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  • Adalbert's guides on ability

    07. 06. 2007 15:41

Adalbert
As all my "formula-posts" have been recently bumped, I was approached to put
them all into one post so it could be stikied... here it is.

These guides contain advanced information. If you are just starting to play the
game please go ahead and read Obst's guides on www.nf-guides.com. That
webpage gives you all the information you need to start with. If you have done that
and
are still curious about some details, go read ahead.

Since it has quite some information, I divided it into several parts, that are posted as
replies by myself.

0) Ability - how they are calculated / base stats
1) BO's Potential - guideline length / marking distance
2) Accuracy - where's the cap, how is it calculated
3) Reload - where's the cap
4) Torpedo - reload cap
5) AAW - chance of shooting down planes at horizontal and vertical distances with
auto fire
6) Repair - Repairrate and Burnrate
7) Restore - SD
8) Engine
. A - General
. B - Overheat time
. C - Base speed
. D - natural overheat speed
. E - overheat speed with crew
9) Aircraft - not yet posted
10) Fighter - not yet posted
11) Bomber - not yet posted
12) Special Sailors
. A - Sonarmen

If you have questions or remarks to any of those posts - please send a PM to me.
Also if you think that you have found a mistake, please contact me directly as it most
probably will just be a misunderstanding and I don't want an obsolete discussion in
this post as it just blows it up and might scare ppl away.
I have not included all "proof" in this post - if you are looking for some numbers how
I came up with the formulas, feel free to look for my old posts from between 2005
and now,
and you will find more information in there.
  Index

  • Re : Adalbert's guides on ability

    06. 05. 2009 12:25

bigmac50
I am getting ready to roll a new cv crew (pilots).

I found your information on pilots (points 9 /10/11) very enligtening. Since
the 'common wisdom' conflicts with points 9 and 11, could you please confirm that
the points you made are still valid, and have not been altered by patches made
since the origional post is a bit dated (2007)

Thanks

  • Re : Adalbert's guides on ability

    06. 03. 2009 12:44

Adalbert
added some things to pilots and a personal note there.

  • Re : Adalbert's guides on ability

    05. 21. 2009 21:22

kifster
Great guide.
Are you able to show what the Seaman really ads to the ability of crews?

  • Re : Adalbert's guides on ability

    05. 21. 2009 18:35

Hella126
This was very well done and gave me a lot of info that i didn't have before. This
explained a lot of what I needed to know.

  • Re : Adalbert's guides on ability

    05. 17. 2009 06:25

txw123
wow nice and useful guide!

  • Re : Adalbert's guides on ability

    05. 15. 2009 08:57

Mumito
Have it your way, Adalbert, your guide. :)

If I get a chance to test the SD constant value on some more sailors, I'll surely let
you know. For now I leave it as it is.

As to the sonarman, enough proof was delivered to confirm something is not correct
in the guide formula. However my simple tests were obviously not enough to devise
a new formula that would substitute the wrong one.

The planesman issue has been proven too, also it is a common knowledge if I'm not
mistaken - first I learned from a fellow submariner that there is a cap, then I checked
it with my tests, which confirmed it. Thus it is possible there is a source of that
knowledge we're unaware of. Will let you know if I stumble upon it.

Peace, Adalbert.

PS. You opened this guide for discussion the very moment you posted it on these
forums. :) A thread that got stickied is in my opinion obliged to be true, so there's
nothing wrong to send corrections if people spot imperfections in it.

  • Re : Adalbert's guides on ability

    05. 14. 2009 16:41

Adalbert
All formulas and values have initially been gathered from thousands of examples and a
little later were confirmed by the source code.
Now I haven't checked it for a while, but it would be to a great surprise to me, if the
dev changed existing and working calculations without letting anyone know despite the
other work she has to do, which has MUCH more priority!
I will most definetly NOT check any claims of changed values here and try to confirm or
proove them wrong. I will not spend time on it, as those doubts and allegations arise
every few months and so far every single one of them has been found completely wrong and
futil in the end.
The calculations and numbers are up here for more then three years and a countless number
of players have confirmed them since.
This thread is not intended to be open for discussion. I offer facts to other players to
help them understand the game better. If you get different results, then just put them
together in a way that shows proof in a small presentation or a few diagrams with numbers
and send them to me in a pm. If I find time I will look at it and determine the need to
recheck or alter parts of this guide.

  • Re : Adalbert's guides on ability

    05. 13. 2009 13:03

Mumito
Adalbert: I believe you are a true seeker, as you wrote this guide to find truth and
to help others. But I see you have little trust in your readers who try to help to make
the guide even better than it is now. Have more trust, Adalbert. :)

1. You wrote: "No, it was not and I would be surprised if they changed it. You just
need a better planesman! If you're at lvl120 and still reload the same time, then
post again."

I tested it on 2 planesmen, 1 on NY, 1 on AZ, the AZ one was much lower level, but
he has already been capped. Details of my sonarman in the attached GoogleDocs
spreadsheet (if you PM me your Google ID, I'll share it with you so taht you can edit
it and recalculate anything). My measurment ranges from 59.4 to 59.8 seconds
(these result have not changed for many levels now), and according to your guide
my refill time should be now lower than 45 seconds
(=112-20*3,366,172/1,000,000). This is not just the case of wrong measurement.


2. You wrote: "The numbers you see on your sailors are not the ones stored on the
server and calculations are done in the way SDE has programmed them, including
custom data-types and rather unconventional rounding methods for intermediate
steps."

I tested the theory against values shown by game. For every sailor I have (23) and
every ship (7) the value stays very close to 8600, and never goes towards 8800. As
I see, richardphat, who also tested it, has received the same result. For whole my
crew on a sub, for example, my theoretical SD with 8600 is 411, and with 8800 it's
402. The real (in game one) is 410, as shown in the spreadsheet attached (contains
also screenshots).

You shouldn't throw these results aside so easily, Adalbert, at least try to confirm/
deny them. :) Even if the difference comes from flawed way of programming it and
multiple rounding problems, the fact is 8600 value seems to represent the reality
better. The formula is to serve people to estimate their SD - they should use values
that give correct outcome (i.e. the one closest to the game shown SD).


3. You wrote: "Reading helps... everything I wrote is valid for sonarmen on
submarines, not on ships since that feature was included way after I wrote that part
of the guide. And if your lvl106 sonaman lets you look only 9 divisions when in a sub,
then you did something wrong with him."

I can read and I used the ability :P Sarcasm not needed.

What I wrote about number of dots relates to a sonarman in a submerged
submarine. Also I know there is nothing "wrong" with my sonarman. :) According to
your guide I should have TSR of 13+, and as I have about 9-10, I'm sure this is not a
case of wrong measurement.

You'll find detailed info, calculations and proof-screenshots in the spreadsheet linked
below:
http://spreadsheets.google.com/pub?key=r7RmiRJSLKFuK-rwwUiVymA

My purpose is not to bash nor troll. Just wanted to point some places in your guide
that have probably gone out of date, as some changes to the engine are probably
never announced to the community. Peace. And thank you for your thread once
again.

  • Re : Adalbert's guides on ability

    05. 13. 2009 11:46

Adalbert
You can't seriously extract a constant value from one or two examples... If you had around
a hundred different sailors with a result of 8600 as constant each, then you could voice
your concerns here and I would explain your mistakes to you.
Not even making that little effort to support your claim makes me want to not even answer
really.
The numbers you see on your sailors are not the ones stored on the server and calculations
are done in the way SDE has programmed them, including custom data-types and rather
unconventional rounding methods for intermediate steps.

All formulas presented in my thread are the easiest expressions that meet consistency
while staying sufficiently accurate.

  • Re : Adalbert's guides on ability

    05. 13. 2009 08:02

richardphat

I dont mean of bash your thread, but I am sure that the constant is 8600....

I just don't understand this. This Restore give me 201 SD (theory) while it shows 206 in
the game .

First:I tried the 8600 as a constant and it gives the best accurate until now.
Second: If the formula for SD for 1 sailor is:

SD=(True ability)/( constant value)
then
Constant value= (True ability)/SD

I tried to calculate the constant value with a total of 1 767 264 TA with 206 SD.
The result for the constant is 8578, now, if we round the value it should be 8600.



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