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How exactly hull repairs, rig, rum works?


o Barão

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Sorry for my poor english, is not my native language but i will try my best.

 

I am still new to the game so i still have some questions to make, and i didn't find any reliable source about this.

So in my testings with a frigate i found each time i used repair hull will use 7 units this of course if i have 7 x hull repairs in my cargo. - This number changes from ship to ship?

I am guessing that each hull repair will restore 100 hp so 7 units will restore 700 hp. - Please correct me if i am wrong.

More sailors in repairing means it will be quicker to restore that 700 hp?

 

Same with sails and rum?

Edited by no one
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23 minutes ago, no one said:

 

This can't be correct.

Example frigate i used for testing purposes.

Side hp 3910. Each time i use repair will consume 7 x hull repairs.  7 units = 700 hp. This is not 25 %  and expert carpenter here is a waste , More 35 hp for each time you repair is nothing when you are comparing with the 3910 hp.

Now a player told me that each ship consume different quantities.  I have to make more testings with different ships to understand this. 

Now if this is true then we can have a ship that consumes a lot repair units each time. This can be an important factor. Per example if a 5th rate consumes 20 repair units this is a lot .( 2000 hp ) More than 50% . In this case expert carpenter will be a good choice.

But if that is the case then how much repairs units consumes each time ship X or Y. This is a very important stat to know but is hidden. 

I am now testing the Indefatigable and i will pay attention to how much repair units consumes each time i used. Then i will have a better opinion.

 

Count of Hull repairs=Hull HP*(0,2+Modules and Books)/100

Count of Rig repairs=Sail HP*(0,25+Modules and Books)/100

Remove the fractional part of result

Example.

HP 3910. Northern Master Carpenters and Expert Carpentry Handbook

Count of Hull repairs=3910*(0.2+0.055+0.02)/100=3910*0.275/100=10.7525=10

 

 

Edited by qw569
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1 hour ago, no one said:

I am guessing that each hull repair will restore 100 hp so 7 units will restore 700 hp. - Please correct me if i am wrong.

More sailors in repairing means it will be quicker to restore that 700 hp?

I'm not sure 100 hp is the exact number but your assumption is correct. Repair mods will increase the number of repairs used but I believe the officer perk expert carpenter does not. 

More sailors repair faster yes and the amount of sailors will not change how much is repaired. 

You basically know all the answers to your questions. 

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37 minutes ago, HachiRoku said:

I'm not sure 100 hp is the exact number but your assumption is correct. Repair mods will increase the number of repairs used but I believe the officer perk expert carpenter does not. 

More sailors repair faster yes and the amount of sailors will not change how much is repaired. 

You basically know all the answers to your questions. 

Oh ok from my maths expert carpenter is a waste but i didn't know there are repair mods. Maybe expert carpenter becomes a viable choice if works with a repair mod. I need to find more about repair mods. 

Thank you.

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There are mods that affect how much your repair, how fast you repair and how many men you need to repair.

  • 1 hull rep = 150 hp
  • 1 sail rep = 100 hp
  • 1 rum = 1 crew

Without mods or ship knowledge you repair 25% of your hull, sails and crew each time you hit the respective repair button.

So if your ship has 1000 hp you will repair 250 hp each time you rep. Meaning you will use 3 hull repairs (3*100)

The more men you put into repair the faster you repair (the more men you put into gunnery the more cannons you can load at once)

 

Hull repairs and Sail repairs both go on cool down when you use one. Rum and Emergency repair have their own cool downs.

EDIT: Hull rep value

Edited by RedNeckMilkMan
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10 hours ago, rediii said:

Expert carp is the best perk ingame.

Repair 3 times = 12% HP more than your enemy (2 Bars)

 

3 hours ago, RedNeckMilkMan said:

There are mods that affect how much your repair, how fast you repair and how many men you need to repair.

  • 1 hull rep = 100 hp
  • 1 sail rep = 100 hp
  • 1 rum = 1 crew

Without mods or ship knowledge you repair 25% of your hull, sails and crew each time you hit the respective repair button.

So if your ship has 1000 hp you will repair 250 hp each time you rep. Meaning you will use 3 hull repairs (3*100)

The more men you put into repair the faster you repair (the more men you put into gunnery the more cannons you can load at once)

 

Hull repairs and Sail repairs both go on cool down when you use one. Rum and Emergency repair have their own cool downs.

 

This can't be correct.

Example frigate i used for testing purposes.

Side hp 3910. Each time i use repair will consume 7 x hull repairs.  7 units = 700 hp. This is not 25 %  and expert carpenter here is a waste , More 35 hp for each time you repair is nothing when you are comparing with the 3910 hp.

Now a player told me that each ship consume different quantities.  I have to make more testings with different ships to understand this. 

Now if this is true then we can have a ship that consumes a lot repair units each time. This can be an important factor. Per example if a 5th rate consumes 20 repair units this is a lot .( 2000 hp ) More than 50% . In this case expert carpenter will be a good choice.

But if that is the case then how much repairs units consumes each time ship X or Y. This is a very important stat to know but is hidden. 

I am now testing the Indefatigable and i will pay attention to how much repair units consumes each time i used. Then i will have a better opinion.

 

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6 minutes ago, qw569 said:

Count of Hull repairs=Hull HP*(0,2+Modules and Books)/100

Count of Rig repairs=Sail HP*(0,25+Modules and Books)/100

Remove the fractional part of result

Example.

HP 3910. Northern Master Carpenters and Expert Carpentry Handbook

Count of Hull repairs=3910*(0.2+0.055+0.02)/100=3910*0.275/100=10.7525=10

 

 

Northern masters carpenters give you 7% more repair so i having troubles understanding your math.

Now i did more tests now with the indefatigable and the results were interesting. It repaired using 23x units . In comparison the frigate only uses 7

Another thing that i found interesting  was the fact it healed 2 bars. 8 bars 100%  > 2 bars 25%  

The indefatigable i have, has 6116 hp side armor. If it was 100hp for each unit would had repaired  2300hp not 25%.  So this doesn't make sense and will always repair to 25% if have enough  units in the cargo. I can be wrong and some more testing will be done. Now with expert carpenter will restore 30%? if that is the case then it makes sense why it is so important.

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41 minutes ago, no one said:

Northern masters carpenters give you 7% more repair so i having troubles understanding your math.

Now i did more tests now with the indefatigable and the results were interesting. It repaired using 23x units . In comparison the frigate only uses 7

Northern Master Carpenters and Expert Carpentry Handbook  allow repair by 7,5% more. So they require more hull repairs.

Northern Master Carpenters 5.5% = 0.055

Expert Carpentry Handbook 2% =0.02

Count of Hull repairs without Modules and books = 3910*(0.2)/100=3910*0.2/100=7.82=7

Count of Hull repairs with Northern Master Carpenters and Expert Carpentry Handbook = 3910*(0.2+0.055+0.02)/100=3910*0.275/100=10.7525=10

So this module and book repair by 7.5% more and require hull repairs by 3% more

41 minutes ago, no one said:

The indefatigable i have, has 6116 hp side armor. If it was 100hp for each unit would had repaired  2300hp not 25%.  So this doesn't make sense and will always repair to 25% if have enough  units in the cargo. I can be wrong and some more testing will be done. Now with expert carpenter will restore 30%? if that is the case then it makes sense why it is so important.

not 25%. Base repairing only 20%

So 6116*0.2/100=12 repairs. 12*100=1200 HP

 

Edited by qw569
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Base repairs % are 25% for both sail and hull

Example:

Buc: No repair mods only +5% hull repair from perks

9536 hp 19 repairs per use (30%) 

  • 9536*.30 = 2860.8/19 ~ 150    Each hull rep repairs 150 hp

9214 sail hp 23 repairs per use (25%)

  • 9214*.25 = 2303.5/23 ~ 100    Each sail rep repairs 100 hp

840 crew 210 rum per use (25%)

  • 840*.25 = 210                              Each Rum use revives 25% of your crew

205BDC7BC88483251EF0DE624641D1EE8043F80D

6B34B83BCF1236AF8CAAFA66EB2FA52A369D6A51

Edited by RedNeckMilkMan
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34 minutes ago, RedNeckMilkMan said:

Base repairs % are 25% for both sail and hull

20% for hull and 25% for sail

35 minutes ago, RedNeckMilkMan said:

Buc: No repair mods only +5% hull repair from perks

9536 hp 19 repairs per use (30%) 

  • 9536*.30 = 2860.8/19 ~ 150    Each hull rep repairs 150 hp

9214 sail hp 23 repairs per use (25%)

  • 9214*.25 = 2303.5/23 ~ 100    Each sail rep repairs 100 hp

Number of hull repairs 9536*0.2/100=19 (Remove the fractional part of result)

Number of rig repairs 9214*0.25/100=23 (Remove the fractional part of result)

These numbers we see on the second image :D

Perk Rigging Specialist give 2.5%. So you use 23 rig repairs but repairing 27,5%.

Perk Expert Carpenter give 5% So you use 19 hull repairs but repairing 30%

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The simple form is;

Needed Hull Repairs (H) = Your Ship HP / 500 

Needed Rig Repairs (R) = Your Sail HP / 400

Needed Rum for Crew  (C) = Your Crew Number / 4

So Base Repairs 20% for hull and 25% for sail and %25 for crew

Basic Hull, Strong Sails, Hammocks etc. does not matter, you just divide your ships listed hp and crew numbers to the give numbers above.

Do we agree on this ?

 

 

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So to summarize (and please correct me if I’m wrong) is if you have a perk that increases repair percentage, one instance of repair will repair more but use more repairs than if you’re not using mods or perks.

The OP who questioned the value of this should realize that sometimes those few extra percentage points can make a world of difference in PVP combat.

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On 7/23/2018 at 7:05 AM, RedNeckMilkMan said:

Base repairs % are 25% for both sail and hull

Example:

Buc: No repair mods only +5% hull repair from perks

9536 hp 19 repairs per use (30%) 

  • 9536*.30 = 2860.8/19 ~ 150    Each hull rep repairs 150 hp

9214 sail hp 23 repairs per use (25%)

  • 9214*.25 = 2303.5/23 ~ 100    Each sail rep repairs 100 hp

840 crew 210 rum per use (25%)

  • 840*.25 = 210                              Each Rum use revives 25% of your crew

205BDC7BC88483251EF0DE624641D1EE8043F80D

6B34B83BCF1236AF8CAAFA66EB2FA52A369D6A51

This can't be right .

I will use the example with the infatigable.

I said and i quote 2 days ago:

"The indefatigable i have, has 6116 hp side armor. If it was 100hp for each unit would had repaired  2300hp not 25%.  So this doesn't make sense and will always repair to 25% if have enough  units in the cargo."

I was using 100 hn for each hull repair and it was given more than 25%. Now you mention that it is 150 Hp. Ok some quick maths.

23 x 150  =  3450 hp ( 23 is the number hull repairs used one time by the indafitagle without any mods or perks ) 

6116 hp in comparison with 3450 is more than 50 % unless we have to account all hp. 

so :

6116 x 2 +  1423 + 569 + 2845  =17069 ( sides hp, bow hp, stern hp , structure hp )

17069 / 4 = 4267.25

In this  case 3450 is not 25% . 

Wait. Qw569 mention that is 20% not 25%  ( sorry i got a little lost here )

so:

17069 / 5 = 3413.8 

3413.8 in comparison with 3450 is a very close result. Ok this part makes sense. Thank you 

 

Now the second part.

Qw569 mention:

"

  On 7/23/2018 at 4:37 AM, no one said:

 

This can't be correct.

Example frigate i used for testing purposes.

Side hp 3910. Each time i use repair will consume 7 x hull repairs.  7 units = 700 hp. This is not 25 %  and expert carpenter here is a waste , More 35 hp for each time you repair is nothing when you are comparing with the 3910 hp.

Now a player told me that each ship consume different quantities.  I have to make more testings with different ships to understand this. 

Now if this is true then we can have a ship that consumes a lot repair units each time. This can be an important factor. Per example if a 5th rate consumes 20 repair units this is a lot .( 2000 hp ) More than 50% . In this case expert carpenter will be a good choice.

But if that is the case then how much repairs units consumes each time ship X or Y. This is a very important stat to know but is hidden. 

I am now testing the Indefatigable and i will pay attention to how much repair units consumes each time i used. Then i will have a better opinion.

 

Count of Hull repairs=Hull HP*(0,2+Modules and Books)/100

Count of Rig repairs=Sail HP*(0,25+Modules and Books)/100

Remove the fractional part of result

Example.

HP 3910. Northern Master Carpenters and Expert Carpentry Handbook

Count of Hull repairs=3910*(0.2+0.055+0.02)/100=3910*0.275/100=10.7525=10

 

If northern carpenter gives 7% why you use  the value 0.055?

If expert carpenter gives 5% why you use the value 0.02?

 

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On 7/23/2018 at 12:31 PM, Cabral said:

 At this point in game is worth using Rigging Specialist perk?

I use it. Isn't there also a sail damage reduction of 5%? I don't really know whether it's worth it tbh. 

Edit: @qw569 can you quote devs for the 20% hull repair? or did you take it from API (screw me, i don't even know how this all works) -  well basically, can you give evidence for the 0.2 hull rep please?

Edited by Palatinose
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37 minutes ago, Palatinose said:

I use it. Isn't there also a sail damage reduction of 5%? I don't really know whether it's worth it tbh. 

Edit: @qw569 can you quote devs for the 20% hull repair? or did you take it from API (screw me, i don't even know how this all works) -  well basically, can you give evidence for the 0.2 hull rep please?

20% is the result of my mathematics. This result works perfectly on all the ships on which I sailed.

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Look what the current API this is old, but says...

The northern masters carpenters boost

 

ARMOR_ALL_SIDES | REPAIR_MODULE_TIME |  -19% *buffed* (+10%)

REPAIR_ARMOR | REPAIR_PERCENT |  0.08

SAIL | REPAIR_MODULE_TIME |  -9%

REPAIR_SAIL | REPAIR_PERCENT |  0.08

RUDDER | REPAIR_MODULE_TIME | -9%

REPAIR_GENERIC | REPAIR_PERCENT |  0.08

WATER_PUMP | REPAIR_MODULE_TIME |  -9%

POWDER | REPAIR_MODULE_TIME |  -9%

NONE | HOLE_DECREASE_RATE | RAM_DECREASE_RATE | 15%

 

So, I always interpreted as the total repair time it takes to repair the above will now be reduced.

The ceiling of HP number that is allocated to each area can be raised “x”% with the time. This will take more Repair kits per turn in relation to the increase...

 

 

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On 7/24/2018 at 9:26 PM, qw569 said:

20% is the result of my mathematics. This result works perfectly on all the ships on which I sailed.

Математика математикой, а эксперимент наше все. Сразу скажу, точно не получается.

Пруф скрин:

image.png

Берем раздолбаный нпц белпуль.

HP по базе 4228, окончательная 4545 (0) //+0,08-0,005

Перки скинуты. (1) В перманентах карпентеров нет, в скилах Carpenter Combat Reports (+0.035%)

Записываем HP бортов (2)

Аккуратно цепляем торговый бриг, чтобы не стрелял (3)

Юзаем ремку (4)

Заходим в порт и смотрим сколько точно отремонтировано (5)

Сводим все в таблицу, отремонтировано по 1075 HP с каждого борта.

 

Belle Poule 4545 0.235 1068.075 0.285 1295.325 1192 2267 1075 1990 3065 1075
Belle Poule 4228 0.235 993.58 0.285 1204.98            
Belle Poule 4566.24 0.235 1073.0664 0.285 1301.3784            
                       
  4228 1.08 4566.24                

Проверяем вышеизложенные теории: 0,2 + 0,035 / 0,25 + 0,035 - фактическим результатам не соответствует.

Если при расчете HP борта не учитывать планкинг, то получается 1073 - близко к тесту, но это какая-то фигня.

duscuss?

 

Edited by SnovaZdorowa
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12 hours ago, SnovaZdorowa said:

Математика математикой, а эксперимент наше все. Сразу скажу, точно не получается.

Пруф скрин:

image.png

Берем раздолбаный нпц белпуль.

HP по базе 4228, окончательная 4545 (0) //+0,08-0,005

Перки скинуты. (1) В перманентах карпентеров нет, в скилах Carpenter Combat Reports (+0.035%)

Записываем HP бортов (2)

Аккуратно цепляем торговый бриг, чтобы не стрелял (3)

Юзаем ремку (4)

Заходим в порт и смотрим сколько точно отремонтировано (5)

Сводим все в таблицу, отремонтировано по 1075 HP с каждого борта.

 

 

Belle Poule 4545 0.235 1068.075 0.285 1295.325 1192 2267 1075 1990 3065 1075
Belle Poule 4228 0.235 993.58 0.285 1204.98            
Belle Poule 4566.24 0.235 1073.0664 0.285 1301.3784            
                       
  4228 1.08 4566.24                

Проверяем вышеизложенные теории: 0,2 + 0,035 / 0,25 + 0,035 - фактическим результатам не соответствует.

Если при расчете HP борта не учитывать планкинг, то получается 1073 - близко к тесту, но это какая-то фигня.

duscuss?

 

Вау!

Количество хулов, используемых за раз=4545*(0,2+0.35)/100=4545*0.235/100=10 (дробную часть отбрасываем)

Количество ригов, используемых за раз=4228*(0,25+0.35)/100=4228*0.285/100=12 (дробную часть отбрасываем)

Все это видно на 3 скриншоте, что и соответствует моей формуле.

Почему отремонтировалось 1075, а не 1068, то этот вопрос нужно задавать другому человеку.

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4 hours ago, qw569 said:

Вау!

Количество хулов, используемых за раз=4545*(0,2+0.35)/100=4545*0.235/100=10 (дробную часть отбрасываем)

Количество ригов, используемых за раз=4228*(0,25+0.35)/100=4228*0.285/100=12 (дробную часть отбрасываем)

Все это видно на 3 скриншоте, что и соответствует моей формуле.

Почему отремонтировалось 1075, а не 1068, то этот вопрос нужно задавать другому человеку.

discuss конечно же
@admin может просвятите?
Где-то тут неправда. Либо не 0,2 за ремонт, либо не 0,035 за Carpenter Combat Reports

Я хотел проверить экспериментальным способом как работает стак карпентеров и есть ли там кап, но не могу идти дальше. Уже не сходится ((

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