This post is a wiki, anyone can edit it. Please correct any mistakes or missing content.
Credits
To @someguy for asking me about this
and @popstarfreas for allowing me to share this
Default Values
T will represent the tier of the sentry.
Max HP  100  
Damage  Usually applied to weapon  0 
Knockback  Usually applied to weapon  0 
Upgrade Cost  200T^3 + 1000  
Repair Amount  HP healed when within Repair Range  \max(15, \frac{\text{Max HP}}{16}) 
Repair Range  Maximum distance from sentry to heal it  \text{ 3 Blocks} 
Minigun Sentry
Loadout  Minigun Sentry 
Max HP  10(T  1)^2 + 100 
Damage  \max(5, \ T^2  3) 
Knockback  \max(0, \ T  4) 
Trigger(Weapon) Distance  \text{25 Blocks} 
Sniper Sentry
Loadout  Snipe Sentry 
Damage  \text{Damage}=\begin{cases} T^2 + 25 & \text{if} \ T \le 10\\ 8T + 100 & \text{if} \ T> 10 \end{cases} 
Trigger(Weapon) Distance  \text{100 Blocks} 
Bullet  \text{Bullet Type}=\begin{cases} \text{High Velocity Bullet} & \text{if} \ T \le 10\\ \text{Luminite Bullet} & \text{if} \ T> 10 \end{cases} 
Frequency  \left(\frac{60}{\max(6, \ 80  5T)}\right)\text{bullets per second} 
Emitter Sentry
Loadout  Emitter Sentry 
Trigger(Buff) Distance  (T+8) \ \text{Blocks} 
Buff Distance  (T+20) \ \text{Blocks} 
Buff Cooldown  5T \ \text{Seconds} 
Trigger Distance vs Buff Distance
First the Emitter tries to look for a mob within its trigger distance. If it finds one, it activates and debuffs that mob. Only when it’s activated do all mobs in the bigger buff distance also receive debuffs
Advanced Buffing
All mobs have a number attached to them that says “Hey! Check me out first”. This number goes from 1 to 400(max mobs)
Assume we have 2 mobs(N_1, N_2), and the number on N_1 is 1, while it’s 2 for N_2. N_1 is in the Emitter’s buff distance but not trigger distance, while N_2 is in the trigger distance. Because N_2 has the number 2, it means N_1 will be checked first. But the Emitter is neither activated nor activatable because N_1 is not in its trigger distance. So it ignores N_1. Then it sees N_2 which is in its trigger distance, so it debuffs it. We’re now left with a clean N_1 and a debuffed N_2
Nade Sentry
Loadout  Nade Sentry 
Damage  8T 
Knockback  2T+ 15 
Trigger(Weapon) Distance  \text{20 Blocks} 
Frequency  \left(\frac{60}{\max(20,\ 250  5T^2)}\right)\text{nades per second} 
Nades
Tier  Weapon  Projectile  Ammo 

1  Grenade Launcher  Rocket III  
23  Grenade Launcher  Cluster Rocket I  
45  Proximity Mine Launcher  Rocket I  
67  Proximity Mine Launcher  Mini Nuke I  
89  Snowman Cannon  Cluster Rocket I  
10+  Snowman Cannon  Mini Nuke I 
Bank Sentry
Loadout  Bank Sentry 
Max Storage  1000T^2 
Bank $ Distance  (T+14) \ \text{Blocks} 
Upgrades
Tier  Interest Added 

2  10\% 
34  15\% 
56  20\% 
712  10\% 
13+  1\% 
Interest Halving
Whenever a bank’s stored points passes the threshold, its interest is halved.
Round  Score Threshold 

12  \text{N/A} 
3  20 \thinspace 000 
4  35 \thinspace 000 
5  50\thinspace 000 
6  60 \thinspace 000 
7  70 \thinspace 000 
8  90 \thinspace 000 
9  100 \thinspace 000 
10  150 \thinspace 000 
11  200\thinspace 000 
11+  \text{N/A} 
Score Stealing
Score Stolen vs Score Gained
Score Stolen is how much s decreases, while Score Gained is how much the bank gains.
What is ceil(x)?
It’s a function that rounds up if x has a decimal value. ceil(4) = 4 while ceil(4.0001) = 5 and ceil(4.6) = 5.
Assume s is the points gained from hitting a mob. Score stolen is then ceil(\frac{s}{4}). However, score gained is ceil(\frac{s}{4}) \cdot 2. If there’s a decimal value, it’s always rounded up. s is then passed to the next bank. This means that s decreases as it goes from one bank to another.
For example: s is 360. Bank 1 will steal \frac{1}{4} of that(90, but gain 180), leaving 270. Bank 2 will steal \frac{1}{4} of that(68, but gain 136), leaving 202, and so on.
Repair Sentry
Loadout  Repair Sentry 

Health  300T+ 500  
Repair Range  \text{0 (Unrepairable)}  
Repair Others Amount  Maximum HP it can heal(a sentry) in one repair  50T \space \text{HP} 
Repair Others Distance  Maximum distance from sentry to heal it  (T+15) \ \text {Blocks} 
Repair Cooldown  \text{1 Second} 
Repair Mechanics
If the Repair’s HP falls below 100, it waits until 25% of its max health till it repairs again.
It first finds all bots within range. If the bot is either a Repair or Tank, it skips it. Otherwise it heals it. The maximum HP it can heal a sentry is Repair Others Amount. If it heals less than 6HP, it is considered as healing 10HP.
It then calculates how much it healed, and takes damage.
Tank Sentry
Loadout  Tank Sentry 
Health  100(T  1)^2 + 100 
Damage  2T 
Trigger(Weapon) Distance  \text{5 blocks} 
Frequency  \approx2\ \text{attacks per second} \ (\text{1 attack per} \ \frac{27}{60} \ \text{or 0.45 Seconds}) 
Upgrades
Tier  Item(s)  

5  Hero Shield  
6  Berserker Glove  
8  Turtle Armor  
12  Solar Flare Armor 