Example:
Cruiser gun traverse speed (+0.75°/s)
Rudder-shift time (-3%)
Chances of HE shells and Bombs Causing fire (+0.5/+1/+1.5/+2%)
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%)
Chances of Cruiser HE shells causing fire (+1/+2/+2.5/+3%)
Torpedo acquisition range with active sonar (+300/+600/+900/+1200m)
Sonar duration (+3/+4.5/+6/+7.5%)
Maximum movement speed (+2/+3/+4/+5%)
Maximum HP (+0.75/+1.5/+2.25/+3%)
Incoming damage (-1/-2/-3/-4%)
Your ship receives less damage while sonar is active (-4/-6/-8/-10%)
Rudder-shift time (-2/-4/-5/-7%)
steering gear repair time (-2/-4/-5/-7%)
Sonar cooldown time (-13/-20/-28/-35%)
Sonar duration (+2/+3/+4/+5%)
Sonar Charges (+1/+1/+2/+2)
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)