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Found 29 results

  1. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Minotaur Enhanced Smoke Generator mod slot 5 Unique (Legendary) Upgrade The Minotaur Unique Upgrade gives +150% smoke generation time, +10% max dispersion of shells fired at you, -5% detectability by sea, -15% duration of smoke puffs Unique Upgrade in slot 5 22.5 second emission time, with slot 3 special Smoke Gen mod 1 you get 29.3s emission time 96 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 91.2s smoke puff duration 10.4 second rudder shift. With slot 4 SGM2 you have 8.3 second rudder shift 9.6 km concealment with CE skill, camo & unique upgrade. +10% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time Repair 20 seconds action time Hydro 100 seconds action time Smoke 15 seconds action time RADAR 40 seconds action time Concealment upgrade in slot 5 15 second emission time, with slot 3 special Smoke Gen mod 1 you get 17s emission time 113 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 107.4s smoke puff duration 10.4 second rudder shift. With slot 4 SGM2 you have 8.3 second rudder shift 9.1 km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time Repair 20 seconds action time Hydro 100 seconds action time Smoke 15 seconds action time RADAR 40 seconds action time Target Acquisition System mod 1 in slot 5 15 second emission time, with slot 3 special Smoke Gen mod 1 you get 17s emission time 113 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 107.4s smoke puff duration 10.4 second rudder shift. With slot 4 SGM2 you have 8.3 second rudder shift 10.1 km concealment with CE skill & camo. Assured detection of torpedoes is 1.8km minimum. DCP 5 seconds action time Repair 20 seconds action time Hydro 100 seconds action time Smoke 15 seconds action time RADAR 40 seconds action time Steering Gears mod 3 in slot 5 15 second emission time, with slot 3 special Smoke Gen mod 1 you get 17s emission time 113 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 107.4s smoke puff duration 6.2 second rudder shift. With slot 4 SGM2 you have 5 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 10.1 km concealment with CE skill & camo. Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time Repair 20 seconds action time Hydro 100 seconds action time Smoke 15 seconds action time RADAR 40 seconds action time Ship Consumables mod 1 in slot 5 15 second emission time, with slot 3 special Smoke Gen mod 1 you get 17s emission time 113 second smoke puff duration, with slot 3 special Smoke Gen mod 1 you get 107.4s smoke puff duration 10.4 second rudder shift. With slot 4 SGM2 you have 8.3 second rudder shift 10.1 km concealment with CE skill & camo. Assured detection of torpedoes is 1.8km minimum. DCP 5.5 seconds action time Repair 22 seconds action time Hydro 110 seconds action time Smoke 16.5 seconds action time RADAR 44 seconds action time So by giving up 0.5km in stealth, you get 7.5 or more seconds of smoke gen for 17 less seconds per puff. You also get an extra +5% max dispersion of shells fired at you. If you like to sit in smoke outside of RADAR range, this just might be the mod for you. If you stack it with the special smoke mod you can almost double the emission time at the cost of 21.2s per puff. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so CE & Camo went from 9.8km to 10.1km, UU, CE & camo went from 9.3km to 9.6km, and CE, CE module, & camo went from 8.9km to 9.1km.
  2. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Z-52 Low-Profile Torpedo Tubes slot 5 Unique (Legendary) Upgrade The Z-52 Unique Upgrade gives -5% detectability, -15% torp reload Unique Upgrade in slot 5 76.5 second torp reload. With TAE skill 68.9 second reload. With slot 6 TTM3 your reload is 58.5s w/+50% chance of incapacition. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.5 km concealment with CE skill, camo & unique upgrade. 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time Concealment upgrade in slot 5 90 second torp reload. With TAE skill 81s reload. With slot 6 TTM3 your reload is 68.9s w/+50% chance of incapacition. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.1 km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time Torpedo Lookout System mod 1 in slot 5 minimum torpedo detection range is 1.8km 90 second torp reload. With TAE skill 81 second reload. With slot 6 TTM3 your reload is 68.9s w/+50% chance of incapacition. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.8 km concealment with CE skill & camo. 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time Ship Consumables mod 1 in slot 5 +10% action time on consumables 90 second torp reload. With TAE skill 81 second reload. With slot 6 TTM3 your reload is 68.9s w/+50% chance of incapacition. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.8 km concealment with CE skill & camo. 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time Steering Gears mod 3 in slot 5 90 second torp reload. With TAE skill 81 second reload. With slot 6 TTM3 your reload is 68.9s w/+50% chance of incapacition. 2.7 second rudder shift. With slot 4 SGM2 you have 2.2 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 6.8 km concealment with CE skill & camo. 5 sec Damage Control Party action time 20 sec Smoke Generator action time 120 sec Engine Boost action time 120 sec Hydroacoustic Search action time So for 0.4km of stealth and the loss of the +5% dispersion debuff on shells fired at you, you drop 13.5 to 31.5 (TTM3 slot 6) second off the torp reload. So if you love torp soup, this is the slot 5 upgrade for you. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: Jun 10th, 2020 updated Torpedo Lookout and Ship Consumables mods
  3. Hi gang I still have a chance at some of them that are in Research Bureau.... All the previous posts are quite a little bit outdated.. Can some kind expert :) let us/me know which are really worth either a) 18,200 RB points or b) doing the long - awful 5 step quest (if we still have it, expiring Dec 31st) ==== 1- Are any of the BB ones still worth it ? 2- are any of the DD ones worth it ? I think Gearing is still worth it... 3- as for Cruisers, any of them still worth it ? I know DM's was pretty badly nerfed lately.. Thx all! Jean
  4. ChevalierClass

    Legendary Modules

    Hello, Now that we know a lot of the future legendary modules seeing as the old ones were not really changed much in testing. Do any of these look like must have's for competitive anymore ? I am thinking Yamato, Moskva, Des Moines, Hakuryu, Midway and Shimakaze look good but besides that........? ChevalierClass
  5. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. NOTE: UUs are moving to the Research Bureau for 9.2 and EVERY UU is up for being rebalanced. So the info below may change. Patch 9.1 on Feb 12th also brought out some new regular upgrades and the Torpedo Tubes Mod 1 is new. It provides the same +20% torp traverse as the ASM1, but also gives +5% torp speed and -40% torp incapacitations, so you should put that in slot 3 if you use the UU. Or even if you don't use the UU. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Shimakaze Accelerated Torpedo Tube Reload Unique Upgrade slot 6 Unique (Legendary) Upgrade The Shimakaze Unique Upgrade gets a -25% torpedo reload, -70% torpedo traverse and +50% chance of torpedo incapacitation. Shima Unique Upgrade. 5.74s main gun reload, add BFT and you get 5.17s reload 22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse 11.37km main gun range 98.3s reload 8km torps and 88.4s with TAE skill. 114.8s reload 12km torps and 103.3s with TAE skill. 112.5s reload 20km torps and 101.3s with TAE skill. 34s torpedo 180 degree traverse! Add in TTM1 in slot 3 & the traverse is 20 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 203 Long range AA 3x2 127mm, continuous DPS 58, 2 flak bursts with 1,540 DPS Torpedo Tubes mod 3 gives you -15% torpedo reload and +50% chance of torp tube incapacitation. 5.74s main gun reload, add BFT and you get 5.17s reload 22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse 11.37km main gun range 111.4s reload 8km torps and 100.2s with TAE skill. 130s reload 12km torps and 117s with TAE skill. 127.5s reload 20km torps and 114.8s with TAE skill. 7.2s torpedo 180 degree traverse Add in TTM1 in slot 3 & the traverse is 6 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 203 Long range AA 3x2 127mm, continuous DPS 58, 2 flak bursts with 1,540 DPS Main Battery mod 3 (MBM3) gives -12% main battery reload, +13% main battery turret traverse; 5.05s main gun reload, add BFT and you get 4.55s reload 26.19s Main gun turret 180 degree traverse and EM skill gives you 19.20s 180 degree traverse 11.37km main gun range 131s reload 8km torps and 117.8s with TAE skill. 153s reload 12km torps and 137.7s with TAE skill. 150s reload 20km torps and 135s with TAE skill. 7.2s torpedo 180 degree traverse Add in TTM1 in slot 3 & the traverse is 6 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 203 Long range AA 3x2 127mm, continuous DPS 58, 2 flak bursts with 1,540 DPS Gun Fire Control System mod 2 (GFCS2) gives +16% main battery firing range 5.74s main gun reload, add BFT and you get 5.17s reload 22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse 13.19km main gun range 131s reload 8km torps and 117.8s with TAE skill. 153s reload 12km torps and 137.7s with TAE skill. 150s reload 20km torps and 135s with TAE skill. 7.2s torpedo 180 degree traverse Add in TTM1 in slot 3 & the traverse is 6 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 203 Long range AA 3x2 127mm, continuous DPS 58, 2 flak bursts with 1,540 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 5.74s main gun reload, add BFT and you get 5.17s reload 22.78s Main gun turret 180 degree traverse and EM skill gives you 17.31s 180 degree traverse 11.37km main gun range 131s reload 8km torps and 117.8s with TAE skill. 153s reload 12km torps and 137.7s with TAE skill. 150s reload 20km torps and 135s with TAE skill. 7.2s torpedo 180 degree traverse Add in TTM1 in slot 3 & the traverse is 6 seconds. Short range AA 14x1, 1x2, 2x3 25mm, continuous DPS 233.5 Long range AA 3x2 127mm, continuous DPS 66.7, 2 flak bursts with 1,771 DPS The big differences between the UU and the TTM3 in slot.6 The reload drop from the TTM3 for the TTR Unique Upgrade is not as significant for the torp traverse lost. 88.4s reload 8km torps, meaning a 12.2s drop from the TTM3 upgrade 103.3s reload 12km torps, meaning a 13.7s drop from the TTM3 upgrade 101.3s reload 20km torps, meaning a 13.5s drop from the TTM3 upgrade The Shimakaze has a 25 degrees per second torp traverse, which is 7.2s for a 180 degree turn. So with the Unique Upgrade the 25 degrees per second traverse drops to 5 degrees per second traverse and that makes the 180 degree turn 36 sec for the torps. With Aiming Systems mod 1, the Unique Upgrade traverse is 6 degrees per second and that makes the 180 degree turn 30 sec for the torps. What I think could be done about the Unique Upgrades big Torp traverse If you plan way ahead on torping and avoid knife fights like the plague, then this might be the upgrade you will like. But the torp traverse is REALLY SLOW. I think the torp traverse could be buffed a bit, but that is my guess. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: Feb 14th, 2020 UU rebalancing on 9.2 and new regular upgrades in 9.1 Edit: 14 Jun 2020, UU changes in 9.5 on Jun 10th 2020
  6. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Republique Additional Main Battery Loader slot 6 Unique (Legendary) Upgrade The Republique Unique Upgrade gives -18% main gun reload & -24% main gun firing range Republique Unique Upgrade 19.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 19.8km main gun range 8s 152mm (3x3) secondary gun reload, add BFT and get 7.2s reload 4s 127mm (8x2) secondary gun reload, add BFT and get 3.6s reload Mid range AA 12x2 57mm, continuous DPS 939, 12 flak bursts with 1,260 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 291, 8 flak bursts with 1,680 DPS Gun Fire Control System mod 2 (GFCSM2) +16% range 24s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 30.3km main gun range 8s 152mm (3x3) secondary gun reload, add BFT and get 7.2s reload 4s 127mm (8x2) secondary gun reload, add BFT and get 3.6s reload Mid range AA 12x2 57mm, continuous DPS 939, 12 flak bursts with 1,260 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 291, 8 flak bursts with 1,680 DPS Main Battery mod 3 (MBM3) -12% reload, -13% traverse 21.1s Main gun reload 41.4s turret 180 degree traverse, add EM skill and get 35.6s traverse 26.1km main gun range 8s 152mm (3x3) secondary gun reload, add BFT and get 7.2s reload 4s 127mm (8x2) secondary gun reload, add BFT and get 3.6s reload Mid range AA 12x2 57mm, continuous DPS 939, 12 flak bursts with 1,260 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 291, 8 flak bursts with 1,680 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 24s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 26.1km main gun range 8s 152mm (3x3) secondary gun reload, add BFT and get 7.2s reload 4s 127mm (8x2) secondary gun reload, add BFT and get 3.6s reload Mid range AA 12x2 57mm, continuous DPS 1,079.9, 12 flak bursts with 1,449 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 251.9, 8 flak bursts with 1,932 DPS Secondary Guns mod 3 (SBM3) -20% secondary gun reload 24s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 26.1km main gun range 6.4s 152mm (3x3) secondary gun reload, add BFT and get 5.8s reload 3.2s 127mm (8x2) secondary gun reload, add BFT and get 2.9s reload Mid range AA 12x2 57mm, continuous DPS 939, 12 flak bursts with 1,260 DPS Long range AA 8x2 127mm & 3x3 152mm, continuous DPS 291, 8 flak bursts with 1,680 DPS I can only see using this unique upgrade if you want the absolute fastest main gun reload and don't care about long range shooting. If you are secondary build, I would use the SBM3 over the unique upgrade. If you want faster guns and a more balanced ship, then go with MBM3 IMO. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. UU stats prior to 9.5 Jun 10th 2020 Edit: 14 Jun 2020, UU changes in update 9.5 on Jun 10th, 2020
  7. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Grosser Kurfurst Enhanced Main Armaments slot 6 Unique (Legendary) Upgrade The Grosser Kurfurst Unique Upgrade gives -10% main gun reload, -15% secondary gun reload, -8% main gun firing range Grosser Kurfurst Unique Upgrade 26.1s 406mm Main gun reload - 28.8s 420mm Main gun reload 40s turret 180 degree traverse, add EM skill and get 34.6s traverse 19km main gun range 6.4s 150mm (4x2) secondary gun reload, add BFT and get 5.7s reload 3.4s 128mm (10x2) secondary gun reload, add BFT and get 3.1s reload Short range AA 10x4 20mm, continuous DPS 325 Mid range AA 8x2 55mm, continuous DPS 588, 9 flak bursts with 1,260 DPS Long range AA 10x2 128mm, continuous DPS 215, 6 flak bursts with 1,610 DPS Gun Fire Control System mod 2 (GFCSM2) +16% range 29s 406mm Main gun reload - 32s 420mm Main gun reload 40s turret 180 degree traverse, add EM skill and get 34.6s traverse 23.9km main gun range 7.5s 150mm (4x2) secondary gun reload, add BFT and get 6.8s reload 4s 128mm (10x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 10x4 20mm, continuous DPS 325 Mid range AA 8x2 55mm, continuous DPS 588, 9 flak bursts with 1,260 DPS Long range AA 10x2 128mm, continuous DPS 215, 6 flak bursts with 1,610 DPS Main Battery mod 3 (MBM3) -12% reload, -13% traverse 25.5s 406mm Main gun reload - 28.2s 420mm Main gun reload 46s turret 180 degree traverse, add EM skill and get 39s traverse 20.6km main gun range 7.5s 150mm (4x2) secondary gun reload, add BFT and get 6.8s reload 4s 128mm (10x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 10x4 20mm, continuous DPS 325 Mid range AA 8x2 55mm, continuous DPS 588, 9 flak bursts with 1,260 DPS Long range AA 10x2 128mm, continuous DPS 215, 6 flak bursts with 1,610 DPS Auxiliary Armament mod 2 (AAM2) +15% DPS for continuous and flak bursts, +2 flak bursts, -20% secondary gun reload 29s 406mm Main gun reload - 32s 420mm Main gun reload 40s turret 180 degree traverse, add EM skill and get 34.6s traverse 20.6km main gun range 6s 150mm (4x2) secondary gun reload, add BFT and get 5.4s reload 3.2s 128mm (10x2) secondary gun reload, add BFT and get 2.9s reload Short range AA 10x4 20mm, continuous DPS 373.8 Mid range AA 8x2 55mm, continuous DPS 676.2, 9 flak bursts with 1,449 DPS Long range AA 10x2 128mm, continuous DPS 247.3, 6 flak bursts with 1,851.5 DPS If you don't mind giving up 1.6km of main gun range, then you get a faster main gun and secondary gun reload. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: AAGM1, AAGM2 and SBM3 were all combined into AAGM2. Fixed the 420mm reload Edit: 14 Jun 2020, UU changes in update 9.5 on Jun 10th, 2020
  8. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Yueyang Enhanced Armaments slot 5 Unique (Legendary) Upgrade The Yueyang Unique Upgrade gives -15% main gun reload, +20% duration smoke puffs, & +20% duration of RADAR Yueyang has a choice of a RADAR consumable or a smoke consumable Unique Upgrade in slot 5 3.4 second main gun reload, with BFT it is 3.1s, use slot 6 MBM3 and reload is 2.7s with traverse going to 8.3s from 7.2s 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 5 sec Damage Control Party action time 30 sec Smoke Generator action time 84 second smoke puffs 30 sec Surveillance RADAR action time 120 Engine Boost action time Concealment upgrade in slot 5 -10% ship detection range 4 second main gun reload, with BFT it is 3.6s, use slot 6 MBM3 and reload is 3.2s with traverse going to 8.3s from 7.2s 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 5.8 km concealment with CE skill, camo & concealment upgrade. 5 sec Damage Control Party action time 30 sec Smoke Generator action time 70 second smoke puffs 25 sec Surveillance RADAR action time 120 Engine Boost action time Torpedo Lookout System mod 1 in slot 5 torpedo minimum detection range is 1.8km 4 second main gun reload, with BFT it is 3.6s, use slot 6 MBM3 and reload is 3.2s with traverse going to 8.3s from 7.2s 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 5 sec Damage Control Party action time 30 sec Smoke Generator action time 70 second smoke puffs 25 sec Surveillance RADAR action time 120 Engine Boost action time Ship Consumables mod 1 in slot 5 +10% consumables action time 4 second main gun reload, with BFT it is 3.6s, use slot 6 MBM3 and reload is 3.2s with traverse going to 8.3s from 7.2s 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 5.5 sec Damage Control Party action time 33 sec Smoke Generator action time 70 second smoke puffs 27.5 sec Surveillance RADAR action time 132 Engine Boost action time Steering Gears mod 3 in slot 5 -40% rudder shift and -80% steering gears repair time 4 second main gun reload, with BFT it is 3.6s, use slot 6 MBM3 and reload is 3.2s with traverse going to 8.3s from 7.2s 1.86 second rudder shift. With slot 4 SGM2 you have 1.5 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 6.5 km concealment with CE skill & camo. 5 sec Damage Control Party action time 30 sec Smoke Generator action time 70 second smoke puffs 25 sec Surveillance RADAR action time 120 Engine Boost action time So for 0.7km of concealment, you get up to 1.3s less reload and 14s more time before a smoke puff disapates or 5 more seconds of RADAR. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. UU stats prior to 9.5 on Jun 10th, 2020 Before patch 7.11 nerf Edit: 14 Jun 2020 Update 9.5 (Jun 10th, 2020) UU changes
  9. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Gearing Modified Hull slot 5 Unique (Legendary) Upgrade It gives -15% detectability, +5% max dispersion of shells fired at you, +15% main gun load time, +5% torpedo reload time. Unique Upgrade slot 5 3.45 second main gun reload (slot 6 MBM3 gives 3.036s reload {BFT 2.73s reload}, 8.3 second main gun 180 degree turn) 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 111.3 second torp reload (10.5km torps, slot 6 TTM3 gives 94.6 seconds reload, add in TAE skill and get 85.1 seconds reload) 128.1 second torp reload (16.5km torps, slot 6 TTM3 gives 108.9 seconds reload, add in TAE skill and get 98 seconds reload) 5.61km with camo, CE skill, & Unique Upgrade. +5% to the max dispersion of the ships shooting at you. 3.3 second rudder shift 5 sec Damage Control Party action time 30 sec Smoke Generator action time 120 sec Engine Boost action time 30 sec Defensive AA Fire action time Torpedo Lookout System mod 1 in slot 5 minimum torpedo detection range of 1.8km 3 second main gun reload, add in BFT and you get 2.7 second reload 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 106 second torp reload (10.5km torps, slot 6 TTM3 gives 90.1 seconds reload, add in TAE skill and get 81.1 seconds reload) 122 second torp reload (16.5km torps, slot 6 TTM3 gives 103.7 seconds reload, add in TAE skill and get 93.3 seconds reload) 6.6km with camo & CE skill. 3.3 second rudder shift 5 sec Damage Control Party action time 30 sec Smoke Generator action time 120 sec Engine Boost action time 30 sec Defensive AA Fire action time Concealment Systems mod 1 slot 5 -10% ship detection range 3 second main gun reload, add in BFT and you get 2.7 second reload 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 106 second torp reload (10.5km torps, slot 6 TTM3 gives 90.1 seconds reload, add in TAE skill and get 81.1 seconds reload) 122 second torp reload (16.5km torps, slot 6 TTM3 gives 103.7 seconds reload, add in TAE skill and get 93.3 seconds reload) 5.94km with camo, CE skill, & CSM1 upgrade in slot 5. +5% to the max dispersion of the ships shooting at you. 3.3 second rudder shift 5.5 sec Damage Control Party action time 33 sec Smoke Generator action time 132 sec Engine Boost action time 33 sec Defensive AA Fire action time Ship Consumables mod 1 in slot 5 +10% consumable action time 3 second main gun reload, add in BFT and you get 2.7 second reload 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 106 second torp reload (10.5km torps, slot 6 TTM3 gives 90.1 seconds reload, add in TAE skill and get 81.1 seconds reload) 122 second torp reload (16.5km torps, slot 6 TTM3 gives 103.7 seconds reload, add in TAE skill and get 93.3 seconds reload) 6.6km with camo & CE skill. 3.3 second rudder shift 5 sec Damage Control Party action time 30 sec Smoke Generator action time 120 sec Engine Boost action time 30 sec Defensive AA Fire action time Steering Gears mod 3 in slot 5 -40% rudder shift time & -80% steering gears repair time 3 second main gun reload, add in BFT and you get 2.7 second reload 7.2 second main gun 180 degree turn add in EM an you get 6.5 second traverse 106 second torp reload (10.5km torps, slot 6 TTM3 gives 90.1 seconds reload, add in TAE skill and get 81.1 seconds reload) 122 second torp reload (16.5km torps, slot 6 TTM3 gives 103.7 seconds reload, add in TAE skill and get 93.3 seconds reload) 6.6km with camo & CE skill. 2 second rudder shift and with SGM1 you have a 1.6 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 5 sec Damage Control Party action time 30 sec Smoke Generator action time 120 sec Engine Boost action time 30 sec Defensive AA Fire action time Check out the comparison below to see what you gain in spotting range vs T10s. Looking at just the T10s, it doesn't seem to do much, but when you look at the MM spread, the upgrade jumps the Gearing over a bunch of DDs in spotting range. Normal concealment module Gearing. Spots you first Asashio, Asashio B, Arashi, Kagero, HSF Harekaze, AL Yukikaze, Lightning, Cossack, Yugumo, Neustrashimy, Shimakaze, & Gearing+. Simultaneous spotting Chung Mu, Jutland, Loyang, Hsienyang, Black, Fletcher, Kidd, Benson, Somers, Yueyang, Orkan, Benham, Kitakaze, Z-46, Gearing, Oland, Siliwangi, Daring, Grozovoi, Ostergotland, Halland, Z-52, Ognevoi, Hayate, Akizuki, Z-35, Smaland, Harugumo, & Z-23. You spot first Le Fantasque, Friesland, Le Terrible, Udaloi A, Kleber, Marceau, Kiev, Mogador, Paolo Emilio, Udaloi B, Tashkent, & Khabarovsk. Unique Upgrade where you give up 0.45s of gun reload and either 5.3s of reload on the 10.5km torps or 6.8s of reload on the 16.5km torps. Simultaneous spotting Asashio, Asashio B, Arashi, Kagero, HSF Harekaze, AL Yukikaze, Lightning, Cossack, Yugumo, Neustrashimy, Shimakaze, Gearing+, Chung Mu, Jutland, Loyang, Hsienyang, Black, Fletcher, Kidd, Benson, Somers, Yueyang, & Orkan. You spot first Benham, Kitakaze, Z-46, Gearing, Oland, Siliwangi, Daring, Grozovoi, Ostergotland, Halland, Z-52, Ognevoi, Hayate, Akizuki, Z-35, Smaland, Harugumo, Z-23, Le Fantasque, Friesland, Le Terrible, Udaloi A, Kleber, Marceau, Kiev, Mogador, Paolo Emilio, Udaloi B, Tashkent, & Khabarovsk. T-10 Spotting ranges (with CE module, CE skill & camo) Gearing+ is the one with the Unique Upgrade and T8-T10 spotting ranges So you give up at roughly 0.45s reload, roughly 5 seconds 10.5km torp reload, roughly 7 second 16.5km torp reload, but get 0.33km better concealment. Depending on what slot 6 module you use, you can get back close to the gun or torp reloads. So, if the spotting issue for the DDs that can spot you first is not a big deal, then the Unique Upgrade is not for you. But if you really want that spotting advantage and the slightly lower reload is not a problem, then the Gearing UU is something to look at. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: Nov 8th, 2019 - @33nfidel noted that the Gearing torp reload was changed. The 16.5km torps went from 136s to 122s. I also noticed that many DDs have been added, so I updated all the spotting ranges. Edit: Jun 10th, 2020 updated Torpedo Lookout and Ship Consumables mods and added new DDs to the concealment list
  10. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Khabarovsk Heavyweight Artillery slot 5 Unique (Legendary) Upgrade The Khab Unique Upgrade gives -6% main gun reload, +10% main gun range, and +20% penalty to the consumable reload Unique Upgrade in slot 5 -6% main gun reload, +10% main gun range, & +20% consumable cooldown penalty 4.7 second main gun reload and with BFT the reload is 4.2 seconds, add in slot 6 MBM3 & the reload is 3.7 seconds 12.4km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 8.7 km concealment with CE skill & camo. 5 sec Damage Control Party action time 48 sec Damage Control Party cooldown 20 sec Smoke Generator action time 192 sec Smoke Generator cooldown 80 sec Repair Party action time 34 sec Repair Party cooldown 120 sec Engine Boost action time 144 sec Engine Boost cooldown Torpedo Lookout System mod 1 in slot 5 minimum torpedo detection range is 1.8km 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 11.24km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 8.7 km concealment with CE skill & camo. 5 sec Damage Control Party action time 40 sec Damage Control Party cooldown 20 sec Smoke Generator action time 160 sec Smoke Generator cooldown 80 sec Repair Party action time 28 sec Repair Party cooldown 120 sec Engine Boost action time 120 sec Engine Boost cooldown Concealment upgrade in slot 5 -10% concealment detection 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 11.24km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 7.9 km concealment with CE skill, camo, & concealment upgrade. +5% maximum dispersion for shells fired at you 5 sec Damage Control Party action time 40 sec Damage Control Party cooldown 20 sec Smoke Generator action time 160 sec Smoke Generator cooldown 80 sec Repair Party action time 28 sec Repair Party cooldown 120 sec Engine Boost action time 120 sec Engine Boost cooldown Steering Gears mod 3 in slot 5 -40% rudder shift & -80% steering gears repair time 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 11.24km main gun range 6.7 second rudder shift. With slot 4 SGM2 you have 5.3 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 8.7 km concealment with CE skill & camo 5 sec Damage Control Party action time 40 sec Damage Control Party cooldown 20 sec Smoke Generator action time 160 sec Smoke Generator cooldown 80 sec Repair Party action time 28 sec Repair Party cooldown 120 sec Engine Boost action time 120 sec Engine Boost cooldown Ship Consumables mod 1 in slot 5 +10% action time on consumables 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 11.24km main gun range 11.1 second rudder shift. With slot 4 SGM2 you have 8.9 second rudder shift 8.7 km concealment with CE skill & camo. 5.5 sec Damage Control Party action time 40 sec Damage Control Party cooldown 22 sec Smoke Generator action time 160 sec Smoke Generator cooldown 88 sec Repair Party action time 28 sec Repair Party cooldown 132 sec Engine Boost action time 120 sec Engine Boost cooldown IMO, this if for those stay at range Khab drivers. The Unique Upgrade in slot 5 gives you 1.1km more range and a little faster guns for a small concealment nerf (0.8km less stealth) and a penalty to the cooldown on consumables. Since the Khab is usually played as a light cruiser, this gives you a little more reload and a little more range. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. UU stats prior to 9.5 on Jun 10th, 2020 Edit: UU changes on update 9.5 on Jun 10th, 2020
  11. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Worcester Enhanced Countermeasures Slot 6 Unique (Legendary) Upgrade Enhanced Countermeasures Unique Upgrade -10% Priority AA sector reload -20% Consumables reload +1 consumables Unique Upgrade 4.6 second reload 7.2 second main gun traverse (25 d/s) 16.7km main gun range 144 Short range AA continuous DPS 12x2 20mm AA 434 Mid range AA continuous DPS 11x2, 2x1 76.2mm AA 137 Long range AA continuous DPS 6x2 152mm AA 1890 DPS shell explosions with 6 shell explosions 9 second Priority Sector cooldown 48 second cooldown Damage Control Party w/unlimited charges 64 second cooldown Defensive AA Fire w/5 charges 96 second cooldown Surveillance Radar w/4 charges OR 72s Catapult Fighter w/4 charges / 192s Spotter w/5 charges 64 second cooldown Repair Party w/4 charges 96 second cooldown Hydroacoustic Search w/4 charges Main Battery mod 3 -12% main gun reload and -13% main gun traverse 4 second reload 8.3 second main gun traverse (21.75 d/s) 16.7km main gun range 144 Short range AA continuous DPS 12x2 20mm AA 434 Mid range AA continuous DPS 11x2, 2x1 76.2mm AA 137 Long range AA continuous DPS 6x2 152mm AA 1890 DPS shell explosions with 6 shell explosions 10 second Priority Sector cooldown 60 second cooldown Damage Control Party w/unlimited charges 80 second cooldown Defensive AA Fire w/4 charges 120 second cooldown Surveillance Radar w/3 charges OR 90s Catapult Fighter w/3 charges / 240s Spotter w/4 charges 80 second cooldown Repair Party w/3 charges 120 second cooldown Hydroacoustic Search w/3 charges Gun Fire Control System mod 2 +16% main gun range +16% range 4.6 second reload 7.2 second main gun traverse (25 d/s) 19.4km main gun range 144 Short range AA continuous DPS 12x2 20mm AA 434 Mid range AA continuous DPS 11x2, 2x1 76.2mm AA 137 Long range AA continuous DPS 6x2 152mm AA 1890 DPS shell explosions with 6 shell explosions 10 second Priority Sector cooldown 60 second cooldown Damage Control Party w/unlimited charges 80 second cooldown Defensive AA Fire w/4 charges 120 second cooldown Surveillance Radar w/3 charges OR 90s Catapult Fighter w/3 charges / 240s Spotter w/4 charges 80 second cooldown Repair Party w/3 charges 120 second cooldown Hydroacoustic Search w/3 charges Auxiliary Armaments mod 2 -20% secondary battery reload, +15% continuous AA DPS, +15% DPS in shell explosions, & +2 shell explosions +15% continuous AA DPS +15% flak burst AA DPS +2 flak bursts 4.6 second reload 7.2 second main gun traverse (25 d/s) 16.7km main gun range 165.6 Short range AA continuous DPS 12x2 20mm AA 499.1 Mid range AA continuous DPS 11x2, 2x1 76.2mm AA 157.6 Long range AA continuous DPS 6x2 152mm AA 2173.5 DPS shell explosions with 8 shell explosions 10 second Priority Sector cooldown 60 second cooldown Damage Control Party w/unlimited charges 80 second cooldown Defensive AA Fire w/4 charges 120 second cooldown Surveillance Radar w/3 charges OR 90s Catapult Fighter w/3 charges / 240s Spotter w/4 charges 80 second cooldown Repair Party w/3 charges 120 second cooldown Hydroacoustic Search w/3 charges So you are trading the option for the other range, reload, and aux armaments bonuses to get a faster consumable reload and an extra consumable. The priority sector reinforcement reload is of small benefit. UU stats prior to update 9.5 Jun 10th, 2020. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: The Worcester RADAR range was changed from 9.9km to 9km on update 7.10 on Oct 17th, 2018. Edit: In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so CE & Camo went from 10.6km to 10.8km and CE, CE module, & camo went from 9.5km to 9.7km. Edit: 9.2 patch changed the RADAR duration to +20% Edit: detect in-game with CSM1 is 9.8km Edit: Jun 10th, 2020 UU 9.5 changes
  12. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experience playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Montana Enhanced Damage Control System slot 5 UU -30% rudder shift -10% flooding recovery time -10% fire extinguishing time -70% steering gears repair time Unique Upgrade in slot 5 15.4 second rudder shift. With slot 4 SGM2 as well you have 12.4 second rudder shift 36 seconds Flooding time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 30.6 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 26 seconds of flooding. Include Juliet Yankee Bissotwo signal (-20%) and get 20.8 seconds of flooding. 54 second Fire extinguishing time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 45.9 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 39 seconds of fire. Include India Yankee signal (-20%) and get 31.2 seconds of fire. -70% steering gears repair time 15.6km concealment with CE skill & camo Assured detection of torpedoes varies by torpedo type. I could not find the steering gears repair time in the wiki. So it would be that time * .2 (Unique Upgrade) and then * .8 (SGM1). Concealment System mod 1 upgrade in slot 5 22.2 second rudder shift. With slot 4 SGM2 you have 17.8 second rudder shift 40 seconds Flooding time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include Juliet Yankee Bissotwo signal (-20%) and get 23.1 seconds of flooding. 60 second Fire extinguishing time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 51 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 43.4 seconds of fire. Include India Yankee signal (-20%) and get 34.7 seconds of fire. 14km concealment with CE skill, camo & concealment upgrade +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. Torpedo Lookout System in slot 5 22.2 second rudder shift. With slot 4 SGM2 you have 17.8 second rudder shift 40 seconds Flooding time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include Juliet Yankee Bissotwo signal (-20%) and get 23.1 seconds of flooding. 60 second Fire extinguishing time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 51 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 43.4 seconds of fire. Include India Yankee signal (-20%) and get 34.7 seconds of fire. 15.6km concealment with CE skill & camo Assured detection of torpedoes is 1.8km minimum. Ship Consumables mod 1 in slot 5 +10% consumable action time 22.2 second rudder shift. With slot 4 SGM2 you have 17.8 second rudder shift 40 seconds Flooding time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include Juliet Yankee Bissotwo signal (-20%) and get 23.1 seconds of flooding. 60 second Fire extinguishing time. Add in BoS skill (-15%) OR DCSM2 (-15%) in slot 4 and you get 51 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 43.4 seconds of fire. Include India Yankee signal (-20%) and get 34.7 seconds of fire. 15.6km concealment with CE skill & camo Assured detection of torpedoes varies by torpedo type. DCP 22 seconds action time Repair 30.8 seconds action time Cat Ftr 66 seconds action time Spotter 110 seconds action time Edit: Montana can not take the Steering Gears Mod 3. The Montana UU gives a similar bonus. So for giving up 1.6km in concealment range, you get a 39 second to 60 second burn time depending on other skills/upgrades. The flooding time drops to 26 seconds to 40 seconds depending on the BoS skill. The steering gears repair bonus, is just a cherry on top as I don't think the Montana loses steering all that much. The 4.4 second drop in rudder shift is nice, but not game changing I think. The big bonuses that I see are in reduced fire time and flooding time for that 1.6km in concealment. Master Thread link for ALL T-10 Unique (Legendary) Upgrades https://forum.worldofwarships.com/topic/169173-master-thread-for-links-to-all-the-t10-unique-legendary-upgrade-workups/ UU stats prior to update 9.5 Jun 10th, 2020. EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. EDIT: The Concealment Expert skill changed in 8.0 to a flat -10% for any ship type. So full concealment went from 13.4km to 14km and CE and camo when from 14.9km to 15.6km. Edit: Jun 14th, 2020, 9.5 UU changes applied
  13. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. I updated as many as I could, some threads have been closed and can no longer be updated. So this is a master thread for the various threads to look at the actual numbers that change with the various T10 Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. This is the Master list of where to find each individual T10 Unique Upgrade, so please put your specific comments in the thread for that particular Unique Upgrade. As relates to picking an upgrade, Unique or not, please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading these thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: (The CV rework is still being balanced, so I can not cover CVs yet.) WG has said that when a new T10 is released, they will release a T10 Unique Upgrade for that ship a few months after it is released. So Unique Upgrades to come, with no timetable set as of this writing, Salem, Harugumo, Stalingrad, Daring, Bourgogne, & any other T10s released will get a Unique Upgrade at some point. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Slot 5 Unique Upgrades ============================================================================================================================ Montana Enhanced Damage Control System slot 5 Unique (Legendary) Upgrade Conqueror Enhanced Engineering Systems slot 5 Unique (Legendary) Upgrade Hindenburg Enhanced Repair Party slot 5 Unique (Legendary) Upgrade Henri IV Increased Firing Elevation of Artillery mod slot 5 Unique (Legendary) Upgrade Minotaur Enhanced Smoke Generator mod slot 5 Unique (Legendary) Upgrade Khabarovsk Heavyweight Artillery slot 5 Unique (Legendary) Upgrade Z-52 Low-Profile Torpedo Tubes slot 5 Unique (Legendary) Upgrade Gearing Modified Hull slot 5 Unique (Legendary) Upgrade Yueyang Enhanced Armaments slot 5 Unique (Legendary) Upgrade Slot 6 Unique Upgrades ============================================================================================================================ Republique Additional Main Battery Loader slot 6 Unique (Legendary) Upgrade Grosser Kurfurst Enhanced Main Armaments slot 6 Unique (Legendary) Upgrade Yamato Enhanced Main Battery Guns slot 6 Unique (Legendary) Upgrade Zao Enhanced Main Battery and Steering Gears, Slot 6 Unique (Legendary) Upgrade Des Moines Enhanced Propulsion slot 6 Unique (Legendary) Upgrade Moskva Heavyweight Main Battery Guns slot 6 Unique (Legendary) Upgrade Worcester Enhanced Countermeasures Slot 6 Unique (Legendary) Upgrade Shimakaze Accelerated Torpedo Tube Reload Unique Upgrade slot 6 Unique (Legendary) Upgrade Grozovoi Recoilless Main Battery Guns slot 6 Unique (Legendary) Upgrade ======================================================================================================================= Carriers are both slot 6 (not sure about planned UK CVs) CV rework of 8.0 means that the Unique Upgrades for CVs have to be reworked. If you have an existing UU, it will be frozen until reworked. If you are grinding, you can still grind, but it will be frozen until reworked. Pre CV rework upgrades and will be replaced with new stats for the rework. ======================================================================================================================= EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. WG has said that when a new T10 is released, they will release a T10 Unique Upgrade for that ship a few months after it is released. So Unique Upgrades to come, with no timetable set as of this writing, Salem, Harugumo, Stalingrad, Daring, Bourgogne, & any other T10s released will get a Unique Upgrade at some point. Edit: Nov 9th, 2018 put in Sub_Octavian's reddit post on end dates Edit: Jun 10th, 2020 UU updates in 9.5, Worcester UU moved to slot 6 and greatly changed
  14. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experience playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Des Moines Enhanced Propulsion slot 6 Unique (Legendary) Upgrade -50% accelerate to full power -20% rudder shift Ship acceleration appears to be a geometric type progression to higher speeds. The base DM accelerates to 27 knots in approximately 27 seconds. (average time tested in training room from 0 knots 5 times) The DM with Propulsion Mod 2 (slot 4, -50% to time to acceleration to full power) is approximately 21.6 seconds The DM with just the UU takes approximately 19 seconds to 27 knots. With the Propulsion Mod 2 AND the Unique upgrade, the time to accelerate to 27 knots is approximately 8 seconds per WG. (I got the UU today and with both PM2 and the UU, it takes ~8s to 27 kts) Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Des Moines Unique Upgrade 5.5s main gun reload 30s turret traverse (26.9s with EM skill) 15.83km main gun range ~8s acceleration to 27 knots with UU and Propulsion mod 2 in slot 4 (Without PM2 in slot 4, you should have ~21.6s to 27 knots) 6.9s rudder shift (5.5s with SGM2 in slot 2, 3.3s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~8s accel) 6s 127mm (6x2) secondary gun reload, with BFT is 5.4s reload Short range AA 12x1 20mm, continuous DPS 211 Mid range AA 12x2 76.2mm, continuous DPS 875, 11 flak bursts with 1,400 DPS long range AA 6x2 127mm, continuous DPS 163, 5 flak bursts with 1,680 DPS Main Battery mod 3 -12% main gun reload, -13% main gun turret traverse 4.8s main gun reload 34.5s turret traverse (30.4s with EM skill) 15.83km main gun range ~27s acceleration to 27 knots (Propulsion mod 2 in slot 4 is ~21.6s to 27 knots) 8.6s rudder shift (6.9s with SGM2 in slot 2, 4.1s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~21.6s accel) 6s 127mm (6x2) secondary gun reload, with BFT is 5.4s reload Short range AA 12x1 20mm, continuous DPS 211 Mid range AA 12x2 76.2mm, continuous DPS 875, 11 flak bursts with 1,400 DPS long range AA 6x2 127mm, continuous DPS 163, 5 flak bursts with 1,680 DPS Gun Fire Control System mod 3 +16% range 5.5s main gun reload 30s turret traverse (26.9s with EM skill) 18.36km main gun range ~27s acceleration to 27 knots (Propulsion mod 2 in slot 4 is ~21.6s to 27 knots) 8.6s rudder shift (6.9s with SGM2 in slot 2, 4.1s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~21.6s accel) 6s 127mm (6x2) secondary gun reload, with BFT is 5.4s reload Short range AA 12x1 20mm, continuous DPS 211 Mid range AA 12x2 76.2mm, continuous DPS 875, 11 flak bursts with 1,400 DPS long range AA 6x2 127mm, continuous DPS 163, 5 flak bursts with 1,680 DPS Auxiliary Armaments mod 2 (AAM2) +15% DPS for continuous and flak bursts, +2 long range flak bursts, -20% secondary gun reload 5.5s main gun reload 30s turret traverse (26.9s with EM skill) 15.83km main gun range ~27s acceleration to 27 knots (Propulsion mod 2 in slot 4 is ~21.6s to 27 knots) 8.6s rudder shift (6.9s with SGM2 in slot 2, 4.1s with SGM2 in slot 2 & SGM3 in slot 5, but your concealment is 11.8km instead of 10.6km and you give up the ~21.6s accel) 4.8s 127mm (6x2) secondary gun reload, with BFT is 4.3s reload Short range AA 12x1 20mm, continuous DPS 242.7 Mid range AA 12x2 76.2mm, continuous DPS 1,006.2 long range AA 6x2 127mm, continuous DPS 244.5, 5 flak bursts with 1,932 DPS So, if you are an island hugger, then the Unique Upgrade lets you accelerate out of cover MUCH faster when you need to, gives your rudder shift a boost for skipping the range, reload, or Aux armament boosts. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: Feb 14th, 2020 The slot 6 AA module and Secondary modules were combined into one module. Edit: Feb 22nd, 2020 Fixed the name for AAM2 in slot 6 Edit: Jun 11th, 2020 Updated UU changes in 9.5.
  15. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Henri IV Increased Firing Elevation of Artillery mod slot 5 Unique (Legendary) Upgrade The Henri IV Unique Upgrade gives -12% main gun reload, +8% main gun firing range, +10% detectability Unique Upgrade in slot 5 10.8 second main gun reload and use slot 6 MBM3 and reload is 9.5 second with traverse going to 37.6s from 32.7s 20.61km main gun range and use slot 6 GFCSM2 and range is 23.90km 11.8 second rudder shift. With slot 4 SGM2 you have 9.442 second rudder shift 16.1 km concealment with CE skill, camo & unique upgrade. Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 100 seconds action time Eng Boost 180 seconds action time Repair 28 seconds action time Main Battery Boost 15 seconds action time Concealment upgrade in slot 5 13 second main gun reload and use slot 6 MBM3 and reload is 11.4 second with traverse going to 37.6s from 32.7s 19.08km main gun range and use slot 6 GFCSM2 and range is 22.13km 11.8 second rudder shift. With slot 4 SGM2 you have 9.44 second rudder shift 13km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 100 seconds action time Eng Boost 180 seconds action time Repair 28 seconds action time Main Battery Boost 15 seconds action time Torpedo Lookout System in slot 5 13 second main gun reload and use slot 6 MBM3 and reload is 11.4 second with traverse going to 37.6s from 32.7 19.08km main gun range and use slot 6 GFCSM2 and range is 22.13km 11.8 second rudder shift. With slot 4 SGM2 you have 9.44 second rudder shift 14.5 km concealment with CE skill & camo. Assured detection of torpedoes is 1.8km minimum. DCP 5 seconds action time DFAA 40 seconds action time Hydro 100 seconds action time Eng Boost 180 seconds action time Repair 28 seconds action time Main Battery Boost 15 seconds action time Steering Gears mod 3 in slot 5 13 second main gun reload and use slot 6 MBM3 and reload is 11.4 second with traverse going to 37.6s from 32.7 19.08km main gun range and use slot 6 GFCSM2 and range is 22.13km 7.1 second rudder shift. With slot 4 SGM2 you have 5.7 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 14.5 km concealment with CE skill & camo. Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 100 seconds action time Eng Boost 180 seconds action time Repair 28 seconds action time Main Battery Boost 15 seconds action time Ship Consumables mod 1 in slot 5 13 second main gun reload and use slot 6 MBM3 and reload is 11.4 second with traverse going to 37.6s from 32.7 19.08km main gun range and use slot 6 GFCSM2 and range is 22.13km 11.8 second rudder shift. With slot 4 SGM2 you have 9.44 second rudder shift 14.5 km concealment with CE skill & camo. Assured detection of torpedoes varies by torpedo type. DCP 5.5 seconds action time DFAA 44 seconds action time Hydro 110 seconds action time Eng Boost 198 seconds action time Repair 30.8 seconds action time Main Battery Boost 16.5 seconds action time You give up the +5% max dispersion of shells fired at you and 3.1km of concealment to get 1.6km more range and 1.5 seconds less on the reload. You can further buff the range (+4.8km) or reload (-2.8s) with a slot 6 upgrade or use some other slot 6 upgrade like TTM3 (torp) or AAGM3 (AA). Proposed update 9.5 SuperTest changes which may change until they are officially released. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit, In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so UU, CE & Camo went from 15.9km to 16.1km, CE & camo went from 14.1km to 14.5km and CE, CE module, & camo went from 12.7km to 13km.
  16. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Yamato Enhanced Main Battery Guns slot 6 Unique (Legendary) Upgrade The Yamato Unique Upgrade gives -6% main gun reload, -7% max dispersion main guns, -19% main gun traverse 3d/s Yamato Unique Upgrade 28.2s Main gun reload 74s turret 180 degree traverse, add EM skill and get 57.5s traverse 255.8 max dispersion at 26.6km 26.6km main gun range 5s 155mm (6x2) secondary gun reload, add BFT and get 4.5s reload 5s 127mm (6x2) secondary gun reload, add BFT and get 4.5s reload 6s 127mm (6x2) secondary gun reload, add BFT and get 5.4s reload Short range AA 48x3 25mm, continuous DPS 810 Long range AA 12x2 127mm, continuous DPS 206, 6 flak bursts with 1,540 DPS Gun Fire Control System mod 2 (GFCSM2) +16% range 30s Main gun reload 60s turret 180 degree traverse, add EM skill and get 48.6s traverse 275 max dispersion at 26.6km 30.9km main gun range 5s 155mm (6x2) secondary gun reload, add BFT and get 4.5s reload 5s 127mm (6x2) secondary gun reload, add BFT and get 4.5s reload 6s 127mm (6x2) secondary gun reload, add BFT and get 5.4s reload Short range AA 48x3 25mm, continuous DPS 810 Long range AA 12x2 127mm, continuous DPS 206, 6 flak bursts with 1,540 DPS Main Battery mod 3 (MBM3) -12% reload, -13% traverse 26.4s Main gun reload 69s turret 180 degree traverse, add EM skill and get 54.4s traverse 275 max dispersion at 26.6km 26.6km main gun range 5s 155mm (6x2) secondary gun reload, add BFT and get 4.5s reload 5s 127mm (6x2) secondary gun reload, add BFT and get 4.5s reload 6s 127mm (6x2) secondary gun reload, add BFT and get 5.4s reload Short range AA 48x3 25mm, continuous DPS 810 Long range AA 12x2 127mm, continuous DPS 206, 6 flak bursts with 1,540 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 30s Main gun reload 60s turret 180 degree traverse, add EM skill and get 48.6s traverse 275 max dispersion at 26.6km 26.6km main gun range 5s 155mm (6x2) secondary gun reload, add BFT and get 4.5s reload 5s 127mm (6x2) secondary gun reload, add BFT and get 4.5s reload 6s 127mm (6x2) secondary gun reload, add BFT and get 5.4s reload Short range AA 48x3 25mm, continuous DPS 931.5 Long range AA 12x2 127mm, continuous DPS 236.9, 6 flak bursts with 1,771 DPS Secondary Guns mod 3 (SBM3) -20% secondary gun reload 30s Main gun reload 60s turret 180 degree traverse, add EM skill and get 48.6s traverse 275 max dispersion at 26.6km 26.6km main gun range 4s 155mm (6x2) secondary gun reload, add BFT and get 3.6s reload 4s 127mm (6x2) secondary gun reload, add BFT and get 3.6s reload 4.8s 127mm (6x2) secondary gun reload, add BFT and get 4.3s reload Short range AA 48x3 25mm, continuous DPS 810 Long range AA 12x2 127mm, continuous DPS 206, 6 flak bursts with 1,540 DPS If you want slightly faster main gun reload, 24.2m less dispersion at 26.6km and don't care about slow turrets, then you will like this mod. It seems to be all about lowering the dispersion. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be.
  17. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experience playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Moskva Heavyweight Main Battery Guns slot 6 Unique (Legendary) Upgrade The Moskva Unique Upgrade gives -11% max dispersion main guns, +8% main gun range, -13% main gun traverse Moskva Unique Upgrade 10.35s Main gun reload 37.6s turret 180 degree traverse, add EM skill and get 32.8s traverse 148.6 max dispersion at 19.44km 21km main gun range 4s 130mm (4x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 6x4 25mm, continuous DPS 306 Mid range AA 6x4 45mm, continuous DPS 325, 7 flak bursts with 1,120 DPS Long range AA 4x2 130mm, continuous DPS 216, 6 flak bursts with 1,820 DPS Gun Fire Control System mod 2 (GFCSM2) +16% range 10.35s Main gun reload 32.73s turret 180 degree traverse, add EM skill and get 29s traverse 167 max dispersion at 19.44km 22.55km main gun range 4s 130mm (4x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 6x4 25mm, continuous DPS 306 Mid range AA 6x4 45mm, continuous DPS 325, 7 flak bursts with 1,120 DPS Long range AA 4x2 130mm, continuous DPS 216, 6 flak bursts with 1,820 DPS Main Battery mod 3 (MBM3) -12% reload, -13% traverse 9.1s Main gun reload 37.6s turret 180 degree traverse, add EM skill and get 32.8s traverse 167 max dispersion at 19.44km 19.44km main gun range 4s 130mm (4x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 6x4 25mm, continuous DPS 306 Mid range AA 6x4 45mm, continuous DPS 325, 7 flak bursts with 1,120 DPS Long range AA 4x2 130mm, continuous DPS 216, 6 flak bursts with 1,820 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 10.35s Main gun reload 32.73s turret 180 degree traverse, add EM skill and get 29s traverse 167 max dispersion at 19.44km 19.44km main gun range 4s 130mm (4x2) secondary gun reload, add BFT and get 3.6s reload Short range AA 6x4 25mm, continuous DPS 351.9 Mid range AA 6x4 45mm, continuous DPS 373.8, 7 flak bursts with 1,288 DPS Long range AA 4x2 130mm, continuous DPS 248.4, 6 flak bursts with 2,093 DPS Secondary Guns mod 3 (SBM3) -20% secondary gun reload 10.35s Main gun reload 32.73s turret 180 degree traverse, add EM skill and get 29s traverse 167 max dispersion at 19.44km 19.44km main gun range 3.2s 130mm (4x2) secondary gun reload, add BFT and get 2.9s reload Short range AA 6x4 25mm, continuous DPS 306 Mid range AA 6x4 45mm, continuous DPS 325, 7 flak bursts with 1,120 DPS Long range AA 4x2 130mm, continuous DPS 216, 6 flak bursts with 1,820 DPS You get more accuracy for only a little bit more range (21km vs 22.55km with the GFCSM2) and slower turning turrets. If you want faster firing main guns, go with MBM2 and the secondary and AA mods are pretty self explanatory. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be.
  18. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Note: All AA DPS is before BFT (+10% continuous DPS) and AFT (+15% flak burst DPS). AA mod 1 gives +2 flak clouds and MFCAA buffs/nerfs the priority sector (+/-20%) and swap time (+/-20%). AA mod 2 in slot 6 is detailed below. Zao Enhanced Main Battery and Steering Gears, Slot 6 Unique (Legendary) Upgrade The Zao Unique Upgrade gives -20% rudder shift, -7% dispersion and +8% range. Zao Unique Upgrade slot 6 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 126m max dispersion at 16.23km 17.53km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 6.2s rudder shift, add slot 2 SGM1 for 5s rudder shift and add slot 5 SGM3 for 3s rudder shift Gun Fire Control System mod 2 (GFCSM2) +16% range 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 136m max dispersion at 16.23km 18.83km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift Main Battery mod 3 (MBM3) -12% reload, -13% traverse 12.1s Main gun reload 41.4s turret 180 degree traverse, add EM skill and get 35.6s traverse 136m max dispersion at 16.23km 16.23km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift Torpedo Tubes mod 3 (TTM3) -15% torp reload, +50% torp incapacitate 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 136m max dispersion at 16.23km 16.23km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 88.4s torps w/8km range and +50% chance to be incapacitated 145.4s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 136m max dispersion at 16.23km 16.23km main gun range 3s 100mm (6x2) secondary gun reload, add BFT and get 2.7s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 460 Mid range AA 9x2 40mm, continuous DPS 318, 6 flak bursts with 1,127 DPS Long range AA 6x2 100mm, continuous DPS 226.6, 6 flak bursts with 1,771 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift Secondary Guns mod 3 (SBM3) -20% secondary gun reload 13.7s Main gun reload 36s turret 180 degree traverse, add EM skill and get 31.6s traverse 136m max dispersion at 16.23km 16.23km main gun range 2.4s 100mm (6x2) secondary gun reload, add BFT and get 2.2s reload 104s torps w/8km range 171s torps w/12km range Short range AA 20x1, 11x3 25mm, continuous DPS 400 Mid range AA 9x2 40mm, continuous DPS 212, 6 flak bursts with 980 DPS Long range AA 6x2 100mm, continuous DPS 197, 6 flak bursts with 1,540 DPS 7.7s rudder shift, add slot 2 SGM1 for 6.2s rudder shift and add slot 5 SGM3 for 3.7s rudder shift So with the Unique upgrade over the GFCSM2, you get 1.3km less range, for 10m less dispersion and 1.5s less time on the rudder shift. I can see this working for those people who would want to get closer and dodge shells over the long range shooting. YMMV on which is better. Master Thread link for ALL T-10 Unique (Legendary) Upgrades EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be.
  19. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Conqueror Enhanced Engineering Systems slot 5 Unique (Legendary) Upgrade +13% to main turret traverse speed -80% steering gears repair time -40% rudder shift time Unique Upgrade in slot 5 10.4 second rudder shift. With slot 4 SGM2 as well you have 8.4 second rudder shift -80% steering gears repair time (I could not find the repair time in the Wiki) 39.8 second 180 degree main gun turret traverse time and 34.5 second if you use the EM skill 13.7km concealment with CE skill & camo Assured detection of torpedoes varies by torpedo type. DCP 15 seconds action time Repair 20 seconds action time Concealment System mod 1 upgrade in slot 5 -10% ship detect, -10% air detect, +5% max dispersion for shells fired at you 17.4 second rudder shift. With slot 4 SGM2 you have 13.9 second rudder shift 45 second 180 degree main gun turret traverse time and 38.3 seconds if you use the EM skill 12.3km concealment with CE skill, camo & concealment upgrade +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 15 seconds action time Repair 20 seconds action time Torpedo Lookout System in slot 5 1.8km min torp detection 17.4 second rudder shift. With slot 4 SGM2 you have 13.9 second rudder shift 45 second 180 degree main gun turret traverse time and 38.3 seconds if you use the EM skill 13.7km concealment with CE skill & camo Assured detection of torpedoes is 1.8km minimum. DCP 15 seconds action time Repair 20 seconds action time Ship Consumables mod 1 in slot 5 +10% action time on consumables 17.4 second rudder shift. With slot 4 SGM2 you have 13.9 second rudder shift 45 second 180 degree main gun turret traverse time and 38.3 seconds if you use the EM skill 13.7km concealment with CE skill & camo Assured detection of torpedoes is 1.8km minimum. DCP 16.5 seconds action time Repair 22 seconds action time Edit: Conqueror can not take Steering Gears Mod 3, but the UU gives the same bonus as SGM3. I would use the Unique Upgrade if you are willing to give up the 1.4km in stealth. The +13% buff to turret traverse offsets the slot 6 -13% debuff on traverse for the gun reload buff. If you use something else in slot 6, you get faster turning guns. The UU also gives the same rudder shift and repair bonus as SGM3, so the only upgrades to consider IMO in slot 5 are Concealment, Target Acquisition and the Unique Upgrade. Master Thread link for ALL T-10 Unique (Legendary) Upgrades https://forum.worldofwarships.com/topic/169173-master-thread-for-links-to-all-the-t10-unique-legendary-upgrade-workups/ EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. EDIT: In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so CE & Camo went from 13.1km to 13.7km and CE, CE module, & camo went from 11.7km to 12.3km.
  20. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. Hindenburg Enhanced Repair Party slot 5 Unique (Legendary) Upgrade 9.7 second rudder shift. With slot 4 SGM2 you have 7.7 second rudder shift 12 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 10.2 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 8.7 seconds of flooding. Include India Yankee signal and get 6.9 seconds of flooding. 18 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 15.3 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 13 seconds of fire. Include India Yankee signal and get 10.4 seconds of fire. -20% + -70% main battery repair time with the MBM1 upgrade (take repair time and multiple by .8 and then multiply by .3, I could not find the repair time in the Wiki) 14km concealment with CE skill and camo Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 120 seconds action time Spotter 100 seconds action time Cat Ftr 60 seconds action time Repair 28 seconds action time Concealment upgrade in slot 5 -10% ship detect, -10% air detect, & +5% max dispersion for shells fired at you 12.1 second rudder shift. With slot 4 SGM2 you have 9.7 second rudder shift 40 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include India Yankee signal and get 23.1 seconds of flooding. 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 26 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 seconds of fire. Include India Yankee signal and get 17.3 seconds of fire. -20% main battery repair time with the MBM1 upgrade (I could not find the repair time in the Wiki) 12.6 km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 120 seconds action time Spotter 100 seconds action time Cat Ftr 60 seconds action time Repair 28 seconds action time Torpedo Lookout System in slot 5 min 1.8km torp detection 12.1 second rudder shift. With slot 4 SGM2 you have 9.7 second rudder shift 40 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include India Yankee signal and get 23.1 seconds of flooding. 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 26 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 seconds of fire. Include India Yankee signal and get 17.3 seconds of fire. -20% main battery repair time with the MBM1 upgrade (I could not find the repair time in the Wiki) 14km concealment with CE skill and camo Assured detection of torpedoes is 1.8km minimum. DCP 5 seconds action time DFAA 40 seconds action time Hydro 120 seconds action time Spotter 100 seconds action time Cat Ftr 60 seconds action time Repair 28 seconds action time Steering Gears mod 3 in slot 5 -40% rudder crap & -80% steering gears repair time 7.26 second rudder shift. With slot 4 SGM2 you have 5.8 second rudder shift 40 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include India Yankee signal and get 23.1 seconds of flooding. 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 26 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 seconds of fire. Include India Yankee signal and get 17.3 seconds of fire. -20% main battery repair time with the MBM1 upgrade (I could not find the repair time in the Wiki) -80% steering gears repair time (I could not find the repair time in the Wiki) 14km concealment with CE skill and camo Assured detection of torpedoes varies by torpedo type. DCP 5 seconds action time DFAA 40 seconds action time Hydro 120 seconds action time Spotter 100 seconds action time Cat Ftr 60 seconds action time Repair 28 seconds action time Ship Consumables mod 1 in slot 5 +10% action time on consumables 12.1 second rudder shift. With slot 4 SGM2 you have 9.7 second rudder shift 40 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 34 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 28.9 seconds of flooding. Include India Yankee signal and get 23.1 seconds of flooding. 30 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 26 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 21.7 seconds of fire. Include India Yankee signal and get 17.3 seconds of fire. -20% main battery repair time with the MBM1 upgrade (I could not find the repair time in the Wiki) 14km concealment with CE skill and camo Assured detection of torpedoes varies by torpedo type. DCP 5.5 seconds action time DFAA 44 seconds action time Hydro 132 seconds action time Spotter 110 seconds action time Cat Ftr 66 seconds action time Repair 30.8 seconds action time For giving up 1.4km of concealment, you get better rudder shift, way less flooding time and significant fire time reductions. Plus bonus main battery repair time, if your guns seem to be knocked out a lot. So if you like to dodge shells with the 17.8km gun range, the Unique Upgrade might be the mod for you if you are also worried about fire and flooding. If you just want to dodge shells at range, go with the Steering Gears mod 3 in slot 5 if you don't want the Unique Upgrade or Concealment mod instead IMO. Master Thread link for ALL T-10 Unique (Legendary) Upgrades https://forum.worldofwarships.com/topic/169173-master-thread-for-links-to-all-the-t10-unique-legendary-upgrade-workups/ EDIT Dec 19th, 2019 WG is moving the UUs to the Research Bureau for RB point. You have until Dec 31st, 2020 to complete any UU missions that you have. There will be compensation for unfinished grinds, but nothing on what that compensation will be. Edit: In 8.0, Jan 2019, the CE skill changed to a flat -10% for any ship, so CE & Camo went from 13.7km to 14km and CE, CE module, & camo went from 12.3km to 12.6km.
  21. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. CV rework came in 8.0, Jan 30th, 2019 and these upgrades will be kept if you get them. They will be frozen until a new set of CV Unique Upgrades can be done. The article mentions that it will take time to tweak the CVs and then balance a UU for them. No time given on new stats for UU. Unique Upgrades We're currently working on them, but players who have already managed to obtain them will keep them. However, it’s not currently possible to install them on aircraft carriers for now and they'll remain "frozen" for some time. https://worldofwarships.com/en/news/development/cv8-how-to-tune/ Old UU Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  22. This is old data from before major ship upgrades and captain skill updates that changed everything. This is no longer valid. So this is a look at the actual numbers that change with the Unique Upgrades (UU) and other upgrades, instead of -x% this and +y% that. I am NOT saying you have to use any particular upgrade. The idea is to look at each upgrade the slot the UU is in and give you the ability to compare numbers between them, so that you can decided whether to try the UU or another upgrade or not. Please go with what you think works best for you after looking at the various upgrades and comments. That said, if you like or dislike an upgrade, please say why as well. That way, people reading this thread and trying to decide if they want the Unique Upgrade or not, have something that gives an opinion on why a UU upgrade or other upgrade works for you or not. I will put my opinion at the end, but realize, my opinion is based on the numbers and not experiece playing with this upgrade, so take it with a large grain of salt. If you find any errors, please let me know and I will update the error appropriately. NOTE: If you sell a Unique Upgrade, it is gone from your inventory and you can NOT buy it back. You have to open a support ticket like for a sold premium ship that you want back. So I HIGHLY recommend demount the module in case you change your mind. There are periodic demount sales and rarely free demounts for various events. Definitely do your homework on how the UU will change the stats on your ship as it costs 25 doubloons to demount a module. CV rework came in 8.0, Jan 30th, 2019 and these upgrades will be kept if you get them. They will be frozen until a new set of CV Unique Upgrades can be done. The article mentions that it will take time to tweak the CVs and then balance a UU for them. No time given on new stats for UU. Unique Upgrades We're currently working on them, but players who have already managed to obtain them will keep them. However, it’s not currently possible to install them on aircraft carriers for now and they'll remain "frozen" for some time. https://worldofwarships.com/en/news/development/cv8-how-to-tune/ Old UU Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  23. When will we get the Daring's Personal Combat Mission? Hopefully it is something that'll make it as stealthy as it was advertised (though I'm betting it won't go below the 5.7 possible for the Gearing).
  24. legendary only in how horrible it is. Don't waste your time.....The reload is nice but you have to sell your soul for it, you become a T10 Asashio unable to track any target faster than a Yamato. If it didn't have the traverse drawback it would be "legendary" and a reasonable upgrade. Ideally it would be a 0.2 concealment upgrade, a torp detection upgrade, torp speed, ship speed, or just a flat reload buff.
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