0) Ability
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Ability is what effects the performance of every sailor in Navyfield. If you are new to
the game or have general questions on what ability which sailor should be good in, please
refer to Obst guides- infact I think every player should read or have read them.
*** www.nf-guides.com ***
Now to how ability is calculated in the game for a SINGLE SAILOR - it is more then just
the displayed value.
With
N(vets) = number of veterans
N(experts) = number of experts
N(tot) = total number of sailors = rookies + experts + veterans
N(max) = maximum number of sailors (as displayed)
******
I will be referring to this true ability in all further guides. Remeber - you have to
calculate your every's sailors ability with the formula above if you want them to work.
******
Since SDE recently introduced that ability percentage of every sailor is shown you can
also calculate the true ability by
(skill percentage * displayed ability * max crew),
which is mathematically identical.
Now some immediate conclusions that we can draw from that formula.
1) keep your sailors maxed out at all times - reducing the number of rookies not only
decreases the chance to get more experts, but also reduces the sailor's true ability, thus
making him perform worse.
2) Class all sailors right when a promotion becomes available. Not only do you loose the
extra ability bonus when you don't, but usually the recruit gain per level increases after
a promotion. And as you can see the mere number of experts and vets influences the
performance of a sailor and not the displayed ability percentage directly.
{ exception : pilots loose recruit gain per level after promotions }
1) BO Potential
===========
A higher value on potential for the BO lets your guidelines grow and mark shells further.
The marking range of the FCS is the only other variable that matters for guideline length.
Your guideline length in tickmarks is :
--> 11.1 * (true BO potential / 1000000) + 12.6 * marking range [km] <--
So the marking range only gives you another starting length of the guidelines, the BO's
potential needed to get one more tickmark (90k true ability) stays the same for all ships,
guns and FCS's.
2) Accuracy
========
Sayoyin has made the discovery where to find all those values and spend an immense amount
of time and effort in finding formulas that describe it. You can find his whole
explanation under http://www.navyfield.com/board/view.asp?Num=94981&Sort=D07
I have just shortened it and rearranged the interpretation for better understanding. Give
him the reccomendation for his work on accuracy.
Now the best part :
Yes, there is an accuracy cap. You reach it when your gunners true acc-ability is
--> 4706 * lvl of gunners + 1000000 <--
It is independent from your ship, FCS, guns or whatever else. Once you have reached that
value, your gunners do not get better accuracy by adding vets for example.
If you start with a +10 gunner, boost him and give him 100 vets (which seems to be normal
allready), your gunners will be at the accuracy cap surprisingly soon.
Here are some numbers - all +10base, boosted, 100vets sailors.
UK ACC gunner - lvl63
UK rel gunner - lvl85
KM Gunner - lvl64... and the others are in between.
Now that is only the cap. And if you have looked sharply - there is the level of your
gunners as a factor in the formula. Meaning - the cap increases every level. (your gunners
accuracy just increases faster then the cap, so once you have hit it - you stay over it)
Your spread however is determined by the accuracy itself, which is a number calculated by :
Accuracy = (FCS + GunRev) * ((3 * true ability /1000000) + 1)
Where "FCS" is the accuracy revision of your FCS and "GunRev" is the accuracy revision of
every gun. Most of them are 0 - the guns that block have that value set to 25.
So what determines your spread now :
1) FCS
2) The Guns accuracy Revision (assume 0 for the guns that don't block for now)
3) Your gunners true ability UP TO THE CAP. <- there's the catch
[Once your gunners have reached the cap, there is nothing you can do to make them better
except level up to increase the cap value]
The FCS has by far the greatest effect on your spread. The part that is affected by your
crew makes up only around 35% of the final accuracy value.
3) Reload
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Reload is capped at 50% of the published gun-reload-value for boosted gunners and slightly
above for unboosted ones. Once you have reached the cap, your reload will stay the same,
no matter how high your ability goes (well.. that's why they call it a cap).
Reload speed is generally linear to true reload ability with small discontinuities. So if
you reload 10 seconds one day, gain 10000 true ability the next day and get down to 9
seconds, then another 10000 true ability will give you 8 seconds and so on until you reach
the cap.
However if you watch the reload-clock at the bottom of your screen, you will notice that
the indicator on it doesn't run smoothly but 'jumps' a little. So you can reach a point
where loosing one recruit could mean a 1 second longer reload time - however this is
generally unsignificant.
The value to reach the cap is NOT dependent on FCS, ship, gun level, nation and only
minute to the gun used.
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.
Now the required level to reach the reload cap for selected gunners (100 vets, rest
experts, boosted, +10 reload base)
UK rel gunner : lvl58 / UK acc gunner : lvl113
UK AA gunner : lvl120 at +12 base with 190 vets or better...
KM gunner : lvl83 / KM AA : lvl90
4) Torpedo
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The reload time of Torpedos is only determined by true torpedo ability of the Torpedo man
firing the torps. It is capped at 50% of the published base reload and you reach it with
all torp-launchers of any nation at around 850k true torpedo ability - so pretty early.
A bve IJN Torper with +10 base growth reaches it at lvl51.
5) AAW
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A not that efficient stat right now - more on this in a 'while'