Example:
Deal extra AP damage per 1% HP lost (+0.1%)
Chances of HE shells and Bombs Causing fire (+0.5/+1/+1.5/+2%)
AP Shell and Bomb penetration multiplier (+1/+2/+3/+4%)
Cruiser main battery range (+3/+5/+8/+10%)
Your Ship's average AA Damage per second (+3/+6/+8/+10%)
Your ship's AA guns firing range (+2/+3/+4/+5%)
Torpedo Detectability Range (+5/+8/+12/+15%)
Torpedo Range (+2.5/+5/+8/+10%)
Maximum movement speed (+2/+3/+4/+5%)
Cruiser's main gun AP shells damage (+3/+5/+8/+10%)
Cruiser's AP shells penetration multiplier (+2/+3/+5/+6%)
Incoming damage for cruisers (-2/-4/-6/-8%)
Rudder-shift time (-2/-4/-5/-7%)
steering gear repair time (-2/-4/-5/-7%)
Cruiser main battery shell grouping (+2/+3/+4/+5%)
Main Battery dispersion (-2/-3/-4/-5%)
Damage against cruisers (+4/+5/+6/+7%)
Damage against destroyer (+4/+5/+6/+7%)
Damage against battleships (-4/-5/-6/-7%)
Cooldown time for all consumables (0/-2/-3/-5%)
Consumable charges (+1)
Special Effect: Cooldown time for all consumables -20% Active when an allied ship is within X range (1.5/2/2.75/3.5km)
Cruiser main battery reload time (-3/-5/-7/-10%)
Special Effect: Cruiser main battery range (+10%)
Active when an allied ship is within X range (1.5/2/2.75/3.5)