Topic; can someone who knows explain it for me or point me to a resource for it. Are there fixed modifiers for each tier or does it vary from ship to ship. I know the Missouri have special modifiers but what about the rest?
So I'm a little confused. I know damage in it self isn't a good metric as your reward is based on percentage of damage done to the healtpool of a ship modified by the tier relationship. Which is why averaging 45k damage at T10 can be perfectly fine if it means it's damage done vs T10 DDS exclusively. Outside of that I always assumed the experience was the key used when calculating the cerdit income. We know there are ribbon boosts. You get a little extra for getting the actual kill, you get extra for capping and defending caps etc. But I assumed all of that ultimately translated to experience and that again to credits but based on these replays thats not the case. And the smolensk doesn't really look like a good earner.
Looking at the two Musashi games the high damage game is the least rewarding one even though the exp earned is higher. So I have to presume that a mix of ribbons and targets hit makes a difference but that means that there is som other calculation done for your ultimate reward. So XP plus ribbons? I'm at a loss.
As I write I see I have two questions. 1: is there a income modifier model/table for premium ships and 2) how the #¤"#¤%%&%/ is income really calculated? Flags add to you xp bonuses so I figured ultimately xp is the key - that all other modifers add to the xp and then the xp is the key to calculate credits from but that doesn't seem to be the case?
Anyone with som acutal knowledge who can answer these two questions?
Topic; can someone who knows explain it for me or point me to a resource for it. Are there fixed modifiers for each tier or does it vary from ship to ship. I know the Missouri have special modifiers but what about the rest?
Based on some flamu games
Missouri 1: http://www.youtube.com/watch?v=B5sCX_hgt5M&t=13m38s about 230k damage about 16k exp and about 2.500.000 credits
Missouri 2: http://www.youtube.com/watch?v=5vsNNs0uOrc&t=12m36s about 150k damage about 11k exp and about 1.000.000 credits
Musashi 1: http://www.youtube.com/watch?v=iQ0CSyzRaQI&t=15m47s about 215k damage about 8 k exp and about 1.430.000 credits
Musashi 2: http://www.youtube.com/watch?v=nCCZ3x7eMUI&t=16m31s about 239k damage about 8,5k exp and about 795.000 credits
Smolensk: http://www.youtube.com/watch?v=Kgb-DCv37Ig&t=19m19s about 304k damage about 9,5k exp and about 706.000 credits
So I'm a little confused. I know damage in it self isn't a good metric as your reward is based on percentage of damage done to the healtpool of a ship modified by the tier relationship. Which is why averaging 45k damage at T10 can be perfectly fine if it means it's damage done vs T10 DDS exclusively. Outside of that I always assumed the experience was the key used when calculating the cerdit income. We know there are ribbon boosts. You get a little extra for getting the actual kill, you get extra for capping and defending caps etc. But I assumed all of that ultimately translated to experience and that again to credits but based on these replays thats not the case. And the smolensk doesn't really look like a good earner.
Looking at the two Musashi games the high damage game is the least rewarding one even though the exp earned is higher. So I have to presume that a mix of ribbons and targets hit makes a difference but that means that there is som other calculation done for your ultimate reward. So XP plus ribbons? I'm at a loss.
As I write I see I have two questions. 1: is there a income modifier model/table for premium ships and 2) how the #¤"#¤%%&%/ is income really calculated? Flags add to you xp bonuses so I figured ultimately xp is the key - that all other modifers add to the xp and then the xp is the key to calculate credits from but that doesn't seem to be the case?
Anyone with som acutal knowledge who can answer these two questions?
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