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Murcc

survivability of AA mounts and 2ndary battery

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What is the survivability of the secondary battery?  

What is the survivability of the AA mounts?

The reason I ask, is because of the Aux Armaments Modification 1 in the first upgrade slot.  It claims "Increase the survivability of the secondary battery an AA mounts".  Then it mentions 100% to both of them.  I ran the modification and got a destroyed AA mount.  That obviously means it isn't reduction by 100%, just an increase in survivability.   So, if survivability is 20%, then the new value would be 40%, which is an increase by 100%. 

Does anyone know the real survivability values for the modules for the various ships?  Based on this knowledge, I wonder if this upgrade is worth it.  I originally missread the info and assumed it meant 100% reduction, but not so.

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Mounts have an amount of hitpoints. Modules modify these hitpoints. A 100% increase to survivability is just doubling the hitpoints. At least, that is my understanding.

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1 minute ago, Lert said:

Mounts have an amount of hitpoints. Modules modify these hitpoints. A 100% increase to survivability is just doubling the hitpoints. At least, that is my understanding.

Good to know...

Now what is the hitpoint value?

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Just now, Murcc said:

Now what is the hitpoint value?

Varies greatly between ships and mount types.

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Just now, Lert said:

Varies greatly between ships and mount types.

Of course.  I was just wondering if there was a known list of values for the ships. More of a curiousity, to help determine if some ships might benefit from an upgrade, while others may not.  Not that there is much to choose from in the first slot anyway.  If a ship has quite low values, then it might be worth it to take the anti-detonation upgrade, just because...

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4 minutes ago, Murcc said:

take the anti-detonation upgrade, just because...

anti detonation is not anti citadel. You get 10 signals when you get detonated, but only once per day. I think I may have been detonated more than once in a day, but then again maybe not. Detonation should not be confused with devastating strike.

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1 minute ago, Sovereigndawg said:

anti detonation is not anti citadel. You get 10 signals when you get detonated, but only once per day. I think I may have been detonated more than once in a day, but then again maybe not. Detonation should not be confused with devastating strike.

Never said it was an anti citadel...If the gun and module value is low on a ship such that taking the reduction in chance to damage is negligible, then you might as well take a 70% reduction in the risk of detonating in a game, just because it is better than any other alternative.  Heck, even that one is suspect.  70% reduction in risk.  What does that mean?  If there is a 2.0% chance and you reduce it by 70% reduction, then the chance is now 0.6%?  Or, does it mean that there is 70% more hitpoint value that must be exceeded before the detonation roll is done.  If the latter is the case, then a large shell hitting close to a turret can still have the same effect as it did before.  The 70% reduction would have no effect on some shots from large caliber guns, because the hitpoint value would be exceeded everytime no matter what.

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All this has me thinking.  What do these values really represent?  It obviously isn't what most of us think upon first glance.  I never gave them much of a look, but am doing that more and more and am finding that increases and decreases aren't always all that we thought they were.

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1 hour ago, Murcc said:

Of course.  I was just wondering if there was a known list of values for the ships. More of a curiousity, to help determine if some ships might benefit from an upgrade, while others may not.  Not that there is much to choose from in the first slot anyway.  If a ship has quite low values, then it might be worth it to take the anti-detonation upgrade, just because...

I take the auxiliary armament survivability mod mostly on my BBs which spec into AA or secondaries. Otherwise main armament survivability is my go-to; this does mean my main batteries will get incapacitated a bit more often, but I use the captain skill Preventative Maintenance to offset this somewhat.

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As other mention, it just doubles the HP of the mounts. I haven't seen a list of HP for individual mounts though. It is a good mod to take. I switched all my BBs with AA and/or secondaries worth protecting to the secondary armament mod and haven't noticed any large increase in main battery incapacitations.

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Aux mod 1 and PM captains skill function the same as the elevator door-close button.  

 

 

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It's VERY small hp pool AA mounts have. Open, half covered and enclosed are the 3 types.

Just think the old version of the mod only did 20%... Even at 100% it's not enough. Should have been 200%. 

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Every ship I own has either magazine mod 1, or a special module mounted in slot 1. 

With all prevention modules/skills, or without... one BB HE round lands anywhere on my ship and ALL of my AA guns on my Kidd are destroyed (main battery not included), instantly.  Thereby rendering my entire build and ship useless.   This is not a complaint.   I get it, its the risk I take, but If this happens both with and without all prevention enabled, then its not worth taking prevention, period.    DONT take aux mod 1, and DONT take PM.   They are not worth the mouse clicks you spend on them. 

 

 

Edited by AnimaL21

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18 hours ago, Murcc said:

Never said it was an anti citadel...If the gun and module value is low on a ship such that taking the reduction in chance to damage is negligible, then you might as well take a 70% reduction in the risk of detonating in a game, just because it is better than any other alternative.  Heck, even that one is suspect.  70% reduction in risk.  What does that mean?  If there is a 2.0% chance and you reduce it by 70% reduction, then the chance is now 0.6%?  Or, does it mean that there is 70% more hitpoint value that must be exceeded before the detonation roll is done.  If the latter is the case, then a large shell hitting close to a turret can still have the same effect as it did before.  The 70% reduction would have no effect on some shots from large caliber guns, because the hitpoint value would be exceeded everytime no matter what.

Detonation is a random chance every time the magazine spaces (hidden in game) are hit by some kind of damage (which is why HE shells that miss your ship and splash nearby can still detonate you). The chance of detonating rises as the HP of the magazine module is depleted, maxing out at 10%. This 10% applies across all nations and classes. The -70% module would reduce that from 10% to 3%.

The anti-detonation flag is a simple "will never detonate", even if you stack on those signal flags that increase your detonation chance. If ever you see a someone who was detonated say "But I was running the flag" they are either forgetful or lying.

You can read more details here: http://shipcomrade.com/news/310/fun-and-engaging.html

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1 hour ago, StranaMechty said:

Detonation is a random chance every time the magazine spaces (hidden in game) are hit by some kind of damage (which is why HE shells that miss your ship and splash nearby can still detonate you). The chance of detonating rises as the HP of the magazine module is depleted, maxing out at 10%. This 10% applies across all nations and classes. The -70% module would reduce that from 10% to 3%.

The anti-detonation flag is a simple "will never detonate", even if you stack on those signal flags that increase your detonation chance. If ever you see a someone who was detonated say "But I was running the flag" they are either forgetful or lying.

You can read more details here: http://shipcomrade.com/news/310/fun-and-engaging.html

Thanks for the reminder.  I remember reading that a while ago.  I couldn't remember what the specific values were for a detonation roll.

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