I've collected some figures from various threads here in the forums. Most of them are from new posts, because they are more recent, while the others were dug up from the old forums. Recent patches may have changed these caps as well so feel free to contest anything listed here, and urge others to contribute their own findings. Thank you.
Sailor True Ability Caps Potential = no data (guidelines, ss air refill, sonar view range, etc) Accuracy = 1,600,000 ~ 1,950,000 (shell accuracy) Reloading = 2,500,000 ~ 2,700,000 (naval gun/AA reload rate) Torpedo = 1,007,000 ~ 1,050,000 (reload speed) AAW = disabled Repair = 35,000,000 ~ 43,000,000, see Other Caps below Restore = capped, see Other Caps below Engine = not capped, see Other Caps below Aircraft = not capped, highest true value rated at 4,450,000 (aircraft sight) Fighter = not capped, highest true value rated at 4,400,000 (aircraft AA) Bomber = no data (aircraft durability)
Other Caps Repair rate (from Repair sailor ability) = 250 ~ 280DP/s, higher values are extremely hard to achieve Burn rate (from Repair sailor ability) = capped, 25DP/s, higher Repair ability, higher burn rate Soft Defense (from crew size, Restore sailor ability) = capped, 900 Over Heat time(from Engine sailor ability)= not capped, use as many Engineers as you want to extend OH time Air Refill time (from Planesman sailor) = capped, still unknown
Revision history: 10/22/11 - Torpedo Cap updated, patch 1.330
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