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What is the point of a crew member over 100%


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albee9 #1 Posted 31 January 2018 - 01:27 PM

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So my question is, if a crew member is over 100% I would expect that crew member particular skill to improve. Lets say I have a radio operator at 121%, I would expect the signal rate to increase from the base value. But the hangar does not report such an improvement. BIA, vents do so, but having a crew member over 100% seems to be irrelevant for these stats. So again, what does the training rate affects over 100%? 

 

Same goes for the loader, I see in the garage that the reload time is improved if I have BIA, vents and food. But a crew member over 100% does not make any difference to this stat. And when I am playing the reload time that was shown in the garage matches to the one I have playing.

 

If this is correct, then, when I am moving crews to a new tank, once I have the commander trained and providing the 10% bonus to other crew members, even if the other crew members were moved at 90%, with the bonus from the commander of 10%, they are not penalizing the tank stats and they will not get those stats better by improving their training rate any further. Only point here is that they are not adding XP to their skills until they reach 100%.


Edited by albee9, 31 January 2018 - 02:44 PM.


AliceUnchained #2 Posted 31 January 2018 - 01:30 PM

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58.000 games....Seriously...

 

Go check out the Wiki for crying out loud...



trispect #3 Posted 31 January 2018 - 01:32 PM

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View Postalbee9, on 31 January 2018 - 02:27 PM, said:

With the hangar new functionality we can see how a crew member with less than 100% training affects the stats. But when this crew member is over 100%, it seems it does not improve those stats. If so, what is the point of having crew members over 100% training rate?

 

Thanks

 

Point is that when base skill is 100% you can start training additional skills and perks. Or did I understand that question wrong?

Edited by trispect, 31 January 2018 - 01:32 PM.


TheWarrener #4 Posted 31 January 2018 - 01:35 PM

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albee9 #5 Posted 31 January 2018 - 01:41 PM

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View Posttrispect, on 31 January 2018 - 01:32 PM, said:

 

Point is that when base skill is 100% you can start training additional skills and perks. Or did I understand that question wrong?

 

So my question is, if a crew member is over 100% I would expect that crew member particular skill to improve. Lets say I have a radio operator at 121%, I would expect the signal rate to increase from the base value. But the hangar does not report such an improvement. BIA, vents do so, but having a crew member over 100% seems to be irrelevant for these stats. So again, what does the training rate affects over 100%?

albee9 #6 Posted 31 January 2018 - 01:42 PM

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View PostAliceUnchained, on 31 January 2018 - 01:30 PM, said:

58.000 games....Seriously...

 

Go check out the Wiki for crying out loud...

 

Yes, and smarter every day :-)
See the documentation talks about 100% training rate, but it does not address my question. You have a crew member at 121% training rate and it seems it is not improving any stats. BIA, Vents, Food will do, but that extrat 21% over the 100% seems to be a waste.
Link to doc:
https://worldoftanks...qualifications/

Edited by albee9, 31 January 2018 - 02:03 PM.


Dr_ownape #7 Posted 31 January 2018 - 01:44 PM

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well the Army always shouted at me and said I should be putting 110% effort in. so I expect the same from my crews

Hedgehog1963 #8 Posted 31 January 2018 - 01:58 PM

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View Postalbee9, on 31 January 2018 - 12:41 PM, said:

 

So my question is, if a crew member is over 100% I would expect that crew member particular skill to improve. Lets say I have a radio operator at 121%, I would expect the signal rate to increase from the base value. But the hangar does not report such an improvement. BIA, vents do so, but having a crew member over 100% seems to be irrelevant for these stats. So again, what does the training rate affects over 100%?

 

This does increase the performance of crew.  So for example having a 131% loader (using BIA, vents and food consumable on all 100% crew) leads to a shorter reload time. 

 

Radio operator I'm not so sure about.  Never done the check and I think there is a signal range boosting perk.  I suspect that only the perk increases the signal range.



Balc0ra #9 Posted 31 January 2018 - 02:02 PM

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View Postalbee9, on 31 January 2018 - 01:41 PM, said:

 

So my question is, if a crew member is over 100% I would expect that crew member particular skill to improve. Lets say I have a radio operator at 121%, I would expect the signal rate to increase from the base value. But the hangar does not report such an improvement. BIA, vents do so, but having a crew member over 100% seems to be irrelevant for these stats. So again, what does the training rate affects over 100%?

 

Any point over 100 adds to everything. Take out your commander in the garage and send him to the barracks so they lose the BIA bonus. And see the rest of the crew going from 121% to 105%, only getting the bonus from vents. And you will notice the radio range dropping, or the reload time increasing etc.  If you hover over the radio range in the garage stats. It should show how much extra they get from vents and BIA alone. Same as if you have retrained them for a new tank. It show how much they lose on the crews alone to see if retraining with gold or drop skills is worth it etc.

 

But.. the 11% from the commander bonus? it won't indeed change much if you take him out if you don't have BIA on the crew on the garage stats. But if the commander dies during combat. Even on a non bia crew, you will notice the reload going up and the view range dropping. As the commander bonus stats etc dropping has not worked right in the garage for ages. As then they just show it as 100% base crew instead. 


Edited by Balc0ra, 31 January 2018 - 02:04 PM.


albee9 #10 Posted 31 January 2018 - 02:05 PM

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View PostHedgehog1963, on 31 January 2018 - 01:58 PM, said:

 

This does increase the performance of crew.  So for example having a 131% loader (using BIA, vents and food consumable on all 100% crew) leads to a shorter reload time. 

 

Radio operator I'm not so sure about.  Never done the check and I think there is a signal range boosting perk.  I suspect that only the perk increases the signal range.

 

Exactly the BIA, vents and food does increase those rates, even for the radio operator I was talking about, but if you have that crew member at 121% and you dont have BIA and no vents and no food. There is not improvement what so ever.

undutchable80 #11 Posted 31 January 2018 - 02:07 PM

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AliceUnchained #12 Posted 31 January 2018 - 02:14 PM

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View Postalbee9, on 31 January 2018 - 01:42 PM, said:

Yes, and smarter every day :-)

See the documentation talks about 100% training rate, but it does not address my question. You have a crew member at 121% training rate and it seems it is not improving any stats. BIA, Vents, Food will do, but that extrat 21% over the 100% seems to be a waste.
Link to doc:
https://worldoftanks...qualifications/

 

It does, it really does: 2. Tank Stats, 2.2 ==> http://wiki.wargaming.net/en/Battle_Mechanics#Increasing_Stats_past_100.25_primary_crew_skill



albee9 #13 Posted 31 January 2018 - 02:32 PM

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View PostBalc0ra, on 31 January 2018 - 02:02 PM, said:

 

 

Any point over 100 adds to everything. Take out your commander in the garage and send him to the barracks so they lose the BIA bonus. And see the rest of the crew going from 121% to 105%, only getting the bonus from vents. And you will notice the radio range dropping, or the reload time increasing etc.  If you hover over the radio range in the garage stats. It should show how much extra they get from vents and BIA alone. Same as if you have retrained them for a new tank. It show how much they lose on the crews alone to see if retraining with gold or drop skills is worth it etc.

 

But.. the 11% from the commander bonus? it won't indeed change much if you take him out if you don't have BIA on the crew on the garage stats. But if the commander dies during combat. Even on a non bia crew, you will notice the reload going up and the view range dropping. As the commander bonus stats etc dropping has not worked right in the garage for ages. As then they just show it as 100% base crew instead. 

 

If you are right and the garage is not counting the crew training rate over 100%, then if I see the reload in the garage, lets say, at 4.95 secs, and I have my loader at 121%, then when I am playing the tank, the reload time should be better. But it is not the case, the game is not improving the reloading time for that extra 21% over the 100%.

 

This is the reload time playing: 4.95 secs

reload-time-in-game.GIF

And this is the time in the garage: 4.95 secs

reload-time-in-garage.GIF

The loader is at 121%, if I remove the loader from the tank, the reload time goes to 5.06, it just takes out the BIA improvement:

reload-time-in-garage-without-crew.GIF

 

So it seems that extra 21% does not change the reload time what so ever.



albee9 #14 Posted 31 January 2018 - 02:38 PM

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View PostAliceUnchained, on 31 January 2018 - 02:14 PM, said:

 

That is the documentation that we had back in 2013 when I started playing this game, and that is the sort that I was thinking. But now, the reported stats on the garage are matching the stats playing -- see my entry regarding reloading times above.

Eaglax #15 Posted 31 January 2018 - 02:48 PM

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View Postalbee9, on 31 January 2018 - 02:38 PM, said:

 

That is the documentation that we had back in 2013 when I started playing this game, and that is the sort that I was thinking. But now, the reported stats on the garage are matching the stats playing -- see my entry regarding reloading times above.

 

just equip a vehicle with food (+10% crew skill) and you will see the reloading time decrease and the signal range increase....I seriously don't know what your problem is:amazed:

doeshow #16 Posted 31 January 2018 - 02:51 PM

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View Postalbee9, on 31 January 2018 - 01:32 PM, said:

 

If you are right and the garage is not counting the crew training rate over 100%, then if I see the reload in the garage, lets say, at 4.95 secs, and I have my loader at 121%, then when I am playing the tank, the reload time should be better. But it is not the case, the game is not improving the reloading time for that extra 21% over the 100%.

 

This is the reload time playing: 4.95 secs

reload-time-in-game.GIF

And this is the time in the garage: 4.95 secs

reload-time-in-garage.GIF

The loader is at 121%, if I remove the loader from the tank, the reload time goes to 5.06, it just takes out the BIA improvement:

reload-time-in-garage-without-crew.GIF

 

So it seems that extra 21% does not change the reload time what so ever.

 

​How is your loader still at 121% when you remove BiA?

Hedgehog1963 #17 Posted 31 January 2018 - 02:52 PM

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View Postalbee9, on 31 January 2018 - 01:05 PM, said:

View PostHedgehog1963, on 31 January 2018 - 01:58 PM, said:

 

This does increase the performance of crew.  So for example having a 131% loader (using BIA, vents and food consumable on all 100% crew) leads to a shorter reload time. 

 

Radio operator I'm not so sure about.  Never done the check and I think there is a signal range boosting perk.  I suspect that only the perk increases the signal range.

 

Exactly the BIA, vents and food does increase those rates, even for the radio operator I was talking about, but if you have that crew member at 121% and you dont have BIA and no vents and no food. There is not improvement what so ever.

 

 

Next time I'm on a test server I'll look at it. 



AliceUnchained #18 Posted 31 January 2018 - 02:53 PM

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View Postalbee9, on 31 January 2018 - 02:05 PM, said:

Exactly the BIA, vents and food does increase those rates, even for the radio operator I was talking about, but if you have that crew member at 121% and you dont have BIA and no vents and no food. There is not improvement what so ever.

 

You cannot have a crew member at 121% without BIA, Vents, Food... The commander Bonus will add 10% to a Loader giving 110% for a 100% Commander. I've checked the reload time in garage comparison view; I really don't see the problem. At 100% the reload time is 5,75 seconds, with BIA 5,63, same for Vents, both give 5,5 sec reload, add a rammer and you get 4,95 seconds.

 

View Postalbee9, on 31 January 2018 - 02:38 PM, said:

That is the documentation that we had back in 2013 when I started playing this game, and that is the sort that I was thinking. But now, the reported stats on the garage are matching the stats playing -- see my entry regarding reloading times above.

 

Of course they do. Without a crew garage will display as if it has 100% crew (nominal stats; used to be based on 136% I believe), else it will show stats based on crew you have in the vehicle.

 


Edited by AliceUnchained, 31 January 2018 - 02:59 PM.


albee9 #19 Posted 31 January 2018 - 03:06 PM

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View PostAliceUnchained, on 31 January 2018 - 02:53 PM, said:

 

You cannot have a crew member at 121% without BIA, Vents, Food... The commander Bonus will add 10% to a Loader giving 110% for a 100% Commander. I've checked the reload time in garage comparison view; I really don't see the problem. At 100% the reload time is 5,75 seconds, with BIA 5,63, same for Vents, both give 5,5 sec reload, add a rammer and you get 4,95 seconds.

 

 

Of course they do. Without a crew garage will display as if it has 100% crew (nominal stats; used to be based on 136% I believe), else it will show stats based on crew you have in the vehicle.

 

 

that is correct, the BIA, vents and food are increasing the training rate. but the point is that 10% increase from the commander is not reflected in the stats.

 



AliceUnchained #20 Posted 31 January 2018 - 03:09 PM

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View Postalbee9, on 31 January 2018 - 03:06 PM, said:

that is correct, the BIA, vents and food are increasing the training rate. but the point is that 10% increase from the commander is not reflected in the stats.

 

Want to bet? Just remove all crew but the Loader, then add the Commander. I stand corrected, just checked it myself on the Tier V Swedish medium and reload time remains the same with loader at 100% or 110%. So stats show for a crew at 100% but effectively at 110%. The gun module lists a rate of fire at 9,5 and garage shows 10,16 with 0,23 bonus from Vents. Without Vents, at 100% crew rate of fire is listed at 9,93 (but calculating is gives me ~9,91). So it would seem Wiki is wrong in that the displayed stats do include the Commander bonus.

 

Even if for some reason there is no difference between 100% and 110% it would then seem garage already shows the 110% value. Checking the gun module itself shows RoF at 10 rounds a minute. A 5,75 second reload would give ~10,43 per minute.


Edited by AliceUnchained, 31 January 2018 - 03:39 PM.





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