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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

    06. 27. 2010 10:03

bloodsky
very nice...

however i cant seem to calculate when a IJN arm sailor +11 not boosted 100 vet normal
experts would hit rld cap >.<

  • Re : Adalbert's guides on ability

    06. 25. 2010 11:52

tipsypo
I searched in vain to discover an answer to the question I am about to ask and
decided to post this in here. Is there an maximum number in veterans and experts
that an sailor can get? As I seem to remember with an older crew (started practically
again at scratch with crews an bit ago) that on getting into the 90's that it became
very very hard to get any veterans?

  • Re : Adalbert's guides on ability

    05. 13. 2010 07:06

Pegleg85
@xxWladimir

You need to take into account crew growth as well as skill growth. A rough
simplification of the Adalbert True Ability Formula is:

True Ability roughly = Skill * Crew Size

In fact, if your crew was 100% experts, this would be the exact formula. You can turbo
boost Crew Size by adding vets.

So you need to calculate on a spreadsheet whether skill gain outweighs the loss in
crew growth (typically, but not always, the promoted sailors get more crew growth per
level).

  • Re : Adalbert's guides on ability

    05. 12. 2010 15:28

snake043
es interesante pero son demaciados numeros no podria ser mas simple?

  • Re : Adalbert's guides on ability

    04. 26. 2010 12:10

ronca2112
right on

  • Re : Adalbert's guides on ability

    04. 26. 2010 12:10

ronca2112
cool

  • Re : Adalbert's guides on ability

    04. 26. 2010 12:10

ronca2112
thx man

  • Re : Adalbert's guides on ability

    04. 11. 2010 03:06

sharkman76
i have to review my algebra, calculus and statistics to understand these guides. very
informative though.

  • Re : Adalbert's guides on ability

    04. 04. 2010 08:16

xxWladimir
First of all, thank U very much on that guide! \/
I have, however, questions (i crawled the post till pages 20ish before i gave up -
hopefully the following questions were not answered later on):

(i) Most interesting to me, would it be possible for you to explain the role of the seamen
in a quantitative way (by formula)? I think many players would be happy about a clearer
statement than that of NF ("boosting the ability of all sailors").


(ii) You stated: "Class all sailors right when a promotion becomes available... exception:
pilots loose recruit gain per level after promotions".
After some first calculations I made within your framework, it seems to me, that there are
more oportunities to not promote a sailor at the first possibility.

(ii.1) - KM Engineers (have not thought about other supporters & nations yet):
Starting at lvl 12 with a KM classed, bare support sailor, his growth rates of support are
G_0 := (rep | rest | engy) = (base+8 | base+8 | base+10).
In the following one can successively promote that sailor to 2nd, 1st and Chf. Engineer
thus resulting in the final growth rate (reached at lvl 65) of
G_end:= G_0 + (- 7 - 5 - 4| - 7 - 5 - 4 | + 4 + 3 + 2) = (base - 8 | base - 8 | base +19).

Consider now we keep the sailor as clean support sailor with growth of G_0 and delay the
promotion to 2nd and 1st Engineer until we hit lvl 65. At this point the promotion of
Chf. Engineer becomes available, which we accept (of course after claiming 2nd & 1st
engineer at lvl 65). That way we are instantaneously up to the above mentioned growth of
G_end.

As far as I understood, however, two things will happen due to our inactivity of 36 lvl's
(lvl 29 [2nd] to lvl 65 [Chf]). First, we'll miss the mid-step promotions of
(- 7 - 5 | - 7 - 5 | + 4 + 3) for that 36 lvl's
and second, we'll miss the crew size increase coming along with the promotions. Latter
means the true ability decreases, because of the smaller crew sizes (less exp/vets). Yet,
the first essentially means: Compared or relative to a regular promoted Engineer with
a displayed ability of DA_lvl65_regular at lvl 65, we would have the (relative) gain of
(+7 | +7 | -4) for 36 lvl's (delayed 2nd engineer) and
(+5 | +5 | -3) for 13 lvl's (delayed 1st engineer),
which would yield in a (relative) displayed ability {DA} of about
DA_lvl65_regular + (+300 | +300 | -180).

Getting a better grasp at that values:
A boosted lvl 120 KM Elite Engineer that was regularly promoted will have a displayed ability
{DA} of about (900 | 900 | 4100).
If, however, promoted as described above, one would end up with about 33% more DA in
repair AND restore by sacrificing less than 5% of DA in Engy. Drawing the comparison to a
regular promoted, boosted lvl 120 KM Elite REPAiR with about 3700 of DA in repair we note,
that approximately 4 regularly promoted Engineers would be necessary to compete, whereas
already 3 of our Engineers would do.
Assumed the above stated is free of errors (???), such delayed Engineers could be
interesting for SS to raise the repair rate and SD at a small cost of overheat as well as
for BB by using 3 or 4 of them to raise the repair.

OPEN QUESTiON:
On the one hand the preceding paragraph emerged up to now only upon rough estimations of
me and on the other hand I was until now only talking of the displayed ability. But as we
all know from page -1- of this post, one needs to take into account the composition of the
crew (exp/vets) and thus the effective crew size itself when calculating the true ability
and caps.
Hmmm... but at this stage the knot in my head is grown already heavy and I hope you
Adalbert or someone else could step in to help me out when it comes to the extrapolation of
the impact of the loss of crew size versus the gain of displayed ability {DA} with regard
to the final true ability in the support categories. (Maybe one need to start by assuming
a 'representative' crew composition of 100 vets filled up with experts until max crew
size... or maybe I simply started by a false assumption, overlooking a key feature...)

(ii.2) Sonarman & Planesman for SS
Even a bit harder as the above case to estimate the outcome of delayed promotions onto the
the support categories of such sailors, because the final growth rate
[KM nation] G_end = (base - 13 | base - 13 | base - 11)
would be negative or close to zero (boosted sailor).


I would appreciate any help, tips (or even a guess by Albert) regarding the
above stated questions.




PS: A note to NF forum manager. Writing and editing is quiet annoying, because neither
there is a preview function nor the text is displayed as edited. NF, WAKE UP!!! You had
enough time by now!!! Start to fix the bugs and errors!!!

  • Re : Adalbert's guides on ability

    03. 21. 2010 08:15

yovana1
Nice
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