New crew skills in numbers
richmi
20 Mar 2012
Hi,
since WG is not going to provide us with exact info about the new skills,
All respective numbers are now also on WoT Wiki
I've tried to summ things up a little bit.
I don't claim the data to be fully accurate. Any additional info or corrections are welcome. (sources:wotdb.ru, forums)
Numbers shown for skill at 100%
Brothers-in-arms - Perk
+5% overall skills.
Whole crew must have. BiA remains in effect with dead crew members, OL verified.
Commander
Driver
Gunner
Loader
Radio Operator
Original skills
richmi
since WG is not going to provide us with exact info about the new skills,
All respective numbers are now also on WoT Wiki
I've tried to summ things up a little bit.
I don't claim the data to be fully accurate. Any additional info or corrections are welcome. (sources:wotdb.ru, forums)
Numbers shown for skill at 100%
Brothers-in-arms - Perk
+5% overall skills.
Whole crew must have. BiA remains in effect with dead crew members, OL verified.
Spoiler
Spoiler
Spoiler
Spoiler
Spoiler
Original skills
Spoiler
richmi
steamrick
20 Mar 2012
Wow, I thought that the view range perks would give a bit more...
How sure are you of your numbers?
Apart from that, thanks a bunch! I've been looking for something like this.
How sure are you of your numbers?
Apart from that, thanks a bunch! I've been looking for something like this.
richmi
20 Mar 2012
elwoodblues23
20 Mar 2012
richmi, on 20 March 2012 - 09:52 AM, said:
(...)
Sharp-shooter - Perk
0,03 bonus on inflicting additional critical damage. (don't know how to interpret in % though)
Not with HE rounds.
(...)
camouflage x% better camo coef. with skill at 100%
(...)
richmi
Sharp-shooter - Perk
0,03 bonus on inflicting additional critical damage. (don't know how to interpret in % though)
Not with HE rounds.
(...)
camouflage x% better camo coef. with skill at 100%
(...)
richmi
thought I had an easy answer to that, but after reading wiki I'm discombobulated.
Have a look yourself.
Intruder313
20 Mar 2012
Ramming Master
The Ramming Skill also reduces incoming Ramming damage by 15%.
Sharpshooter
Critical chance is increased 3% (though originally this was a mere 1%)
The Ramming Skill also reduces incoming Ramming damage by 15%.
Sharpshooter
Critical chance is increased 3% (though originally this was a mere 1%)
steamrick
20 Mar 2012
Actually, doesn sharpshooter mean you're even MORE likely to have 0 damage crits?
FrostDX
20 Mar 2012
Treborn
20 Mar 2012
You have a +1 for your effort. Data presented looks valid enough, the advantages arent great so I would still choose Repairs as a main skill for heavies, camo for TD and arty.
Concerning Brother in Arms (in your garage you see +5% more skill for each crew member). But those 5% doesent add to 100% crew skill + 11% (bonus from commander) + 5% (crew ventilation), instead its only 5% of the orginial crew 100%. Let me explain in numbers (I also consider you`re using crew ventilation) :
100 + 11% + 5% + 5% = 122,37 > 100 + 11% + 5% + (5% din 100) = 121.55 (<-actual value in game during combat, tested using crosshair reload mods)
So we perceive a smaller effective increase than 5%. I hope you get my point showed in numbers.
Even if its not that much Brother in Arms gives a small increase for every crew member (inclusive commander) so I would choose it as my main skill (since 100% its needed to work), they I would go for Repairs (that one would increase slower since its second skill but will work even if its not 100%). For the third skill I`ve got no idea what should I choose lol.
Concerning Brother in Arms (in your garage you see +5% more skill for each crew member). But those 5% doesent add to 100% crew skill + 11% (bonus from commander) + 5% (crew ventilation), instead its only 5% of the orginial crew 100%. Let me explain in numbers (I also consider you`re using crew ventilation) :
100 + 11% + 5% + 5% = 122,37 > 100 + 11% + 5% + (5% din 100) = 121.55 (<-actual value in game during combat, tested using crosshair reload mods)
So we perceive a smaller effective increase than 5%. I hope you get my point showed in numbers.
Even if its not that much Brother in Arms gives a small increase for every crew member (inclusive commander) so I would choose it as my main skill (since 100% its needed to work), they I would go for Repairs (that one would increase slower since its second skill but will work even if its not 100%). For the third skill I`ve got no idea what should I choose lol.
richmi
20 Mar 2012
elwoodblues23, on 20 March 2012 - 10:35 AM, said:
I'd say 0,03 equals ~3%
thought I had an easy answer to that, but after reading wiki I'm discombobulated.
Have a look yourself.
thought I had an easy answer to that, but after reading wiki I'm discombobulated.
Have a look yourself.
Thx, but I'm 2 lazy 4 equations with so many unknown or unclear factors
Treborn
20 Mar 2012
You should post this in Gameplay Discussion, that forum is way more active and you would help more people.
richmi
20 Mar 2012
Steffenximus
22 Mar 2012
+1 for your good information. Now I just decided I won't choose any new perks because they're pathetic. Camo + repair remains the best choice, depending on tank type.
Krzystos
22 Mar 2012
just one more question.
If one will have (almost) 5% more on base skill e.g. 121% instead of 116%
how much reload time will be reduced?
Maybe someone know the answer?
If one will have (almost) 5% more on base skill e.g. 121% instead of 116%
how much reload time will be reduced?
Maybe someone know the answer?
Folterknecht
22 Mar 2012
Treborn, on 20 March 2012 - 11:44 AM, said:
...Repairs as a main skill for heavies, camo for TD and arty.
...
...
Camo for arti is useless if you start your arti grind @ t5/6 (Hummel/S-51). Getting your tracks up to avoid enemy fire is far more important because camo values for those big arti are near 0. Better go for repair and +5% traverse for driver - Ace - and Off Road Master. GW-E becomes suddenly totally different handling (i tried it on testserver)
Also camo is useless on german TDs since t8+ TDs dont have a camo value to speak, so better invest in BIA and better Mobility for those.
Krzystos, on 22 March 2012 - 11:56 AM, said:
just one more question.
If one will have (almost) 5% more on base skill e.g. 121% instead of 116%
how much reload time will be reduced?
Maybe someone know the answer?
If one will have (almost) 5% more on base skill e.g. 121% instead of 116%
how much reload time will be reduced?
Maybe someone know the answer?
Depends on the reload time of the gun. That aside a better reload time (eg 0,2sec) isnt that important, skill increase for gunner (to hit or not to hit) is the main factor here.
Treborn
22 Mar 2012
Krzystos, on 22 March 2012 - 11:56 AM, said:
just one more question.
If one will have (almost) 5% more on base skill e.g. 121% instead of 116%
how much reload time will be reduced?
Maybe someone know the answer?
If one will have (almost) 5% more on base skill e.g. 121% instead of 116%
how much reload time will be reduced?
Maybe someone know the answer?
I verified this on Test Server 2, of 7.2 update.
Folterknecht, on 22 March 2012 - 12:38 PM, said:
Camo for arti is useless if you start your arti grind @ t5/6 (Hummel/S-51). Getting your tracks up to avoid enemy fire is far more important because camo values for those big arti are near 0. Better go for repair and +5% traverse for driver - Ace - and Off Road Master. GW-E becomes suddenly totally different handling (i tried it on testserver)
Also camo is useless on german TDs since t8+ TDs dont have a camo value to speak, so better invest in BIA and better Mobility for those.
Also camo is useless on german TDs since t8+ TDs dont have a camo value to speak, so better invest in BIA and better Mobility for those.
You are right, I just pointed out some general criteria.
Black_Rod
23 Mar 2012
richmi, on 20 March 2012 - 09:52 AM, said:
[...snipped...]
Original skills, does anybody know the values for these?
repair x% faster with skill at 100%
camouflage x% better camo coef. with skill at 100%
firefighting x% faster with skill at 100%
richmi
repairtime is halved with full crew on 100% repair-skill, so..
^ repair 100% faster with skill at 100%
Ksielvin
27 Mar 2012
richmi, on 20 March 2012 - 09:52 AM, said:
does anybody know the values for these?
camouflage x% better camo coef. with skill at 100%
camouflage x% better camo coef. with skill at 100%
Wiki gives a formula (with parts explained) for camoFactor which is used with opponent's effective view range to calculate how far he can see you from: camoFactor = baseCamo * (0.00375 * camoSkill + 0.5) * camoNet * camoAtShot + environmentCamo
The important thing for us to note here that everything else is multiplied, then environmentCamo added. So bushes are effective for heavies despite their bad baseCamo but not much else is. For camoSkill we just need to look at this bit: (0.00375 * camoSkill + 0.5)
So with 0% camoSkill a tank is basically operating at 50% of its baseCamo before any other modifiers. With 100% camo skill on entire crew you get 0.00375 * camoSkill + 0.5 = 0.875 which is 75% better than having no camoSkill. Adding commander bonus to both cases makes the relative boost a bit smaller. (Wiki examples include it for secondary skills.)
Snib
28 Mar 2012
richmi, on 20 March 2012 - 09:52 AM, said:
Original skills
repair 100% faster with skill at 100% (repair time halved) @Black_Rod
does anybody know the values for these?
camouflage x% better camo coef. with skill at 100%
firefighting x% faster with skill at 100%
repair 100% faster with skill at 100% (repair time halved) @Black_Rod
does anybody know the values for these?
camouflage x% better camo coef. with skill at 100%
firefighting x% faster with skill at 100%
leatherenthusiast
28 Mar 2012
I would like to see these numbers soon after release...
Ive heard some conflicting rumors about ventilation and brothers perk. Do they stack or not? Did anyone measure this?
Ive heard some conflicting rumors about ventilation and brothers perk. Do they stack or not? Did anyone measure this?


