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True Ability calculation guide

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Post time 2021-3-21 06:24 | Show all posts |Read mode
Edited by d1e5elp0wer at 2021-3-21 06:30

It is sad to see all the knowledgebase forums and websites get deleted and all the knowledge on this game going away.

This is why I decided to post this old guide I wrote somewhere in 2008 on the Transformers fleet forums, later Liquid Death fleet, Overkill fleet, Total Carnage etc.

With the ability calculators that we have out there, you actually don't need this thread. But if those calculators disappear/you lose them or whatever, this thread will make it possible for you to do the calculations in a simple spreadsheet.

Most of this topic is about explaining how the true ability calculation works for those that are interested to know. These people would be very few, I assume. Most people don't care about that. For those who only need the formulas on true ability, check Section 5 of the thread.





0. Introduction

In this thread I’m trying to explain what true ability is and also the mechanism of how it’s calculated.
The urge for this is, of course, trying to get the sweet info on the OH, SD etc. caps. Once one can calculate the true ability on their sailors, it would be easy to find out how much is needed to hit the cap, provided a capped crew for a specific ship (like for OH, SD) is available.

I have done some thinking to figure out Adalbert’s guide on the NF forum and Obst’s on nf-guides.com (both now no longer existent). They were not very easy to understand without some residual doubts. So here is a guide for people who want to “get” how ability calculation works. I’ll be getting back to these two guides throughout my explanations here so that you don’t feel lost when reading this if you’ve read them (most probably you haven't).

Ok, now back on the subject. This is how this guide is structured:

0. Introduction
1. Definitions
2. Calculating the true ability of a sailor (~Adalbert)
3. Ability percentages of rookies, experts, vets (~Obst)
4. Comparing Adalbert to Obst
5. Conclusion


1. Definitions

Def. of “ability” (Obst): Ability is the power a sailor gains only through his crew.

Def. of “ability displayed (ABdispl)”: This is the ability value, displayed on a sailor opposite to every stat (e.g. accuracy, engine, fighter).



This value depends on how you’ve classed your sailor, which level he is, what base stats he has etc. How the game calculates ABdispl is explained by Obst very well and is not the subject of this guide anyway.

Def. of “expert” (Obst): Experts are the main power of your sailors. Each expert adds the ability value ABdispl 1 time to a crew’s ability.

Def. of “veteran/vet” (Obst): Veterans are four times as efficient as experts. Each veteran adds the ability value ABdispl 4 times to a crew’s ability.

Def. of “true ability”: We define here “true ability” as the total ability a crew has, in other words the sum of all ABdispls that veterans and experts give their crews (4x for each vet and 1x for each expert).

Def. of “recruit/rookie” (Obst): Recruits should be used to fill up the crew. Rookies add no ability value (ABdispl) to a crew but when not maxed out on rookies, a sailor gets penalties on his true ability.

Def. of “skill percentage” (Obst): The so-called skill percentage, or Skill% is the efficiency of a sailor in terms of ability in comparison to if his whole crew consisted of experts, fully maxed out!

Explanation:

Well, all the definitions show now clearly that it is OK having zero ability with only rookies on your sailor, since ability is a “bonus” power the sailor gets only through his crew. That is why the ability bar stays grey when having only rookies and gets filled up (white) with expert/vet increase.

2. Calculating the true ability of a sailor (~Adalbert)

Now it shouldn’t be difficult to calculate the true ability of a sailor, filled up with rookies:

if:
ABdispl --> displayed ability
Nv --> number of veterans
Ne --> number of experts
ABtrue.f --> true ability on a filled up crew

then:
--> for a full crew, sailor filled up with rookies

When rookies are taken off though, a sailor loses on ability. To take this into account, the following “philosophy” is applied:

The true ability of a filled-up-sailor gets distributed throughout the crew’s maximum size.

In other words:


,where:

ABdist --> distributed ability
Nmax --> maximum crew size (as displayed)

This distributed ability is now the ability every crewmember (of a sailor with a specific amount of vets and experts, and a specific maximum crew size) is giving his crew, regardless of the crewmember type (therefore distributed). Multiplying the distributed ability by the current number of crewmembers (which can be less than the max crew size, when the sailor is not filled up with rookies) delivers the true ability of the sailor:

if:
Ntot --> current crew size (rookies + experts + veterans)
ABtrue --> true ability on a randomly filled up crew

then:
,

which is exactly Adalbert’s formula.

3. Ability percentages of rookies, experts, vets (~Obst)

Obst’s formula for calculating the true ability on a sailor is simple. It uses the skill percentages the game has already calculated for a sailor:



The formula states:

“(Total Ability) = (Skill Percentage) * (Skill Value) * (Maximum CrewSize)”

Using this here terminology:


,where:

%AB --> total skill percentage of vets, experts and rookies

Obst gives the definition of skill percentage (see Section 1) but it only helps determine the skill percentages of vets and experts because only they give ability. The negative skill percentage of “missing” rookies cannot be calculated. So what we have is:

,
,where:

%ABe --> skill quota of experts as a fraction and not as a percentage (e.g. 0,2 and not 20%!)
%e --> all experts’ fraction of the maximum crew size (e.g. 0,2 and not 20%!)
%ABv --> skill quota of vets as a fraction and not as a percentage (e.g. 0,2 and not 20%!)
%v --> all vets’ fraction of the maximum crew size (e.g. 0,2 and not 20%!)

These two are very close to mind. They have been tested in game and it is important to note here, that the game rounds the percentage down. If you get 86,999% on your calculations, in game they are still 86%. That’s why it is suggested to take the percentage displayed on the sailor sheet in game instead of calculating it so that this rounding down gets into consideration.

A pending question is now, how the game calculates the negative skill percentage of rookies taken off a sailor, because:


,where:

%ABr --> negative skill quota of rookies as a fraction (e.g. -0,2 and not -20%!)



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Author Post time 2021-3-21 06:28 | Show all posts
4. Comparing Adalbert to Obst

The answer to the question above is the basic formula Adalbert has given. When compared against Obst’s, it can deliver %ABr as a specific mathematical term, similar to those we have for %ABe and %ABv already:

Obst’s formula:
Adalbert’s formula:

The following transformation is based on mathematical relations already stated above so there is nothing new in what I’m doing in the following:


,where:

Nr.off --> number of recruits taken off the sailor crew
%r --> the fraction of all rookies taken off the sailor with respect to the maximum crew size (e.g. 0,2 and not 20%!)

This is only logical. The formula states:
“The negative skill percentage a sailor gets when rookies are taken off is the fraction of those rookies missing (with respect to the maximum crew size) times the ratio between the distributed ability value and the displayed ability value.”

So, for example, if your vets and experts give you 150% skill percentage, then according to our definition of distributed ability,

the ratio would then be 1,5. This is the real dimensionless ability the skill percentage has to be calculated on. Here is why:

As stated before, the true ability can be calculated by multiplying the distributed ability by the current crew size. The amount of rookies is considered here indirectly – this scheme simplifies the problem to a state, where all the crewmembers give the sailor the same amount of ability – the distributed ability - regardless of their type (rookie, expert, vet). Losing vets for example affects the distributed ability value directly but losing rookies doesn’t change the ABdist-value a bit. That is why it can just be multiplied to the current crew size to get the true ability. And that is why the amount of rookies taken off is directly linked to the distributed ability when a skill percentage drop is to be determined.

Now you know how much rookies you have to take off to get to an exact negative skill percentage and vice versa: you know how many percent your skill will drop by taking off a certain amount of recruits. Rounding here is also in the negative direction: removing one rookie immediately causes %ABr to become -0,01 (1%) in game. So even if you have calculated say -0,321 for %ABr, the game will round this one to -33%.

5. Conclusion

As a conclusion I’m stating here the results of this guide: the formulas you could find useful.

(1 of 2) Formula for calculating the true ability of a sailor


,where:

%AB --> total skill percentage of vets, experts and rookies

For maximal precision you just take it from your sailor stat sheet in game (recommended). It’s the sum of those three:



ABdispl --> the ability value, displayed on a sailor opposite to every stat (e.g. accuracy, engine, fighter)

You also take this from your sailor stat sheet in game:



Nmax --> maximum crew size (as displayed)

You also take this from your sailor stat sheet in game:



(2 of 2) Formulas for calculating skill percentages

Well, the game makes these calculations for you but if you want to test something "offline", these can prove to be helpful.

Like for example if you want to take off rookies in order to reach a certain true ability, you will need to know how many you want to take off to achieve the desired negative skill percentage you are using in the true ability formula…

Here goes:




,where:

%ABr --> negative skill percentage of rookies as a fraction (e.g. -0,2 and not -20%!)
%ABe --> skill percentage of experts as a fraction (e.g. 0,2 and not 20%!)
%ABv --> skill percentage of vets as a fraction (e.g. 0,2 and not 20%!)
Nv --> number of veterans
Ne --> number of experts
Nmax --> maximum crew size (as displayed)
Nr.off --> number of recruits taken off the sailor crew

NOTE:
For %ABe and %ABv you want to round down this way: e.g. 0,239 --> 23% in the game
For %ABr you want to round down this way: e.g. -0,231 --> -24% in the game
It's always in the negative direction.

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Post time 2021-4-3 19:19 | Show all posts
Edited by YankeeTFS at 2021-4-3 19:20

Hi there, still have Excel file with all caps from Russian server in our fleet, but it is on Russian    Mayby some true abilities was changed with patches or was different from the begining on various game servers such as RU/EU/NA etc. but in general all seems work properly.

Gona put  it  in this message. If some one realy need such  thing, can translate it to English when finde some time for it.

True Abilites.rar

40.33 KB, Downloads: 0, Download cost : KPscore -30

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Author Post time 2021-4-6 18:38 | Show all posts
Thank you for this. This is very interesting.
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