Pyromancer/History: Difference between revisions
Content deleted Content added
imported>Mentin123 mNo edit summary |
imported>DarkGabonnie Approved by t7ru (380694434980954114) via /job |
||
| (2 intermediate revisions by 2 users not shown) | |||
Line 4:
|Regular
|<div class{{=}}"mw-collapsible mw-collapsed">
<div class{{=}}"sectionheader">'''
<div class{{=}}"ContainerColumn mw-collapsible-content">
<center>
==Base Statistics==
{{PVPBaseStat
|Image = [[File:DefaultPyromancerIcon.png|100px]]
|Unlock Cost = {{Coins|1,250}}
|Category = Intermediate
|Role = Offense
|Cost = {{Money|900}}
|Footprint = 1.5
|Sell Price = {{Money|333}}
|Placement Type = Ground
|Damage = [[File:Damage Icon.png|20px|Damage]]1 Damage<br/>[[File:BurnIcon.png|20px|Burn Damage]]2 Burn Damage
|Damage Type = Pierce<br/>Fire
|Firerate = [[File:Cooldown Icon.png|20px|Firerate]]0.275
|Hidden = {{Hidden|Hidden Detection}}Level 2+
|Range = [[File:Range Icon.png|20px|Range]]9
|Lead = {{Lead|Lead Detection}}Level 0+
|Placement = N/A
|Fly = N/A
|Title1 = Hitbox
|Stat1 = 1.25
|Title2 = Max Hits
|Stat2 = 3
|PVP Cost = {{Money|850}}
|PVP Footprint = 1.5
|PVP Sell Price = {{Money|283}}
|PVP Placement Type = Ground
|PVP Damage = [[File:Damage Icon.png|20px|Damage]]1 Damage<br/>[[File:BurnIcon.png|20px|Burn Damage]]1 Burn Damage
|PVP Damage Type = Pierce<br/>Fire
|PVP Firerate = [[File:Cooldown Icon.png|20px|Firerate]]0.25
|PVP Hidden = {{Hidden|Hidden Detection}}Level 1+
|PVP Range = [[File:Range Icon.png|20px|Range]]7
|PVP Lead = {{Lead|Lead Detection}}Level 0+
|PVP Placement = N/A
|PVP Fly = N/A
|PVP Title1 = Hitbox
|PVP Stat1 = 1.25
|PVP Title2 = Max Hits
|PVP Stat2 = 3
}}
==Upgrades==
{{PVPTabber
|{{Upgrade|Level = Level 1|Upgrade Title = Improved Handling|Cost = {{Money|325}}|Image = [[File:Common1Image.png|100px]]|Information = 0.275 > 0.175 Firerate [[File:Cooldown Icon.png|20px|Firerate]]
+Hidden Detection {{Hidden|Hidden Detection}}
+2 Range [[File:Range Icon.png|20px|Range]]
+1 Max Hits
+0.25 Hitbox
Sell Price changes to {{Money|408}}}}
{{Upgrade|Level = Level 2|Upgrade Title = Fire Fighting|Cost = {{Money|1,000}}|Image = [[File:Pyro2.png|100px]]|Information = +1 Damage [[File:Damage Icon.png|20px|Damage]]
+1 Max Hits
Sell Price changes to {{Money|741}}}}
{{Upgrade|Level = Level 3|Upgrade Title = Fire Hazard|Cost = {{Money|2,000}}|Image = [[File:Pyro3.png|100px]]|Information = +1 Damage [[File:Damage Icon.png|20px|Damage]]
+1.5 Range [[File:Range Icon.png|20px|Range]]
3 > 6 Burn Time [[File:Cooldown Icon.png|20px|Burn Time]]
+3 Burn Damage [[File:BurnIcon.png|20px|Burn Damage]]
+2 Max Hits
1% > 5% Defense Melting {{Defense|Defense Melting}}
Sell Price changes to {{Money|1,408}}}}
{{Upgrade|Level = Level 4|Upgrade Title = Napalm Thrower|Cost = {{Money|3,777}}|Image = [[File:Pyro4.png|100px]]|Information = +2 Damage [[File:Damage Icon.png|20px|Damage]]
+5 Burn Damage [[File:BurnIcon.png|20px|Burn Damage]]
6 > 10 Burn Time [[File:Cooldown Icon.png|20px|Burn Time]]
+0.25 Hitbox
5% > 10% Defense Melting {{Defense|Defense Melting}}
Sell Price changes to {{Money|2,667}}}}
{{Upgrade|Level = Level 5|Upgrade Title = Pyromaniac|Cost = {{Money|11,111}}|Image = [[File:Pyro5.png|100px]]|Information = +4 Damage [[File:Damage Icon.png|20px|Damage]]
+15 Burn Damage [[File:BurnIcon.png|20px|Burn Damage]]
+1.5 Range [[File:Range Icon.png|20px|Range]]
+3 Max Hits
+0.75 Hitbox
Sell Price changes to {{Money|6,371}}}}
|{{Upgrade|Level = Level 1|Upgrade Title = Improved Handling|Cost = {{Money|350}}|Image = [[File:Common1Image.png|100px]]|Information = +2 Range [[File:Range Icon.png|20px|Range]]
1 > 0.75 Tick [[File:Cooldown Icon.png|20px|Tick]]
+0.25 Hitbox
Sell Price changes to {{Money|400}}}}
{{Upgrade|Level = Level 2|Upgrade Title = Fire Fighting|Cost = {{Money|950}}|Image = [[File:Pyro2.png|100px]]|Information = +1 Damage [[File:Damage Icon.png|20px|Damage]]
+1 Burn Damage [[File:BurnIcon.png|20px|Burn Damage]]
+2 Max Hits
+Hidden Detection {{Hidden|Hidden Detection}}
Sell Price changes to {{Money|716}}}}
{{Upgrade|Level = Level 3|Upgrade Title = Fire Hazard|Cost = {{Money|1,500}}|Image = [[File:Pyro3.png|100px]]|Information = +1 Range [[File:Range Icon.png|20px|Range]]
3 > 5 Burn Time [[File:Cooldown Icon.png|20px|Burn Time]]
+1 Burn Damage [[File:BurnIcon.png|20px|Burn Damage]]
0.75 > 0.5 Tick [[File:Cooldown Icon.png|20px|Tick]]
Melts 5% defense every tick {{Defense|Defense Melting}}
Sell Price changes to {{Money|1,216}}}}
{{Upgrade|Level = Level 4|Upgrade Title = Napalm Thrower|Cost = {{Money|3,800}}|Image = [[File:Pyro4.png|100px]]|Information = +1 Damage [[File:Damage Icon.png|20px|Damage]]
+1 Burn Damage [[File:BurnIcon.png|20px|Burn Damage]]
5 > 7.5 Burn Time [[File:Cooldown Icon.png|20px|Burn Time]]
+0.25 Hitbox
Sell Price changes to {{Money|2,483}}}}
{{Upgrade|Level = Level 5|Upgrade Title = Pyromaniac|Cost = {{Money|9,000}}|Image = [[File:Pyro5.png|100px]]|Information = +3 Damage [[File:Damage Icon.png|20px|Damage]]
+4 Burn Damage [[File:BurnIcon.png|20px|Burn Damage]]
+2 Range [[File:Range Icon.png|20px|Range]]
7.5 > 10 Burn Time [[File:Cooldown Icon.png|20px|Burn Time]]
+3 Max Hits
+0.75 Hitbox
Melts 10% defense every tick {{Defense|Defense Melting}}
Sell Price changes to {{Money|5,483}}}}
}}
==Statistics==
{{neow|<nowiki>
<var>
$NDPS$ = Normal Damage / Firerate
$BDPS$ = Burn Damage / Tick
$DPS$ = $NDPS$ + $BDPS$
$MDPS$ = DPS * Max Hits
$TED$ = Burn Damage * (Burn Time / Tick)
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 900; 325; 1000; 2000; 3777; 11111
$PVP-COST$ = 850; 350; 950; 1500; 3800; 9000
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
$FSE-UPGRADEICON$ = 3280081327; 3304823121; 3304823988; 3304824958; 3304825822
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
|-|Regular =
<div class="overflow-box">
{| class="wikitable stats-table"
! 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|$COST$}}$R$ || {{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 || $R$ || $R$ || 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 || $R$ || $R$ || 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 || $R$ || $R$ || 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 || $R$ || $R$ || 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 || $R$ || $R$ || 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>
|-|PVP =
<div class="overflow-box">
{| class="wikitable stats-table"
! 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|$PVP-COST$}}$R$ || {{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 || $R$ || $R$ || 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 || $R$ || $R$ || 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 || $R$ || $R$ || 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 || $R$ || $R$ || 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 || $R$ || $R$ || 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>
</tabber></div>
</nowiki>}}
</center>
</div>
</div>
----
<div class{{=}}"mw-collapsible mw-collapsed">
<div class{{=}}"sectionheader">'''Hardcore Rework Update (5 June 2026) – Kingpin Update (17 July 2026)'''</div>
<div class{{=}}"ContainerColumn mw-collapsible-content">
<center>
Line 171 ⟶ 393:
$MDPS$ = DPS * Max Hits
$TED$ = Burn Damage * (Burn Time / Tick)
$CE$ = Total
$TP$ = $FNC-
$
$
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 180 ⟶ 402:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 185 ⟶ 408:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 203 ⟶ 426:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 392 ⟶ 615:
$MDPS$ = DPS * Max Hits
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 402 ⟶ 625:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 407 ⟶ 631:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 425 ⟶ 649:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 614 ⟶ 838:
$MDPS$ = DPS * Max Hits
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 624 ⟶ 848:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 629 ⟶ 854:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 648 ⟶ 873:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 763 ⟶ 988:
$MDPS$ = DPS * Max Hits
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 772 ⟶ 997:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 904 ⟶ 1,130:
$MDPS$ = DPS * Max Hits
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 913 ⟶ 1,139:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="mobile-tabber"><tabber>
Line 918 ⟶ 1,145:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 936 ⟶ 1,163:
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,050 ⟶ 1,277:
$MDPS$ = DPS * Max Hits
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 1,059 ⟶ 1,286:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,164 ⟶ 1,392:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 1,173 ⟶ 1,401:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,277 ⟶ 1,506:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = 2; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 1,286 ⟶ 1,515:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,390 ⟶ 1,620:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 1,399 ⟶ 1,629:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,502 ⟶ 1,733:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 1,511 ⟶ 1,742:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,615 ⟶ 1,847:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 1,624 ⟶ 1,856:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,722 ⟶ 1,955:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 1,731 ⟶ 1,964:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 7 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,826 ⟶ 2,060:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 1,835 ⟶ 2,069:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,936 ⟶ 2,171:
$BDPS$ = Burn Damage / Tick
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 1,945 ⟶ 2,180:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 9 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 1,974 ⟶ 2,210:
==Base Statistics==
{{BaseStat
|Image = [[File:Pyromancer Beta Icon.png|100px]]
|Unlock Cost = {{Coins|1,500}}
|Cost = {{Money|750}}
Line 2,038 ⟶ 2,274:
$BDPS$ = Burn Damage / Tick
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 2,048 ⟶ 2,284:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 6 || 3 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 2,077 ⟶ 2,314:
==Base Statistics==
{{BaseStat
|Image = [[File:Pyromancer Beta Icon.png|100px]]
|Unlock Cost = {{Coins|1,500}}
|Cost = {{Money|750}}
Line 2,137 ⟶ 2,374:
$BDPS$ = Burn Damage / Tick
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 2,147 ⟶ 2,384:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 6 || 3 || 1 || 30% || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 2,251 ⟶ 2,489:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 2,260 ⟶ 2,498:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 2,364 ⟶ 2,603:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 2,373 ⟶ 2,612:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 2,477 ⟶ 2,717:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 2,486 ⟶ 2,726:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 2,584 ⟶ 2,825:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; 0;
$FSE-UPGRADE$ = Improved Handling; Fire Fighting; Fire Hazard; Napalm Thrower; Pyromaniac
Line 2,593 ⟶ 2,834:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 0 || 1 || 0.25 || 10.5 || N/A || 3 || 1 || 0.5 || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 2,688 ⟶ 2,930:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 2,697 ⟶ 2,939:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 2,798 ⟶ 3,041:
$BDPS$ = Burn Damage / Tick
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 2,807 ⟶ 3,050:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 13.5 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 2,908 ⟶ 3,152:
$BDPS$ = Burn Damage / Tick
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 2,917 ⟶ 3,161:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 11.25 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 3,018 ⟶ 3,263:
$BDPS$ = Burn Damage / Tick
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 3,027 ⟶ 3,272:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 9 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 3,122 ⟶ 3,368:
$DPS$ = $NDPS$ + $BDPS$
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 3,131 ⟶ 3,377:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 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 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
Line 3,232 ⟶ 3,479:
$BDPS$ = Burn Damage / Tick
$TED$ = {{#expr:Burn Damage * (Burn Time / Tick) round 0}}
$CE$ = Total
$TP$ = $FNC-
$
$FSE-DETECTION$ = ; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
Line 3,241 ⟶ 3,488:
$TREF$ = <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>
$R$ = $FNC-RECURSION$
</var>
<div class="overflow-box">
{| class="wikitable stats-table"
! Level !! Cost !! Total
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 1 || 0.5 || 11.25 || 3 || 1 || 15% || $TED$ || $BDPS$ || {{Money|$CE$}}
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|}
</div>
| |||