Editing Shotgunner/History
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| Latest revision | Your text | ||
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 9 || 0.8 || 9.5 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 7 || 9 || 0.8 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 10 || 0.85 || 9.5 || 15 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 7 || 10 || 0.85 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 3 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 10 || 1.4 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 6 || 1.5 || 7.5 || 55 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 6 || 1.25 || 7.5 || 55 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 8 || 1.25 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 8 || 1.1 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 6 || 1.85 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 1 || 6 || 1.55 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 8 || 1.55 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 4 || 8 || 1.25 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 5 || 8 || 1.2 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 5 || 8 || 1.3 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 80 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 6 || 1.8 || 7 || 80 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 3 || 8 || 1.8 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 5 || 8 || 1.5 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 12 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Price / DPS |
||
$MCE$ = Total |
$MCE$ = Total Price / Max DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage !! Bullet Count !! Firerate !! Range !! DPS$DPREF$ !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 13 || 6 || 2 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Price / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTALPRICE$ |
||
$COST$ = 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 |
! Level !! Total Price !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency |
||
|- |
|- |
||
| 0 |
| 0 || {{Money|$TP$}} || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 1 || |
| 1 || {{Money|$TP$}} || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || {{Money|$TP$}} || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || {{Money|$TP$}} || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || {{Money|$TP$}} || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 5 || {{Money|$TP$}} || 85 || 1.5 || 9 || $DPS$ || {{Money|$CE$}} |
||
|} |
|} |
||
</div> |
</div> |
||