Editing Rocketeer/History

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Line 68: Line 68:
<var>
<var>
$DPS$ = [[Splash Damage]] * Missile Count / Firerate
$DPS$ = [[Splash Damage]] * Missile Count / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 30 || 1 || 3.75 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 30 || 1 || 3.75 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 30 || 1 || 3 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 30 || 1 || 3 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 50 || 1 || 3 || 22.5 || 9 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 50 || 1 || 3 || 22.5 || 9 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 95 || 1 || 2.75 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 95 || 1 || 2.75 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 95 || 4 || 4.5 || 24 || 9 || 5 || 100 || 0.25 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 30 || 1 || 3.75 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 30 || 1 || 3.75 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 30 || 1 || 3 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 30 || 1 || 3 || 20 || 9 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 50 || 1 || 3 || 22.5 || 9 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 50 || 1 || 3 || 22.5 || 9 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 95 || 1 || 2.75 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 95 || 1 || 2.75 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 95 || 4 || 4.5 || 24 || 9 || 5 || 100 || 0.25 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 30 || 1 || 4 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 30 || 1 || 4 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 30 || 1 || 3.5 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 30 || 1 || 3.5 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 50 || 1 || 3.5 || 22.5 || 10 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 50 || 1 || 3.5 || 22.5 || 10 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 85 || 1 || 3 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 85 || 1 || 3 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 85 || 4 || 4.5 || 24 || 9 || 5 || 100 || 0.25 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 30 || 1 || 4 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 30 || 1 || 4 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 30 || 1 || 3.5 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 30 || 1 || 3.5 || 20 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 50 || 1 || 3.5 || 22.5 || 10 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 50 || 1 || 3.5 || 22.5 || 10 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 85 || 1 || 3 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 85 || 1 || 3 || 22.5 || 9 || 5 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 85 || 4 || 5 || 24 || 9 || 5 || 100 || 0.25 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 25 || 1 || 3.5 || 17 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 25 || 1 || 3.5 || 17 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 25 || 1 || 3 || 17 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 25 || 1 || 3 || 17 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 50 || 1 || 3 || 19 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 50 || 1 || 3 || 19 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 135 || 1 || 3 || 22.5 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 135 || 1 || 3 || 22.5 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 65 || 4 || 2.75 || 24 || 5 || 60 || 0.35 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Missile Count !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! Spread Angle !! Accuracy !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 30 || 1 || 3.5 || 22 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 30 || 1 || 3.5 || 22 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 30 || 1 || 3 || 22 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 30 || 1 || 3 || 22 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 60 || 1 || 3 || 25 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 60 || 1 || 3 || 25 || 10 || 3 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 150 || 1 || 3 || 25 || 10 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 150 || 1 || 3 || 25 || 10 || 4 || N/A || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 90 || 4 || 3 || 30 || 10 || 5 || 60 || 0.35 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 30 || 3.5 || 22 || 10 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 30 || 3.5 || 22 || 10 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 30 || 3 || 22 || 10 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 30 || 3 || 22 || 10 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 60 || 3 || 25 || 10 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 60 || 3 || 25 || 10 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 150 || 3 || 25 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 150 || 3 || 25 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 400 || 3 || 28 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 40 || 5 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 40 || 5 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 40 || 4 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 40 || 4 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 70 || 4 || 25 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 70 || 4 || 25 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 135 || 3.5 || 25 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 135 || 3.5 || 25 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 275 || 3 || 28 || 10 || 5 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 20 || 5 || 22 || 12 || 4 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 20 || 5 || 22 || 12 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 20 || 4 || 22 || 12 || 4 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 20 || 4 || 22 || 12 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 50 || 4 || 25 || 12 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 50 || 4 || 25 || 12 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 90 || 3.5 || 25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 90 || 3.5 || 25 || 12 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 225 || 3.75 || 28 || 12 || 6 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Deadzone Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 25 || 5 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 25 || 5 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 25 || 4 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 25 || 4 || 22 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 55 || 4 || 25 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 55 || 4 || 25 || 12 || 2.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 100 || 3.5 || 25 || 12 || 3.5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 100 || 3.5 || 25 || 12 || 3.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 225 || 3.75 || 28 || 12 || 4 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 6 || 16 || 4 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 8 || 6 || 16 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 8 || 5 || 16 || 4 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 8 || 5 || 16 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 8 || 5 || 20 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 8 || 5 || 20 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 20 || 4.5 || 20 || 5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 20 || 4.5 || 20 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 40 || 4.5 || 28 || 6 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 6 || 16 || 4 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 8 || 6 || 16 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 8 || 5 || 16 || 4 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 8 || 5 || 16 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 8 || 5 || 20 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 8 || 5 || 20 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 20 || 4.5 || 20 || 5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 20 || 4.5 || 20 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 40 || 4.5 || 28 || 6 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 6 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 5 || 6 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 5 || 6 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 5 || 6 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 6 || 14 || 4 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 6 || 14 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 15 || 5 || 18 || 5 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 15 || 5 || 18 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 30 || 5 || 18 || 5 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 30 || 5 || 18 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 60 || 5 || 22 || 6 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 5 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 7 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 7 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 11 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 11 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 34 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 34 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 64 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 64 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 119 || 3 || 23 || 20 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 8 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 8 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 12 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 12 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 35 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 35 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 65 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 65 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 120 || 3 || 23 || 20 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 8 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 8 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 12 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 12 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 35 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 35 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 65 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 65 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 120 || 3 || 23 || 20 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || 6 || 15 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 8 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 8 || 6 || 16 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 12 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 12 || 5 || 18 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 35 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 35 || 4 || 19 || 17 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 65 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 65 || 3 || 19 || 17 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 120 || 3 || 23 || 20 || $DPS$ || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 8 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 8 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 12 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 12 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 35 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 35 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 65 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 65 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 120 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 8 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 8 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 12 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 12 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 35 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 35 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 65 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 65 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 140 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 138 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 138 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 138 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 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 Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 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 !! Cost !! Total Cost !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Total Price !! Direct Damage !! [[Splash Damage]] !! Firerate$FREF$ !! Range !! Explosion Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 4 || $SDMG$ || 6 || 15 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 6 || $SDMG$ || 6 || 16 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || $SDMG$ || 5 || 18 || 12 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 33 || $SDMG$ || 4 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 63 || $SDMG$ || 3 || 19 || 17 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 138 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 138 || $SDMG$ || 3 || 23 || 20 || $DPS$<ref>$DDPS$ Direct DPS + $SDPS$ Splash DPS</ref> || {{Money|$CE$}}
|}
|}
</div>
</div>
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