WEXF wrote: Thu Dec 15, 2022 7:21 pm
I thank all of you for the detailed discussion presented above. I do want to return to what is actually happening to O23 as the repair process continues at Perth.
Here is the most recent "Repair Summary" screen. It shows that O23 is now at the same 39 System, 17 Flotation and 6 Engine damage. This is an improvement of 2 flotation major damage from the previous day. It also shows "Repair Points: 8 (14%) which calculates out to 57.1 points needed to get the next damage reduced.
Looking at the data for O23 over the last 4 days:
Days required to Repair: Damage Repair Points
27: 39-22-6 23(41%)=56.1
26: 39-21-6 53(96%)=55.2
25: 39-19-6 26(47%)=55.3
24: 39-17-6 8(14%)=57.1
It is clear that all of the repairs have been made to the flotation damage (all major). Nothing has changed with regard to system or engine damage. The repair points needed are somewhat variable but in the same general range.
As we wait for the next update it would be expected that O23 will get about the same 86 Repair points it has been getting in the yard which will reduce the flotation damage to 16. (unless something different happens!
It indeed looks like it invalidates the « simple » « repair band » theory. Maybe it’s because it’s a submarine, maybe because Flt damage requires less IRP to get repaired. The game has an automatic repair manager ; simple supposition on my part, based on nothing but logic, but it could allocate repair points on the basis of cost.
BBfanboy,
Addendum on the effect of tonnage (I found my old test scenario) : at 32.600t, and 50 Sys damage only, Maryland would require 110 days at Readiness, 82 days at Pierside and 111 days at Shipyard. Reducing the tonnage to 2.600t (roughly 8%), the durations are reduced to 68 days (61%), 48 days (58%) and 17 days (15%) respectively.
50 Flt damage were 21 days, 14 days and 4 days at 32.600t, and respectively 10, 6 and 1 days at 2600t.
50 Eng damage is 29, 21 and 16 days at 32600t, and 15, 10 and 3 days at 2600t.
Tonnage has a magnified effect on the duration of shipyard repair, but considerably reduced on Readiness and Pierside repairs.
Now, if I use as variable the fact of removing the armor (0/0/0 instead of 335/108/400), I get the following reductions :
- 50 Sys go from the same 110 Readiness, 82 Pierside and 111 Shipyard to 101 Readiness, 74 Pierside, 89 Shipyard
- 50 Flt go from 21, 14 and 4 to 18, 11 and 4 (yes, indeed, belt armor hardly has any effect on repair duration for Floatation damage…)
- 50 Eng go from 29, 21 and 16 to 26, 18 and 13.
For information, Sydney in that situation is a Port 8 with 9 naval support and no repair ship, which may explain why Readiness and Pierside durations don’t decrease as much.
If instead of using the tonnage and armor as variable, I reduce Durability to 13 (from 130), estimates go :
- for 50 Sys damage only, from 110, 82, 111 to 106, 79 and 102 days
- for 50 Flt damage only from 21, 14, 4 to 20, 13, 4
- for 50 Eng damage, from 29, 21, 16 to 28, 20, 15.
As you can see, armor does indeed have an incidence on the duration of repairs.
Now, the fun fact. Remember when the Ship Repair 101 guide indicates that every POD’s repair cost is 100 IRP, irrespective of the type (already disproved) but also irrespective of the severity (normal/major) ? Well, if I give Maryland 50 major Flt damage instead of 50 normal Flt damage, Shipyard repair duration is not 4 days but … 240 days. Likewise, with 50 major Eng damage, duration is not 16 days but 235 days.
If I reduce tonnage to 2600t, 50 major Flt damage takes 43 days, while 50 major Eng takes 37 days.
If instead I reduce Durability to 13, it takes 240 days (no reduction) for Flt, and 216 days for Eng.
If I remove armor, Flt takes 217 days while Eng takes 189 days.
So, Ship Repair 101 is plainly wrong on asserting major damage is not more expensive to repair. Which is probably what most actual players already felt, I guess, but « official » word stated otherwise.
Now, just to be thorough, if I restore my poor mistreated Maryland to full 32.600t, 130 Durability, full armor, and give her 50 Sys, 50 major Flt, 50 major Eng damage, in the same RSY 50 Sydney, Shipyard repair estimates show … 240 days. Exactly as much as for 50 major Flt damage only.
If I increase the RSY to 500, estimates for this 50/50/50 with 50/50 major damage stays 240 days. Apparently, there is a possibility of concurrent repairs in different categories (it might be worth to conduct a larger study).
If I use that 500 RSY but with only normal damage (50 in each category), estimate duration is 54 days (instead of 114). With only 50 Sys damage, repair would take 46 days in that 500 RSY. Same duration with a 150 RSY.
If I set Sydney to Port 10, with 300 Naval Support and RSY 100, 50 Sys damage on Maryland will take 85 days on Readiness, 60 days on Pierside and 68 days on Shipyard. That’s it : 300 NS in a Port 10 will repair faster on Pierside than a 100 Repair Shipyard (but not faster than a 150 RSY).
So, WETF, as you see, there are no clear analysis of the way the repair engine works in this game. Many factors are taken into consideration, which is logical and realistic when you think about it (well, except I still find the relative lack of influence of Belt Armor on Flt damage repair quite disturbing), and many things written in the 101 guide are either incomplete or plain wrong. So, read the guide and the manual to understand how the things roughly work, but don’t fixate on the finer points, but tinker yourself to get a grasp of the way things work, rather than over-analyze the manual or the ramblings on the forum.