almost 2 years ago - Ahskance - Direct link

We were unable to reach the heights of fully Comm XP/Free XP stacked earnings sets without making the bonuses overly gigantic. Because of this, we've simply credited out more Bonuses to address the amount of Comm XP and Free XP that would be earned.

In essence, if your current inventory of stuff should stack and create 4 million Commander XP in a raw number sense, then you should be able to achieve that or more with the post-Conversion Bonuses that you will get. It may take a few more games to get there (because the absolute highs aren't quite as high in the Asian Lantern (Comm XP) and Spring Sky (Free XP) situations, but those are the only outliers.

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I've played with the Calculator to simulate a 2,500 Base XP Win in Clan Battles which has a base Credit Payout of 300,000. I altered the "Base XP and Credits" to sync with Premium Time active and then added +15% XP to the ESCL Flag to simulate a clan bonus.

It looks like this:


In terms of output, the Commander XP is less, but the Credits, XP, and Free XP is more.

You might be losing the highest high in terms of Commander XP, but the other Resources do step in to take up slack.

Also, please remember that you should receive additional Expendable Bonuses to allow for some additional games which will yield the rest of the Commander XP which isn't achieved in a single game.

@Dudefella

almost 2 years ago - Ahskance - Direct link

Only in the case of Very Rare camos Asian Lantern and Spring Sky while those camos were paired with every other Signal available, including Dragon Flags which are also Rare.

This is an outlier situation, not a normal situation.

almost 2 years ago - Ahskance - Direct link

Asian Lantern + Full Signals (Econ + Dragon) and Spring Sky + Fill Signals (Econ and Dragon) are the outliers that the highest Bonuses do not match in terms of a specific resource. As such, during the Conversion, those things carry addition weight and provide more Bonuses to make that up over another Battle. It is more Battles than one, but in terms of "Value" the player should still be getting as much or more than they would expect to earn through use of their Signals/Camos.

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The "Type 59 + 4 x Econ Signals + 8 Dragon Signals" is not outperformed by Tier 3 Bonuses... because it is a 13 item set of things all working together. Fulls sets playing off each other is what the "Tier 4" Bonuses would represent, and they should outperform in this example because the Outliers are the Asian Lantern (Comm XP) and Spring Sky (Free XP).

almost 2 years ago - Ahskance - Direct link

The Super Camos are the Outlier that the Tier 4 bonuses cannot keep up with.

A 200% XP Camo with a Full Economic and Full Dragon Set is still a large investment of Rare and Uncommon items. The Tier 4 Bonuses are large enough to handle conditions that are not the specific outliers stated above, and even then the Conversion still factors the earning potential of them to credit additional Bonuses such that the player is taken care of.

A ping only generates a Notification. Once the person receives the Notification, there is no further interaction.

There's no reason to remove anything.

almost 2 years ago - Ahskance - Direct link

The Type 59 + Full Set Generates these "Effective" numbers

Credits: 145% Bonus


Earned XP: 575% Bonus


Comm XP : 1,458% Bonus


Free XP: 5,441% Bonus (10,882 / 2 as the Free XP Coefficient moves from 5% to 10% in the new system)

So to match/exceed, you would use:

Tier 3 - 160% Credit Bonus


Tier 3 - 800% XP Bonus


Tier 4 - 1,600% Comm XP Bonus


Tier 4 - 7200% Free XP Bonus

almost 2 years ago - Ahskance - Direct link

The Spring Sky + Full Set Generates these "Effective" numbers

Credits: 145% Bonus


Earned XP: 575% Bonus


Comm XP : 1,458% Bonus


Free XP: 8,063% Bonus (16,127 / 2 as the Free XP Coefficient moves from 5% to 10% in the new system)

So to match/exceed, you would use:

Tier 3 - 160% Credit Bonus


Tier 3 - 800% XP Bonus


Tier 4 - 1,600% Comm XP Bonus


Tier 4 - 7200% Free XP Bonus (short by ~10% = 8,062% - 806.2% = 7,255.8%)

almost 2 years ago - Ahskance - Direct link

The new system is incredibly basic. You pick a Bonus for a Resource, and you get more of that Resource. You are limited to 1 Bonus each for the four different resources (Credits, XP, Comm XP, and Free XP). The system is very straightforward and new-player friendly.

The reason you see mountains of math is because of converting 7 years of stuff from Old System to New System. You also see mountains of math because min-max'ing situations is determined through heavy math and theorycrafting, and we have many players that want to understand the situation backwards and forwards so they can plan everything they will do.

almost 2 years ago - Ahskance - Direct link

Perma-Econ Bonuses and Flags add Resources as well. They don't interact with your chosen Expendable Bonuses, they just provide more Resources and are always on.

almost 2 years ago - Ahskance - Direct link

Credits: The +20% Credits Expendable Bonus is 12 Doubloons purchased in Port

Increase of 4 Doubloons per use (8 -> 12)



XP: The +100% XP Expendable Bonus is 12 Doubloons purchased in Port

Twice the Return is Doubling the Cost to 32 Doubloons (in terms of XP Gained)

Note: XP Stacking is especially valuable in the current model, so this does not translate directly


Decrease of 20 Doubloons per use (32 -> 12)



Comm XP: The +100% Comm XP Expendable Bonus is 12 Doubloons purchased in Port

Twice the Return in Doubling the Cost to 12 Doubloons (in terms of Comm XP Gained)


No Change in Doubloons per use (12 -> 12)



Free XP: The +300 Free XP Expendable Bonus is 12 Doubloon purchased in Port

Twice the Free XP Coefficient (5% -> 10%) doubles the return (in terms of Free XP Gained)


Decrease of 4 Doubloons per use (16 -> 12)

There are changes, but the core system is changing. Credits is the one area where there is an increase, though XP is a significant drop. As XP currently has an interaction with Free XP and Comm XP, this makes it highly valuable as it gives multiple returns. For a person wanting XP to grind a ship line, this is a reduction in cost for accrual of XP.

When communicating about a topic, it's hard to give overarching statements because there are so many things affected. As such, I can't say thing will be exactly the same, because Perma-Visuals and Perma-Economic Bonuses don't exist right now (though people treat Permacamos similarly to Perma-Economic Bonuses). Perma-Visual distribution could be different and because of that, any statement alluding to no differences gets discarded and berated.

With that caveat in place, we have an expectation of things being similar/same to how they are now. Expendable Bonuses should be available in Containers, Missions, Events, Direct Purchase, and whatever other ways that Signals are distributed now. If the specifics were all finished, you'd have them by now as we release information when we can.






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