Editing Shotgunner/History

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Line 127: Line 127:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 1500; 750; 1500; 6500; 18777
$FNC-COST$ = 1500; 750; 1500; 6500; 18777
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 1; ; 2
$FSE-DETECTION$ = 1; ; 2
$FSE-PVP-DETECTION$ = 2; 2; 2
$FSE-PVP-DETECTION$ = 2; 2; 2
Line 140: Line 140:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 146: Line 145:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 2 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 3 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 9 || 0.8 || 9.5 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 3 || 9 || 0.8 || 9.5 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 7 || 9 || 0.8 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 7 || 9 || 0.8 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 14 || 12 || 0.8 || 13.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 14 || 12 || 0.8 || 13.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 162: Line 161:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 312: Line 311:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 1225; 640; 1550; 6000; 18500
$FNC-COST$ = 1225; 640; 1550; 6000; 18500
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 1; ; 2
$FSE-DETECTION$ = 1; ; 2
$FSE-PVP-DETECTION$ = 2; 2;
$FSE-PVP-DETECTION$ = 2; 2;
Line 324: Line 323:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 330: Line 328:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 2 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 3 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 10 || 0.85 || 9.5 || 15 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 3 || 10 || 0.85 || 9.5 || 15 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 7 || 10 || 0.85 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 7 || 10 || 0.85 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 14 || 12 || 0.75 || 13.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 14 || 12 || 0.75 || 13.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 346: Line 344:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 490: Line 488:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 800; 300; 1200; 3400; 9500
$FNC-COST$ = 800; 300; 1200; 3400; 9500
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Heavier Shells; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Heavier Shells; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 502: Line 500:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 508: Line 505:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 2 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 3 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 10 || 9 || 0.8 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 10 || 9 || 0.8 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 524: Line 521:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 668: Line 665:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 950; 350; 1350; 3750; 10500
$FNC-COST$ = 950; 350; 1350; 3750; 10500
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Heavier Shells; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Heavier Shells; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 680: Line 677:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 686: Line 682:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 2 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 3 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 3 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 11 || 9 || 0.8 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 11 || 9 || 0.8 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 702: Line 698:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 852: Line 848:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 300; 150; 950; 2500; 6500
$FNC-COST$ = 300; 150; 950; 2500; 6500
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 863: Line 859:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 869: Line 864:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 885: Line 880:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,019: Line 1,014:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 300; 150; 950; 2500; 6500
$FNC-COST$ = 300; 150; 950; 2500; 6500
$PVP-COST$ = 300; 150; 1000; 2750; 7000
$FNC-PVP-COST$ = 300; 150; 1000; 2750; 7000
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,030: Line 1,025:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 1,036: Line 1,030:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,052: Line 1,046:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 10 || 1.4 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 10 || 1.4 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,146: Line 1,140:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 300; 150; 950; 2500; 6500
$FNC-COST$ = 300; 150; 950; 2500; 6500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,156: Line 1,150:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,249: Line 1,242:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 300; 125; 1050; 3000; 6000
$FNC-COST$ = 300; 125; 1050; 3000; 6000
$FSE-DETECTION$ = 2; 3;
$FSE-DETECTION$ = 2; 3;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,259: Line 1,252:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 6 || 1.5 || 7.5 || 55 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 6 || 1.5 || 7.5 || 55 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 6 || 1.25 || 7.5 || 55 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 6 || 1.25 || 7.5 || 55 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 8 || 1.25 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 8 || 1.25 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 8 || 1.1 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 8 || 1.1 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 6 || 10 || 0.9 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 6 || 10 || 0.9 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,351: Line 1,343:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 300; 125; 1050; 3000; 8200
$FNC-COST$ = 300; 125; 1050; 3000; 8200
$FSE-DETECTION$ = 2; 3;
$FSE-DETECTION$ = 2; 3;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,361: Line 1,353:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 6 || 1.85 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 1 || 6 || 1.85 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 1 || 6 || 1.55 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 1 || 6 || 1.55 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 8 || 1.55 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 2 || 8 || 1.55 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 4 || 8 || 1.25 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 4 || 8 || 1.25 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 6 || 11 || 1 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 6 || 11 || 1 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,456: Line 1,447:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 400; 200; 1250; 3500; 10500
$FNC-COST$ = 400; 200; 1250; 3500; 10500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,466: Line 1,457:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 5 || 8 || 1.2 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 5 || 8 || 1.2 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 7 || 11 || 0.9 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 7 || 11 || 0.9 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,561: Line 1,551:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 400; 200; 1250; 3650; 9000
$FNC-COST$ = 400; 200; 1250; 3650; 9000
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,571: Line 1,561:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 5 || 8 || 1.3 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 5 || 8 || 1.3 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 7 || 10 || 0.9 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 7 || 10 || 0.9 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,661: Line 1,650:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 400; 200; 1250; 3500; 10000
$FNC-COST$ = 400; 200; 1250; 3500; 10000
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Faster Reloading; Better Handling; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Better Handling; Slug Madness; Tactical Blowback
Line 1,671: Line 1,660:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 7 || 80 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 80 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 6 || 1.8 || 7 || 80 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 1 || {{Money|$TP$}} || 2 || 6 || 1.8 || 7 || 80 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || $R$ || $R$ || 3 || 8 || 1.8 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 2 || {{Money|$TP$}} || 3 || 8 || 1.8 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || $R$ || $R$ || 5 || 8 || 1.5 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 3 || {{Money|$TP$}} || 5 || 8 || 1.5 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || $R$ || $R$ || 6 || 12 || 1 || 11 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
| 4 || {{Money|$TP$}} || 6 || 12 || 1 || 11 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,765: Line 1,753:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 500; 200; 350; 1500; 4200; 7000
$FNC-COST$ = 500; 200; 350; 1500; 4200; 7000
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
Line 1,774: Line 1,762:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,870: Line 1,857:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 500; 200; 350; 1500; 4200; 7000
$FNC-COST$ = 500; 200; 350; 1500; 4200; 7000
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
Line 1,879: Line 1,866:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,970: Line 1,956:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 600; 150; 350; 1500; 4200; 7500
$FNC-COST$ = 600; 150; 350; 1500; 4200; 7500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
Line 1,979: Line 1,965:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 12 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 12 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,070: Line 2,055:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 600; 150; 350; 1500; 4200; 7500
$FNC-COST$ = 600; 150; 350; 1500; 4200; 7500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
Line 2,079: Line 2,064:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 13 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 13 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,176: Line 2,160:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 600; 150; 350; 1500; 4200; 7500
$FNC-COST$ = 600; 150; 350; 1500; 4200; 7500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Handling; Legit Badge; Bullet Proof Vest; SWAT Armor; SWAT Force
$FSE-UPGRADE$ = Handling; Legit Badge; Bullet Proof Vest; SWAT Armor; SWAT Force
Line 2,185: Line 2,169:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 13 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 13 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,278: Line 2,261:
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$MCE$ = Total Cost / Max DPS
$MCE$ = Total Price / Max DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 600; 150; 350; 1500; 4200; 6250
$FNC-COST$ = 600; 150; 350; 1500; 4200; 6250
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Handling; Legit Badge; Bullet Proof Vest; SWAT Armor; SWAT Force
$FSE-UPGRADE$ = Handling; Legit Badge; Bullet Proof Vest; SWAT Armor; SWAT Force
Line 2,287: Line 2,270:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</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 !! Damage !! Bullet Count !! Firerate !! Range !! DPS$DPREF$ !! Cost Efficiency
! Level !! Total Price !! Damage !! Bullet Count !! Firerate !! Range !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 9 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 7 || 6 || 2 || 11 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 11 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 13 || 6 || 2 || 12 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 13 || 6 || 2 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 13 || 8 || 1.5 || 13 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 13 || 8 || 1.5 || 13 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,379: Line 2,361:
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 600; 350; 500; 1500; 4200; 8750
$FNC-COST$ = 600; 350; 500; 1500; 4200; 8750
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADEICON$ = File:Enforcer2.png; File:Enforcer1.png; File:Enforcer3.png; File:Enforcer4.png; File:Enforcer5.png
$FSE-UPGRADEICON$ = File:Enforcer2.png; File:Enforcer1.png; File:Enforcer3.png; File:Enforcer4.png; File:Enforcer5.png
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency
! Level !! Total Price !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 85 || 1.5 || 9 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 85 || 1.5 || 9 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,478: Line 2,459:
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$CE$ = Total Cost / DPS
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTAL-COST$
$TP$ = $FNC-TOTALPRICE$
$COST$ = 600; 350; 500; 1500; 4200; 8750
$FNC-COST$ = 600; 350; 500; 1500; 4200; 8750
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADEICON$ = File:Enforcer2.png; File:Enforcer1.png; File:Enforcer3.png; File:Enforcer4.png; File:Enforcer5.png
$FSE-UPGRADEICON$ = File:Enforcer2.png; File:Enforcer1.png; File:Enforcer3.png; File:Enforcer4.png; File:Enforcer5.png
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency
! Level !! Total Price !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$TP$}} || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || $R$ || $R$ || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || {{Money|$TP$}} || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || $R$ || $R$ || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}}
| 2 || {{Money|$TP$}} || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || $R$ || $R$ || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}}
| 3 || {{Money|$TP$}} || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || $R$ || $R$ || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}}
| 4 || {{Money|$TP$}} || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || $R$ || $R$ || 85 || 1.5 || 9 || $DPS$ || {{Money|$CE$}}
| 5 || {{Money|$TP$}} || 85 || 1.5 || 9 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
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