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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 (Support+Gunners)

    04. 24. 2008 22:56

indeathsquad
How do u calculate the repair rate. I've tried a GAZILLION TIMES and i dont get it.
Please explain it better. call it if u would repair rate for dummies lol.

THnak you
indeath

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

    04. 12. 2008 10:59

UmbralRaptor
Just a minor comment: you might want to add that the stacking means that a second engineer
can only help if he has at least 55% (39/71, actually) of the ability of the first one.
I'm not sure how the situation would work out for larger numbers.

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

    04. 10. 2008 10:00

Compassghost
Adalbert, my thread got lost somewhere, but I made an Excel sheet that does a lot of work
for the calculations:

http://www.navyfield.com/board/view.asp?Num=112162&Sort=D07&Order=re_upday&PageSize=20&Page=1&SearchPart=title&SearchText=excel&Ctg_1=&Ctg_2=&Ctg_3=

The imageshack picture seems to have died, but the Excel sheet still works T-T

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

    04. 03. 2008 10:43

Adalbert
devgod, you figured right.. to your first question I answer : level.
Anyways if you are over the cap, more vets DO NOT HELP. Seriously... I have some 200 vets
on one of my gunners just because I burned the experts down every time that had me over
the cap. Since they are lvl120 I run them with no recruits and only a few experts - with a
ghost crew so to say and far less then 50% ability. And again, there is no difference
whatsoever once they are over the cap. I can have one gunner at three times the ability of
the cap and the other one right at it and they perform the exact same - aaaaaaand it's
coded that way.

Spread (or why shells land left/right or longer/shorter) is determined by the guns' acc
revision, the FCS and your gunners level. There is one optimum point and for every shell
the parameters of the flight are calculated but offset by a random value.
The magnitude of that random value changes with your spread and becomes smaller until
lvl120. So yes, it is possible that a lvl60 gunner produces one tighter hit then lvl120s
(on guns that don't block) but generally the lvl120s will have the better spread.
The random value does not modify the x/y shell-landing-coordinates straight away but
changes the gun-exit- parameters. So it's a little harder to predict actual spread.

To make it short.. I still say everything written in my guides is correct. It has been
challenged many times but never successfully

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

    04. 03. 2008 10:07

Devgod
Wounders how Adalbert explains if ur at the cap at 85 amd it dont matter how
many vets u put on then why does it make a tighter spread when u do

Example lvl 95 uk gunners compare to say kannonfoder gunners His spread is way
tighter then lvl 95 gunners on Lion 1

I know ur going to say this is because of lvl

Ok explain this same lvl same Exact gunners 60 more vets makes a Noticable
diffrence in spread at lvl 116 I would provide SS but cant make then have 60 less
vets nor would i whant too

Now all Adalbert got to figure out is why do some times shells land shorter or longer
maybye hes got some kind of random gun powder formula lol

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

    03. 28. 2008 12:15

Linux_Box
This is without a doubt one of the best sources of information available regarding the
'engine' of NF. Adalbert has definitely done some massive work to get this together.

For repair to be 10^6, calculate the repair ability of each sailor on the ship (all slots
including harbor slots) using the true ability formula near the beginning. Add them all
up to get a number. 10^6 is 1,000,000 so you can convert to apply it to the chart.


One item I found out about a couple of days ago is people in Crusaders are automatically
more inclined to understand this than anyone else. I was told this by a member who told
me, "Adalbert is in my fleet so I know what I'm talking about". ;)



p.s. Not flaming Crusaders but they might want to mention to their members that they
aren't automatically right just because Adalbert is in their fleet. :)

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

    03. 28. 2008 12:03

Einnod
This is a great guide, but I have 1 question about the Repairrate graphs.
Along the bottom, it says ability/10^6. I have no idea where to get that ability
number from, I have tried using a lot of different numbers and none of them seem to
add up to the graph numbers. This is also under the assumption that I take the
ability number and divide it by 10 before I take it to the 6th power. Can anyone give
me an example or explain to me how the math is done?

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

    03. 28. 2008 00:55

StanSuarez
Here's a repost of my question on IJN DP gunners.

We all know that delayed promotion of DP gunners will help them reach the RLD cap faster.

However, we also know that their crew growth is limited when they are classed as ARM sailors.

My question is- would there be a point in their growth as armament sailors that further
leveling as ARM sailors would actually be detrimental to their performance due to the
lower number of sailors?

Basically, is there a MAGIC LEVEL for classing the IJN DP gunners? Hopefully something
that gets them to their best RLD ability by level90(yammy level).

==

also....

Would delayed classification of UK ACC gunners(keeping them LARGE instead of HUGE) allow
them to hit the RLD cap faster? Or would the loss in sailor growth actualy hinder their
ACC and RLD growth severely.

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

    03. 22. 2008 06:12

Fallan
My favorite guide of all time

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

    03. 16. 2008 14:13

Rehor
The UK ACC gunners' reload cap (level 113) makes perfect sense. My +10 just caught up
with my +11 a little while back, and they are boosted and vetted to around 110.

Good to know that for anybody looking for neut gunners for UK, if you're going all the
way, +10 gets there.