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[Tutorial] Accuracy Vertex

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Post time 2014-1-26 05:56 | Show all posts |Read mode

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All of we know, the accuracy cap is calculated like 4706 * 120 + 1M for 120 level gunners.
we also know that, from adalbert, when the ability excceed the cap there will be an override effect.
Generally, we believe as the true ability value override the spread turns bad and then turns well reaching the next vertex value.
Gunners aim very well if their ability is close to one of the vertex.
If gunners have too much vet, they will be borken. If vet dies, gunner break too.
 
However, I do not know if higher vertex perform better.
I ,personally, also believe that a fully filled gunner perform better than a trimmed one.
 
This is all for you. Will you try 2 pairs of gunners for one same nation?
I am not going to prove it but intended to list them for quick searching.
 
 
========================================
Here are the vertex, basically ( n x accuracy cap, where n > 0 )
 
1,564,720
3,129,440
4,694,160
6,258,880
7,823,600
9,388,320
 
========================================
Here are the optimal gunner list:
 
All sailor in list are all fully BVE 120 level.
Ability is calculated as : display x (vet x4 + expert) x (total/max x 100%).
Impractical value is not shown.
 
----------------------------------------
USS RRR (11 base) -   59 vet - 3.12M
USS RRR (14 base) - 172 vet - 4.69M
USS RRR (11 base) - 253 vet - 4.69M
USS RRR ( 9 base) - 324 vet - 4.69M
USS RRR (14 base) - 338 vet - 6.25M
 
USS AAA (11 base) - 107 vet - 4.69M
USS AAA ( 9 base) - 145 vet - 4.69M
USS AAA (14 base) - 189 vet - 6.25M
USS AAA (13 base) - 208 vet - 6.25M
USS AAA (11 base) - 252 vet - 6.25M
USS AAA ( 9 base) - 303 vet - 6.25M
USS AAA (14 base) - 319 vet - 7.82M
 
----------------------------------------
RN Rld   (13 base) - 137 vet - 3.12M
RN Rld   (11 base) - 207 vet - 3.12M
RN Rld   ( 9 base) - 300 vet - 3.12M
RN Rld   (14 base) - 328 vet - 4.69M
 
RN Acc   (13 base) - 122 vet - 6.26M
RN Acc   (11 base) - 152 vet - 6.25M
RN Acc   (14 base) - 218 vet - 7.83M
RN Acc   (13 base) - 235 vet - 7.82M
RN Acc   (11 base) - 273 vet - 7.83M
RN Acc   (14 base) - 327 vet - 9.39M
RN Acc   (13 base) - 347 vet - 9.38M
 
----------------------------------------
IJN       (11 base) - 102 vet - 4.69M
IJN       (14 base) - 185 vet - 6.25M
IJN       (13 base) - 205 vet - 6.25M
IJN       (11 base) - 250 vet - 6.25M
IJN       ( 9 base) - 303 vet - 6.25M
IJN       (14 base) - 317 vet - 7.82M
 
----------------------------------------
KM         (11 base) -   50 vet - 4.69M
KM         (11 base) - 181 vet - 6.25M
KM         ( 9 base) - 222 vet - 6.25M
KM         (14 base) - 248 vet - 7.83M
KM         (13 base) - 268 vet - 7.82M
KM         (11 base) - 313 vet - 7.82M
KM         (14 base) - 366 vet - 9.38M <--this one is almost impossible
 
----------------------------------------
MN         (11 base) -   83 vet - 4.69M
MN         (13 base) -   52 vet - 6.25M
MN         (13 base) - 183 vet - 6.25M
MN         (11 base) - 224 vet - 6.25M
MN         ( 9 base) - 273 vet - 6.25M
MN         (14 base) - 294 vet - 7.83M
MN         (13 base) - 315 vet - 7.82M
 
----------------------------------------
SN         (11 base) -   83 vet - 4.69M
SN         ( 9 base) - 120 vet - 4.69M
SN         (14 base) - 164 vet - 6.25M
SN         (13 base) - 183 vet - 6.25M
SN         (11 base) - 224 vet - 6.25M
SN         ( 9 base) - 283 vet - 6.25M
SN         (14 base) - 291 vet - 7.82M
SN         (13 base) - 315 vet - 7.82M
 
----------------------------------------
RM         (13 base) -   88 vet - 4.69M
RM         (11 base) - 125 vet - 4.69M
RM         ( 9 base) - 170 vet - 4.69M
RM         (14 base) - 209 vet - 6.25M
RM         (13 base) - 231 vet - 6.25M
RM         (11 base) - 281 vet - 6.25M
RM         ( 9 base) - 341 vet - 6.25M
RM         (14 base) - 348 vet - 7.82M <--this one is almost impossible
 
----------------------------------------
delayed crew for example
(MN)
armement sailor (14 base) -   81 vet - 3.12M
armement sailor (13 base) -   97 vet - 3.12M
armement sailor (11 base) - 135 vet - 3.12M
armement sailor ( 9 base) - 182 vet - 3.12M
armement sailor (14 base) - 249 vet - 4.69M  <--this one is almost impossible
 
gunner               (11 base) -   45 vet - 3.12M
gunner               ( 9 base) -   78 vet - 3.12M
gunner               (14 base) - 150 vet - 4.69M
gunner               (13 base) - 169 vet - 4.70M
gunner               (11 base) - 210 vet - 4.69M
gunner               ( 9 base) - 260 vet - 4.69M <--this one is almost impossible
 
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Post time 2014-1-26 07:33 | Show all posts

Accuracy Vertex

The accuracy cap was 4706*GunnerLevel+1000000 in the past, but it has been increased since then. The new accuracy cap is not know as precisely as the previous one. I believe it was increased by roughly 10%.
 
Still, something interesting to investigate.
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Post time 2014-2-2 14:05 | Show all posts

Accuracy Vertex

1.9 to 2.1M is the model I currently used for 120 crew.
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Post time 2014-2-2 14:30 | Show all posts

Accuracy Vertex

I had some knowledgeable people replying to my posts of around 2 years ago that the acc cap overflow was a bug confined to NFEU. At that time, I was asking about 7/12 gunners that were all the rage on the European server, but none to be seen here.
So I'd like to know where mesy takes his conjectures from (he might be from NFEU).
Edit: found that post:
http://fm.en.kupaisky.com/Community/Forum/View.aspx?page=1&num=4487&category=A04&searchType=0&searchValue=&pageCount=0&sort=5&page1=4
Notice that mesy also comments there...
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Post time 2014-2-2 19:07 | Show all posts

Accuracy Vertex

MESY:
"...we also know that, from adalbert, when the ability excceed the cap there will be an override effect...."
 
I want to see evidence for that, otherwise this thread is completely useless.
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Post time 2014-2-2 19:30 | Show all posts

Accuracy Vertex

No offense but what the f*** is this? Do you have ANY proof? In 8 years I have never heard this before.
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Post time 2014-2-2 21:02 | Show all posts

Accuracy Vertex

appo01]
No offense but what the f*** is this? Do you have ANY proof? In 8 years I have never heard this before.
[/QUOTE]
What is not to understand? It is fairly simple. The sense of a cap is to set an end. Now, why should it produce advantages to push TA by millions above a cap which is prolly around 2kk TA? Normally all abillity above the cap won't be counted.. yet in NFEU the more TA you had above cap, the worse your accuracy became in average. nobody knew why exactly it has been like that, but people reacted to it with adjusting gunners TA.
i remember when i got my kaiser with not cap adjusted gunners (waw leveling) it had literally bb4 at level spread in normal rooms. making it a completely useless ship. after adjusting to the cap, i certainly had a much tighter spread, even sometimes something that can be called blockshot.
The problem on NFNA is, that nobody knows the cap values. and as result people simply vetwhore gunners - which is good for waw indeed, but completely useless for all other roomtypes. yet it doesnt seem to offer a better spread on normal rooms. since the spread depends on the TA (if below acc cap) or the acc cap itself and the individual gun values. 
to stick with the kaiser example... it wont block in gb1/ha. neither with 100vets (reached acc cap nonetheless) no prem gunners, nor with EBVE 250+v. but if this drawback exists here too, there would be a significant chance that the 100v unboosted gunners offer a better, consistent spread than the whored ones, simply by being closer to the acc cap.
of course there is also a chance that any TA above the cap does not have any impact on normal games, since NFNA  maybe does not have this "bug" and calculates spread correct with the acc cap.
but without knowing the acc cap and massive testing with different r/e/v set up gunners with the same base values, its simply guessing. yet not different to the believe that more vets = better spread. its a legit question and  should actually be answered, since it could have a major impact onto gunner setup.
 
kind regards toffl
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Post time 2014-2-2 21:37 | Show all posts

Accuracy Vertex

The 'Accuracy Overflow' issue was specific only to NFEU as a result of the changes to ability caps and ability calculation that were applied to that variant of the game. The bug does not occur here on NFNA.
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