 0.25 || 11 || 2 || 4 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,943: | Line 1,955: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 800; 350; 850; 1500; 4200; 9000 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 1,952: | Line 1,964: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 0 || 1 || 0.25 || 9 || N/A || 3 || 1 || 1.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || 1 || 3 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 1 || 1 || 0.25 || 9 || 1 || 5 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 1 || 0.25 || 9 || 1 || 3 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 2 || 1 || 0.25 || 11 || 2 || 4 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,047: | Line 2,060: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 850; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 2,056: | Line 2,069: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 9 || 3 || 1 || 0% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 9 || 3 || 1 || 0% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 11 || 3 || 1 || 0% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 12 || 3 || 1 || 10% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 12 || 4 || 1 || 10% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.25 || 14 || 6 || 1 || 20% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 5 || 10 || 0.25 || 16 || 10 || 1 || 30% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,157: | Line 2,171: | ||
$BDPS$ = Burn Damage / Tick |
$BDPS$ = Burn Damage / Tick |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 750; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 2,166: | Line 2,180: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.5 || 9 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 9 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.5 || 11 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.35 || 12 || 3 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 12 || 5 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.1 || 14 || 6 || 1 || 35% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 5 || 10 || 0.1 || 16 || 8 || 1 || 45% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,259: | Line 2,274: | ||
$BDPS$ = Burn Damage / Tick |
$BDPS$ = Burn Damage / Tick |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 750; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 2,269: | Line 2,284: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness$SREF$ !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.5 || 6 || 3 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 6 || 3 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.5 || 8 || 3 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.5 || 9 || 3 || 1 || 50% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.5 || 9 || 5 || 1 || 50% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.5 || 11 || 6 || 1 || 65% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 5 || 10 || 0.5 || 13 || 8 || 1 || 65% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,358: | Line 2,374: | ||
$BDPS$ = Burn Damage / Tick |
$BDPS$ = Burn Damage / Tick |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 750; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 2,368: | Line 2,384: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness$SREF$ !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.5 || 6 || 3 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 6 || 3 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.5 || 8 || 3 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.5 || 9 || 3 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.5 || 9 || 5 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.5 || 11 || 6 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 5 || 10 || 0.5 || 13 || 8 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,472: | Line 2,489: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 650; 350; 500; 1200; 3800; 7500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 2,481: | Line 2,498: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 0 || 1 || 0.25 || 13.5 || N/A || 3 || 1 || 1.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 13.5 || 5% || 3 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 1 || 2 || 0.25 || 13.5 || 5% || 5 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 3 || 0.25 || 13.5 || 5% || 3 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 2 || 8 || 0.25 || 16.5 || 10% || 4 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,585: | Line 2,603: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 650; 350; 500; 1200; 3800; 7500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 2,594: | Line 2,612: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 0 || 1 || 0.25 || 13.5 || N/A || 3 || 1 || 1.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 13.5 || 5% || 3 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 1 || 2 || 0.25 || 13.5 || 5% || 5 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 3 || 0.25 || 13.5 || 5% || 3 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 2 || 8 || 0.25 || 16.5 || 10% || 4 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,698: | Line 2,717: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 800; 350; 850; 1500; 4200; 9000 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 2,707: | Line 2,726: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 0 || 1 || 0.25 || 13.5 || N/A || 3 || 1 || 1.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 13.5 || 1 || 3 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 1 || 2 || 0.25 || 13.5 || 1 || 5 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 3 || 0.25 || 13.5 || 1 || 3 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 2 || 8 || 0.25 || 16.5 || 2 || 4 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,805: | Line 2,825: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 800; 350; 850; 1500; 4200; 9000 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac |
||
| Line 2,814: | Line 2,834: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Defense Melt !! Burn Time !! Tick !! Hitbox !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 0 || 1 || 0.25 || 13.5 || N/A || 3 || 1 || 1.5 || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 13.5 || 1 || 3 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 1 || 1 || 0.25 || 13.5 || 1 || 5 || 1 || 1.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 2 || 1 || 0.25 || 13.5 || 1 || 3 || 0.5 || 1.75 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 2 || 1 || 0.25 || 16.5 || 2 || 4 || 0.5 || 2.5 || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,909: | Line 2,930: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 850; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 2,918: | Line 2,939: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 13.5 || 3 || 1 || 0% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 13.5 || 3 || 1 || 0% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 16.5 || 3 || 1 || 0% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 18 || 3 || 1 || 10% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 18 || 4 || 1 || 10% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.25 || 21 || 6 || 1 || 20% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 6 || 10 || 0.25 || 24 || 10 || 1 || 30% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 3,019: | Line 3,041: | ||
$BDPS$ = Burn Damage / Tick |
$BDPS$ = Burn Damage / Tick |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 750; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 3,028: | Line 3,050: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.5 || 13.5 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 13.5 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.5 || 16.5 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.35 || 18 || 3 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 18 || 5 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.1 || 21 || 6 || 1 || 35% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 5 || 10 || 0.1 || 24 || 8 || 1 || 45% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 3,129: | Line 3,152: | ||
$BDPS$ = Burn Damage / Tick |
$BDPS$ = Burn Damage / Tick |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 750; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 3,138: | Line 3,161: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.5 || 11.25 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 11.25 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.5 || 13.75 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.35 || 15 || 3 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 15 || 5 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.1 || 17.5 || 6 || 1 || 35% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 5 || 10 || 0.1 || 20 || 8 || 1 || 45% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 3,239: | Line 3,263: | ||
$BDPS$ = Burn Damage / Tick |
$BDPS$ = Burn Damage / Tick |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 750; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 3,248: | Line 3,272: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.5 || 9 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 9 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.5 || 11 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.35 || 12 || 3 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 12 || 5 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.1 || 14 || 6 || 1 || 35% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 5 || 10 || 0.1 || 16 || 8 || 1 || 45% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 3,343: | Line 3,368: | ||
$DPS$ = $NDPS$ + $BDPS$ |
$DPS$ = $NDPS$ + $BDPS$ |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 850; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 3,352: | Line 3,377: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
$DREF$ = <ref name="DPS">DPS assumes the flames only hit one enemy.<br/>Total DPS is calculated as Normal DPS + Burn DPS.<br/>Burn DPS is calculated as Burn Damage ÷ Tick.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.25 || 11.25 || 3 || 1 || 0% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.25 || 11.25 || 3 || 1 || 0% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.25 || 13.75 || 3 || 1 || 0% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 1 || 1 || 0.25 || 15 || 3 || 1 || 10% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 15 || 4 || 1 || 10% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.25 || 17.5 || 6 || 1 || 20% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 5 || 10 || 0.25 || 20 || 10 || 1 || 30% || $TED$ || $DPS$<ref>$NDPS$ Normal DPS + $BDPS$ Burn DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 3,453: | Line 3,479: | ||
$BDPS$ = Burn Damage / Tick |
$BDPS$ = Burn Damage / Tick |
||
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}} |
||
$CE$ = Total |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 750; 200; 500; 1500; 3200; 8001 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 3,462: | Line 3,488: | ||
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
$TREF$ = <ref name="TED">Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).</ref> |
||
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
$DREF$ = <ref name="DPS2">DPS assumes the flames only hit one enemy.<br/>DPS only includes Burn DPS, as the '''Pyromancer''' will not attack any enemies that are currently on fire.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level !! Total |
! Level !! Cost !! Total Cost !! Normal Damage !! Burn Damage !! Firerate !! Range !! Burn Time !! Tick !! Slowness !! Total Elapsed Damage$TREF$ !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 || {{Money|$TP$}} || 1 || 1 || 0.5 || 11.25 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 11.25 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || $R$ || $R$ || 1 || 1 || 0.5 || 13.75 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 1 || 0.35 || 15 || 3 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 2 || 2 || 0.25 || 15 || 5 || 1 || 25% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 3 || 3 || 0.1 || 17.5 || 6 || 1 || 35% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || $R$ || $R$ || 5 || 10 || 0.1 || 20 || 8 || 1 || 45% || $TED$ || $BDPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
Latest revision as of 21:39, 18 August 2026
[[Pyromancer/History|
Template:IconARTICLE
]][[Pyromancer/History/Gallery|Template:IconGALLERY
]][[Pyromancer/History/History|Template:IconHISTORY
]]This is the history subpage for the Pyromancer/History. It contains every revision of the tower's statistics.
Notes
[edit]
Page Template:TowerNavBox/labels.css has no content.
| Tower Gallery Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Boomerang • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Enforcer • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Demoman • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Moderator • Railgunner • Twitgunner • Void Miner • Combatant | |
| Unit Gallery Pages | |
|---|---|
| Humvee • Humvee 2 • Humvee 3 • Tank • Railgun Tank | |
| Sentry • Rifle Sentry • Minigun Sentry • War Machine Sentry | |
| Pistol Goon • Tommy Goon 1 • Tommy Goon 2 | |
| Golden Pistol Goon • Golden Tommy Goon 1 • Golden Tommy Goon 2 | |
| Gunner APC • Missile APC | |
| Rifleman • Grenadier • Riot Guard • Field Medic | |
| Lackey • Money Runner • Bouncer | |
| Elf • Snowball Elf • Cannoneer Elf • Bomber Elf • Guardian Elf • Gunner Elf • Gift Bomber • Ripped Elf | |
| Skeleton • Sword Skeleton • Giant Skeleton • Skeleton Knight • Hallow Guard • Executioner Skeleton | |
| Ice Turret | |
| History Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Twitgunner • Combatant | |