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Finding Repair Rate (if not capped yet)
12. 14. 2011 23:38
- Recommend : 2
Elliot2lazy
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Finding Repair rate:Alright so you need to use that formula to find the true ability for repair on all your repairers and engineers that you would normally use. For instance if your running a 4 engineer, 3 repairers setup on your bb5, but you have 5 engineers you are only going find the true ability for repair on your 4 engineers and 3 repairers. The repair ability is active on all of your sailors, if you want to add all of the true ability on all active sailors that is in use on your battleship, feel free. However, it has mainly the highest display ability on engineers and repairers and restorers (if your crew is that bad), finding them on those gives you a good estimate at what it is at. *Max true ability total needed for Repair cap is 35million true ability total and best repair rate is 280DP/sec.*
Alright so here is what I did and you can try to follow along. I will put the formula after I put up my example.
My example of my US BB crew currently:
Repairers: A) ((4x109)+595)3200 = 3,299,200 B) ((4x100)+604)3200 = 3,212,800 C) ((4x108)+594)3200 = 3,283,200
Engineers: A) ((4x100)+600)1000 = 1,000,000 B) ((4x100)+600)1000 = 1,000,000 C) ((4x100)+600)1000 = 1,000,000 D) ((4x100)+600)1000 = 1,000,000
REMEMBER YOUR ORDER OF OPERATIONS
All True abilities added together = 13,795,200
13,795,200 = x 35,000,000 280
Cross multiply==>
35,000,000x = 3,862,656,000
Divide both sides by 35,000,000 to isolate x ==>
x = 110.3616
so I have currently a repair rate of approximately 110 Dp/sec
Formula:
X = Dp/sec that is unkown Y = total true ability of all sailors
Y = X 35,000,000 280
Solve for X, Y will be a known variable when you solve for X.
For reference here is the true ability guide: As long as Y is greater than 2 mil in my formula, the formula works. Y has to be between 2 mil and 35mil.
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Re : Finding Repair Rate (if not capped yet)
12. 15. 2011 03:01
Obergrattler
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Lazy method:
Get damaged, repair, take two screenshots that are 10 seconds apart. Divide repaired points by 10. Et voila. The result gets more accurate the more time is between the screenshots.
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Re : Finding Repair Rate (if not capped yet)
12. 15. 2011 21:32
Elliot2lazy
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ok but mine you can get an exact number and you can find how many vets you may need to put on reps etc, etc, etc. More flexibility on what you can do and learn with my formula.
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Re : Finding Repair Rate (if not capped yet)
12. 15. 2011 22:20
Obergrattler
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Originally Posted by Elliot2lazy
ok but mine you can get an exact number and you can find how many vets you may need to put on reps etc, etc, etc. More flexibility on what you can do and learn with my formula.
Yes, it's a good instruction. The only issue with your exact number I see is that Adalbert explicitly states that the function is not linear, but that's just a minor imprecision. There is also a repair jump early on.
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Re : Finding Repair Rate (if not capped yet)
12. 15. 2011 23:13
Elliot2lazy
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It's not linear, but i double checked with Richardphat and as long as Y is = or greater than 2 mil, the formula works. It would be seriously hard for it to be lower than 2 mil. Literally the total crew would have to be lower than level 40 and at that low of a level your not worried about repairers, cause they really arn't noticed for at least another 15-20 levels. If your crew was that low anyways it wouldn't be worth finding out because it would likely be a 0 repair rate or so low it's almost unmeasurable.
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Re : Finding Repair Rate (if not capped yet)
12. 16. 2011 12:24
Bulldog35
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good post looks like alot effort went into coming up with this formula
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