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  • Repair ability, hard to reach cap?

    06. 29. 2013 23:19


DemFuhrer

According to Adelbert's guide on sailor ability, repair cap of a ship (280DP/sec) is reached when all sailors' total repair ability reaches 35 Million.

WOW?! You kidding? 35 million is hard to reach at lvl 120?!
Don't believe that? Look at an example:

On a KM BB6:
5 KM repairers, lvl 120, base 12, classed on time (2903 repair ability each), crew size 922, each with 120 vets and rest are experts. so each repairer has true repair ability of 2903*(120*4+802)=3721646, boost them and each will have repair ability of 4465975, and total repair ability of 22329876.

4 KM engies, lvl 120, repair base 11, classed on time (1001 repair ability each), crew size 972, each with 120 vets and rest are experts. So each repairer has true rep ability of  1333332, boost them and each will have rep ability of 1599998, and total repair ability of 6399994.

2 AA gunners and 2 main gunners. Let's assume their total repair ability is 2 million.
1 BO, assume its repair ability is 1.5 million.

Now sum them up, the total repair ability is 32229870.

Just 32.2 million total repair ability. Still can't reach the crazy 35 million. And not to mention that I sacrificed the scout's support slot for 1 more repairer. 5x base 12 repairers, and you are still not at the repair cap!!!

Any ideas?

 

  • Re : Repair ability, hard to reach cap?

    06. 29. 2013 23:25


megabstr

it's KM.  120 vets on rep wont be enough.  Engies dont give you as much repair ability as other nations.    

go level a rep scout

  • Re : Repair ability, hard to reach cap?

    06. 30. 2013 00:19


KillinVillin

Get more vet's on repair.

  • Re : Repair ability, hard to reach cap?

    06. 30. 2013 11:08


connan_add

I beleave im at or close enough to repair cap with 2 ebve repairman and 6 ebve engys. All lvl 120 max experts, the 2 repairmen are maxed vets 360ish each, the 6 engys are maxed experts and 300>320 vets each.

So i think when you make your crew and deside on how many repair/engys your going to use,your gona want to consider how much your gona vet. 

  • Re : Repair ability, hard to reach cap?

    06. 30. 2013 12:57


DemFuhrer

Originally Posted by connan_add

I beleave im at or close enough to repair cap with 2 ebve repairman and 6 ebve engys. All lvl 120 max experts, the 2 repairmen are maxed vets 360ish each, the 6 engys are maxed experts and 300>320 vets each.

So i think when you make your crew and deside on how many repair/engys your going to use,your gona want to consider how much your gona vet. 




360 vets?! ?!?!?!
That's insane!
By the way, are you Rehor?

  • Re : Repair ability, hard to reach cap?

    06. 30. 2013 13:22


Rehor

No, I am Rehor.

  • Re : Repair ability, hard to reach cap?

    06. 30. 2013 13:49


Lionel2

Originally Posted by DemFuhrer


360 vets?! ?!?!?!
That's insane!
By the way, are you Rehor?

Roher would never be in a BB6 without a scout and if he were trolling it would have been a lot more outrageous a post then that!

  • Re : Repair ability, hard to reach cap?

    06. 30. 2013 13:54


Darkfrost

Originally Posted by Lionel2

Originally Posted by DemFuhrer


360 vets?! ?!?!?!
That's insane!
By the way, are you Rehor?

Roher would never be in a BB6 without a scout and if he were trolling it would have been a lot more outrageous a post then that!

Ye. Most definetly.

  • Re : Repair ability, hard to reach cap?

    07. 01. 2013 00:05


EricIdle

Comments on OP:

- KM repairers are the worst of the game: KM's strength is NOT repair - they weren't supposed to reach rep cap (it can be done, though).

- yeah, no scout on Kaiser is double fail...

- 120 vets is nothing

- your crew is entirely unboosted? Your calculations adding the boost after displayed ability makes me suspect this.

- my boosted and classed-on-time KM engies level 93 with repair base 10 have already 1010 repair displayed ability (yours have 11 base and only 1000 at level 120?).

- your 4 gunners' total repair ability is 2 million ONLY if you late-classed them somehow (some people use elite reps for gunners and late-class them). With repair base 9 or 10, 4 normally classed gunners have 1-1.3 million rep ability between them.

- even a BO with repair base 12 (I assume normally classed) wouldn't have 1.5 million repair ability (or you have unadjusted guidelines, which defeats the purpose of a BO).

 

In your case, I'd suggest to drop one repair, take a scout, and vet the crap out of your 4 remaining repairers (with at least 220 vets and rest experts, your 4 reps will have a little over 22 million repair, as much as your 5 reps now).

Or, alternatively, you can drop one engy, take the scout, and vet your 3 engies / 5 repair a bit further.

But bear in mind that at level 120, success rates for overvetting are lower than for lower levels. Personally, I'd overvet when the sailor has just reached the minimum level for the number of vets I want to put on - that's the 40% vet limit. (I have just looked you up on the rankings - as your highest BO is only lvl 98, overvetting should be manageable)

And seriously, if you have correctly calculated your total repair ability (which I have my doubts about - see above), you would get close to the cap of 280 dp/sec with your 32.2 mill repair (which gives around 260 dp/sec):

 

@connan_add: you "beleave" so? You need to KNOW, not believe.

If it's about KM, you would not even be close to the repair cap: 6 ebve engies and 2 ebve repairs with the vets you stated give 25 million repair... The reason? elite engies are fail (base 9 repair), that's why. For UK, you'd have 30 million repair.

  • Re : Repair ability, hard to reach cap?

    07. 01. 2013 03:44


Benser33

Originally Posted by EricIdle

- KM repairers are the worst of the game: KM's strength is NOT repair - they weren't supposed to reach rep cap (it can be done, though).

@OP, yep, this is true. They are the worst, tied with MN and SN, so they weren't the best example.

Originally Posted by EricIdle

- your crew is entirely unboosted? Your calculations adding the boost after displayed ability makes me suspect this.

Sounds like it, however...

Originally Posted by EricIdle

- my boosted and classed-on-time KM engies level 93 with repair base 10 have already 1010 repair displayed ability (yours have 11 base and only 1000 at level 120?).

Note that a base 11 chief engi gains only 3 repair every level. My calculations say a lvl 120 KM engi should have around 1012 repair unboosted and 1214 boosted, so I believe his projected repair rate for his engis is correct.

My calculations give a lvl 93 base 10 a repair of roughly 1005, with 729 men.

Originally Posted by EricIdle

- your 4 gunners' total repair ability is 2 million ONLY if you late-classed them somehow (some people use elite reps for gunners and late-class them). With repair base 9 or 10, 4 normally classed gunners have 1-1.3 million rep ability between them.

I figure boosted base 10 rep gunners would, as a pair, generate only 1.25m repair ability.

Similarly, base 10 AA gunners (since their repair contribution is mostly from the pre-armament sailor area similar to the gunners) generate about 800k as a pair regardless of the classing method (because I don't think anyone late classes as unspecialised for high rep AA gunners.)

So that total is about 2m.

Originally Posted by EricIdle

- even a BO with repair base 12 (I assume normally classed) wouldn't have 1.5 million repair ability (or you have unadjusted guidelines, which defeats the purpose of a BO).

A boosted lvl 120 BO (866 men), with 150 vets and full experts and base 13 rep can provide 2.5m repair. No one would have such a BO, but still. As long as it's boosted, even a base 10 with 120 100 vets and 300 experts can add 1m. (My SN BB6 BO has 142 vets, 337 experts, 44 rookies, giving him a base 9 rep of 724k)

But yeah, adjusted guidelines > contributed repair.

 

@OP once more; My advice is to boost your repairers and engis. If you're in the 90-100 range with any reasonable amount of vets and experts your gunners are probably already capped so boosting would only let you drop wieght/add rep and restore.

 

With a very roughly estimated 750k from the BO

2m from the gunners and AA

Most likely 500k at best from the scout;

Total of 3.25m

4 base 12 engis, boosted with 200 vets adds a total of 7.6m ability. Total of ~11m.

4 base 12 repairers, boosted with 200 vets adds a total of 21.2m ability. Total of around 32.2m so you'd be short just under 3m and from there there's no easy way to get further that I can think of unless you dont cut down on the crew of your gunners, but getting 3m out of those wouldn't be easy.

 

 

  • Re : Repair ability, hard to reach cap?

    07. 01. 2013 10:50


EricIdle

Originally Posted by Benser33

I figure boosted base 10 rep gunners would, as a pair, generate only 1.25m repair ability.

Similarly, base 10 AA gunners (since their repair contribution is mostly from the pre-armament sailor area similar to the gunners) generate about 800k as a pair regardless of the classing method (because I don't think anyone late classes as unspecialised for high rep AA gunners.)

So that total is about 2m.

Originally Posted by EricIdle

- even a BO with repair base 12 (I assume normally classed) wouldn't have 1.5 million repair ability (or you have unadjusted guidelines, which defeats the purpose of a BO).

A boosted lvl 120 BO (866 men), with 150 vets and full experts and base 13 rep can provide 2.5m repair. No one would have such a BO, but still. As long as it's boosted, even a base 10 with 120 100 vets and 300 experts can add 1m. (My SN BB6 BO has 142 vets, 337 experts, 44 rookies, giving him a base 9 rep of 724k)

But yeah, adjusted guidelines > contributed repair.

Man, you know that I appreciate what you are normally saying, but this time you seem to just want to have the last word...

KM main gunners, boosted and properly classed, with a repair base of 10 will only give, as a pair, around 900k repair. With AA gunners that gives 1.6m max. And as you said yourself, no properly used BO will have more than 1m repair (because of adjusted guidelines). And OP seems to have done his calculations for level 120 (with his 4 engies / 5 repairs).

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