Welcome to Wargaming.net Wiki!

Difference between revisions of "User:iDuckman:na/sandbox/C.skills"

Jump to: navigation, search
Revision as of 23:19, 2 June 2019Latest revision as of 19:19, 8 October 2019 
19 intermediate revisions by the same user not shown
Line 1:Line 1:
 +{{Commander Skills 2
 +<!-- This version enables a '0' rating. Use it for skills that have no effect (e.g. Improved Engines on a non-CV) or are detrimental to the ship. They should mirror what appears in the game client. -->
 +| rating11 = <!-- Priority Target -->
 +| rating12 = <!-- Preventive Maint -->
 +| rating13 = <!-- Expert Loader -->
 +| rating14 = 0 <!-- Air Supremacy -->
 +| rating15 = 0 <!-- Direction Center for Fighters -->
 +| rating16 = 0 <!-- Improved Engine Boost -->
 +| rating17 = <!-- Incoming Fire Alert -->
 +| rating18 = 0 <!-- Last Gasp -->
  
?=Base Earnings=+| rating21 = <!-- High Alert -->
?{{main|Ship:Economy|l1=Economy}}+| rating22 = <!-- Jack of All Trades -->
 +| rating23 = <!-- Expert Marksman -->
 +| rating24 = <!-- Torpedo Acceleration -->
 +| rating25 = 0 <!-- Smoke Screen Expert -->
 +| rating26 = 0 <!-- Improved Engines -->
 +| rating27 = <!-- Adrenaline Rush -->
 +| rating28 = <!-- Last Stand -->
  
?The two most important currencies in ''World of Warships'' are [[Ship:Credits|Credits]]{{Credits}} and [[Ship:Experience|Experience]] in its several forms. These currencies 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. From these base amounts the final rewards for the battle are calculated. +| rating31 = <!-- Basics of Survivability -->
 +| rating32 = <!-- Survivability Expert-->
 +| rating33 = <!-- Torpedo Armament Expertise-->
 +| rating34 = 0 <!-- Aircraft Armor -->
 +| rating35 = <!-- Basic Firing Training -->
 +| rating36 = <!-- Superintendent -->
 +| rating37 = <!-- Demolition Expert -->
 +| rating38 = <!-- Vigilance -->
  
?Note that the formulas for the calculation of '''base earnings''' are not published; what is known are the principles by which the base amounts are determined. +| rating41 = <!-- Manual Fire Control for Secondary Armament -->
? +| rating42 = <!-- Fire Prevention -->
?The formulas for how the base amounts of experience and credits are modified to yield the final rewards for a battle are well known. See the [[Ship:Economics|Economics]] article for details. +| rating43 = <!-- Inertia Fuse for HE Shells -->
? +| rating44 = 0 <!-- Sight Stabilization -->
?== Experience ==+| rating45 = <!-- Advanced Firing Training -->
?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. +| rating46 = <!-- Massive AA Fire -->
? +| rating47 = <!-- Radio Position Finding -->
?=== Ship Experience (XP) ===+| rating48 = <!-- Concealment Expert -->
?[[File:Icon_reward_exp.png|right|link=]] <p>'''Ship experience''' (usually just 'XP'{{Ship 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.</p>+}}
? +
?<p>On the post-battle 'Personal Score' tab, (modified) ship XP is displayed next to the silver star{{Ship XP}}, and on the 'Credits and XP' tab as Total: in the appropriate column. </p>+
? +
?All types of experience &mdash; ship XP, Free XP, commander XP &mdash; derive from Base XP. +
? +
?==== Base XP ====+
?<p>'''Base XP''' (sometimes BXP) is the experience earned directly from a ship's performance in battle. See [[#Earning Credits and Experience|Earning Credits and Experience]] below for factors that determine base experience.</p>+
?<p> +
?Base XP is modified by various bonuses such as daily first win, camouflage, signals, a premium account, etc. to yield the modified ship XP{{Ship XP|Modified Ship Experience}} used to research modules and ships, and Elite XP. It is also the basis of earned Free experience{{FXP}} and Commander experience. See the [[Ship:Economics|Economics article]] for how these derived values are calculated.</p>+
?<p>+
?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. +
?</p><p>+
?Missions may require the accumulation of Base XP as the mission objective. +
?</p>+
? +
?==Earning Credits and Experience==+
?{{Video|2RaYd1P85fc|width=400|Watch it instead of reading the below!.}}+
?<p>After a battle, each player receives base credits and experience according to his contribution to the battle.<ref>A ship that does nothing will be evaluated as "No Battle Contribution" and receive zero Credits and XP.</ref></p>+
? +
?{{Block|i|content=Note: Special rules apply for ships participating in [[Ship:Clan Battles#Economy|Clan Battles]].}}+
? +
?<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>&nbsp;&nbsp;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>+
?<br/>+
?<p>+
?===According to tier===+
?:* Rewards scale with the tier of your ship. For XP, a two-fold difference is possible between Tiers I and X for the same actions. For credits, the difference may be even greater.<br />+
? +
?===Credits and Base Exp. earned by in-game actions===+
?:* Damage is the most rewarded action you can take to earn credits and base xp.+
?:* Damage is rewarded by the '''percentage''' of the target ship's hit points removed, not the amount of raw damage done. Thus, 10,000 damage done to a destroyer is worth more than 10,000 damage done to a battleship. While if you deal 90% of hp to a destroyer, it will generate the same amount of credits and xp as when you deal 90% hp of a battleship, considering they are 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. +
? <br />+
?{| class="wikitable collapsible" style="width: 650px; text-align:center;"+
?|+ Credits earned per action+
?|-+
?! style="vertical-align:middle; width:100px"| Action+
?! style="vertical-align:middle; width:550px"| Credits+
?|-+
?| style="padding: 5px;" | [[File:420_ribbon_frag.png|90px]]+
?| style="padding: 10px; text-align:left; vertical-align:middle;" | '''Frags''' (enemy '''kills''') award credits the equivalent of 25% of the target's hit points in damage.+
?|-+
?| style="padding: 5px;" | [[File:72_ribbon_splane.png|90px]][[File:422_ribbon_plane.png|100px]]+
?| style="padding: 10px; text-align:left;vertical-align:middle;" | The tier of the aircraft carrier that the planes left from will be considered as the '''tier disparity'''. In 0.8.3, only the number of shot down planes are calculated into credits. This will change in the near future to '''damage done to planes'''.+
?|-+
?| style="padding: 5px; vertical-align:middle;" | [[File:415_ribbon_base_capture.png|90px]]+
?| style="padding: 10px; text-align:left;vertical-align:middle;" | '''Captured''' will reward credits the equivalent of 1/3 of the target's hit points in damage.+
?|-+
?| style="padding: 5px; vertical-align:middle;" | [[File:414_ribbon_base_capture_assist.png|90px]]+
?| style="padding: 10px; text-align:left;vertical-align:middle;" | If several ships contribute to the capture, the reward depends on the contribution of your capture. +
?|-+
?| style="padding: 5px; vertical-align:middle;" | [[File:416_ribbon_base_defense.png|90px]]+
?| 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.+
?|}+
?{| class="wikitable collapsible" style="width: 650px; text-align:center;"+
?|+ Base exeperience points earned per action+
?|-+
?! style="vertical-align:middle; width:100px"| Action+
?! style="vertical-align:middle; width:550px"| Base exp.+
?|-+
?| style="padding: 5px;" | [[File:420_ribbon_frag.png|90px]]+
?| style="padding: 10px; text-align:left; vertical-align:middle;" | '''Frags''' (enemy '''kills''') award base exp. the equivalent of 10% of the target's hit points in damage.+
?|-+
?| style="padding: 5px;" | [[File:72_ribbon_splane.png|90px]][[File:422_ribbon_plane.png|100px]]+
?| style="padding: 10px; text-align:left;vertical-align:middle;" | The tier of the aircraft carrier that the planes left from will be considered as the '''tier disparity'''. In 0.8.3, only the number of shot down planes are calculated into base exp. This will change in the near future to '''damage done to planes'''.+
?|-+
?| style="padding: 5px; vertical-align:middle;" | [[File:415_ribbon_base_capture.png|90px]]+
?| style="padding: 10px; text-align:left;vertical-align:middle;" | '''Captured''' will reward base exp. the equivalent of 2/3 of the target's hit points in damage.+
?|-+
?| style="padding: 5px; vertical-align:middle;" | [[File:414_ribbon_base_capture_assist.png|90px]]+
?| style="padding: 10px; text-align:left;vertical-align:middle;" | If several ships contribute to the capture, the reward depends on the contribution of your capture. +
?|-+
?| style="padding: 5px; vertical-align:middle;" | [[File:416_ribbon_base_defense.png|90px]]+
?| 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===+
?:* 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+
?[[File:Ship economics.png|thumbnail|center|Potential damage, spotting, damage upon spotting economics modifiers by ship type]]+
? +
? +
? +
?:* '''Detection''' - detecting a ship that has not been seen for at least 90 seconds<ref name="SpotRbn"/> 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<ref name="SpotRbn">Although the [[Ship:Ribbons|ribbon]] awarded for detecting a ship is labeled "Spotted", it is awarded for simple detection, not for spotting for damage.</ref> (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. +
?:*[[Ship:Achievements|Achievements]] add hefty bonuses to the reward. +
?:* Finally, the base rewards increase greatly for the '''winning''' team.+
?</p>+
? +
?To these base amounts, modifiers are applied to calculate the final reward amounts (see [[#The Calculations|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. +
? +
?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.+
? +
?=== The Calculations ===+
? +
?{{main|Ship:Economics|l1=Economics}}+
? +
?See the Economics article for how Ship Experience, Credits, Commander XP, and Free XP are earned from a battle.+

Latest revision as of 19:19, 8 October 2019