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  • How many Elite/Boosted Rep/Rest to hit cap?

    08. 12. 2011 14:41


jikemenkins
Im confused by what i read on the forum. Is there an ability cap for Restore, Repair, Engineer?

If so, how many Elite/Boosted (100 Vets) sailors to get to the cap for each catigory. I have seen BB5 that repair Extreamly fast, and i thought to myself when i get to BB i want to do that.

Thanks for you help. 

 

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    08. 14. 2011 11:46


aingeal
Originally Posted by Ord832

Originally Posted by jikemenkins

Originally Posted by aingeal
Restore cap is 900 SD. All sailors stack their restore true ability to get your total SD.

So i dont really need to calculate true ability for restorers, just look at my SD, correct?



You dont really want/need a restorer later on. Swap him out for a rep or an engineer, or even a seaman. At BB4 level with 4 reps youll hit 900SD anyways. The restorer will just be a waste of space by then. And yes, just look at the SD if you want to know how effective your restorer is.


Restorers are mainly used on ship class that cannot run full supports, or are limited in them.

SS and CV, but mainly CV.

For BB, the restore ability on your support is enough to give good SD to the point you hit the cap around BB3-4 with regular BVEd crew. And each of them are only giving SD as a secondary effect, their primary being OH or repping.

A restorer main function at that point becomes useless, and its only value is the ridiculous ammount of rep it gives. Much better having an actual extra rep than a restore. Or an engy.

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    08. 14. 2011 12:51


jikemenkins
Thanks to those who responded. You answered my questions.

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    09. 05. 2011 23:12


Kakkarot
Originally Posted by aingeal

Originally Posted by szymppl

best setup for km bbs is 5 engs (only speed cap which depends on ship) and 3 repairers ( rep cap is about 225sd/sec). U need 2 aa gunners.
About caps: if u got more True Ability your ships move, repair faster and OH time is longer. Ability for repair u have to calculate from all sailors. Eng from only engs. With 3 ebve reps u will easly hit rep cap.



OH speed cap is ship based. Some ask more than others. Each added engy lessen the % the others give to OH speed. Past 5, adding more engies won't change your speed.



Adding more engi's past 5 still can increase your ship speed. I just tested it. It works something like this:

1eng = 100%
2eng = 141%
3eng = 173%
4eng = 200%
5eng = 224%
6eng = 245%
7eng = 265%
8eng = 283%
9eng = 300%

(this simplifies things, and assumes all your engineers have the exact same true ability. the percentage is the true ability of the engineers that actually contributes to ship speed.)

On another note, 4 elite supervetted reps will only provide about 6million true ability each. a supervetted elite engi will provide about 1.5mil repair. I think the cap is around 35mil, so even with that - you will still have trouble reaching the cap.

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    09. 05. 2011 23:27


Kakkarot
I'm currently running 8 of these, they're hybrid engineers. I've done quite a bit of math and I plan to make an large post when i get the crew to 120. at the moment, the crew provides:



Rep
12,812,255
Rest
11,282,433
Engi
16,381,838
Overheat Time
149 Second
(assuming same # vets but only 5 recruits)

At level 120, and 150 vets on each, it will be:
Rep
23,043,516
Rest
20,098,104
Engi
33,092,568
Overheat Time
301 Seconds

I also have 2 elite reps that I am leveling with this crew. By sacrificing AA gunners, its possible to be rep capped with over 5 minutes of overheat without taking a single sailor above 150 vets.

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    09. 08. 2011 12:17


superjugy
the thing is, having 8 engineers makes the true ability diminish. i dont remember the exact formula but if i remember correctly it was X/sqrt(number of enginees) where X has to do with the true ability and then it gets divided by the square root of the number of engineers.. so, the more engineers you have, the more ability you get but the more it gets divided. if you dont get more ability than you lose because of divition, then you will lose OH speed. you will keep the 5 minutes OH time though. but it is not worthi t. unless you have alerady considered this which i doubt since you need like 3 or 4 BVE engiees to cap H44. or something like that. and 8 engiees wont get that much ability but will divide it even more.

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    09. 08. 2011 16:24


Kakkarot
Originally Posted by superjugy

the thing is, having 8 engineers makes the true ability diminish. i dont remember the exact formula but if i remember correctly it was X/sqrt(number of enginees) where X has to do with the true ability and then it gets divided by the square root of the number of engineers.. so, the more engineers you have, the more ability you get but the more it gets divided. if you dont get more ability than you lose because of divition, then you will lose OH speed. you will keep the 5 minutes OH time though. but it is not worthi t. unless you have alerady considered this which i doubt since you need like 3 or 4 BVE engiees to cap H44. or something like that. and 8 engiees wont get that much ability but will divide it even more.


You're right, and I took that into account when doing these calculations. It's the reason that I chose lv 55 as the classification, because that is an intercept point of the two (or somewhere close at least). at level 79, my hybrid crew runs at 39knots on H39, but they are still lacking in experts. I just hope that all the old formulas are still valid, which is why I'm waiting before making a major post about all this stuff. Here's some of the numbers:

With elite Engi's at level 95, 100 vets and full experts; the true ability that is actually applied to ship speed are:

1 - 3,216,237
2 - 4,548,446
3 - 5,570,686
4 - 6,432,474
5 - 7,191,725

Assuming this crew is for and H44, 7 of my hybrid engis at the same level are:

7 - 6,236,810

- So 7 of my hybrids, which are only base 11 in engineering have nearly the same true ability(applied to ship speed) as 4 EBVE engis.

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    09. 09. 2011 01:29


EricIdle
This is a very interesting idea, Kakkarot.

Two things to say:

- For that setup to really kick ass, getting 11/x/12 or 12/x/11 engies is even better.

- I am not sure reaching the rep cap merits sacrificing AA (which I think is a major advantage of KM BBs)

Good on you for being creative.

Regards,

EricIdle

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    09. 16. 2011 04:30


EricIdle
Originally Posted by Kakkarot

I'm currently running 8 of these, they're hybrid engineers. I've done quite a bit of math and I plan to make an large post when i get the crew to 120. at the moment, the crew provides:



Rep
12,812,255
Rest
11,282,433
Engi
16,381,838
Overheat Time
149 Second
(assuming same # vets but only 5 recruits)

At level 120, and 150 vets on each, it will be:
Rep
23,043,516
Rest
20,098,104
Engi
33,092,568
Overheat Time
301 Seconds

I also have 2 elite reps that I am leveling with this crew. By sacrificing AA gunners, its possible to be rep capped with over 5 minutes of overheat without taking a single sailor above 150 vets.


I have been turning this quite a bit in my head these last days.

At the moment it looks like you trade repair ability against lots more OH time. According to my calculations, you'd just about hit the rep cap at lvl 120 (on NFNA where a boost gives +20% ability).

I wonder if you class the hybrid engies not at lvl 55, but later (65 -> 75...), you'd rep cap a little bit earlier (or, if you play on NFEU like me, you even reach the rep cap at lvl 120 with only the +10% boost) and still have around 90s more OH time (165s with 4 standard engies -> 250s with 8 "hybrids").

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    10. 05. 2011 14:24


Kakkarot
Hey, I've been away for a while but I think I'm about to start up again.

My concern with classing them earlier/later was related the max ship speed. There have always been some variables in that specific formula that are server side (There are some estimates of what number relates to each ship, but its nearly impossible to find a complete list for all BBs, and many of those calculations are quite old.)

I'm about to hit H44, I'll post my ship speed and stuff asap, depends on how active I decide to be(level, vet/exp etc). I hope that you are right tho, It would be nice to class them a bit later and hit the rep cap earlier.

  • Re : How many Elite/Boosted Rep/Rest to hit cap?

    10. 05. 2011 14:57


richardphat
Don't even bother start making a soft engine for KM, if you aren't ready for it.

If you ask, then you are not ready for it.

Making a soft engine requires perfection. It's shocking to say, you will fail or suceed, there isn't something called between the middle. Your delay class engine might end up with a same fail crew classing on time.
Better class on time and roll good sailors.

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