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Skills and Upgrades

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Do captains skills and ship upgrades compound the same  reduction. In other words  if my captain has a 'Grease the Gears' turret rotation speed increase of 20% and my ship has the 'Main Battery Mod 2' upgrade whet is my total gain? Also does the apply to skills and upgrades that are redundant? Thanks, Rusty

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1 hour ago, Rustyguns49 said:

Do captains skills and ship upgrades compound the same  reduction. In other words  if my captain has a 'Grease the Gears' turret rotation speed increase of 20% and my ship has the 'Main Battery Mod 2' upgrade whet is my total gain? Also does the apply to skills and upgrades that are redundant? Thanks, Rusty

They are cumulative. Like 20% +15% is 35%

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57 minutes ago, Sovereigndawg said:

They are cumulative. Like 20% +15% is 35%

Not quite...

41 minutes ago, Rustyguns49 said:

Thank you. I've been a member for some time but always figured on that being the case. o7 Admiral

They are calculated individually...

Just gonna use the number 100 as it's easiest to calculate percentages.

100 w/the dawgs calculations would become 65 (100-35%=65%)...

But the actual calculation would be 100-20%=80-15%(15% of80 is 12...so)=68...resulting in a total -32% instead of -35%.

Edit: Oops...did that backwards...try again...

100+20%=120+15%(15% of 120=18...so)=138...

Actually I think the turret rotation buffs are reductions in time as opposed to increases in speed (would need to see exactly how they're worded individually) so think it's only the 32% as opposed to the 38% calculations...but not sure.

They are applied consecutively (back to back) as opposed to concurrently (together).

Each buff is applied to the current value (after all other buffs previously applied have been calculated) as opposed to buffing the base value (unless specified differently).

Edited by IfYouSeeKhaos
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1 hour ago, Sovereigndawg said:

They are cumulative. Like 20% +15% is 35%

 

57 minutes ago, Rustyguns49 said:

Thank you. I've been a member for some time but always figured on that being the case. o7 Admiral


I was ninja’d while typing this, but as stated above the result is multiplicative, not cumulative, and you can see this in-game.

For example, my Buffalo has a stock 180 degree turret traverse of 30s. Both Grease the Gears and Main Battery Mod 2 increase turret traverse speed by 15%. The turret traverse listed in port is 22.7s for a 180 degree arc with both upgrades, and 26.1 degrees with only one upgrade.

30s to traverse 180 degrees = 6 degrees per second of rotation.

6*1.15 = 6.9 degrees per second, which works out to 26.087s to traverse 180 degrees.

6.9*1.15 = 7.935 degrees per second, which works out to 22.684s to traverse 180 degrees.

If the results were additive, you would expect a value of 23.1s with both buffs (6*1.3 = 7.8, 180/7.8 = 23.077s).

AFAIK, this is how all such buffs and debuffs are calculated. You can verify for yourself that the same rules apply to main battery and secondary battery ranges (which are also conveniently visible in port) by mixing and matching captain skills and modules (this is also free at the moment until the end of the current patch).

Edited by Nevermore135
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19 minutes ago, IfYouSeeKhaos said:

Not quite...

They are calculated individually...

Just gonna use the number 100 as it's easiest to calculate percentages.

100 w/the dawgs calculations would become 65 (100-35%=65%)...

But the actual calculation would be 100-20%=80-15%(15% of80 is 12...so)=68...resulting in a total -32% instead of -35%.

Edit: Oops...did that backwards...try again...

100+20%=120+15%(15% of 120=18...so)=138...

Actually I think the turret rotation buffs are reductions in time as opposed to increases in speed (would need to see exactly how they're worded individually) so think it's only the 32% as opposed to the 38% calculations...but not sure.

They are applied consecutively (back to back) as opposed to concurrently (together).

Each buff is applied to the current value (after all other buffs previously applied have been calculated) as opposed to buffing the base value (unless specified differently).

 

2 minutes ago, Nevermore135 said:

 


I was ninja’d while typing this, but as stated above the result is multiplicative, not cumulative, and you can see this in-game.

For example, my Buffalo has a stock 180 degree turret traverse of 30s. Both Grease the Gears and Main Battery Mod 2 increase turret traverse speed by 15%. The turret traverse listed in port is 22.7s for a 180 degree arc with both upgrades, and 26.1 degrees with only one upgrade.

30s to traverse 180 degrees = 6 degrees per second of rotation.

6*1.15 = 6.9 degrees per second, which works out to 26.087s to traverse 180 degrees.

6.9*1.15 = 7.935 degrees per second, which works out to 22.684s to traverse 180 degrees.

If the results were additive, you would expect a value of 23.1s (6*1.3 = 7.8, 180/7.8 = 23.077s).

I stand corrected. I guess it's torpedo spotting that's cumulative, right?

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20 minutes ago, Sovereigndawg said:

I stand corrected. I guess it's torpedo spotting that's cumulative, right?

Not sure...I just know of the 1 skill (don't know if it's percentage had changed...was 25%\30% w/KM commander) that is applied by itself (I believe) against the detection range of the individual torps...but in addition to the hydro range on each ship (which varies on a lot of ships).

Not sure if there's an upgrade that applies to torp spotting anymore & if so how it calculates in.

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48 minutes ago, Sovereigndawg said:

 

I stand corrected. I guess it's torpedo spotting that's cumulative, right?

AFAIK, the only methods to increase torpedo spotting are Vigilance (+25% spotting range), hydro, and the Torpedo Lookout System upgrade that sets the assured detection range at 1.8km.

Hydro and Vigilance stack (or at least used to pre-10.0), so that relationship should be multiplicative (i.e. hydro range*1.25 = assured torpedo detection range). I suspect the upgrade functions in the same manner as hydro, so it should also stack with Vigilance, but I’ve never explicitly tested it. However, the upgrade and hydro do not stack because they both have the effect of setting a discrete detection range, so the greater number (the hydro range) is used instead.

Edited by Nevermore135

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