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Found 11 results

  1. HMNZS_Riwaka

    Why so much XP when research Ship

    Hi, I have 15 ,693 xp and for some reason I want to research USS OMAHA but it says 1840 and 15, 660 xp I think that is very ODD that uses all my xp for lower tier ship Your thoughts why?
  2. bazz1027

    bazz1027

    Hi Just starting to get up in the tiers, played the odd battle or 1000, now I want to sell off some of my older ships, however they have amassed a stack of ship XP, which would be nice to hold on too. I've transferred the commanders to the reserve, but when it comes down to the nitty gritty I'm not sure I really understand this aspect of the game and some of the "how to's" Been trolling through countless guides and the university of you tube but not much joy. Can anyone direct me to a good tutorial on the whole credits thing? Thanks in advance Bazz
  3. Snow75

    Elite Captain XP

    I have 750k+ elite captain xp and atm 4 19pt captains. I'm in a quandary as to what i should to with my elite xp. I used my 1st captn to get no.2, two to get 3rd, 3 to get 4th. All these captains are on their final ships, so only their elite ship & premiums will add to the total. I'm now either going to use the elite xp to get my 5th... or: I'm tempted to get the remaining xp to 19point with my IJN or pan-asian DD captains (not started the respective 'tree's' ) and thus earn elite xp whilst 'grinding' the line. But I'm not totally convinced having the end-spec 19pointer will be best on a whole line grind, and having another captain I can use will keep the total ticking up. And all the remaining captains are lower and lower (15pts for my '5th', or 11pts for my tech-tree 'grinds'). [I'm trying to have 1 x 19point captn per nation] So it's either get my 5th or the 500,000+ more to use on a grinder... Part of me like the idea of 'grinder' adding to the elite xp, the other part says 5th to add to 6th is better in the long run. So I'm here to collect the forums wisdom, which way should I go?
  4. Is it? A good ship for ranked? Basically about farming XP when compared to ships like the Sims. Please share your opinion.
  5. Had a conversation where this question kind of popped up; does premium time still affect average XP gained from battle as seen from the stats page? In addition, does this also affect server averages or do they use base XP instead? I have seen a few conflicting answers from old threads but never any recent ones. Any clarifications would be welcome.
  6. Some players have asked about how XP and Credits really work, so here's another game mechanic explanation taken and translated from an RU dev post concerning the topic specifically. Before we go into the details, three important points should be kept in mind: An online game is a constantly evolving project. The information in this article may be outdated. This particular article was originally written during version 0.4.0.2; The developers will not disclose the exact figures for XP and credit rewards, as it is classified information; The purpose of this article is to explain how and why players are awarded XP and credits. If anyone wishes to express their opinion about the economy, or suggest something, they can do it in a separate thread in the appropriate section of the forum. Income As most players would already know by now, Experience (XP) and Credits are the two main resources in World of Warships. Players can earn both for certain actions in battle (as well as performing other tasks outside of battle such as completing missions, but that is a separate topic). Currently, these are the actions in battle that will reward players with XP and Credits: Damage inflicted on enemy ships; Destruction of enemy ships; Destruction of enemy aircraft; Base/Point capture and defense. For now, no other actions in battle will award XP or credits. For all the previously listed actions, players will earn both resources, but in different proportions. From here onward, XP and Credits will be referred to as Rewards in this article. Damage Although it is an important element in the game, there is a large difference in hit points between different ship classes. For example, a destroyer may only have around 20,000 HP, while a battleship would have about 90,000 HP. However, it's not always easy to sink a destroyer despite their fragility as they are fast, nimble, and elusive. Similarly, sinking a battleship would require a lot of effort. A carrier might be thought of an easy target, but getting close enough to it is rarely a simple task. Given the characteristics of the game, the mechanism of issuing Rewards for damage is not based on "net damage" inflicted, but on the percentage of total hit points deducted from enemy ships. In other words, taking off 50% of a cruiser's HP roughly equals to taking off 50% HP from a destroyer of a similar tier, even though the net damage inflicted on them may differ by a large amount. Hitting a ship with 5% HP left only once and killing it off would net less Reward than repeatedly shelling a ship and inflicting 80% of its HP in damage. Other aspects to take into account of: Fire and flooding damage are counted; HP restored by Repair Party are counted separately, i.e. if 15% HP worth of damage was inflicted, the Reward will still be awarded if the HP was fully restored by Repair Party; Damage and critical damage to modules are not counted. Destruction of enemy ships While finishing off a low HP ship (sometimes referred to as "kill stealing") is ultimately benefits the team, the reward for it is relatively minor. Destroying a ship roughly equates to inflicting 15% HP worth of damage to the ship. If a player destroys the ship by inflicting 100% of the damage, the reward would be similar to inflicting 115% of the ship's HP in damage. Destruction of enemy aircraft Reward is given for every enemy aircraft shot down. In terms of Rewards, shooting down 40 aircraft of same tier to the player's ship roughly equals to sinking a same tier ship from 100%. However, there are a couple caveats: Aircraft must be shot down from the air. No Reward is given for sinking an aircraft carrier with is aircraft complement still in its hangar; Type of aircraft does not matter, only the tier influences the amount of Reward earned. Tier difference The reward for inflicting damage, destroying enemy ships and aircraft varies according to their tier. Reward coefficient is increased for damaging/destroying higher tier ships/aircraft while Reward coefficient is reduced against lower tier ships/aircraft. Base/point capture and defense Quite simply, the more capture points are contributed to the team the higher the Reward. The same goes for defense, the more capture points are deducted from the enemy the higher the Reward. Reward is also earned for blocking (sitting in cap to prevent enemy from capturing). Other considerations Rewards do not increase linearly based on the player's actions. E.g. sinking one Chester would earn a player a slice of cake. Sinking two Chesters brings the total to one slice plus a few more bites. Sinking three would be worth 2 slices. Rewards scale up with the tiers. In general, tier Xs earn twice as much XP than tier Is. The difference is much larger in terms of credits. However, at the same time expenditures will also increase (which will be elaborated on later). Finally, additional modifiers may apply to Rewards earned: Winning a battle will multiply Rewards by x1.5; An active Premium account will multiply Rewards by another x1.5; Modifiers from first daily victory, signal flags and missions are summed together and applied to either XP, credits or both. As an example, 1000 XP is awarded in battle, which is also the first victory of the day. The player has an active Premium account and mounted the signal flag Equal Speed Charlie London (+50% to XP) on the ship. The net XP earned will be: XP earned x Victory modifier x Premium account modifier x (1 + First daily victory modifier + Signal flag modifier) = 1000 XP x 1.5 x 1.5 x (1 + 0.5 + 0.5) = 4500 XP. Note: The base XP shown in the Team Score tab of the post battle results already take into account of the victory modifier (XP earned x victory modifier). Expenditure Naturally, sea battles are expensive. The player has to pay the costs for certain things after each battle. The economy is set up in a way that the cost of running a ship increases with its tier. At higher tiers, on average (and depending on the player's contribution in battle) the expenditure will eventually exceed the income, at least, without an active Premium account. The expenditures are: Ammunition: These include shells fire from the main armament, torpedoes launched, and aircraft shot down in the air. Shells fired from secondary guns do not incur any costs, as does firing anti-air guns (technically they don't fire any shells at all) or aircraft that is still in the carrier's hangar when it is sunk. Repairs: The repair cost is inversely proportionate to the amount of hit points remaining at the end of battle. Therefore, using Repair Party to restore HP before the end of battle would save up on repair costs. Maintenance: A fixed amount is charged each time the ship is brought into battle. The cost increases with tier, and is slightly higher for carriers than for other classes. Other optional expenditures include: Camouflage - Used once per battle. If auto-resupply is enabled, the full cost of reapplying it will be incurred after battle. Consumables - Like camouflage, they are used once per battle. Premium consumables will incur resupply costs regardless of its usage in battle. Free consumables, as the name says, are free. Future development While the exact schedule and version is not yet certain, these features have been planned for the future: Implement additional Rewards for support roles. E.g. spotting enemy ships; Introduce penalties for excessively passive behavior in battle or simply AFK; ???? PROFIT !!!111 Source/Reference: http://forum.worldofwarships.ru/index.php?/topic/23366-о-боевой-экономике-игры
  7. I checked both the wiki & this forum (search function didn't work well), but couldn't find the answer. I have a quick qn for the vets. What is the penalty when a captain is re-trained to another ship. Does he just lose some XP of the current level? Or does he lose skills? Or...? Thanks for helping me understand this...
  8. CAPITULATE

    How well are you doing?

    Hi all, Without a comprehensive way to measure personal performance in relation to all other players etc besides looking at a player's stats via the website, does anyone have any indication or a breakdown of stats in relation to WR, Av AP and the like? What is considered a 'Unicum', versus a 'Above average" vs 'Good' vs 'Average' versus "below average' vs "Waaaaaay below average" If there is a way I cannot see can you point me in the right direction to have a look at this? Cheers
  9. Delphaeus

    Tweaking the reward system

    At the moment you get rewards at the end of each match based on damage done, ships sunk, aircraft shot down, bases captured/defended. I would like to suggest this be taken a little further to incorporate a lot of other actions (and some of these suggestions are taken directly from WoT) 1. Spotting. If you spot an enemy ship, you get a "spotting" bonus, as you are then relaying intelligence to your team (this would help both cv's and dd's) 2. Team damage due to your spotting. Following on from the last point, if you spot an enemy and someone else damages them/kills them, you should get rewarded for "assisting" (again for cv's and dd's) 3. Damage deflected/avoided. If you're taking a lot of fire from the enemy team, you should get a small reward for avoiding and/or deflecting the damage (ie: shots that don't penetrate your armour, or shots that land within 100m but miss you - Because the enemy team is attacking you, not your team mates). Damage taken should not get rewarded (mostly for bb's) 4. Capturing base points even when you abandon before capture. This is because it often forces the enemy to turn around and defend, rather than push the attack. This sudden reposturing of the enemy team can immensely help your team (think of a bb turning around and heading back to base, or a cv pulling bombers back to scout their own base) 5. Friendly ships hidden by smokescreen. If you would otherwise be spotted, but a smokescreen is preventing the spotting, then the deploying unit should be credited for deploying the smokescreen effectively. Last and definitely least, I also think there should be an Achievement for killing an enemy before being spotted. Anyway, that's my opinion. I hope you agree (or can add to my list), because there are so many things players can do that can help their team, but a lot of these actions are currently unrewarded
  10. RG_Kid

    XP bugs?

    So this morning on 3rd August 2015 at 7:30 am i started two early sessions since i saw the double xp bonus for winning is still available. I played on my Murmansk and Yubari. However, if you look at the imgur album where i uploaded my result, i didn't seem to get the double bonus counted in. The Album I'm currently uploading the result of my Yubari session into the album, so you can make sense whether there's a bug or not. Thanks. EDIT: I just thought the XP bonus seems lower than what i usually get at that score on the table. EDIT2: Oh yeah forgot to mention that if you look at this screenshot you can see the 2x bonus is still there on my Murmansk and Yubari despite i already played in both and won as well. EDIT3: Just realized the pop up window blocked the battle result, but you get the idea.
  11. If you research a ship that has a stock torpedo module, that same torpedo module automatically becomes researched for free on other ships as well. This means you can slice off anywhere between 500 to 9,500 XP from your grind. This only applies to torpedo modules of the same name: This WILL NOT APPLY for guns and fire control modules of the same name (e.g. researching the fire control upgrade for Kongo will not also give you the fire control upgrade for Minekaze, even though they both bear the same name). Researching Phoenix (tier 4 USN CL) will grant you the Mark 11 torpedoes for free on the Clemson (tier 4 USN DD), which will save you 1,700 XP. Hence, it is recommended to research the Phoenix before the Clemson, if you can. Researching Tenryu (tier 3 IJN CL) before the Umikaze (tier 2 IJN DD) will grant you the Type 44 mod.2 torpedoes for free, which will save you 500 XP. Researching Kuma (tier 4 IJN CL) before the Wakatake (tier 3 IJN DD) will grant you the Type 6 torpedoes for free, which will save you 1,600 XP. Researching Aoba (tier 6 IJN CA) before the Mutsuki (tier 6 IJN DD) will grant you the Type 8 mod. 2 torpedoes for free, which will save you 9,500 XP. On the Myoko (tier 7 IJN CA) you can research the Type 90 mod. 1 torpedoes for 11,000 XP, which is 5,400 XP cheaper than doing so on the Hatsuharu (tier 7 IJN DD) where it costs 16,400 XP.
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