Leaderboard
Popular Content
Showing content with the highest reputation since 10/22/2018 in Blog Entries

2 points
The Accuracy collection, or how Stalin guides your Bias
MacusFlash and one other reacted to Wanderjar for a blog entry
Current Feb/28/19 So here's the post about accuracy. most of this is in bits and pieces from other spots so I'm gathering it all here and adding some new info etc. Have at it! A quick note on dispersion: after turning for 1 second you have reached max hull dispersion and will carry that value until the turn rate is decreased or stopped. Lets knock the nerdy parts out first... The Math There are three factors affecting overall dispersion. One due to moving traverse (affected by Smooth Ride and Vstab), one due to hull traverse (affected by Clutch for the worse, Vstab for the better), and one due to turret traverse (affected by Snap Shot and Vstab), and the files you can verify it in is: res/scripts/avatar.pyc it's unencrypted but you do need a tool reader to view it. Also the lang is python if its not obvious. Some people are reporting this as being encrypted. WG uses the Blowfish cipher, and its not too hard to break. Accuracy and Dispersion Gun Accuracy The accuracy value for a gun is given in meters at a range of 100m. The lower the value the more accurate your gun is. The value describes 2 standard deviations σ from the center of your aim. In other words, for a gun with 0.32m dispersion at 100m, 95.45% of all shots will land within 0.32m of the center of your aim at that distance. Dispersion amount increases linearly with distance, i.e. 0.32m effective accuracy at 100m translates to 0.64m at 200m and 1.28m at 400m. Aiming Circle Sigma Deviations (Picture sauce Thanks Mwtoews ) WG uses a 2 Sigma system now (post 0.8.6) rather than the 3 sigma from before The aiming circle (or reticle/thing that goes on the Red tanks...) describes the area of 2 standard deviations (2σ) from your aim point. Based on a standard normal distribution, this used to mean that 4.2% of your shots would fall outside of the aiming circle. Since version 0.8.6 (the sigma rework) any shots falling outside the 2 Sigma circle get a second roll with a flat distribution (pancake) to place them randomly within the circle (prior to this they were placed on the perimeter). Because of this the shots move (deviate) away from your aim point, outwards toward the edge of the circle, but never shoot past its edge. (the above partially shameless stolen referenced from the wiki. Thanks Haswell ) Equipment Gun Laying Drive vs Vertical Stabilizer Always always always Vert stab. 20% against ALL movement penalties. This means smaller bloom on turret moving, smaller bloom on hull rotation, smaller bloom on the move, Smaller chance of a miss overall. If you aren't running a Vert stab, it should be that you can't equip one. ALL scouts/lights can carry a Vstab now so there's no excuse. Self explanatory chart why start at 1.7x when you can start at 1.27x? It's a much tighter reticle and you still beat the GLD to minimum bloom by .3 sec? Obviously both are best but Rammer  Vstab  Optics are the Trifecta. Vertical Stabilizer +20% to Accuracy during all Movement (AWSD) and Turret rotation Gun Laying Drive 10% faster aim in! Generally only useful for snipers and arty. To be used only if a Vstab isn't available AND you are planning to playing a nonpeekaboom style. Generally not for heavies but sometimes, its what's there. Vents 5% (3.7% effective) better everything, even general crew skills (but not job specific ones) FOOD! A Flat +10% (7.2% effective) to ALL Major Qualifications AND skills/Perks, a huge help in gun Handling and general tank performance Skills As long as you keep moving anything, the bloom continues to bloom, the skills and equipment help to counter the bloom growth. Vents, Vstab and BIA help to actively minimize the bloom dispersion values DURING turning and after as well, everything else just counters the bloom afterwards. BIA: always useful, +5% to general crew skills and to major qualifications, but not to, say Recon or Snapshot) Requires ALL crew members to have it. It's a perk so its 100% effective only (also a good reason to train it 2nd or 3rd). The boost to the Gunner Qualification helps to minimize the bloom penalties by 2.5% effective. Gunner Snap Shot: Pretty useful for all tanks, even casemates and arty. Reduces bloom by 7.5% on turret rotation/Gun movement (3.5 effective). Works great with Vstab! Does stack with Driver's Smooth Ride skill Driver:Clutch braking: Tiny bit faster deg/sec PIVOT turning (A/D only, not W/S) than Off Road, but worse passibility all over. Good for casemates/arty and slow turning tanks (T67 hellcat, grille, T95 etc) This skill can affect Hull turn dispersion by making it worse/faster for a shorter period of time. Nothing makes it better save Vstab/BIA. Clutch Braking is still vital for tactical movement so it's validity isn't questioned but knowledge that it can make your dispersion worse while turning (A/D keys) should be paid attention to. Hull traverse google doc: https://docs.google.com/spreadsheets/d/10VIumnYWrLsc2xpPFnZpMaVdfBHg_xZOHb04ie1HU8/edit?usp=sharing interesting if you want the raw numbers and why people are all Off Road > Clutch for noncasemates. Smooth Ride: This skill is hotly debated. If your tank has more than .25.27 dispersion on Forward movement (W key only), it's worth getting early. otherwise, its only use is to counter Clutch Braking's increased dispersion so you should train both this skill and Clutch at the same time to maintain current dispersion values. (more deg/s = more bloom) get if after ORD and Clutch. Look up your favorite tank at Tanks.gg in the stats or compare tabs! @8_Hussars and my work on SR/Snap/Clutch Dispersion values: https://docs.google.com/spreadsheets/d/1TqvlcnQIdPpAzy3X0OK4lxdNjWoqo9ejcdRqu_HqIuc/edit?usp=sharing .25 movement dispersion (which is fairly high) seems to be the 'useful' line for where SR is viable. save for sub tier 6 (and the scout/heavies of 6, not the meds generally) SR should be reserved for a 4th/5th skill. certain premium tanks (type 64, superP) benefit from having the skill but most won't see any kind of useful gain. 
2 pointsCurrent 1/6/19 First off, props and a big thank you to my brother in arms, ShakeNBake, for doing the number engineering on this and making me look like I know what I'm talking about. And another thank you to @8_Hussars (again) for proof reading this and double checking my work in case I go full retard. So, this post is going to talk about Crew Experience and how to manage it to your benefit. What this post is NOT going to talk about is skill builds/selection, the equipment you can put on your tanks, and the %'s you see next to their names in the garage. ***************"Major Qualification Training and Retraining********************** The Primary Qualification (i.e. Commander, Driver) works separately from the rest of the skills. Changing the tank assignment has no* effect on crew skills. All numbers, except where noted, represent the amount of Crew XP that is lost when retraining for Credits (not the Free) rather than Gold. Retraining for Gold is always 0 XP lost. One of the few occasionally I'll actually cite the wiki: http://wiki.wargaming.net/en/Crew#Training_and_Retraining_in_the_Major_Qualification Or: The Initial Grind, 75% > 100% Primary = 72543 (73K) Crew XP Cross Class Retrain, 80% > 100% = 63856 (64K) Crew XP Same Class Retrain, 90% > 100% = 39152 (39K) Crew XP Note: Same Class Retraining for free rather than for Credits (80% rather than 90%) loses you an extra 25K Crew XP. 20K credits or 25k XP. Retraining for Silver is entirely doable (especially within classes). The losses are extremely small AND(!!!) you can cheat the system a few ways as well. Unlock the new tank, and retrain the crew to that new tank but keep them in the old tank to grind the stock off the crew. (not the best way but it works) Girl crew! / Keep the crew in that tank The Kustom Krew method: Requires a premium tank of that nation and a decent crew from somewhere else. Put the good crew into the Premium, then send (to start with) the Cdr to the barracks and put a new 75% cdr in the premium. With ACT running, the Cdr gets double exp for a long as you keep him in there so you can knock out 1 or 2 skills fairly quickly. Once at the desired level, remove the premium Cdr, put the old one back in and work down the major qual list (gunner then driver then RO then loader) as needed for the new tank. Put original crew back together, and you have a 1 or 2 skill crew trained on the premium ready to be retrained to your new tank of whatever class. Profit Put the crew into a premium tank of that nation, (same class is best but any will do. just takes longer) retrain the crew to the new tank for silver, and then grind the crew to 100% while in the Premium tank. EX: If you have a US TD crew (say a 25/2) but don't own a US premium TD (and I don't blame you. I hate the scorp.) but you have a US premium Heavy, say a T34, you can retrain the crew to the new US TD (28 proto) and then grind the primary exp in the T34. You lose out on some of the accelerated benefits for being in the same class/type but not all of it and your crew exp continues to build at half rate in the premium, plus you get to pull in a few creds as well! http://wiki.wargaming.net/en/Crew#Bonuses_and_Penalties and scroll down a bit: The thing to remember is that you have to have the new tank unlocked to retrain the crew to it, but you do not need to buy it (unless you really want to) ***************************Skill/Perk Training and Retraining****************************** Skills count from a different pool of XP than Primary Qualifications. This pool can get huge at 3x+ crew levels. On your third skill, getting from 87% to 88% takes almost 22k XP*. Resetting skills for Credits loses a flat 10% off of the total XP (not just that skill, in total) in the crew exp pool. At (3)87%, the total skill exp pool is 1088K XP. A skill reset for credits of your 3 skill crew loses 109K XP. (218 games worth of exp @ 500exp/battle) Reference points for silver retrain: 21K crew XP lost from 100% on first skill (42 battles. meh. ) 23K crew XP lost from 36% on second skill (first skill remains at 100%) 39K crew XP lost from 82% on second skill (equivalent to same class retrain) 63K crew XP lost from 100% on second skill (126 games worth of exp. poof.) 64K crew XP lost from 17% on third skill (equivalent to cross class retrain) (128 battles worth btw.) 70K crew XP lost from 49% on third skill (second skill remains at 100%) (or 140 battles ) 73K crew XP lost from 55% on third skill (equivalent to initial primary grind from 75%) 147K crew XP lost from 100% on third skill (294 games worth!) 164K crew XP lost from 52% on fourth skill (third skill remains at 100%) 315K crew XP lost from 100% on fourth skill ( 630 games that never happened!! Y U DO DIS!?!?) Remember, you lose a crapton of exp per silver retrain. How much is 21k exp? about 42 battles worth. (averaging 500 exp/battle) or an average of 5 hours of playing that tank only. (7 mins a game averaged) If you notice, that's the LOW number for silver skill retrains. 42 battles is barely tolerable to get back to where you were. After that, the losses are simply staggering. Into the hundreds or maybe thousand(s) of battles. How much XP is worth 200 gold is a question everyone will have to answer on their own. Personally, I do the first skill resets (I actually train 2 skills, then reset to what's needed. Except the commander for 6th asap.) and same class retrains for credits. Everything else is gold. ****************************Accelerated Crew Training (ACT)******************************* Either on a Premium Tank, or a normal tank that you have completely researched (Elited!!!), There is a small check box above the crew members that will allow you to double the exp that 1 crewman gets. It automatically goes to the person with the LOWEST TOTAL EXP, not the lowest Major Qualification or even crew skill. This lucky person gets double the amount of Crew exp than he normally would INCLUDING (and this is cool) any modifiers like personal reserves. ACT does this by taking the exp that the 'tank' gets (its how you unlock modules and the next tank etc) and giving that exp to 1 crewman. How much crew exp does he normally get? The amount of Exp it shows you on either the 'detailed results' breakdown, or the "personal achievements" on the after battle screen(s). However, Checking the ACT box will prevent you from stockpiling exp on that tank to convert later to free exp with gold (if you like to do that, me not so much.) Which Brings us to... *****************************Bonus Math and Personal Reserves********************************* (Now with ACT!) **Warning! Math ahead!** If you ever played D&D then this makes total sense to you. If you didn't, then welcome to Weird Math 101. All the Bonuses are Additive, not Multiplicative. < Remember this. So you would think that with your 2x daily multiplier and a 200% (2x) experience personal reserve and a 200% (2x) crew exp personal reserve running that you would get (2x2x2)= 8x Experience from your first win? Lolnope. You get 4x. Here's why. The bonuses don't stack. Each one individually sees the base Exp (from the personal results or details screen remember?) and does their own action to it. So the daily double does its thing and the personal reserves do their thing. But they never see each other and the base exp only counts once and then they all get added together. The short version: TotalCrewmanXP = [earnedXP*(crewXPMod+(firstWinMod1))]*[1+Accel] ok, lets expand it a little: base exp+ daily double + 2x personal reserve + 2x personal crew exp reserve + 10% clan reserve and accelerate crew training ( 1 + (21) + (21) + (21) + (base exp x .1) ) = 4.1 x base crew exp and if you have ACT on you get 4.1 x 2 = 8.2 for that 1 crewman Or in long hand for the same example: base exp + daily double + 2x personal reserve + 2x personal crew exp reserve + 10% clan reserve and accelerate crew training (Base exp + (2x base exp  base exp) + (2x base exp  base exp) + (2x base exp  base exp) + (base exp x .1) ) = 4.1 x base crew exp X 2 (for ACT) No? ok, the long way then. So: 500 (base exp) (it counts here!) 500 (base exp) x2 (daily double) = 500 exp. (because the base exp doesnt count here) 500 (base exp) x2 (exp personal reserve ) = 500 exp. (and it doesnt count here either!) 500 (base exp) x2 (crew exp personal reserve) = 500 exp. which gives you: 500exp (base exp) + 500exp (from the daily double) + 500exp (from exp personal reserve) + 500 (crew exp personal reserve) = 2000exp because the base exp is only included once. or "4x" instead of the 8x you were expecting. Clear as mud? yeah I thought so. To make it easier, subtract 1 from the bonus and add it to the other bonuses to get what you are actually seeing. So if you run everything possible, you could have a 2x daily double, a 200% crew exp multiplier from personal reserves, a 200% exp multiplier from personal reserves + your Clan popped a clan reserve of +10% more exp. Got all that? Lets break it down: Base exp + base exp + base exp + base exp + (base exp x .1) = 4.1 x base exp. If your base exp is 500 then your crewman gets 2050 exp ^ ^ ^ ^ ^ base exp 2x daily 2x Per. Res. 2x Per. Res. clan reserve Let's make it a BIT more obvious. WG is doing a 5x month and is running a 3x crew exp weekend and you pop a 2x personal reserve. you get 8x exp for that 1 fight. ( 1 + (51) + (31) + (21) ) = 8x base crew exp ^ ^ ^ ^ Base Exp + 4x base exp + 2x base exp + base exp = 8x or 500 + (4x 500) + (2x 500) + 500 = 4000 exp per crewman or 8000 exp for 1 guy and 4000 for the rest with ACT running Neat! Hope that cleared some of the mud out. If it didn't please ask questions below! *(Both stars) After retraining the Primary Qualification, the XP that would have been between the 87% and 88% skill mark, some amount less than 22k, gets dropped to the primary qualification. Your third skill will remain at 87% and your primary skill will increase. ex: You had 18K (90%) of 22K(100%) and retrained inclass. Your primary qualification would now be 94%; 39K XP lost to the silver retrain, 18K gained in Primary Qualification from the skill reset. Please note that you have to retrain the skills to get the exp in a skill to funnel back into the Major Qualification crew exp pool, even if you have a bunch of exp in a skill slot that you haven't chosen yet. But, But if you are going to do that, then you might as well gold retrain him to major qual and be done with it instead of silver retraining his major qual then silver retraining his skills to get it to backfill and eating a significant exp penalty that's worse than the major qual exp loss. Or just throw them in a Premium tank? For The Math Phobic To say it avoiding math: Primary Qualification is a small pail with some water. Skills are a huge bucket of water. They aren't connected at all, but if you get a cup and scoop some out of the bucket into the pail, it will fill up. The cup is what kind of retrain you are going and how many holes/leaks it has. (lots of holes for Free, a few holes and cracks for Silver and no leaks at all for Gold) Graphs for the number shy: Exp required for each skill level: or, for the whole thing: TL;DR: Do yourself a favor and retrain for gold after skill 2. Wait for sales if you must. Play in weekend/weekday warrior tournys if you need some quick small gold. If gold retrain isn't an option at all for you, Please ask anyone (make a thread, google search the wotlabs forums, status update, post here, anything.) about the way to grind the skill order without retraining (it can suck, esp with perks, but it's doable and more exp effective than silver retrain in the long run)

1 point
Basic Equipment layouts
sohojacques reacted to Wanderjar for a blog entry
Current 1/6/19 A basic explanation of Equipment! and obviously, the "Improved Equipment" for bonds is way better. Directives are useful but a one off boost. Unless you play Tier X a lot and earn more than 1 a match, its almost a waste. Run Food instead. Got a tank and you can't decide what to run on it? check out http://www.vbaddict.net/tankstatistics/overall and find your tank on the list and then check out the Equipment tab (its right next to the crew skills tab also mentioned by me ) Gun Laying Drive vs Vertical Stabilizer Always always always Vert stab. 20% against ALL movement penalties. This means smaller bloom on turret moving, smaller bloom on hull rotation, smaller bloom on the move, Smaller chance of a miss overall. If you aren't running a Vert stab, it should be that you can't equip one. ALL scouts/lights can carry a Vstab now so there's no excuse. why start at 1.7x when you can start at 1.27x? It's a much tighter reticle and you still beat the GLD to minimum bloom by .3 sec? Obviously both are best but Rammer  Vstab  Optics are the Trifecta. Gun Laying Drive 10% faster aim in! Generally only useful for snipers and arty. To be used only if a Vstab isn't available AND you are planning to playing a nonpeekaboom style. Generally not for heavies but sometimes, its what's there. Binocs vs Coated optics. Optics over binocs. simple. The sole practical advantage that bincos have is the free swap out. Bincos give you +25% while stationary for 3 seconds, Optics gives you +10% always. Why optics? because unless you are a TD/SPG/stationary tank with a decent spotting range doing you own spots (like you solo holding a side), you aren't going to be sitting still for very long and if you are like most TD's (not the UDES and above), you are going to have to shift your hull occasionally for shots, which breaks the bonus. Your 'on the move' spotting is the spotting that counts the most in almost every game situation. Whether on initial deployment, or you vs 3 of them in a last stand, chances are you will not be sitting still for long no matter what. The extra 30 yards of spotting on the move can save your life. TL;DR: Binocs when Kemp Boosh! Vents +5% to all crew skills. Only for closed top turrets sadly, but this does stack with BIA and food! Due to the math, it gets figured in as a 2.2% overall increase in direct skill efficiency. (not to be sneezed at!) Gun Rammer 10% faster shell loading times. sadly not for autoloaders. Does what it says on the box . more pew pew, always a good idea! Generally a #1 slot pick Now, class specific equip loads and uses: Heavies! Vstab/GLD  Rammer  Vents. Optics are less a concern here but they have their place in high base VR heavies (T10, etc) Mediums Vents  Rammer  Optics. This is less a rule of thumb than the other classes. Meds are a widely varied class and the equipment needed varies between vstab/rammer/optics and gld/vents/rammer and can even vary from gun to gun on a single tank. (This still holds true for the Itallian autoreloaders) TDs GLD  Rammer  Vents/binocs (especially for the swede TDs) Lights/scouts Rammer (or vents)  Optics  VStab (for autoloaders or single shot) Vents  Optics/Binocs  camo net (for certain personal missions) SPGs GLD  Rammer  Camo net.... Chemo therapy.... (I kid, I kid) Binocs are a viable option on this class in certain SPGs with good base VR and the potential for clutch shots (like Clan wars) It's worth pointing out that if you are self spotting a target, even if it was initially spotted by someone else, will help to maximize your Exp. Since radio spotting for your dmg splits the EXP between you and the spotter. If you can see it "yourself" you get more exp for hurting it.