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| Latest revision | Your text | ||
| Line 68: | Line 68: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 2000; 600; 1800; 6000; 18500 |
$FNC-COST$ = 2000; 600; 1800; 6000; 18500 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
||
| Line 76: | Line 76: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 30 || 1 || 3.75 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 30 || 1 || 3 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 50 || 1 || 3 || 22.5 || 9 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 95 || 1 || 2.75 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 95 || 4 || 4.5 || 24 || 9 || 5 || 100 || 0.25 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 165: | Line 164: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 2000; 600; 1800; 6000; 18500 |
$FNC-COST$ = 2000; 600; 1800; 6000; 18500 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
||
| Line 174: | Line 173: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 30 || 1 || 3.75 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 30 || 1 || 3 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 50 || 1 || 3 || 22.5 || 9 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 95 || 1 || 2.75 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 95 || 4 || 4.5 || 24 || 9 || 5 || 100 || 0.25 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 264: | Line 262: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 2000; 400; 1600; 5000; 18500 |
$FNC-COST$ = 2000; 400; 1600; 5000; 18500 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
||
| Line 273: | Line 271: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 30 || 1 || 4 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 30 || 1 || 3.5 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 50 || 1 || 3.5 || 22.5 || 10 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 85 || 1 || 3 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 85 || 4 || 4.5 || 24 || 9 || 5 || 100 || 0.25 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 363: | Line 360: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 2000; 400; 1600; 5000; 18500 |
$FNC-COST$ = 2000; 400; 1600; 5000; 18500 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
||
| Line 372: | Line 369: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 30 || 1 || 4 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 30 || 1 || 3.5 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 50 || 1 || 3.5 || 22.5 || 10 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 85 || 1 || 3 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 85 || 4 || 5 || 24 || 9 || 5 || 100 || 0.25 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 462: | Line 458: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 1500; 250; 1750; 6500; 20000 |
$FNC-COST$ = 1500; 250; 1750; 6500; 20000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
||
| Line 471: | Line 467: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 25 || 1 || 3.5 || 17 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 25 || 1 || 3 || 17 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 50 || 1 || 3 || 19 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 135 || 1 || 3 || 22.5 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 65 || 4 || 2.75 || 24 || 5 || 60 || 0.35 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 557: | Line 552: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
$DPS$ = [[Splash Damage]] * Missile Count / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 1500; 250; 1600; 7500; 18500 |
$FNC-COST$ = 1500; 250; 1600; 7500; 18500 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
$FSE-UPGRADE$ = Faster Reloading; Heavier Payload; Explosive Risks; Missile Maelstrom |
||
| Line 566: | Line 561: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 30 || 1 || 3.5 || 22 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 30 || 1 || 3 || 22 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 60 || 1 || 3 || 25 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 150 || 1 || 3 || 25 || 10 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 90 || 4 || 3 || 30 || 10 || 5 || 60 || 0.35 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 642: | Line 636: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 1500; 250; 1600; 7500; 20000 |
$FNC-COST$ = 1500; 250; 1600; 7500; 20000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Direct Hit; Explosive Risks; Artillery Cannon |
$FSE-UPGRADE$ = Faster Reloading; Direct Hit; Explosive Risks; Artillery Cannon |
||
| Line 651: | Line 645: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 30 || 3.5 || 22 || 10 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 30 || 3 || 22 || 10 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 60 || 3 || 25 || 10 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 150 || 3 || 25 || 10 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 400 || 3 || 28 || 10 || 4 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 738: | Line 731: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 2000; 300; 1250; 5500; 18000 |
$FNC-COST$ = 2000; 300; 1250; 5500; 18000 |
||
$FSE-DETECTION$ = 2; 0; |
$FSE-DETECTION$ = 2; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Direct Hit; Explosive Risks; Artillery Cannon |
$FSE-UPGRADE$ = Faster Reloading; Direct Hit; Explosive Risks; Artillery Cannon |
||
| Line 747: | Line 740: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 40 || 5 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 40 || 4 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 70 || 4 || 25 || 12 || 2.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 135 || 3.5 || 25 || 10 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 275 || 3 || 28 || 10 || 5 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 833: | Line 825: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 2500; 300; 800; 6500; 18000 |
$FNC-COST$ = 2500; 300; 800; 6500; 18000 |
||
$FSE-DETECTION$ = 3; 0; |
$FSE-DETECTION$ = 3; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Direct Hit; Explosive Risks; Artillery Cannon |
$FSE-UPGRADE$ = Faster Reloading; Direct Hit; Explosive Risks; Artillery Cannon |
||
| Line 842: | Line 834: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 20 || 5 || 22 || 12 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 20 || 4 || 22 || 12 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 50 || 4 || 25 || 12 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 90 || 3.5 || 25 || 12 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 225 || 3.75 || 28 || 12 || 6 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 926: | Line 917: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 2500; 300; 800; 6500; 18000 |
$FNC-COST$ = 2500; 300; 800; 6500; 18000 |
||
$FSE-DETECTION$ = 3; 0; |
$FSE-DETECTION$ = 3; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Direct Hit; Explosive Risks; Artillery Cannon |
$FSE-UPGRADE$ = Faster Reloading; Direct Hit; Explosive Risks; Artillery Cannon |
||
| Line 935: | Line 926: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 25 || 5 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 25 || 4 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 55 || 4 || 25 || 12 || 2.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 100 || 3.5 || 25 || 12 || 3.5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 225 || 3.75 || 28 || 12 || 4 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,013: | Line 1,003: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 850; 350; 600; 2800; 7500 |
$FNC-COST$ = 850; 350; 600; 2800; 7500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Aiming Practice; Explosive Risks; Artillery Cannon |
$FSE-UPGRADE$ = Faster Reloading; Aiming Practice; Explosive Risks; Artillery Cannon |
||
| Line 1,022: | Line 1,012: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 8 || 6 || 16 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 8 || 5 || 16 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 8 || 5 || 20 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 20 || 4.5 || 20 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 40 || 4.5 || 28 || 6 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,100: | Line 1,089: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 850; 350; 600; 2800; 7500 |
$FNC-COST$ = 850; 350; 600; 2800; 7500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Faster Reloading; Aiming Practice; Explosive Risks; Artillery Cannon |
$FSE-UPGRADE$ = Faster Reloading; Aiming Practice; Explosive Risks; Artillery Cannon |
||
| Line 1,109: | Line 1,098: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 8 || 6 || 16 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 8 || 5 || 16 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 8 || 5 || 20 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 20 || 4.5 || 20 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 40 || 4.5 || 28 || 6 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,190: | Line 1,178: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 200; 350; 1200; 4000; 8500 |
$FNC-COST$ = 650; 200; 350; 1200; 4000; 8500 |
||
$FSE-DETECTION$ = ; 0; |
$FSE-DETECTION$ = ; 0; |
||
$FSE-UPGRADE$ = Improved Handling; Better Protection; Anti-Tank Rockets; Explosive Risks; Artillery Cannon |
$FSE-UPGRADE$ = Improved Handling; Better Protection; Anti-Tank Rockets; Explosive Risks; Artillery Cannon |
||
| Line 1,199: | Line 1,187: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 5 || 6 || 10 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 5 || 6 || 14 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 10 || 6 || 14 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 15 || 5 || 18 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 30 || 5 || 18 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 60 || 5 || 22 || 6 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,288: | Line 1,275: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 500; 1200; 3000; 7200; 15000 |
$FNC-COST$ = 650; 500; 1200; 3000; 7200; 15000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,297: | Line 1,284: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 5 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 7 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 11 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 34 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 64 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 119 || 3 || 23 || 20 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,386: | Line 1,372: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 500; 1200; 3000; 7200; 15000 |
$FNC-COST$ = 650; 500; 1200; 3000; 7200; 15000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,395: | Line 1,381: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 6 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 8 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 12 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 35 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 65 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 120 || 3 || 23 || 20 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,484: | Line 1,469: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 500; 1200; 3000; 7200; 15000 |
$FNC-COST$ = 650; 500; 1200; 3000; 7200; 15000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,493: | Line 1,478: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 6 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 8 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 12 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 35 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 65 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 120 || 3 || 23 || 20 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,582: | Line 1,566: | ||
<var> |
<var> |
||
$DPS$ = [[Splash Damage]] / Firerate |
$DPS$ = [[Splash Damage]] / Firerate |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 500; 1200; 3000; 7200; 15000 |
$FNC-COST$ = 650; 500; 1200; 3000; 7200; 15000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,591: | Line 1,575: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
$DREF$ = <ref name="dps">Assumes only one enemy is hit.<br>Does not account for projectile travel time.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 6 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 8 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 12 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 35 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 65 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 120 || 3 || 23 || 20 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,683: | Line 1,666: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = Direct Damage |
$SDMG$ = Direct Damage |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 500; 1200; 3000; 7200; 15000 |
$FNC-COST$ = 650; 500; 1200; 3000; 7200; 15000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,692: | Line 1,675: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 8 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 12 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 35 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 65 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 120 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,783: | Line 1,765: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = Direct Damage |
$SDMG$ = Direct Damage |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 500; 1200; 3000; 7200; 15000 |
$FNC-COST$ = 650; 500; 1200; 3000; 7200; 15000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,792: | Line 1,774: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 8 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 12 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 35 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 65 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 140 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 1,893: | Line 1,874: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 500; 1200; 3000; 7200; 15000 |
$FNC-COST$ = 650; 500; 1200; 3000; 7200; 15000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 1,902: | Line 1,883: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 138 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,005: | Line 1,985: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 500; 1200; 3000; 7200; 15000 |
$FNC-COST$ = 650; 500; 1200; 3000; 7200; 15000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 2,014: | Line 1,994: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 138 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,117: | Line 2,096: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 200; 600; 2600; 6200; 10000 |
$FNC-COST$ = 650; 200; 600; 2600; 6200; 10000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 2,126: | Line 2,105: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 138 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||
| Line 2,229: | Line 2,207: | ||
$DPS$ = $DDPS$ + $SDPS$ |
$DPS$ = $DDPS$ + $SDPS$ |
||
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
$SDMG$ = {{#expr:floor(Direct Damage * 0.5)}} |
||
$CE$ = Total |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 650; 200; 600; 2600; 6200; 10000 |
$FNC-COST$ = 650; 200; 600; 2600; 6200; 10000 |
||
$FSE-DETECTION$ = ; ; |
$FSE-DETECTION$ = ; ; |
||
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A |
||
| Line 2,238: | Line 2,216: | ||
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
$FREF$ = <ref name="fr">Does not account for projectile travel time.</ref> |
||
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
$DREF$ = <ref name="dps2">DPS assumes only one enemy is hit and receives full splash damage. DPS does not account for projectile travel time.<br/>DPS is calculated as (Direct Damage + Splash Damage) ÷ Firerate.</ref> |
||
$R$ = $FNC-RECURSION$ |
|||
</var> |
</var> |
||
<div class="overflow-box"> |
<div class="overflow-box"> |
||
{| class="wikitable stats-table" |
{| class="wikitable stats-table" |
||
! Level |
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 138 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||