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Wulfgarn

Jean-Jacques Honoré skill enhancements breakdown? Numbers peeps needed.

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https://worldofwarships.com/en/news/common/french-connection-reference-goes-here/

 

Expert Marksman: Turret traverse boost is increased from +2.5° to +3° for guns smaller than 139mm and +0.7° to +1° for guns larger than 139mm

Adrenaline Rush: Reload time boost per 1% HP lost is increased from -0.2% to -0.25%(These enhancements only apply if the Commander is trained in those skills



I was wondering if someone wouldn't mind giving the skinny on what these percentages mean in a battle. 

What do these translate to?

Like Expert Marksman, you can get .5%, or .3%. Do those equate to something like 1 or 2 seconds faster turret traverse?

The same goes for AR. Does that give you say .5 to 1 second faster reload? 

Just looking for practical numbers. I figure the majority would be interested as well.

 

 

Edited by Wulfgarn
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For the Expert Marksman it depends. 

its a fixed value in degrees faster. That means depending on the original value of turret traverse the percentage of increase can greatly change.

For exsample: Really slow BB turret traverse would be 60 seconds for a 180° traverse. That would be 3° per second originaly. Since its large caliber usualy you would gain 0.7° per second or with this captain (and Steven) 1° per second. So for regular EM that would equal a rotation speed increase of 23.33333(etc) percent and with the better EM thats 33.333etc percent speed increase. In port that would be shown as 180° time of 48.7 and 45 seconds. 

The same skill used on a much more comfortable BB turret traverse of lets say 30 second for 180° (granted thats rare on most BBs) is a different story. Originaly you would start out at 6°/second and EM would give you +0.7°/second or with special captain +1°/second. You can easily see, how thats only half the relative increase of rotation speed in % (that is 11.6666etc % and 16.666etc%) 

For DDs the same is obviously true although in some cases it might be even more extreme. There are some DDs with really slow traverse in the realm of 20-30s. Since the EM for small guns is 2.5 or 3° /s increase thats even more noticeable (up to around 50% relative increase).

 

Adrenaline Rush is a bit different since its a % value bonus to begin with. Your DPM will increase by that value no matter what it is/was before. No more, no less. However for reload times that means obviously, that it depends what value you had before. 10s reload increased by a 10% dpm buff (or 10% decrease in reload) will be reduced TO 9 seconds or reduced BY 1 second. That obviously depends on your damage level.

Exsample: Lets say you have a 30s BB reload time and are at exactly half Health and have AR. Now AR gives 0.2% per 1% lost HP which means since you lost 50% of your HP you gain 10% reloadspeed/DPM. In our case, that would reduce your reload by 3 seconds from 30 to 27 seconds. The "better" AR is 0.25% per 1% lost HP so in our case we would gain 12.5% reloadspeed/DPM and therefor end up at 26.25 seconds reload (reduction by 3,75 seconds). Or in other words the improved AR is 1.25 times (or 25%) better then the regular AR.

Since its  percentage based bonus the % bonus stays the same on all reload speeds. But if your original value was 15 seconds not 30 obviously your reloadspeed would be only reduced by half the value in seconds (but same in %).

Edited by RighteousFury42
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7 minutes ago, RighteousFury42 said:

For the Expert Marksman it depends. 

its a fixed value in degrees faster. That means depending on the original value of turret traverse the percentage of increase can greatly change.

For exsample: Really slow BB turret traverse would be 60 seconds for a 180° traverse. That would be 3° per second originaly. Since its large caliber usualy you would gain 0.7° per second or with this captain (and Steven) 1° per second. So for regular EM that would equal a rotation speed increase of 23.33333(etc) percent and with the better EM thats 33.333etc percent speed increase. In port that would be shown as 180° time of 48.7 and 45 seconds. 

The same skill used on a much more comfortable BB turret traverse of lets say 30 second for 180° (granted thats rare on most BBs) is a different story. Originaly you would start out at 6°/second and EM would give you +0.7°/second or with special captain +1°/second. You can easily see, how thats only half the relative increase of rotation speed in % (that is 11.6666etc % and 16.666etc%) 

For DDs the same is obviously true although in some cases it might be even more extreme. There are some DDs with really slow traverse in the realm of 20-30s. Since the EM for small guns is 2.5 or 3° /s increase thats even more noticeable (up to around 50% relative increase).

 

Adrenaline Rush is a bit different since its a % value bonus to begin with. Your DPM will increase by that value no matter what it is/was before. No more, no less. However for reload times that means obviously, that it depends what value you had before. 10s reload increased by a 10% dpm buff (or 10% decrease in reload) will be reduced TO 9 seconds or reduced BY 1 second. That obviously depends on your damage level.

Exsample: Lets say you have a 30s BB reload time and are at exactly half Health and have AR. Now AR gives 0.2% per 1% lost HP which means since you lost 50% of your HP you gain 10% reloadspeed/DPM. In our case, that would reduce your reload by 3 seconds from 30 to 27 seconds. The "better" AR is 0.25% per 1% lost HP so in our case we would gain 12.5% reloadspeed/DPM and therefor end up at 26.25 seconds reload (reduction by 3,75 seconds). Or in other words the improved AR is 1.25 times (or 25%) better then the regular AR.

Since its  percentage based bonus the % bonus stays the same on all reload speeds. But if your original value was 15 seconds not 30 obviously your reloadspeed would be only reduced by half the value in seconds (but same in %).

If they are going to make these specific captains perks so negligible why bother. Why not simply give the two points for expert marksman and be done with it, basically enabling a 21 point captain, or just one extra point....

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Math is hard. 

Anyhow, EM gives a +0.5° for guns above 139 mm and below which is a 20% increase over the standard EM bonus. As Aigle in the only French DD, it's the only ship to benefit from this level of bonus. Aigle's turret rotation rate is 6.5 deg/s. So with EM, it becuase 9.5 deg/s which is a 46.1% increase or it decreases your 180° turret rotation time by 8.7 seconds, from 27.69 to 18.95.

For large caliber, it gives a +0.3° for guns 140 mm and up which is a 42.8% increase over the standard EM bonus. Here's a list of how it effect T7-T10 cruisers and BBs (not doing lower tiers, sorry:

Here's a quick chart I made:

 
Ship Turret Traverse Rate (deg/s) TTR w/EM (deg/s) Turret 180° Rotation Time (sec) 180° Rotation w/ EM (sec) Time Difference (sec)
           
Charles Martel 7.00 8.00 25.71 22.50 3.21
Saint Louis 7.00 8.00 25.71 22.50 3.21
Henri IV 5.50 6.50 32.73 27.69 5.03
           
Lyon 3.50 4.50 51.43 40.00 11.43
Richeleui 5.00 6.00 36.00 30.00 6.00
Alsace 5.00 6.00 36.00 30.00 6.00
France 5.00 6.00 36.00 30.00 6.00

 

Bold numbers are what you're looking for. 

Edited by Zarroc1
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It's not going to happen, but I just can't stop thinking about how much I wish Honoré also had the special expert loader bonus.  That IMO is the most valuable special captain's ability we've seen so far, and it would do wonders on ships like the Henri and France which will both benefit massively from switching back and forth between ammo types.  

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Shoot I'd be happy if they modified the UI so we can TELL what special skills a commander has so we need not take notes. :cap_hmm:

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I could tell the Lyon's turret traverse was glacial, but damn...

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2 hours ago, Herr_Reitz said:

Shoot I'd be happy if they modified the UI so we can TELL what special skills a commander has so we need not take notes. :cap_hmm:

Yah, its kind of ridiculous that they have a banner on the commander to show its a special commander, but they can't highlight the perks that are special on them or anything. Seems simple to do. 

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5 minutes ago, Kildayil said:

Yah, its kind of ridiculous that they have a banner on the commander to show its a special commander, but they can't highlight the perks that are special on them or anything. Seems simple to do. 

Yeah.  I wish the special abilities were highlighted in gold or something like that, just so you know what they are masters at when you look at the captain skills.

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Let's say yamato could have the em abilities of John Doe or Jaques vs standard

Without- 72 second 180 degree turret traverse

Regular em- 56.25 second 180 degree turret travers

John Doe/Honore em- 51.42 second turret traverse.

 

Note yamato can't use either of these captains, but this ship best highlights how an extra .3 a second on the skill helps

 

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On 2/10/2018 at 7:21 AM, Sweetsie said:

If they are going to make these specific captains perks so negligible why bother. Why not simply give the two points for expert marksman and be done with it, basically enabling a 21 point captain, or just one extra point....

Maybe I missed something, but these skills look really strong to me. The improvement over regular AR is 25%. If you could get a captain whose BFT offered -12.5% loading time instead of -10%, would you call that negligible? The EM is great too. For small-caliber guns, it's an improvement of 20% over the regular skill, and for large-caliber guns it's 42.8% better. The chart Zarroc posted demonstrates just how big a difference it makes.

As strong as these skills are, giving him extra skill points would be absurdly OP.

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