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	<id>https://deadlock.wiki/Module:Buildup/doc?action=history&amp;feed=atom</id>
	<title>Module:Buildup/doc - Revision history</title>
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	<updated>2026-09-13T15:54:40Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://deadlock.wiki/Module:Buildup/doc?diff=52131&amp;oldid=prev</id>
		<title>LVL: Updated info for doorman and paige</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Module:Buildup/doc?diff=52131&amp;oldid=prev"/>
		<updated>2026-01-20T20:55:01Z</updated>

		<summary type="html">&lt;p&gt;Updated info for doorman and paige&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:55, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l34&quot;&gt;Line 34:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 34:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Internal Logic ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Internal Logic ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The module uses the following formula derived from the game&amp;#039;s mechanics:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The module uses the following formula derived from the game&amp;#039;s mechanics:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;math&amp;gt;BPS = \frac{100}{BaseBuildup \times (&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RPS &lt;/del&gt;+ 1)}&amp;lt;/math&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;math&amp;gt;BPS = \frac{100}{BaseBuildup \times (&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RPS_{effective} &lt;/ins&gt;+ 1)}&amp;lt;/math&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Spin-Up Heroes:&#039;&#039;&#039; For heroes like McGinnis, the calculation uses their &#039;&#039;Max Spin&#039;&#039; RPS &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to ensure accurate representation of their intended buildup rate&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &#039;&#039;&#039;Effective RPS&#039;&#039;&#039; is determined by analyzing specific hero mechanics:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shots to Proc&lt;/del&gt;:&#039;&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When generating tables&lt;/del&gt;, the module &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;uses a Ceiling function &lt;/del&gt;(&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rounding up&lt;/del&gt;) to determine &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shots required&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This accounts &lt;/del&gt;for cases like Kelvin where the math results in 19.99%&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;requiring 6 shots &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather than the mathematically rounded &lt;/del&gt;5.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Standard Heroes:&#039;&#039;&#039; Uses the standard &amp;lt;code&amp;gt;RoundsPerSecond&amp;lt;/code&amp;gt; from the data files.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Spin-Up Heroes:&#039;&#039;&#039; For heroes like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;McGinnis&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;, the calculation uses their &#039;&#039;Max Spin&#039;&#039; RPS.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Burst/Hybrid Heroes&lt;/ins&gt;:&#039;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For heroes like [[Paige]] and [[The Doorman]], the game displays a Fire Rate that includes an &quot;Intra-Burst&quot; delay&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Buildup mechanic ignores this delay. The &lt;/ins&gt;module &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;detects this configuration &lt;/ins&gt;(&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Burst Count = 1, but Interval &amp;gt; 0&lt;/ins&gt;) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and mathematically removes the interval &lt;/ins&gt;to determine &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the true Effective RPS.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Shots to Proc:&#039;&#039;&#039; The table uses &amp;lt;code&amp;gt;math&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ceil&amp;lt;/code&amp;gt; to always round up, ensuring accuracy &lt;/ins&gt;for cases like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;Kelvin&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] &lt;/ins&gt;where the math results in 19.99% &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(&lt;/ins&gt;requiring 6 shots&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, not &lt;/ins&gt;5&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>LVL</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Module:Buildup/doc?diff=52126&amp;oldid=prev</id>
		<title>LVL: Documentation of buildup module.</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Module:Buildup/doc?diff=52126&amp;oldid=prev"/>
		<updated>2026-01-20T16:57:39Z</updated>

		<summary type="html">&lt;p&gt;Documentation of buildup module.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Overview ==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Buildup&amp;#039;&amp;#039;&amp;#039; module provides functions for calculating the Status Effect Buildup per shot for heroes. &lt;br /&gt;
&lt;br /&gt;
This is used for items that apply a status effect based on filling a meter (e.g., {{ItemIcon|Toxic Bullets}}, {{ItemIcon|Silencer}}, {{ItemIcon|Inhibitor}}). The calculation normalizes the buildup based on the hero&amp;#039;s Fire Rate (RPS) to ensure the time-to-activate is roughly consistent across different weapon types.&lt;br /&gt;
&lt;br /&gt;
It references [[Data:HeroData.json]] for weapon stats (RPS, Spin-up) and [[Data:ItemData.json]] for the item&amp;#039;s base buildup value.&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
=== main ===&lt;br /&gt;
The primary entry point used by [[Template:Buildup]]. It automatically detects whether to generate a full table or a single value based on the number of parameters provided.&lt;br /&gt;
&lt;br /&gt;
=== get_bps ===&lt;br /&gt;
Calculates the specific buildup percentage per shot for a single hero.&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;hero_name&amp;#039;&amp;#039;&amp;#039; - Name of the hero in English (e.g., &amp;quot;Abrams&amp;quot;) or the hero key.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;item_name&amp;#039;&amp;#039;&amp;#039; - Name of the item (e.g., &amp;quot;Toxic Bullets&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&amp;lt;pre&amp;gt;{{#invoke:Buildup|get_bps|Haze|Toxic Bullets}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Returns:&lt;br /&gt;
&amp;lt;code&amp;gt;{{#invoke:Buildup|get_bps|Haze|Toxic Bullets}}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== write_buildup_table ===&lt;br /&gt;
Generates a sortable wikitable listing the buildup percentage and shots-to-proc for every valid hero.&lt;br /&gt;
&lt;br /&gt;
==== Parameters ====&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;item_name&amp;#039;&amp;#039;&amp;#039; - Name of the item (e.g., &amp;quot;Silencer&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&amp;lt;pre&amp;gt;{{#invoke:Buildup|write_buildup_table|Silencer}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Internal Logic ==&lt;br /&gt;
The module uses the following formula derived from the game&amp;#039;s mechanics:&lt;br /&gt;
&amp;lt;math&amp;gt;BPS = \frac{100}{BaseBuildup \times (RPS + 1)}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Spin-Up Heroes:&amp;#039;&amp;#039;&amp;#039; For heroes like McGinnis, the calculation uses their &amp;#039;&amp;#039;Max Spin&amp;#039;&amp;#039; RPS to ensure accurate representation of their intended buildup rate.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shots to Proc:&amp;#039;&amp;#039;&amp;#039; When generating tables, the module uses a Ceiling function (rounding up) to determine shots required. This accounts for cases like Kelvin where the math results in 19.99%, requiring 6 shots rather than the mathematically rounded 5.&lt;/div&gt;</summary>
		<author><name>LVL</name></author>
	</entry>
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