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  #21  
Old 07-14-2011, 12:09 AM
Join Date: Feb 2011
 
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Quote:
Originally Posted by Georgiana Jennings View Post
accuracy of more than 100 is useless.

Could you explain that to me?
(I have always ran a high Accuracy/Reloading set up).
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  #22  
Old 07-14-2011, 06:20 AM
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Originally Posted by Plucky6922 View Post
Could you explain that to me?
(I have always ran a high Accuracy/Reloading set up).
Is that a serious question?

It's not as if you could hit with 101% of your shots....

Quote:
When you put double planked on your hull resist drops by 3.6% assuming you have no resist generals on which frankly, you should. With Discordant 3 and Victors 2 in the general slots you should be able to maintain 50% resist for most of the time you are focused in a group, on any class. This makes extra resistance largely redundant, and the extra 10% armor is much more useful.
1)You forget -5 Defence for running double planks. If your enemy's accuracy would otherwise be 75% percent, you are increasing the damage you take to armour and structure by 6.666...%
2)Maintaining capped resistance through a strong Juggular or a Cripple Enemy/Death's Embrace combo is anything but trivial.
3)If you ever get redundant resistance, take off the Victor's Armour 2--the hull slots are reserved for tanking, the generals can be used for other things.
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Originally Posted by Temmypoos View Post
it is bizarre that we have an mmo model, which only really caters for 24v24 people at a time.
Quote:
Originally Posted by Hobart View Post
per mission you get 1 mow and die a little inside. The extra cost comes at the expense of someones soul.
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and if given time , it breeds more stupid like rabbits
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  #23  
Old 07-14-2011, 09:43 AM
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For the Resilient Gunports 5 versus Dauntless Hull Mod 5:

The OP hasn't told me what class he is, so I'll assume he's a Cutthroat. I'll take into account the effect of the Defence toggle, Work the Crew passive, and 6 Wolfpacks. I'll also make separate cases for having both Drink and the Devil and Cheat Death up, and the same buffs up but a full Jugular applied by the opposition. I'll also assume he has 2 Heavy Flanked and Discordant Reinforcement 3 already fitted.

With Resilient Gunports 5 he has a total of 31.04% added broadside integrity and 27.14% resistance at all times, increasing to 49.14% resistance when spiking up his resistance but debuffed down to 17.89% by a Jugular. Taking into account the effects of resistance, this is equivalent to:
~179.85% of base integrity in the first case
~257.64% of base integrity in the second case (spike resistance)
~159.59% of base integrity in the third case (spike resistance + full jug)

With Dauntless Hull Modification 5 he has a total of 16.04% added broadside integrity and 34.88% resistance at all times, increasing to 56.88% (but capped at 50%) when spiking up his resistance, but debuffed down to 25.63% by a full Jugular. Taking into accounts the effects of resistance, this is equivalent to:
~178.19% of base integrity in the first case
~232.08% of base integrity in the second case (spike resistance)
~156.03% of base integrity in the third case (spike resistance + full jug)

As you can see, Resilient Gunports 5 will protect your broadsides better (although Dauntless Hull Mod helps also with the bow and stern, which I haven't taken into account at all).

P.S. You can run even more complex analyses using Remus' spreadsheet, the main reason I run these numbers mentally is to avoid becoming too rusty. For thos who are interested or don't understand, I'll add the link to a previous post where I lay out the equivalence between resistance and integrity.

EDIT: http://www.burningsea.com/forums/sho...6&postcount=12

EDIT2: realise I only counted 5 Wolfpacks, corrected my numbers. The conclusion isn't changed, of course
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Quote:
Originally Posted by Temmypoos View Post
it is bizarre that we have an mmo model, which only really caters for 24v24 people at a time.
Quote:
Originally Posted by Hobart View Post
per mission you get 1 mow and die a little inside. The extra cost comes at the expense of someones soul.
Quote:
Originally Posted by Delrain View Post
and if given time , it breeds more stupid like rabbits
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Last edited by Georgiana Jennings : 07-14-2011 at 09:54 AM.
  #24  
Old 07-14-2011, 11:10 AM
Join Date: Mar 2011
Server: Antigua
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Career: Cutthroat/Bucc
 
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Quote:
Originally Posted by Georgiana Jennings View Post
For the Resilient Gunports 5 versus Dauntless Hull Mod 5:

The OP hasn't told me what class he is, so I'll assume he's a Cutthroat. I'll take into account the effect of the Defence toggle, Work the Crew passive, and 6 Wolfpacks. I'll also make separate cases for having both Drink and the Devil and Cheat Death up, and the same buffs up but a full Jugular applied by the opposition. I'll also assume he has 2 Heavy Flanked and Discordant Reinforcement 3 already fitted.

With Resilient Gunports 5 he has a total of 31.04% added broadside integrity and 27.14% resistance at all times, increasing to 49.14% resistance when spiking up his resistance but debuffed down to 17.89% by a Jugular. Taking into account the effects of resistance, this is equivalent to:
~179.85% of base integrity in the first case
~257.64% of base integrity in the second case (spike resistance)
~159.59% of base integrity in the third case (spike resistance + full jug)

With Dauntless Hull Modification 5 he has a total of 16.04% added broadside integrity and 34.88% resistance at all times, increasing to 56.88% (but capped at 50%) when spiking up his resistance, but debuffed down to 25.63% by a full Jugular. Taking into accounts the effects of resistance, this is equivalent to:
~178.19% of base integrity in the first case
~232.08% of base integrity in the second case (spike resistance)
~156.03% of base integrity in the third case (spike resistance + full jug)

As you can see, Resilient Gunports 5 will protect your broadsides better (although Dauntless Hull Mod helps also with the bow and stern, which I haven't taken into account at all).

P.S. You can run even more complex analyses using Remus' spreadsheet, the main reason I run these numbers mentally is to avoid becoming too rusty. For thos who are interested or don't understand, I'll add the link to a previous post where I lay out the equivalence between resistance and integrity.

EDIT: http://www.burningsea.com/forums/sho...6&postcount=12

EDIT2: realise I only counted 5 Wolfpacks, corrected my numbers. The conclusion isn't changed, of course
Thank you I owe you big, and yes I am a CT.
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  #25  
Old 07-14-2011, 01:38 PM
Join Date: Feb 2011
 
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Quote:
Originally Posted by Georgiana Jennings View Post
Is that a serious question?

It's not as if you could hit with 101% of your shots....


Yes, serious question.
With 100 accuracy at 400 yards, does not mean you hit 100% of the time.
So explain to me the diminishing returns on accuracy over 100, so I have a better understanding of what you are alluding to.
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  #26  
Old 07-14-2011, 01:41 PM
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Quote:
Originally Posted by Plucky6922 View Post
Yes, serious question.
With 100 accuracy at 400 yards, does not mean you hit 100% of the time.
So explain to me the diminishing returns on accuracy over 100, so I have a better understanding of what you are alluding to.
If all your shots are hitting, you can't hit any more
It's not rocket science.

Who talked of the accuracy at 400 yards in your ship's stats?

P.S. there probably is a hard cap on offence but I've never seen anyone reach it, I'm not sure if it's 50 or 100.
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Quote:
Originally Posted by Temmypoos View Post
it is bizarre that we have an mmo model, which only really caters for 24v24 people at a time.
Quote:
Originally Posted by Hobart View Post
per mission you get 1 mow and die a little inside. The extra cost comes at the expense of someones soul.
Quote:
Originally Posted by Delrain View Post
and if given time , it breeds more stupid like rabbits
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  #27  
Old 07-14-2011, 02:20 PM
Join Date: Feb 2011
 
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So, I assume from your reply that you are just alluding to 0%-100%, when you refer to Accuracy, not the Accuracy stat itself with all the factors that go into it after the fact(ship speed/size/moment).
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Last edited by Plucky6922 : 07-14-2011 at 03:01 PM.
  #28  
Old 07-14-2011, 03:08 PM
Join Date: Dec 2009
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Post

Quote:
Originally Posted by Georgiana Jennings View Post
1)You forget -5 Defence for running double planks. If your enemy's accuracy would otherwise be 75% percent, you are increasing the damage you take to armour and structure by 6.666...%
Your Stupid. Accuracy is an Uncertain Stat. Just because one has 75% Accuracy does not mean 3/4ths of a Broadside will hit.

Quote:
Originally Posted by Georgiana Jennings View Post
2)Maintaining capped resistance through a strong Juggular or a Cripple Enemy/Death's Embrace combo is anything but trivial.
Resistance is only useful in Large Bonuses, for Meaningless amounts; Say 3.7%, an Armor Bonus is Generally better. Depends on Total Integrity though.


Quote:
Originally Posted by Georgiana Jennings View Post
One thing to remember when comparing double planks to heavy flanks is that the defence penalty doesn't just increase the armour damage you take. It increases the structure damage you take as well.
WTF? By using Double Plankz one Reduces their Defense, however, The Defense Reduction is only as Painful as the Opponent's Accuracy.
Considering that one can Fight At Ranges where the Penalty means nothing (Under 200 Yards usually), and hold that distance, It is an Insane Armor Bonus. To That, - Defense does not Directly imply Structure Damage, It's only increasing the Probability of it, also one cannot Take additional Armor Damage from Double Planks if the Opponent is already hitting with a Full Broadside.

Quote:
Originally Posted by Georgiana Jennings View Post
It's also said by some that double planks will get the most out of your repairs, but that is actually a ridiculous statement, since the opposite is true. Hence, it is actually the heavy flanked armour which gets the most out of your repairs.
I don't like arguing with Infidels, however you are Bloody Wrong.

Consider that one will only use Double Planks for a Ship which can Maintain Brawl Range and fight Effectively there, -6 defense, which it is rounded to, means Nothing. Imagine as well that one has Discordant Fitted as an Armor General, implying Reduces Effectiveness to Heavy Flanks which would be 1.7% Restiance and 1%, Overall a Worthless Bonus when compared to +23% Armor to All Faces. Must I also Continue that Heavy Flanks do not improve on Bow or Stern Armor which are shot at more than Broadsides usually, only the Resistance has an Effect on improve these Facings Survivability, however the Bonus again is Insignificant to The Possible Improvement from Armor Integrity, Depends on base Integrity of Course.

However still Armor Planking + Heavy Flank > 2 Heavy Flanks for Ships 1600+ Broadside Armor.

Quote:
Originally Posted by Georgiana Jennings View Post
Did Nuju just call the Monarch a brawl specific ship? Even for him, that's a new low.
It can be; Quite Effective at That. My Monarch with Inyards is EPIC.
Nobody seems to notice it is a Great Close Range ship as well; High Target Tracking for Closing Distance, Near Identical Poundage between the Topdeck and Gundeck; 13s to 16s which reload with less than a 2 second Difference for a Full Broadside Spike. Then a +20% Reload Bonus and +5 Accuracy Bonus meaning Inyards are just perfect.

Quote:
Originally Posted by Desertwind View Post
Teacherous Cannon 3 Also would +12 damage be better than +14% dmg because i have prototype 3 aswell.
I cannot stress this enough; NEVER USE TRECHEROUS CANNONS 3!

The -8% Crew Restiance is Deadly in 1v1s and Horrid in Group Fights.
Quite simply because the -8% Damage Resistance Means one is suffering this to Admiral's as well. Then Take into the matter that being Insta-Spiked alone can bring one down to -20% Crew Penalties, just from the Opponent using Bronze with Base Crew Restiance.
Then use an Admirals, suddenly one is at -50% Penalties. Don't ask what happens when one gets into Swivel Range for Brawls...

If anything, one Can use Brutal Cannon Mod 5; +10.75% Damage as a Substitute for Prototype Cannons 3.

Quote:
Originally Posted by Artois View Post
Dauntless all day every day. But real men go 2 damage on err boat
Word-

However real Ottomans use 1 Reload, 1 Damage and one Armor General.

Nuju-
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  #29  
Old 07-14-2011, 03:59 PM
Join Date: Dec 2010
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Quote:
Originally Posted by Plucky6922 View Post
So, I assume from your reply that you are just alluding to 0%-100%, when you refer to Accuracy, not the Accuracy stat itself with all the factors that go into it after the fact(ship speed/size/moment).
I'm alluding to accuracy, to wit, the percentage chance of hitting. This is neither the numbers you have on your stat screen (which do not take movement penalties or your target's defence into account) nor the one you have under the ship's shape in instances (this is the accuracy of your right-hand lowest gundeck, but not the accuracy of every gun).

From a theorycrafting point of view, what we'd want to know is the average ponderated accuracy, i.e. an average of the accuracy of every gundeck in a broadside, ponderated by the total damage of the gundeck. There is no way to view this stat in game and to calculate it, you'd need to work out the accuracy of each deck, which is possible knowing the accuracy of the lowest right-hand gundeck, but a pain in the ****.

Also, another facepalm worthy post from Nuju. There's a reason Elune has "banned" you from balance discussions. I wonder if he's really brain damaged or has a psychiatric condition.
__________________
Quote:
Originally Posted by Temmypoos View Post
it is bizarre that we have an mmo model, which only really caters for 24v24 people at a time.
Quote:
Originally Posted by Hobart View Post
per mission you get 1 mow and die a little inside. The extra cost comes at the expense of someones soul.
Quote:
Originally Posted by Delrain View Post
and if given time , it breeds more stupid like rabbits
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Last edited by Georgiana Jennings : 07-14-2011 at 04:02 PM.
  #30  
Old 07-14-2011, 04:08 PM
Join Date: Feb 2011
 
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Quote:
Originally Posted by Georgiana Jennings View Post
I'm alluding to accuracy, to wit, the percentage chance of hitting. This is neither the numbers you have on your stat screen (which do not take movement penalties or your target's defence into account) nor the one you have under the ship's shape in instances (this is the accuracy of your right-hand lowest gundeck, but not the accuracy of every gun).

From a theorycrafting point of view, what we'd want to know is the average ponderated accuracy, i.e. an average of the accuracy of every gundeck in a broadside, ponderated by the total damage of the gundeck. There is no way to view this stat in game and to calculate it, you'd need to work out the accuracy of each deck, which is possible knowing the accuracy of the lowest right-hand gundeck, but a pain in the ****.


Thank you for clarifying.
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