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  • Temp Repost: Adalbert's guides on ability

    05. 12. 2012 07:19

Recommend : 6

normpearii

I have reposted Adalbert's great guide here, due to the fact that the Old forum data does not correctly order the post. Which renders to most people the guide unreadable since some people can't understand reading post in reverse.

To help ease confusing, this guide is reposted here until the Old Forum Data is reordered to how it was originally on the old forum. This post will then be deleted. Or if the great Adalbert returns, this post will be deleted so he can repost himself and update if he desires.


Note some information in this guide is out dated, but as a whole is the most correct guide on ability and caps we currently have a very valuable asset to any player level and grinding sailors.

 

  • Re : Temp Repost: Adalbert's guides on ability

    05. 12. 2012 07:19


normpearii

[QUOTE=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

  • Re : Temp Repost: Adalbert's guides on ability

    05. 12. 2012 07:19


normpearii

 

[QUOTE=Adalbert]

0) Ability
=======

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.

  • Re : Temp Repost: Adalbert's guides on ability

    05. 12. 2012 07:19


normpearii

Originally Posted by Adalbert

6) Repair
======

The repair stat is responsible for rate of repair and the rate of burning.

- All Sailors aboard your ship contribute to repairrate and stack linear, no matter on
which position
- Repairrate is capped at 280DP/sec which you reach with 35mil true repair ability

Calculate the repair ability for every sailor aboard and add them up. I have dropped the
actual formula for repairrate, as it is discontinuous and not linear and might be a bit
confusing to look at. Instead here is a graph that gives you the repairrate for given
values of repair ability.





and the same graph for higher abilities to make it easier to read :

***LOST IMAGE***

Don't forget the BO in your calculations!! You can see his (unboosted) abilities every
time he levels up.

Now to the burnrate - meaning the rate at which you loose DP while burning. Here's the graph :



not too important as you get above 5,500,000 repair ability quite fast and it is capped
there at 25DP/sec - even at 55,000,000 ability (my crew with extra reps) it is still
the same.

7) Restore
========

The restore stat contributes to Soft Defense (SD), nothing else.
Smedd posted the first conclusions on SD on the NA-servers. After reducing the SD cap,
altering the way it was calculated increasing the cap again... it is all back to the way
it was when I started playing the game.

If you don't know HOW it works in general - read Obst guides again... I'm going into more
detail here.

1) Every sailor aboard your ship contributes to SD (even the BO) and stack linear
2) Restore ability is the one that matters here
3) You can have a maximum of 900SD
4) Restorers get a bonus in that ability and produce the most SD of all sailors.
Eventually you will hit 900SD without a single restorer through the comined abilities of
the other sailors.

Now to the calculation



or if you don't remember what I said in the first post about ability :



For our young folks confused by mathematical symbols... just calculate SD for every single
sailor aboard and add them up.

If you have 100SD you will take only 90% instant damage of a hit and burn 10% - thus
giving time to repair. Effectively to kill you in one 'hit' you would need 110% of the
damage of what your ships DP is. It goes up linear to 900SD and is capped there. Just take
a look at the graph :

***LOST IMAGE***

You can clearly see the cap at 900SD. Although my formula will give you the values for SD
even above 900, it has NO further effect anymore once you reach that value.

SD also helps your ship to repair further. So if you take damage with 0 SD you will loose
20% of that hit on your DP which you will not be able to repair. With increasing SD this
value drops and is capped at 900SD, where you only take about 2.2% permanent damage (the
little red arrow on the health bar shows you how far you can repair) - again a picture :



An example - you have a ship with 20000DP, a crew with 500SD and get hit by an evil ship
wich gets 10000attack from it.
1) You take 50% immediate DP reduction = which brings you down to 20k-5k=15k DP
2) if you had no repair ability you would burn the remaining 5k down to 10k DP
3) you will be able to repair until you hit your prior DP minus 10% of the hit or 1k
bringing you back up to 19k DP



  • Re : Temp Repost: Adalbert's guides on ability

    05. 12. 2012 07:20


normpearii

Originally Posted by Adalbert

8) Engine
=======

The engine ability is a little more complex, so this topic is divided into parts
A : Basics
B : Overheat time
C : base speed
D : natural overheat speed
E : overheat speed with crew


** A ** Basics

- ONLY engineers contribute to overheat speed and time
- They only work in the support slots or BO slot of premium ships
- It is only the true engine ability (calculated as shown prior in this guide) that
matters for these calculations

** B ** Overheat time

- The maximum overspeed is limited to 70 percent above the 'base speed'. Different ships
need a different amount of engis to get to the max speed. (thanks SirDante for that cap Info)
- Engine ability stacks linear for overheat time and all engis.

You can calculate your overheat time for every sailor or for all your engineers using :



remember again... calculate the true engine ability for all the engineers aboard your ship
and simply add them up.

The result value is the number of seconds that you can overheat extra - meaning you have
to add it to your engines base overheat time. And it does NOT matter which engine, which
ship - the amount of 'overheat seconds' added by your engineers stays the same.

Don't rely on the released values for engine overheat time too much as they are sometimes
off by 1 or 2 sec - just run your ship without an engineer and stop the overheat time.
Thanks chagrin for that input, now all values are close to 100 percent correct.

And here's a little graph showing how much a single engineer actually does. I did it for
boosted +12base KM,+12base UK engi, a +10 UK with 100 vets and a 'normal' growth of
experts, as well as for +10UK non boosted and even without vets - just to compare.




  • Re : Temp Repost: Adalbert's guides on ability

    05. 12. 2012 07:20


normpearii

Originally Posted by Adalbert

** C ** Base speed

The base speed of a ship (yes I know you can all see it - but for the overspeed
calculations it will prove necessary) can be calculated



with HP beeing the horsepower of the engine you equip, DP the Displacement of your
ship and DPstandard.. well the standard DP that you can find in the tables
(www.trainworld.us for example).
C(ship) is a constant value that is different for each ship.

Extracting this constant from in-game-data is VERY time consuming and it is subject to
change with lots of patches. Reading it out of the data files might get you in conflict
with SDE.

You can see in the following graph that the constant C is only dependent on the ship and
not on the engine as the values for the shown selected ships are overlapping no matter
what engine is used.

Some values for C are :

Fletcher : 3758
Timmermann : 6137
Lion2 : 25658





LordKelvin has made the effort to extract 'c' for all US ships. You can find it here :
http://fm.en.kupaisky.com/board/view.asp?Num=111152&Sort=A01

** D ** natural overheat

Natural overheat is the speed that your ship is able to overheat to if you have no
engineer on board.





with the overheat ratio beeing the product of the engine overspeed ratio and the ships
overspeed ratio. You can see the Ships overspeed ratio when buying a a new ship and the
engines overspeed ratio as the percentage behind the horsepower when buying an engine.
For example Lion2 with the heavy BB5 engine
Ships overheat ratio = 28%
Engines overheat ratio = 120%
--> Overheat ratio = 0.28*1.2 = 0.336

Important here is, that you only disregard anything behind the second digit after the
decimal. So in the existent case, it would be 0.33 only. Also you have to round the result
down to the next full number.

So with a base speed of 23 knots your natural overspeed would be 23*(1+0.33) = 30.59 ->
30 knots.

  • Re : Temp Repost: Adalbert's guides on ability

    05. 12. 2012 07:20


normpearii

Originally Posted by Adalbert

** E ** Overheat speed with crew

Thanks to a few (really only a few unfortunately) members that actually were interested in
what I wrote here and took some time to try to help I've decided to post this formula here
finally as well.
SoloAD from the russion server found a really easy interpretation which I am going to
present here rather then my exponential expression - so thanks for that.
******

To get the overheat speed with engis on board, we just need to ammend the overheat ratio
from the topic above with the engineers' ability.





With :
OHR_ship = Overheat Ratio of the ship used
OHR_engine = Overheat Ratio of the engine used
And the sum over N_engineers means nothing else then that you have to calculate the true
ability for every engineer on board and then add it up. The same like with all other
formulas on here before really...
N finally is the number of engineers on board.

It still remains, that you have to round down your result and also only use two 'after
decimal digits' of (OHR_Ship * OHR_engine).
And the overheat speed is calculated simply by





just as stated before.

****** EXAMPLE *********
Yamato with 'normal' crew, b/v/e with filled up sailors.

Yamato - overheat ratio 23%
BB V hvy engine OH ratio 120%

Crew (rookies, experts, vets, max crew, displayed engine ability, true ability /1000)
Engi 1 lvl93 +12 base (50,540,108,698,2549,2477)
Engi 2 same like Engi1
Engi 3 lvl80 +11 base (50,440,104,594,2065,1767)

Base Speed = 24 knots

With Engi 1 alone you get :

24 * (1+0.23*1.2+2477/18000) = 24* (1 + 0.27 + 0.1376) = 33.78 = 33knots

Engi 3 alone gives you only :

24* (1+0.23*1.2+1767/18000) = 32.83 = 32knots

Having both Engi1 and Engi3 makes it :

24*(1+ 0.23*1.2 + (2477+1767)/(18000*sqrt(2)) = 24* (1+0.27+4244/25456) = 34 knots

All three give you

24*(1+ 0.23*1.2 + (2477+2477+1767)/(18000*sqrt(3)) = 35.65 = 35 knots

I hope you get the idea... and you can just make a small tool to calculate it for you.
Even an excel worksheet works well for it.
***********************

The overspeed formula leads to another interesting result regarding the stacking of
engineers. For overheat speed it's obviously not linear like it is for overheat time.

The 1st engi works to 100% of his ability (no surprise) Adding a second engi - makes BOTH
engis aboard only effective to 71% - or more precice to 1/sqrt(2)= 70.71..%
3rd engi : all work at 1/sqrt(3) = 57.73%
4th engi : 50%
5th engi : 44.72% and so on...

Mixing engineers of different levels may reduce your overheat speed. If you have one engi
with 2000 ability that let's you overheat at 34 knots and another one with 200 ability and
you put them on the same ship, the combined ability will be only (2000+200)*0.707=1556 or
LESS then the better engi alone. Meaning you could loose a knot of overspeed.

If you have engis of the same true ability (same level, base and crew pretty much) there
is another way to interprete the data:

let's see if someone understands what I'm trying to express with the numbers below :

1 engi = 100.0% = 100/1 = 100
2 engis = 70.7% = 141/2 = 100 + 41
3 engis = 57.7% = 173/3 = 100 + 41 + 32
4 engis = 50.0% = 200/4 = 100 + 41 + 32 + 27
5 engis = 44.7% = 224/5 = 100 + 41 + 32 + 27 + 24

well.. some explanation would help I guess :

Your first engi works at 100% of his ability. If you add a second engi they both work at
71% of the combined ability or (71% * ability *2) = (142% * ability). Now you can write
this differently. Assuming you want your first engi to be 100% efficient still - the
second one is only (142%-100%)=42% efficient. So :

1st engi = 100%
2nd engi = 42%
3rd engi = 32%
4th engi = 27%
5th engi = 24%

So a 5th engi appears to be working at less then a quarter of his ability only - for speed
freaks only.

Now to make it clear again - this last part is not the way overheat speed is calculated!
It is only another way to interpret the formula if you have engis of the same ability.



  • Re : Temp Repost: Adalbert's guides on ability

    05. 12. 2012 07:20


normpearii

***NOTE Bomber ability no longer is used on fighters***

***The following lines marked with "***” in-front of them are no longer valid the current game.***

*** However game mechanics still works this way***

***Both sides of “2000 -- 2000” are now controlled by a single “Fighter” Stat***

***Same method of determining the winner, the great value kills the most ***

*** Aircraft Ability has been reactivated as “Observer”***

***”Observer” is currently used on scouts to do what “Fighter” and “Bomber” did in the past.***

[QUOTE=Adalbert]

Since the fix of bugged abilities will probably never come, although it was presented by
me some 2.5 years ago with several, allready coded, proposed fixes - here's just a short
overview of how it is now (and was for as long as the game has caps)

9) aircraft
=======

  • Re : Temp Repost: Adalbert's guides on ability

    05. 12. 2012 07:20


normpearii

[QUOTE=Adalbert]

12) Special sailors
=============

Due to popular demand - Some Submarine stuff : 

** A ** Sonarrange (Sonarmen)

- Only Sonarmen contribute to the range of sight while submerged
- They only work in support slots
- Sonarmen do NOT stack at all. The sonarman in the sternmost S-slot contributes only
** UPDATE March 2nd : The sonarman with the most true ability contributes now **
- Sonarrange is only dependent on the sonarman's true potential ability. No other sailor,
ability, ship, nation, FCS or anything else plays a role.

I will talk of Tactical Sonarrange (TSR) in 'ticks' of guidelines. It describes the
distance from the center of your ship to an enemy ship at which you will see it 'in color'.
TSR1.0 is the distance between two major tickmarks on your guidelines - no matter in which
zoom you look at it.
The real sonarrange - at which you will see the shades of ships - is greater then the TSR
by 3.0 as long as you have a sonarman on board.

The TSR of a submarine without a Sonarman on board is 3.0
As soon as a sonarman is on board, it 'jumps' up to 9.25, even if he has 0 recruits and/or
0 ability.
To get further TSR, you need more true potential ability on your sonarman.

TSR 9.25 > 0
TSR 10.5 > 620k
TSR 11.75 > 1160k
TSR 13.0 > 2130k

It will hardly be possible to go above that, since it requires an ability far beyond 3mil

  • Re : Temp Repost: Adalbert's guides on ability

    05. 12. 2012 22:42


hammershot

Originally Posted by normpearii

Originally Posted by normpearii

Place Holder



Hey norm, great re-post of adalberts guides. How accurate do u think that repair rate graph is?

  • Re : Temp Repost: Adalbert's guides on ability

    05. 13. 2012 00:10


AlexCaboose

Stickied

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