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Found 23 results

  1. 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
  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. 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 2km assured acquisition of enemy ships Concealment System mod 1 upgrade in slot 5 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 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 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 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance 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: 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.
  3. 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 -20% rudder shift -70% flooding recovery time -40% fire extinguishing time -50% main battery repair time Unique Upgrade in slot 5 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 2km assured acquisition of enemy ships Concealment upgrade in slot 5 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 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 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 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 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 2km assured acquisition of enemy ships 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: 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.
  4. 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 Unique (Legendary) Upgrade -30% rudder shift -30% flooding recovery time -15% 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 28 seconds Flooding time. Add in BoS skill OR DCSM2 in slot 4 and you get 23.8 seconds of flooding. Add in both BoS skill and slot 4 DCSM2 and you get 20.2 seconds of flooding. Include India Yankee signal and get 16.2 seconds of flooding. 51 second Fire extinguishing time. Add in BoS skill OR DCSM2 in slot 4 and you get 43.4 seconds of fire. Add in both BoS skill and slot 4 DCSM2 and you get 36.8 seconds of fire. Include India Yankee signal and get 29.5 seconds of fire. -70% steering gears repair time 15.6km concealment with CE skill & camo 2km assured acquisition of enemy ships 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 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. 60 second Fire extinguishing time. Add in BoS skill OR DCSM2 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 and get 34.7 seconds of fire. 14km concealment with CE skill, camo & concealment upgrade +5% maximum dispersion for shells fired at you 2km assured acquisition of enemy ships Target Acquisition System mod 1 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 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. 60 second Fire extinguishing time. Add in BoS skill OR DCSM2 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 and get 34.7 seconds of fire. 15.6km concealment with CE skill & camo 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance 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 36.8 second to 51 second burn time depending on other skills/upgrades. The flooding time drops to 45.5 seconds to 55.6 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/ 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.
  5. 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 Worcester Enhanced Countermeasures 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 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. ======================================================================================================================= 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.
  6. 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. Edit: On patch 7.11 Nov 21st, Yueyang got some nerfs as the ship was overperforming. +1 sec to the main gun reload and +20 sec on torp reload. See the patch notes in the spoiler tag below. Yueyang Enhanced Armaments slot 5 Unique (Legendary) Upgrade The Yueyang Unique Upgrade gives -10% main gun reload, -10% torp reload, -15% duration smoke puffs, -15% duration of RADAR Yueyang has a choice of a RADAR consumable or a smoke consumable Unique Upgrade in slot 5 3.6 second main gun reload, with BFT it is 3.2s, use slot 6 MBM3 and reload is 2.9s with traverse going to 8.3s from 7.2s 140.4 second torp reload, with TAE skill 126.4s. With slot 6 TTM3 that drops to 107.4s 17 second RADAR, with the special RADAR mod in slot 2 you get 20.4 seconds 30 second smoke emission time, with special Smoke Gen mod 1 the emission time is 39s and the smoke puffs last 56.5s. 59.5 second smoke puffs 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 2km assured acquisition of enemy ships Concealment upgrade in slot 5 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 156 second torp reload, with TAE skill 140.4s. With slot 6 TTM3 that drops to 119.3s 20 second RADAR, with the special RADAR mod in slot 2 you get 24 seconds 30 second smoke emission time, with special Smoke Gen mod 1 the emission time is 39s and the smoke puffs last 66.5s. 70 second smoke puffs 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% maximum dispersion for shells fired at you 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 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 156 second torp reload, with TAE skill 140.4s. With slot 6 TTM3 that drops to 119.3s 20 second RADAR, with the special RADAR mod in slot 2 you get 24 seconds 30 second smoke emission time, with special Smoke Gen mod 1 the emission time is 39s and the smoke puffs last 66.5s. 70 second smoke puffs 3.1 second rudder shift. With slot 4 SGM2 you have 2.5 second rudder shift 6.5 km concealment with CE skill & camo. 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 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 156 second torp reload, with TAE skill 140.4s. With slot 6 TTM3 that drops to 119.3s 20 second RADAR, with the special RADAR mod in slot 2 you get 24 seconds 30 second smoke emission time, with special Smoke Gen mod 1 the emission time is 39s and the smoke puffs last 66.5s. 70 second smoke puffs 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. 2km assured acquisition of enemy ships So for 3 seconds less RADAR OR 10.1 seconds of smoke puff, you drop your main gun reload by -0.3s to -1.1s and drop your torp reload by 11.9 to 48.6 seconds. You also lose 0.7km concealment. I would guess it would come down to if every last second of RADAR or smoke puff mattered or not and if the 0.7km less stealth is a big deal.. Before patch 7.11 nerf Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  7. 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) 142.8 second torp reload (16.5km torps, slot 6 TTM3 gives 121.4 seconds reload, add in TAE skill and get 109.2 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 2km assured acquisition of enemy ships Concealment Systems mod 1 slot 5 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) 136 second torp reload (16.5km torps, slot 6 TTM3 gives 115.6 seconds reload, add in TAE skill and get 104 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 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 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) 136 second torp reload (16.5km torps, slot 6 TTM3 gives 115.6 seconds reload, add in TAE skill and get 104 seconds reload) 6.6km with camo & CE skill. 3.3 second rudder shift 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 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) 136 second torp reload (16.5km torps, slot 6 TTM3 gives 115.6 seconds reload, add in TAE skill and get 104 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) 2km assured acquisition of enemy ships 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, Kagero, HSF Harekaze, Daring WIP, Jutland WIP, Lightning WIP, Yugumo & Shimakaze Simultaneous spotting Chung Mu, Loyang, Hsienyang, Black, Fletcher, Kidd, Benson, Yueyang, Akizuki, Kitakaze, Z-46, Gearing, Grozovoi, Z-52, Ognevoi, Harugumo, & Z-23 You spot first Udaloi A, Kiev, 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, Kagero, HSF Harekaze, Daring WIP, Jutland WIP, Lightning WIP, Yugumo, Shimakaze, Gearing+, Chung Mu, Loyang, Hsienyang, Black, Fletcher, Kidd, Benson, Yueyang, Akizuki, Kitakaze, Z-46, & Gearing You spot first Grozovoi, Z-52, Ognevoi, Harugumo, Z-23, Udaloi A, Kiev, 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
  8. 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. 2km assured acquisition of enemy ships 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 2km assured acquisition of enemy ships Target Acquisition System mod 1 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. 4.5 second rudder shift. With slot 4 SGM2 you have 3.6 second rudder shift 6.8 km concealment with CE skill & camo. 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance 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. 2km assured acquisition of enemy ships 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
  9. 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, +8% main gun range, -13% main gun traverse Unique Upgrade in slot 5 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 10.3 second main gun traverse with slot 6 MBM3 the traverse is 11.9 seconds (main gun reload shown above) 12.1km 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. 2km assured acquisition of enemy ships Concealment upgrade in slot 5 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 9 second main gun traverse with slot 6 MBM3 the traverse is 10.3 seconds (main gun reload shown above) 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 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 9 second main gun traverse with slot 6 MBM3 the traverse is 10.3 seconds (main gun reload shown above) 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. 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 5 second main gun reload and with BFT the reload is 4.5 seconds, add in slot 6 MBM3 & the reload is 4 seconds 9 second main gun traverse with slot 6 MBM3 the traverse is 10.3 seconds (main gun reload shown above) 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 2km assured acquisition of enemy ships IMO, this if for those stay at range Khab drivers. The Unique Upgrade in slot 5 gives you 0.9km more range and a little faster guns for a small concealment nerf (0.8km less stealth). 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
  10. 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. 2km assured acquisition of enemy ships Concealment upgrade in slot 5 12.3 second main gun reload and use slot 6 MBM3 and reload is 10.8 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 13 km concealment with CE skill, camo & concealment upgrade. +5% maximum dispersion for shells fired at you 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 12.3 second main gun reload and use slot 6 MBM3 and reload is 10.8 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 14.5 km concealment with CE skill & camo. 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 12.3 second main gun reload and use slot 6 MBM3 and reload is 10.8 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 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. 2km assured acquisition of enemy ships 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). Master Thread link for ALL T-10 Unique (Legendary) Upgrades 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.
  11. 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 5 Unique (Legendary) Upgrade The Worcester Unique Upgrade gives +10% RADAR, +20% Hydro, +20% DFAA durations Unique Upgrade in slot 5 10.8km Concealment with camo and CE skill RADAR 44 seconds, 9km (52.8s with special RADAR mod in slot 2) Hydro 120 seconds, 3.42km torp, 4.92km ship (144s with special Hydro mod in slot 2) DFAA 48 seconds (57.6s with special DFAA mod in slot 2) 8.1 second rudder shift and 6.5 second with Steering Gears mod 1 in slot 2 2km assured acquisition of enemy ships Concealment Systems module in slot 5 9.7km Concealment with camo, CE skill, module +5% maximum dispersion for shells fired at you RADAR 40 seconds, 9km (48s with special RADAR mod in slot 2) Hydro 100 seconds, 3.42km torp, 4.92km ship (120s with special Hydro mod in slot 2) DFAA 40 seconds (48s with special DFAA mod in slot 2) 8.1 second rudder shift and 6.5 second with Steering Gears mod 1 in slot 2 2km assured acquisition of enemy ships Target Acquisition System mod 1 in slot 5 10.8km Concealment with camo and CE skill RADAR 40 seconds, 9km (48s with special RADAR mod in slot 2) Hydro 100 seconds, 3.42km torp, 4.92km ship (120s with special Hydro mod in slot 2) DFAA 40 seconds (48s with special DFAA mod in slot 2) 8.1 second rudder shift and 6.5 second with Steering Gears mod 1 in slot 2 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance Steering Gears mod 3 in slot 5 10.8km Concealment with camo and CE skill RADAR 40 seconds, 9km (48s with special RADAR mod in slot 2) Hydro 100 seconds, 3.42km torp, 4.92km ship (120s with special Hydro mod in slot 2) DFAA 40 seconds (48s with special DFAA mod in slot 2) 4.9 second rudder shift and 2.9 second with Steering Gears mod 1 in slot 2 -80% steering gears repair time (I could not find the repair time in the Wiki) 13.7km concealment with CE skill and camo 2km assured acquisition of enemy ships So you are trading 1.1km of concealment for at least +4 seconds of RADAR, +20 seconds of Hydro and +8 seconds of DFAA by using the Unique Upgrade. You can buff RADAR, Hydro or DFAA even more with a special mod in slot 2, which you can get in the Arsenal for 12,750 coal with coupon and your coupon refreshes the next patch. If the 1.1km concealment and the RADAR going from +0.5km less stealth range to -1.6km less range than the stealth of the Worcester are not a problem for you, then the UU might be something to look at. If you really want RADAR that is close to your stealth range, then you will not like the UU at all. Master Thread link for ALL T-10 Unique (Legendary) Upgrades 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.
  12. 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 2km assured acquisition of enemy ships 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 2km assured acquisition of enemy ships 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. 3km assured acquisition of enemy ships +20% to range that you spot ships +20% acquistions range of torpedoes, stacks with vigilance 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. 2km assured acquisition of enemy ships 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: 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.
  13. 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, -13% turret traverse, -24% main gun firing range Republique Unique Upgrade 19.7s Main gun reload 41.4s turret 180 degree traverse, add EM skill and get 35.6s 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
  14. 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 -15% main gun reload, -15% secondary gun reload, -7% main gun traverse, -8% main gun firing range Grosser Kurfurst Unique Upgrade 24.7s 406mm Main gun reload - 27.2s 420mm Main gun reload 43s turret 180 degree traverse, add EM skill and get 36.8s 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 AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 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 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 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 Secondary Guns mod 3 (SBM3) -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 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 I think that this unique upgrade is only useful if you want the fastest GK main gun reload, some faster secondary reload and don't mind giving up at least 1.6km of main gun range, then this is the mod for you. Master Thread link for ALL T-10 Unique (Legendary) Upgrades https://www.reddit.com/r/WorldOfWarships/comments/8usoqp/psa_legendary_tier_x_upgrades/?ref=share&ref_source=embed&utm_content=title&utm_medium=post_embed&utm_name=70fce045a2e143aca912254c46808daa&utm_source=embedly&utm_term=8usoqp
  15. 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
  16. 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
  17. 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. Des Moines Enhanced Propulsion slot 6 Unique (Legendary) Upgrade -50% accelerate to full power -20% rudder shift -10% RADAR duration 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 36s RADAR duration (43.2s with RADAR special mod in slot 2) ~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 40s RADAR duration (48s with RADAR special mod in slot 2) ~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 40s RADAR duration (48s with RADAR special mod in slot 2) ~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 Secondary Battery mod 3 -20% secondary gun reload 5.5s main gun reload 30s turret traverse (26.9s with EM skill) 15.83km main gun range 40s RADAR duration (48s with RADAR special mod in slot 2) ~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 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 AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts3 +25% AA DPS 5.5s main gun reload 30s turret traverse (26.9s with EM skill) 15.83km main gun range 40s RADAR duration (48s with RADAR special mod in slot 2) ~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 242.7 Mid range AA 12x2 76.2mm, continuous DPS 1,006.2, 11 flak bursts with 1,610 DPS long range AA 6x2 127mm, continuous DPS 244.5, 5 flak bursts with 1,932 DPS The RADAR special upgrade is 12,750 coal with coupon in the Arsenal and the upgrade coupon refreshes every patch. 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 a bit of less of RADAR time. Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  18. 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, -80% 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. 36s torpedo 180 degree traverse! Add in ASM1 in slot 3 & the traverse is 30 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 ASM1 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 ASM1 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 ASM1 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 ASM1 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
  19. 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
  20. 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
  21. Just an FYI, I made an thread for each T-10 Unique Upgrade with the numbers broken down by the upgrades in that slot in the Guides forum, so people can compare them. For example, X seconds of reload and Y turret traverse with the Unique Upgrade verses N seconds of reload and M turret traverse with the other upgrade in that slot. There is a master thread, that I hope will be pinned in the Guides forum, so finding the thread of the UU you want to look at will be easier. Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  22. 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. Grozovoi Recoilless Main Battery Guns slot 6 Unique (Legendary) Upgrade The Grozovoi Unique Upgrade gives -18% main gun reload, -7% main gun traverse 18d, +10% torp reload Grozovoi Unique Upgrade. 3.3s main gun reload, add BFT and you get 3s reload 10.8s Main gun turret 180 degree traverse and EM skill gives you 9.4s 180 degree traverse 141.9s reload all torps and 127.7s with TAE skill. Short range AA 2x4 25mm, continuous DPS 117 Mid range AA 4x4 45mm, continuous DPS 220, 4 flak bursts with 1,120 DPS Long range AA 3x2 130mm, continuous DPS 97, 4 flak bursts with 1,680 DPS Main Battery mod 3 (MBM3) gives -12% main battery reload, -13% main battery turret traverse; 3.5s main gun reload, add BFT and you get 3.2s reload 11.5s Main gun turret 180 degree traverse and EM skill gives you 9.9s 180 degree traverse 129s reload all torps and 116.1s with TAE skill. Short range AA 2x4 25mm, continuous DPS 117 Mid range AA 4x4 45mm, continuous DPS 220, 4 flak bursts with 1,120 DPS Long range AA 3x2 130mm, continuous DPS 97, 4 flak bursts with 1,680 DPS Torpedo Tubes mod 3 gives you -15% torpedo reload and +50% chance of detonation. 4s main gun reload, add BFT and you get 3.6s reload 10s Main gun turret 180 degree traverse and EM skill gives you 8.8s 180 degree traverse 109.7s reload all torps and 98.7s with TAE skill. Short range AA 2x4 25mm, continuous DPS 117 Mid range AA 4x4 45mm, continuous DPS 220, 4 flak bursts with 1,120 DPS Long range AA 3x2 130mm, continuous DPS 97, 4 flak bursts with 1,680 DPS AA Guns mod 2 (AAGM2) +15% DPS for continuous and flak bursts 4s main gun reload, add BFT and you get 3.6s reload 10s Main gun turret 180 degree traverse and EM skill gives you 8.8s 180 degree traverse 129s reload all torps and 116.1s with TAE skill. Short range AA 2x4 25mm, continuous DPS 134.6 Mid range AA 4x4 45mm, continuous DPS 253, 4 flak bursts with 1,288 DPS Long range AA 3x2 130mm, continuous DPS 111.6, 4 flak bursts with 1,932 DPS So for 12.9s more torp reload, you will get a main gun reload of 3.3s (3s BFT) reload and +0.8s traverse. The MBM3 keeps the torp reload the same, but the main gun reload is 3.5s (3.2s BFT) and +1.5s traverse. So if you like fast guns and don't care much for torps, the Unique Upgrade may be for you. Master Thread link for ALL T-10 Unique (Legendary) Upgrades
  23. Canadatron

    This Week's Plays

    Hello Peoples. Here are the numbers for the past week of Warships! In Top Tier MM spread (8-10) Cruisers maintained the reign at the top. Here are the plays for the past week: 1: Cruiser. 374k 2: BB. 324k 3: DD. 198k 50k plays between 1st and 2nd, and 176k between 1st and 3rd. Destroyer numbers are certainly holding, cruiser is down from it's high of 481k plays from 2 weeks ago (ehrmagherd) and BB is pretty much cruising along. Interesting note: DD play is the highest "per account" meaning that the 7500 DD players put in the highest # of battles per account. On the flip side, less people seem to be leveling up DD, the T7 and under numbers have been in decline to an extent, have to keep an eye on it and see if it keeps dipping. Cheers guys, stay on the right side of the waves. -Tron
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