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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

    11. 21. 2008 03:44

Adalbert
yes, your gunners should be over the cap. However determining the cap by taking time might
not work perfectly because it only becomes accurate after 20+ shots.
If you however put both your gunners on a ship and let them shoot at max speed they should
fire at the exat time if you just keep your space key pressed. I just tried my main acc
gunner (at 2071k ability) with my reload gunner that I filled up for the test (over 6m
ability) and they shoot at the same time -> both at cap.
If I remove a few more recruits on the main gunner so it has 2050k ability, he reloads
slower then the reload gunner -> cap confirmation.

So please test your two gunners on the fore and aft spot on the ship with the mentioned
guns, set maximum velocity fire and keep your spacebar pressed. If your reload gunner is
still faster then your acc gunner, then something is wrong with your gunners - pm me and
we'll fix it.

  • Re : Adalbert's guides on ability

    11. 21. 2008 02:16

nighthawknnf
--> 2070k true reload ability <--

of course i do
and i am assuming that u mean this in BB4's gun?
say 16s+ reload time
my gunner 2.2k should be very close to the cap right?
however i still have 0.5s away from the cap
i was quite surprised once i found out this
as i thought i had reached the cap since 9x lvl- .-


http://img194.imagevenue.com/img.php?image=62603_sadsad_122_508lo.JPG

  • Re : Adalbert's guides on ability

    11. 20. 2008 12:20

Adalbert
you have to actually read what's written there...

"In most cases it is at :

--> 2070k true reload ability <--

for faster reloading guns (like most AA guns) due to smaller steps in their reload process
it can be as low as 1950k true reload ability."

So due to rounding and the usual discontinous approach to calculations that SDE loves so
much, there is a little variation in the ability needed to reach the cap for various guns.

Anyways, over 2.2mil does sound a little high - post a pic of the gunners and tell me the
guns you are experiencing it please.

And thanks, G!!

  • Re : Adalbert's guides on ability

    11. 20. 2008 08:28

nighthawknnf
2070k seem not to be the true abaility for reload cap
should be close
but still way to go

my gunner has 2242k still not capped
i just realize that coz i compare the reload with my another gunner(4xxxk)

  • Re : Adalbert's guides on ability

    11. 20. 2008 08:23

gdad77
2day is a day of self satisfaction for me. ima take the credit for gettin this re-stikkied
thx 2 the pwr of teh support ticket. mmmmmm i'm great *warm glow*......*makes a
small mess*

  • Re : Adalbert's guides on ability

    11. 20. 2008 08:08

LordKelvin
They were attempting to do some sticky cleaning, which is why they also de-stickied my guide.

http://www.navyfield.com/board/view.asp?Num=135115&Sort=D07

  • Re : Adalbert's guides on ability

    11. 20. 2008 02:35

Adalbert
yeah, no idea why, but someone did find it not important enough to be stickied anymore I
guess... a few hundred clicks a day while it was stickied, only about 10 a day now. I am
just waiting to see more and more stupid posts with questions about ability and dozens of
wrong answers and speculations.
If this doesn't get read anymore, I can just as well go ahead and delete it.

  • Re : Adalbert's guides on ability (Support+Gunners)

    11. 18. 2008 22:03

wewiurka
sb stick it again -,-

  • Re : Adalbert's guides on ability (Support+Gunners)

    11. 18. 2008 01:03

gdad77
wth is this not stikied????

  • Re : Adalbert's guides on ability (Support+Gunners)

    11. 14. 2008 01:22

szabfer
Great work.

Regarding the overheat speed: because people make so much effort to calclate it,
do I feel right that actually in the port the displayed base/OH speed doesn't take
into account the onboard engineers?

So, my OH will be greater in the battles than displayed in the port when I have
engineers on board...