Slasher/History: Difference between revisions

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imported>Mentin123
mNo edit summary
imported>DarkGabonnie
Approved by t7ru (380694434980954114) via /job
 
Line 85: Line 85:
$BTDMG$ = {{#expr:ceil((4 * (1^0.9)) * (Health^0.2))}}
$BTDMG$ = {{#expr:ceil((4 * (1^0.9)) * (Health^0.2))}}
$BCDMG$ = {{formatnum:{{#expr:ceil((4 * (450^0.9)) * (Health^0.2))}}}}
$BCDMG$ = {{formatnum:{{#expr:ceil((4 * (450^0.9)) * (Health^0.2))}}}}
$FNC-COST$ = 2400; 1000; 4800; 11003; 40000
$COST$ = 2400; 1000; 4800; 11003; 40000
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$CREF$ = <ref>Number listed is the required number of shots for it to deal a critical hit.</ref>
$CREF$ = <ref>Number listed is the required number of shots for it to deal a critical hit.</ref>
$DREF$ = <ref>DPS is calculated as (Damage × 2 + Crit Damage) ÷ Crit Swing ÷ Swingrate. DPS does not include bleed damage.</ref>
$DREF$ = <ref>DPS is calculated as (Damage × 2 + Crit Damage) ÷ Crit Swing ÷ Swingrate. DPS does not include bleed damage.</ref>
Line 93: Line 93:
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-DETECTION$ = 1; 2;
$FSE-DETECTION$ = 1; 2;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 10 || 2 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 10 || 2 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 14 || 2 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 14 || 2 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 14 || 2.1 || $CDMG$ || 4 || 0.6 || 3 || 13 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 14 || 2.1 || $CDMG$ || 4 || 0.6 || 3 || 13 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 24 || 2.5 || $CDMG$ || 4 || 0.55 || 3 || 20 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 24 || 2.5 || $CDMG$ || 4 || 0.55 || 3 || 20 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 38 || 4 || $CDMG$ || 4 || 0.5 || 3 || 45 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 38 || 4 || $CDMG$ || 4 || 0.5 || 3 || 45 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 227: Line 228:
$BCDMG$ = {{formatnum:{{#expr:trunc((4 * (450^0.9)) * (Health^0.2))}}}}
$BCDMG$ = {{formatnum:{{#expr:trunc((4 * (450^0.9)) * (Health^0.2))}}}}
$FNC-ROFBUG$ = Swingrate
$FNC-ROFBUG$ = Swingrate
$FNC-COST$ = 2400; 1000; 4800; 11003; 40000
$COST$ = 2400; 1000; 4800; 11003; 40000
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$CREF$ = <ref name="crit">Number listed is the required number of shots for it to deal a critical hit.</ref>
$CREF$ = <ref name="crit">Number listed is the required number of shots for it to deal a critical hit.</ref>
$DREF$ = <ref name="DPS2">DPS is calculated as (Damage × 2 + Crit Damage) ÷ (Crit Swing × Swingrate). DPS does not include bleed damage.</ref>
$DREF$ = <ref name="DPS2">DPS is calculated as (Damage × 2 + Crit Damage) ÷ (Crit Swing × Swingrate). DPS does not include bleed damage.</ref>
Line 235: Line 236:
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-DETECTION$ = 1; 2;
$FSE-DETECTION$ = 1; 2;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 10 || 2 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 10 || 2 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 15 || 2 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 15 || 2 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 15 || 2.1 || $CDMG$ || 4 || 0.6 || 3 || 13 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 15 || 2.1 || $CDMG$ || 4 || 0.6 || 3 || 13 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 25 || 2.5 || $CDMG$ || 4 || 0.55 || 3 || 20 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 25 || 2.5 || $CDMG$ || 4 || 0.55 || 3 || 20 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 40 || 4 || $CDMG$ || 4 || 0.5 || 3 || 45 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 40 || 4 || $CDMG$ || 4 || 0.5 || 3 || 45 || 0.2 || 450 || 5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 365: Line 367:
$BCDMG$ = {{formatnum:{{#expr:trunc((7 * (300^0.9)) * (Health^0.175))}}}}
$BCDMG$ = {{formatnum:{{#expr:trunc((7 * (300^0.9)) * (Health^0.175))}}}}
$FNC-ROFBUG$ = Swingrate
$FNC-ROFBUG$ = Swingrate
$FNC-COST$ = 1500; 1250; 4750; 8250; 25000
$COST$ = 1500; 1250; 4750; 8250; 25000
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$CREF$ = <ref name="crit">Number listed is the required number of shots for it to deal a critical hit.</ref>
$CREF$ = <ref name="crit">Number listed is the required number of shots for it to deal a critical hit.</ref>
$DREF$ = <ref name="DPS2">DPS is calculated as (Damage × 2 + Crit Damage) ÷ (Crit Swing × Swingrate). DPS does not include bleed damage.</ref>
$DREF$ = <ref name="DPS2">DPS is calculated as (Damage × 2 + Crit Damage) ÷ (Crit Swing × Swingrate). DPS does not include bleed damage.</ref>
Line 373: Line 375:
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-DETECTION$ = 1; ;
$FSE-DETECTION$ = 1; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 1.75 || $CDMG$ || N/A || 0.5 || 3 || N/A || N/A || N/A || 6 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 1.75 || $CDMG$ || N/A || 0.5 || 3 || N/A || N/A || N/A || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 2.5 || $CDMG$ || N/A || 0.35 || 3 || N/A || N/A || N/A || 6 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 2.5 || $CDMG$ || N/A || 0.35 || 3 || N/A || N/A || N/A || 6 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 40 || 2.5 || $CDMG$ || 7 || 0.75 || 3 || 1 || 0.175 || 300 || 7.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 40 || 2.5 || $CDMG$ || 7 || 0.75 || 3 || 1 || 0.175 || 300 || 7.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 50 || 3.75 || $CDMG$ || 7 || 0.6 || 3 || 1 || 0.175 || 300 || 7.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 50 || 3.75 || $CDMG$ || 7 || 0.6 || 3 || 1 || 0.175 || 300 || 7.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 50 || 4 || $CDMG$ || 7 || 0.5 || 3 || 3 || 0.175 || 300 || 8.5 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 50 || 4 || $CDMG$ || 7 || 0.5 || 3 || 3 || 0.175 || 300 || 8.5 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 507: Line 510:
$BCDMG$ = {{formatnum:{{#expr:trunc((2 * (30^0.9)) * (Health^0.31))}}}}
$BCDMG$ = {{formatnum:{{#expr:trunc((2 * (30^0.9)) * (Health^0.31))}}}}
$FNC-ROFBUG$ = Swingrate
$FNC-ROFBUG$ = Swingrate
$FNC-COST$ = 1250; 800; 3000; 6500; 20000
$COST$ = 1250; 800; 3000; 6500; 20000
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$CREF$ = <ref name="crit">Number listed is the required number of shots for it to deal a critical hit.</ref>
$CREF$ = <ref name="crit">Number listed is the required number of shots for it to deal a critical hit.</ref>
$DREF$ = <ref name="DPS2">DPS is calculated as (Damage × 2 + Crit Damage) ÷ (Crit Swing × Swingrate). DPS does not include bleed damage.</ref>
$DREF$ = <ref name="DPS2">DPS is calculated as (Damage × 2 + Crit Damage) ÷ (Crit Swing × Swingrate). DPS does not include bleed damage.</ref>
Line 515: Line 518:
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-DETECTION$ = 1; ;
$FSE-DETECTION$ = 1; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 5 || 2.5 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 5 || 2.5 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 3 || $CDMG$ || N/A || 0.35 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 3 || $CDMG$ || N/A || 0.35 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 20 || 3 || $CDMG$ || 2 || 0.7 || 3 || 1 || 0.31 || 30 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 20 || 3 || $CDMG$ || 2 || 0.7 || 3 || 1 || 0.31 || 30 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 45 || 3.5 || $CDMG$ || 2 || 0.6 || 3 || 1 || 0.31 || 30 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 45 || 3.5 || $CDMG$ || 2 || 0.6 || 3 || 1 || 0.31 || 30 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 60 || 4 || $CDMG$ || 2 || 0.5 || 3 || 2 || 0.31 || 30 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 60 || 4 || $CDMG$ || 2 || 0.5 || 3 || 2 || 0.31 || 30 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 644: Line 648:
$BCDMG$ = {{formatnum:{{#expr:trunc((2 * (30^0.9)) * (Health^0.31))}}}}
$BCDMG$ = {{formatnum:{{#expr:trunc((2 * (30^0.9)) * (Health^0.31))}}}}
$FNC-ROFBUG$ = Swingrate
$FNC-ROFBUG$ = Swingrate
$FNC-COST$ = 1500; 800; 3500; 7000; 20000
$COST$ = 1500; 800; 3500; 7000; 20000
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$CREF$ = <ref name="crit">Number listed is the required number of shots for it to deal a critical hit.</ref>
$CREF$ = <ref name="crit">Number listed is the required number of shots for it to deal a critical hit.</ref>
$DREF$ = <ref name="DPS2">DPS is calculated as (Damage × 2 + Crit Damage) ÷ (Crit Swing × Swingrate). DPS does not include bleed damage.</ref>
$DREF$ = <ref name="DPS2">DPS is calculated as (Damage × 2 + Crit Damage) ÷ (Crit Swing × Swingrate). DPS does not include bleed damage.</ref>
Line 652: Line 656:
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-UPGRADEICON$ = 92740435796975; 93224058728799; 102669883500047; 102686099141752
$FSE-DETECTION$ = 1; ;
$FSE-DETECTION$ = 1; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Normal Damage !! Crit Multiplier !! Crit Damage !! Base Bleed Damage !! Swingrate !! Crit Swing$CREF$ !! Bleed Stack !! EV !! Max Stack !! Range !! DPS$DREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 6 || 2.5 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 6 || 2.5 || $CDMG$ || N/A || 0.4 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 6 || 2.5 || $CDMG$ || N/A || 0.35 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 6 || 2.5 || $CDMG$ || N/A || 0.35 || 3 || N/A || N/A || N/A || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 20 || 2.5 || $CDMG$ || 2 || 0.7 || 3 || 1 || 0.31 || 30 || 5.5 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 20 || 2.5 || $CDMG$ || 2 || 0.7 || 3 || 1 || 0.31 || 30 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 45 || 3 || $CDMG$ || 2 || 0.6 || 3 || 1 || 0.31 || 30 || 5.5 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 45 || 3 || $CDMG$ || 2 || 0.6 || 3 || 1 || 0.31 || 30 || 5.5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 60 || 3.5 || $CDMG$ || 2 || 0.5 || 3 || 2 || 0.31 || 30 || 6 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 60 || 3.5 || $CDMG$ || 2 || 0.5 || 3 || 2 || 0.31 || 30 || 6 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 770: Line 775:
$TRNG$ = Range * 2
$TRNG$ = Range * 2
$FNC-ROFBUG$ = Swingrate
$FNC-ROFBUG$ = Swingrate
$FNC-COST$ = 450; 350; 850; 2350; 7500
$COST$ = 450; 350; 850; 2350; 7500
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
Line 778: Line 783:
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 3 || $TDMG$ || 1 || 0.55 || 2 || 1 || 5 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || $TDMG$ || 1 || 0.55 || 2 || 1 || 5 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || $TDMG$ || 1 || 0.4 || 1.75 || 1 || 5 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || $TDMG$ || 1 || 0.4 || 1.75 || 1 || 5 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 6 || $TDMG$ || 1 || 0.4 || 1.75 || 2 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 6 || $TDMG$ || 1 || 0.4 || 1.75 || 2 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 10 || $TDMG$ || 1 || 0.3 || 1.2 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 10 || $TDMG$ || 1 || 0.3 || 1.2 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 24 || $TDMG$ || 3 || 0.3 || 1.2 || 3 || 7 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 24 || $TDMG$ || 3 || 0.3 || 1.2 || 3 || 7 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 878: Line 884:
$TRNG$ = Range * 2
$TRNG$ = Range * 2
$FNC-ROFBUG$ = Swingrate
$FNC-ROFBUG$ = Swingrate
$FNC-COST$ = 400; 250; 300; 1350; 3500
$COST$ = 400; 250; 300; 1350; 3500
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
Line 886: Line 892:
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 984: Line 991:
$TRNG$ = Range * 2
$TRNG$ = Range * 2
$FNC-ROFBUG$ = Swingrate
$FNC-ROFBUG$ = Swingrate
$FNC-COST$ = 400; 250; 300; 1350; 3500
$COST$ = 400; 250; 300; 1350; 3500
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
Line 992: Line 999:
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,091: Line 1,099:
$TRNG$ = Range * 2
$TRNG$ = Range * 2
$FNC-ROFBUG$ = Swingrate
$FNC-ROFBUG$ = Swingrate
$FNC-COST$ = 400; 250; 300; 1350; 3500
$COST$ = 400; 250; 300; 1350; 3500
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
Line 1,099: Line 1,107:
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,196: Line 1,205:
$TRNG$ = Range * 2
$TRNG$ = Range * 2
$FNC-ROFBUG-2020$ = Swingrate
$FNC-ROFBUG-2020$ = Swingrate
$FNC-COST$ = 400; 250; 300; 1350; 3500
$COST$ = 400; 250; 300; 1350; 3500
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
Line 1,204: Line 1,213:
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,302: Line 1,312:
$TRNG$ = Range * 2
$TRNG$ = Range * 2
$FNC-ROFBUG-2020$ = Swingrate
$FNC-ROFBUG-2020$ = Swingrate
$FNC-COST$ = 400; 250; 300; 1350; 3500
$COST$ = 400; 250; 300; 1350; 3500
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
Line 1,310: Line 1,320:
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 3 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || N/A || N/A || 0.8 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || $TDMG$ || 1 || 0.8 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,397: Line 1,408:
$TRNG$ = Range * 2
$TRNG$ = Range * 2
$FNC-ROFBUG-2020$ = Swingrate
$FNC-ROFBUG-2020$ = Swingrate
$FNC-COST$ = 600; 250; 600; 1350; 3500
$COST$ = 600; 250; 600; 1350; 3500
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
Line 1,405: Line 1,416:
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Normal Damage !! Throw Damage !! Knife Count !! Swingrate !! Throw Cooldown !! Throw Max Hits !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 2 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || N/A || N/A || 1 || N/A || N/A || 5 || N/A || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || $TDMG$ || 1 || 1 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || $TDMG$ || 1 || 1 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || $TDMG$ || 1 || 0.5 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 6 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 6 || $TDMG$ || 3 || 0.35 || 4 || 3 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,486: Line 1,498:
$TRNG$ = Range * 3
$TRNG$ = Range * 3
$FNC-ROFBUG-2020$ = Swingrate
$FNC-ROFBUG-2020$ = Swingrate
$FNC-COST$ = 600; 250; 550; 1350; 3500; 7000
$COST$ = 600; 250; 550; 1350; 3500; 7000
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
Line 1,494: Line 1,506:
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765; File:Shredder_5.png
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765; File:Shredder_5.png
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Swingrate !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Damage !! Swingrate !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 2 || 0.7 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.7 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || 0.7 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || 0.7 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 0.4 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 0.4 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 0.4 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 0.4 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 9 || 0.4 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 9 || 0.4 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 9 || 0.1 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 9 || 0.1 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,577: Line 1,590:
$TRNG$ = Range * 3
$TRNG$ = Range * 3
$FNC-ROFBUG-2020$ = Swingrate
$FNC-ROFBUG-2020$ = Swingrate
$FNC-COST$ = 600; 250; 550; 1350; 3500; 7500
$COST$ = 600; 250; 550; 1350; 3500; 7500
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$TREF$ = <ref name="throwDPS">Assumes that only one enemy is hit by each knife thrown.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
$CREF$ = <ref name="ce">Does not account for ''Knife Throw'' DPS.</ref>
Line 1,585: Line 1,598:
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765; File:Shredder_5.png
$FSE-UPGRADEICON$ = 4157646701; 4157647195; 4157647659; 4157648765; File:Shredder_5.png
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Swingrate !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
! Level !! Cost !! Total Cost !! Damage !! Swingrate !! Range !! Throw Range !! DPS !! Throw DPS$TREF$ !! Cost Efficiency$CREF$
|-
|-
| 0 || {{Money|$TP$}} || 2 || 0.7 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 0.7 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 4 || 0.7 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
| 1 || $R$ || $R$ || 4 || 0.7 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 5 || 0.4 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
| 2 || $R$ || $R$ || 5 || 0.4 || 6 || $TRNG$ || $DPS$ || N/A || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 0.4 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 0.4 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 9 || 0.4 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 9 || 0.4 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 9 || 0.1 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 9 || 0.1 || 6 || $TRNG$ || $DPS$ || $TDPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>

Latest revision as of 21:39, 18 August 2026

[[Slasher/History|]][[Slasher/History/Gallery|]][[Slasher/History/History|]]

This is the history subpage for the Slasher/History. It contains every revision of the tower's statistics.

Hardcore Rework Update (5 June 2026) – Present

Base Statistics

[edit]
Slasher/History
Map: Nightmare Carnival • Exclusive • Offense

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage10
Damage Method
Single
Bleed (Level 2+)
Firerate
Swingrate0.4
Hidden Detection
Hidden DetectionLevel 1+
Range
Range6
Lead Detection
Lead DetectionLevel 2+
Placement Limit
Placement Limit12
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Sleight of Hands
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

+Hidden Detection Hidden Detection


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Bloodlust
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

0.4 > 0.6 Firerate Firerate

+Freeze Immunity Freeze Immune

+Lead Detection Lead Immune

+0.1 Crit Multiplier

Applies Bleed debuff

•Damage based on max health

•13 Bleed Stack Bleed Stack

•4 Base Bleed Damage Base Bleed Damage

•0.2 EV

•450 Max Stacks Max Stacks


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Psycho Knife
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+10 Damage Damage

0.6 > 0.55 Firerate Firerate

+7 Bleed Stack Bleed Stack

+0.4 Crit Multiplier


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Ocean Of Blood
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+14 Damage Damage

0.55 > 0.5 Firerate Firerate

+25 Bleed Stack Bleed Stack

+1.5 Crit Multiplier

+Stun Immunity Stun Immune


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


St. Patrick's Day 2026 Update (11 March 2026) – Hardcore Rework Update (5 June 2026)

Base Statistics

[edit]
Slasher/History
Map: Nightmare Carnival • Exclusive • Offense

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage10
Damage Method
Single
Bleed (Level 2+)
Firerate
Swingrate0.425
Hidden Detection
Hidden DetectionLevel 1+
Range
Range6
Lead Detection
Lead DetectionLevel 2+
Placement Limit
Placement Limit12
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Sleight of Hands
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+5 Damage Damage

+Hidden Detection Hidden Detection


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Bloodlust
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

0.425 > 0.625 Firerate Firerate

+Freeze Immunity Freeze Immune

+Lead Detection Lead Immune

+0.1 Crit Multiplier

Applies Bleed debuff

•Damage based on max health

•13 Bleed Stack Bleed Stack

•4 Base Bleed Damage Base Bleed Damage

•0.2 EV

•450 Max Stacks Max Stacks


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Psycho Knife
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+10 Damage Damage

0.625 > 0.575 Firerate Firerate

+7 Bleed Stack Bleed Stack

+0.4 Crit Multiplier


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Ocean Of Blood
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+15 Damage Damage

0.575 > 0.525 Firerate Firerate

+25 Bleed Stack Bleed Stack

+1.5 Crit Multiplier

+Stun Immunity Stun Immune


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


Null & Void Update (18 October 2025) – St. Patrick's Day 2026 Update (11 March 2026)

Base Statistics

[edit]
Slasher/History
Map: Nightmare Carnival • Exclusive • Offense

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage6
Damage Method
Single
Bleed (Level 2+)
Firerate
Swingrate0.525
Hidden Detection
Hidden DetectionLevel 1+
Range
Range6
Lead Detection
N/A
Placement Limit
Placement Limit12
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Sleight of Hands
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

0.525 > 0.375 Firerate Firerate

+0.75 Crit Multiplier

+Hidden Detection Hidden Detection


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Bloodlust
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1.5 Range Range

+24 Damage Damage

0.375 > 0.775 Firerate Firerate

Applies Bleed debuff

•Damage based on max health

•1 Bleed Stack Bleed Stack

•7 Base Bleed Damage Base Bleed Damage

•0.175 EV

•300 Max Stacks Max Stacks


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Swords Dance
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+10 Damage Damage

0.775 > 0.625 Firerate Firerate

+1.25 Crit Multiplier


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Absolute Bloodshed
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

0.625 > 0.525 Firerate Firerate

+2 Bleed Stack Bleed Stack

+0.25 Crit Multiplier


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


30 October 2024 – Null & Void Update (18 October 2025)

Base Statistics

[edit]
Slasher/History
Map: Nightmare Carnival • Exclusive • Offense

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage5
Damage Method
Single
Bleed (Level 2+)
Firerate
Swingrate0.425
Hidden Detection
Hidden DetectionLevel 1+
Range
Range5
Lead Detection
N/A
Placement Limit
Placement Limit12
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Sleight of Hands
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

0.425 > 0.375 Firerate Firerate

+1 Damage Damage

+0.5 Crit Multiplier

+Hidden Detection Hidden Detection


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Bloodlust
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+0.5 Range Range

+14 Damage Damage

0.375 > 0.725 Firerate Firerate

Applies Bleed debuff

•Damage based on max health

•1 Bleed Stack Bleed Stack

•2 Base Bleed Damage Base Bleed Damage

•0.31 EV

•30 Max Stacks Max Stacks


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Swords Dance
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+25 Damage Damage

0.725 > 0.625 Firerate Firerate

+0.5 Crit Multiplier


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Serial Killer
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+0.5 Range Range

+15 Damage Damage

0.625 > 0.525 Firerate Firerate

+1 Bleed Stack Bleed Stack

+0.5 Crit Multiplier


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


Hexscape Update (23 October 2024) – 30 October 2024

Base Statistics

[edit]
Slasher/History
Map: Nightmare Carnival • Exclusive

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage6
Damage Method
Single
Bleed (Level 2+)
Firerate
Swingrate0.425
Hidden Detection
Hidden DetectionLevel 1+
Range
Range5
Lead Detection
N/A
Placement Limit
Placement Limit12
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Sleight of Hands
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

0.425 > 0.375 Firerate Firerate

+Hidden Detection Hidden Detection


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Bloodlust
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+0.5 Range Range

+14 Damage Damage

0.375 > 0.725 Firerate Firerate

Applies Bleed debuff

•Damage based on max health

•1 Bleed Stack Bleed Stack

•2 Base Bleed Damage Base Bleed Damage

•0.31 EV

•30 Max Stacks Max Stacks


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Swords Dance
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+25 Damage Damage

0.725 > 0.625 Firerate Firerate

+0.5 Crit Multiplier


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Serial Killer
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+0.5 Range Range

+15 Damage Damage

0.625 > 0.525 Firerate Firerate

+1 Bleed Stack Bleed Stack

+0.5 Crit Multiplier


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


Fallen Foes Update (2 August 2024) – Hexscape Update (23 October 2024)

Base Statistics

[edit]
Slasher/History
Map: Nightmare Carnival • Exclusive

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Pierce
Firerate
Swingrate0.575
Hidden Detection
Hidden DetectionLevel 2+
Range
Range5
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Fast Fingers
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Damage Damage

0.575 > 0.425 Firerate Firerate

2 > 1.75 Throw Cooldown Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Bloodlust
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+2 Damage Damage

+1 Throw Max Hits

+Hidden Detection Hidden Detection


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Knife Party
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

0.425 > 0.325 Firerate Firerate

1.75 > 1.2 Throw Cooldown Knife Throw Firerate

+1 Throw Max Hits


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Contract Killer
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+14 Damage Damage

+1 Range Range

+2 Knife Count


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


5 May 2023 – Fallen Foes Update (2 August 2024)

Base Statistics

[edit]
Slasher/History
Map: Nightmare Carnival • Exclusive

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Script error: No such module "NumName". (1)
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Single Pierce (Level 2+)
Firerate
Swingrate1.025
Hidden Detection
Hidden DetectionLevel 2+
Range
Range5
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Thinner Blade
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Damage Damage

1.025 > 0.825 Swingrate Swingrate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Blood Sense
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+Hidden Detection Hidden Detection

+Single Knife Throw

•8 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage

0.808 > 0.508 Swingrate Swingrate

Knife Throw

•12 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Deadly Assassin
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

0.525 > 0.375 Swingrate Swingrate

+Triple Knife Throw

•20x3 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


5 May 2023

Base Statistics

[edit]
Slasher/History
Map: Nightmare Carnival • Exclusive

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Below Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Single Pierce (Level 2+)
Firerate
Swingrate1.025
Hidden Detection
Hidden DetectionLevel 2+
Range
Range5
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Thinner Blade
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Damage Damage

1.025 > 0.825 Swingrate Swingrate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Blood Sense
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+Hidden Detection Hidden Detection

+Single Knife Throw

•8 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage

0.825 > 0.525 Swingrate Swingrate

Knife Throw

•12 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Deadly Assassin
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

0.525 > 0.3575 Swingrate Swingrate

+Triple Knife Throw

•20x3 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


Entity System Update (12 March 2022) – 5 May 2023

Base Statistics

[edit]
Slasher/History
Map: Nightmare Carnival • Exclusive

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Small
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Single Pierce (Level 2+)
Firerate
Swingrate1.025
Hidden Detection
Hidden DetectionLevel 2+
Range
Range5
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Thinner Blade
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Damage Damage

1.025 > 0.825 Swingrate Swingrate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Blood Sense
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+Hidden Detection Hidden Detection

+Single Knife Throw

•8 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage

0.825 > 0.525 Swingrate Swingrate

Knife Throw

•12 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Deadly Assassin
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

0.525 > 0.375 Swingrate Swingrate

+Triple Knife Throw

•20x3 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


Frost Invasion Update (8 May 2021) – Entity System Update (12 March 2022)

Base Statistics

[edit]
Slasher/History

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Small
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Single Pierce (Level 2+)
Firerate
Swingrate1.03
Hidden Detection
Hidden DetectionLevel 2+
Range
Range5
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Thinner Blade
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Damage Damage

1.03 > 0.83 Swingrate Swingrate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Blood Sense
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+Hidden Detection Hidden Detection

+Single Knife Throw

•8 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage

0.83 > 0.53 Swingrate Swingrate

Knife Throw

•12 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Deadly Assassin
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

0.53 > 0.38 Swingrate Swingrate

+Triple Knife Throw

•20x3 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


31 October 2020 – Frost Invasion Update (8 May 2021)

Base Statistics

[edit]
Slasher/History

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Single Pierce (Level 2+)
Firerate
Swingrate1.03
Hidden Detection
Hidden DetectionLevel 2+
Range
Range5
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Thinner Blade
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Damage Damage

1.03 > 0.83 Swingrate Swingrate

Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Blood Sense
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+Hidden Detection Hidden Detection

+Single Knife Throw

•8 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage

0.83 > 0.53 Swingrate Swingrate

Knife Throw

•12 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Deadly Assassin
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+4 Damage Damage

0.53 > 0.38 Swingrate Swingrate

+Triple Knife Throw

•20x3 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


Overhaul Update (29 October 2020) – 31 October 2020

Base Statistics

[edit]
Slasher/History

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Single Pierce (Level 2+)
Firerate
Swingrate1.03
Hidden Detection
Hidden DetectionLevel 2+
Range
Range5
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Midnight Bandit
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Blood Seeking
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Range Range

+Hidden Detection Hidden Detection

+Single Knife Throw

•4 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

1.03 > 0.53 Swingrate Swingrate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Deadly Assasin
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage

0.53 > 0.38 Swingrate Swingrate

+Triple Knife Throw

•6x3 Damage Damage

•4 Second Reload Knife Throw Firerate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Statistics

[edit]

Template:Neow


Hardcore Testing (28 August 2020 – 29 October 2020)

Base Statistics

[edit]
Shredder

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Single Pierce (Ability)
Firerate
Swingrate0.73
Hidden Detection
Hidden DetectionLevel 4+
Range
Range6
Placement Limit
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Midnight Bandit
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Damage Damage

0.73 > 0.43 Swingrate Swingrate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Throwing Knives
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage

+Knife Throw Ability


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Spooky Power
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage


+Hidden Detection Hidden Detection


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

DEADLY CHAINSAW
Level 5 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

0.43 > 0.13 Swingrate Swingrate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Ability

[edit]
Knife Throw
Level 3+ • 25s Cooldown

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer". narrator-150">

For 7 seconds, increases range by 200% and changes attack to throwing knives. Attacking speed is set back to 0.73 seconds. Knives can pierce enemies.

[[Script error: No such module "StripNaked".|150px|center]]

Statistics

[edit]

Template:Neow


18 October 2019 - Overhaul Update (29 October 2020)

Base Statistics

[edit]
Shredder

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

Cost
CashScript error: No such module "Money".
Placement Footprint
Average
Sell Price
CashScript error: No such module "Money".
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Single Pierce (Ability)
Firerate
Swingrate0.75
Hidden Detection
Hidden DetectionLevel 4+
Range
Range6
Placement Limit
N/A

[[Script error: No such module "StripNaked".|200px|center]]

Upgrades

[edit]
Midnight Bandit
Level 1 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Dual Wield
Level 2 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+1 Damage Damage

0.75 > 0.45 Swingrate Swingrate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Throwing Knives
Level 3 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage

+Knife Throw Ability


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Spooky Power
Level 4 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

+2 Damage Damage


+Hidden Detection Hidden Detection


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

DEADLY CHAINSAW
Level 5 • Cost: CashScript error: No such module "Money".

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer".">

0.45 > 0.15 Swingrate Swingrate


Sell Price Changes to CashScript error: No such module "Money".

[[Script error: No such module "StripNaked".|200px|center]]

Ability

[edit]
Knife Throw
Level 3+ • 25s Cooldown

<div class="upgrade-body upgrade-body-has-image Script error: No such module "Randomizer". narrator-150">

For 7 seconds, increases range by 200% and changes attack to throwing knives. Attacking speed is set back to 0.75 seconds. Knives can pierce enemies.

[[Script error: No such module "StripNaked".|150px|center]]

Statistics

[edit]

Template:Neow

Notes

[edit]



File:TowerNewHeader.png
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Golden Perks
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Commander
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Advanced
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Golden Perks
Exclusive
Unavailable