Base Earnings
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<p>Factors affecting the base amounts are listed below. <ref>This list is taken from an early WG document "The Root of All Evil". Some parts may have changed, particularly with [[Ship:Update 0.5.12|Update 0.5.12]]. Known changes have been incorporated. Up to date as of 22nd of May 2019 with the release of an official video from WG about this topic. </ref> N.b. that while these factors are used to calculate both XP and Credits, how they are used is not identical between the two.</p> | <p>Factors affecting the base amounts are listed below. <ref>This list is taken from an early WG document "The Root of All Evil". Some parts may have changed, particularly with [[Ship:Update 0.5.12|Update 0.5.12]]. Known changes have been incorporated. Up to date as of 22nd of May 2019 with the release of an official video from WG about this topic. </ref> N.b. that while these factors are used to calculate both XP and Credits, how they are used is not identical between the two.</p> | |||
? | === | + | ===In-game Actions=== | |
? | :* | + | :* The greatest base earnings come from damage done to enemy ships. | |
? | :* | + | :* The rewards for damage is determined by the '''percentage''' of the target ship's hit points removed, not the amount of raw damage done. Removing 90% of a destroyer's HP will generate the same base earnings as removing 90% of battleship's HP (assuming that they are of same tier). | |
:* The damage award scales depending on the '''tier disparity''' between ships. More is earned for damaging a higher tiered than a lower tiered ship. | :* The damage award scales depending on the '''tier disparity''' between ships. More is earned for damaging a higher tiered than a lower tiered ship. | |||
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? | ! style="vertical-align:middle; width: | + | ! style="vertical-align:middle; width:650px"| Credits | |
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| style="padding: 10px; text-align:left;vertical-align:middle;" | The reward for blocking capture is the same as the above and depends on the duration of the enemy's capture. | | style="padding: 10px; text-align:left;vertical-align:middle;" | The reward for blocking capture is the same as the above and depends on the duration of the enemy's capture. | |||
|} | |} | |||
+ | ||||
===Potential damage and Spotting, Damage upon spotting=== | ===Potential damage and Spotting, Damage upon spotting=== | |||
:* These account for less than 15% of total earned credits and base xp. | :* These account for less than 15% of total earned credits and base xp. |
Revision as of 06:14, 28 June 2019
The two most important currencies in World of Warships — Credits and Experience in its several forms — are earned primarily by fighting battles. This article discusses how the base amounts of experience and credits are determined from a ship's performance in battle. While the formulas for the calculation of base earnings are not published, the factors affecting the base amounts are known.
From these base amounts the final rewards for the battle are calculated. (These formulas are well known. See the Economics article for details.)
Note: Special rules apply for ships participating in Clan Battles.
Contents
Base Earnings Revealed
The amounts of base earning appear in the post-battle report.
Base XP appears on the post-battle report 'Team Score' tab and is used to rank team performance. It also appears on the 'Credits and XP' tab in the left-hand (non-premium) column as XP/Received/Earned where its use in calculating derived XP values is broken out.
Base Credits earned appears on the 'Credits and XP' tab on the top line of the left-hand column. (The right-hand column is modified by Premium Account). [1]
Experience
Experience is primary currency in World of Warships. Players earn experience in the same way as they do Credits through battles and special missions. Experience is measured by Experience Points (XP). There are several types of experience.
Ship Experience (XP)
Ship experience (usually just 'XP') is the main type of experience. It is used to research (unlock) new ship modules and the next tier ship(s) in the tech tree, allowing the player to progress. Once researched, a module or ship can be bought for Credits, and if later sold need not be researched again.
On the post-battle 'Personal Score' tab, (modified) ship XP is displayed next to the silver star, and on the 'Credits and XP' tab as Total: in the appropriate column.
All types of experience — ship XP, Free XP, commander XP — derive from Base XP.
Base XP
Base XP (sometimes BXP) is the experience earned directly from a ship's performance in battle. See Earning Credits and Experience below for factors that determine base experience.
Base XP is modified by various bonuses to yield the modified ship XP used to research modules and ships, and Elite XP. It is also the basis of earned Free experience and Commander experience. See the Economics article for how these derived values are calculated.
Is rarely used directly, Missions may require the accumulation of Base XP as the mission objective.
Earning Credits and Experience
After a battle, each player receives base credits and experience according to his contribution to the battle.[2]
Factors affecting the base amounts are listed below. [3] N.b. that while these factors are used to calculate both XP and Credits, how they are used is not identical between the two.
In-game Actions
- The greatest base earnings come from damage done to enemy ships.
- The rewards for damage is determined by the percentage of the target ship's hit points removed, not the amount of raw damage done. Removing 90% of a destroyer's HP will generate the same base earnings as removing 90% of battleship's HP (assuming that they are of same tier).
- The damage award scales depending on the tier disparity between ships. More is earned for damaging a higher tiered than a lower tiered ship.
Potential damage and Spotting, Damage upon spotting
- These account for less than 15% of total earned credits and base xp.
- Potential damage : Any type of ammunition that passed or struck within 700m radius of one's ship are summed-up as "potential damage". The more "potential damage" you earned, the more credits and base xp are generated.
- Different modifiers are applied to ship types. For example, the battleship earn the most amount of credits and base xp and the aircraft carrier the least if they recieved the same amount of potential damage.
- The order of this is same as below
- Detection - detecting a ship that has not been seen for at least 90 seconds[4] rewards:
- CV receives 0.75% of XP/Credits for full HP damage to the spotted ship.
- BB receives 1.50% of XP/Credits for full HP damage to the spotted ship.
- DD receives 2.00% of XP/Credits for full HP damage to the spotted ship.
- CR receives 3.25% of XP/Credits for full HP damage to the spotted ship.
- The detection of aircraft and torpedoes also generates a small reward.
- Spotting - detecting a ship that is then damaged by your allies[4] (that could not otherwise see the target) gives the following:
- BB receives approximately 10% of the reward for full HP damage to the spotted ship.
- CV receives approximately 20% of the reward for full HP damage to the spotted ship.
- CR receives approximately 30% of the reward for full HP damage to the spotted ship.
- DD receives approximately 40% of the reward for full HP damage to the spotted ship.
- The spotter must be detecting the target at the moment the shells hit.
- The reward is divided by the number of spotters.
- Damage-over-time (fire, flood) is not rewarded.
- The more Base Capture and Base Defense points you earn, the better.
- XP is not awarded for damage to shore installations.
- Diversity of activity is rewarded. For instance, a BB that camps at the back doing one task - shooting at long range - will earn less than the BB that accrues the same damage while shooting and also defending a capture point.
- Achievements add hefty bonuses to the reward.
- Finally, the base rewards increase greatly for the winning team.
- Detection - detecting a ship that has not been seen for at least 90 seconds[4] rewards:
The Ship Itself
Each ship has multipliers to XP and credits. The multipliers of premium ships are known to be higher than those for tech tree ships. However, the values themselves are unknown.[5]
The multiplier scales with the tier of the ship. For XP, a two-fold difference is possible between Tiers I and X. E.g. a Tier I ship may have a multiplier of 1.0 while a Tier X ship has a multiplier of 2.0. For credits, the difference may be even greater.
Friendly Fire
Friendly fire (dealing direct damage to allies, accidental or otherwise) decreases the amount of credits and experience earned, imposing a fine on the total amount. This will never cause the reward to go below zero, though.
How Base Earnings Are Used
To these base amounts, modifiers are applied to calculate the final reward amounts (see The Calculations for details). The post-battle report states the final, modified results on the 'Personal Score' tab, states the base XP on the 'Team Score' tab, summarizes the elements that affected the base rewards on the 'Details' tab, and breaks down the calculation of modified results on the 'Credits and XP' tab.
Notes
- ↑ Note that the credit amount shown on the 'Personal Score' tab is neither the base credits nor the final credit amount; it is the modified credit amount applied to mission requirements — operating expenses have not yet been deducted.
- ↑ A ship that does nothing will be evaluated as "No Battle Contribution" and receive zero Credits and XP.
- ↑ This list is taken from an early WG document "The Root of All Evil". Some parts may have changed, particularly with Update 0.5.12. Known changes have been incorporated. Up to date as of 22nd of May 2019 with the release of an official video from WG about this topic.
- ↑ 4.0 4.1 Although the ribbon awarded for detecting a ship is labeled "Spotted", it is awarded for simple detection, not for spotting for damage.
- ↑ For an example of periodic adjustment of these values, see Ship:Update_0.8.5#Battle_Economics.