game or stephen hawkins

Discussion in 'Users’ Corner' started by dirks777, Jan 20, 2018.

Dear forum reader,

if you’d like to actively participate on the forum by joining discussions or starting your own threads or topics, please log into the game first. If you do not have a game account, you will need to register for one. We look forward to your next visit! CLICK HERE
Thread Status:
Not open for further replies.
  1. dirks777

    dirks777 Active Author

    is this a game thats easy to play/understand i would like some feed back.can we not keep the game simple for everyone.i know a game evolves but jebus there can only be a few players that really can work out every detail of seafight.but my point is does it really need to be this hard as in stephen hawking playing seafight and working out problems of the universe.just to prove my point ...
    I should be able to help you here. Lets start from the simplest, Repair Items Value. This gives you increase in any HP healing items that are used on you. This is items, so does not include repair cannons, just action items such as Triton's Blessings. The reason I have worded it as "used on you", is because this will increase the HP you receive if a player uses an Asklepios Talent on you. It is calculated as 25% of the BASE VALUE, added to the total. For example, when using a Triton's Benevolence for 50k HP you will be granted an additional 12.5k (25% of 50k). Therefore this increase will be the same, always 12.5k, regardless of any other buffs or gems that boost the same statistic. This bonus is absolute, so you will receive this regardless of if you have 1 Life Preserver active or 100.

    Next we'll move on to the Maximum Healing Value. The figure you have quoted is actually outdated, and it is ow 1% for Level 0, 2% for Level 1, 3% for Level 2 etc. For each Life Preserver on your ship you will receive a 1% increase on the maximum value you can heal targets for. If for example you had 100 Level 1 Life Preservers, that would be a 100% increase (100 x 1%). So lets say for example you had the Level 8 Castle for Healing Touch and also had the 10% Repair Value Pet Gem active. Your maximum healing value would be 30800. This is calculated as 12000 (base) + 16000 (level 8 castle) = 28000 x 1.1 (10% gem) = 30800.

    Now, you can see here that the percentage multipliers are taken at the end. So, lets say you had a 100% increase due to having 100 Level 1 Life Preservers, the calculation would be 28000 x 2.1 = 58800. This is a really great bonus if you are using repair cannons, but remember that just because the maximum cap is higher, the amount you heal is still based on the missing health of the target.

    Lastly we have the Repair Efficiency, and to be honest this is a rather...illusive mechanic. As far as we are aware the value increases the amount you heal on an enemy up to the cap. So for example, if you repaired an enemy who had 300k/500k hp and it repaired them 20k, then with the extra efficiency this would increase by 15% to 23000. You are still limited by your repair cap though. This is a rough estimate of how the bonus works, as it has never really been fully understood and tested. If anybody does know more as to how this mechanic functions then please feel free to explain.

    I hope this helps,

    Thanks,
    ~Des ​
     
    frankthetank1974 likes this.
  2. USSChallenger1

    USSChallenger1 Old Hand

    No, this is not a simple game anymore, yet they fail to realize this point because they say this game intended to be 13 years and up, yet as you mentioned Stephen Hawking, you certainly need a PH.d, to figure out the newer game items that have been introduced. I consider myself educated but some of this junk is beyond me nor do I want to figure it out, for crying out loud this isn't rocket science or brain surgery, it's a game meant to enjoyed anytime and not a lot of thought should be required to play let alone figure out values on dodge chance and prevention or how hard my 12 pound cannons will shoot with a 24% damage gem and 23% dodge chance on my ship.
     
    dirks777 likes this.
  3. USSChallenger1

    USSChallenger1 Old Hand

    +1, 308, thought you quit playing!
     
  4. =308Marksman=

    =308Marksman= Regular

    Yup...last login was on the 15th to collect league coins and spend them,
    Paid Prem still has 11 months left.

    If/when the game ever gets fixed.... might start playin again.

    :rolleyes::rolleyes::rolleyes:

    :D Too Funny :cool:

    Mods: Do me a favor ?? Since you keep deleting my posts and dont feel my
    input is a valid contribution.

    Put me on a forum ban until 2018-11-26.

    That way I wont be wasteing my time or yours.

    You dont have to explain... We all know why. So just drop the ban hammer.
     
    Last edited: Jan 21, 2018
  5. A-R-K-Y

    A-R-K-Y Forum Overlooker

    I will agree the game is a lot more complicated than it did indeed use to be, however, once you know what does what and how, then its pretty easy, although time-consuming to work it all out.

    Let me say straight away, I wish in the Tooltip section of the Equipment Overview you could see an exact breakdown of every stat, what it does and which its counter is. As described: https://board-en.seafight.com/threads/stats-page-expansion.170496/#post-514638

    Some Key things to remember:
    Absolute Values (values which are flat numbers which get added together)
    E.g. Doomhammer Level 4 Elite Ammunition Bonus: 135, + 135 for as many as you have equipped
    Percentage Values (all percentages of the same type are added together then multiplied by the Absolute Value counterpart (e.g. Ammo Damage and Critical Damage Percentage))
    E.g. Cannon Damage Percentage: 20% + 7% + 5%, etc
    Average Values (values of the same type get added together then divided by the total amount in that category)
    E.g. Voodoo Reload Time: 7, + 7 for as many as you have equipped, divide the result by the total amount of cannons equipped

    Everything in this game can be calculated like that, sometimes average values are hard to spot how they work, especially with Expansions. But that is the basic way.

    Now there are some stats which are direct opposites of stats which counteract one another, example
    Cannon Damage Percentage - Targets Damage Prevention
    Hit Probability - Targets Dodge
    Critical Hit Probability - Targets Critical Hit Prevention
    Critical Damage - Targets Critical Damage Prevention
    etc...​


    The Basic Damage Calculation is then
    Normal Hit = ((NumberOfCannons * AmmoDamage * CannonDamagePercentage) + EliteAmmoBonus) * HitProbability
    Critical Hit = ((NumberOfCannons * AmmoDamage * (CannonDamagePercentage + CriticalDamagePercentage)) + EliteAmmoBonus) * HitProbability

    In my opinion, BP needs to show you a breakdown of this in game, like maybe show the whole calculation similar to above, then when hoving over a specific part you get to see your values, how it is calculated and then its easy for players to understand, and understand the effects of changing a specific part or item. The game can and will keep getting more complicated, they need to make it easier and easier for players to understand.

    -Arky
     
    frankthetank1974 likes this.
  6. dirks777

    dirks777 Active Author

    eermm... ure doing exactly what i was saying in the first place.i for one,only play this game for fun.its not a way of life for me.some players, its is. i dont want the game to be full of stephen hawkings.its a game keep it simple
     
Thread Status:
Not open for further replies.