Monday, July 20, 2015

Plundering Pardons

Plundering pardons is easy to set up very difficult to execute. As time goes on I hope to come up with a better method. For now all I can say its best done in a group.
First you need to become hostile to Venice. It is important to pay attention to this because your status with a country goes down quickly at that point. If you aren't careful you will end up wondering why you aren't being attacked. It is possible its because your status has dropped under hostile.
Second you need to make sure you have all of the plunder/ seize cargo(if you don't have seize cargo this is practically impossible) college skills equipped.
-Successful Plundering 1 & 2
-Rare Item Plunder
Third go outside Venice and keep your sails low and  slowly sail forward. Make sure caution is turned off! The fleet will not attack you if your caution is on.
If you did all of this right then the fleet 'Venetian Royal Navy' should ambush you with a huge fleet. They hit hard and if you go alone they will melee and swarm you until you die. At the least you need two people: one in a turtle and the other doing the plundering. The one in the turtle should spam repair and surgery while thinning the crowd a bit.
If you do everything correctly you will be plundering pardons in no time. Just be patient and good luck!
Recap:
Hostile to Venice.
Equip: Successful Plundering 1 & 2, and Rare Item Plunder.
Sail outside Venice.
Be attacked by Venetian Royal Navy.

Friday, July 10, 2015

Ship Stats, How it Affects You

Here is a great bit of info I found as I was patrolling the internet. It was written by SaulCaine and I do not want to take any credit for the info nor do I promote/slander his name, just that the info seemed creditable and knowledgeable. I encourage anyone to debunk or improve on any of this info as you see fit, but please be accurate in your knowledge as this is meant to help newer players understand better as well as to re-educate us seasoned sea-dogs set in our ways.




By SaulCaine 5-2013Ship Stats
1.Durability
2.Turn
3. Wave Resistance
4. Armour
5. Sails
6. Rowing
7. Sailors, Cannons, Cargo

1. Durability:
It determines how much damage your ship can take before sinking, the most important status for a battle ship while least important for adventure or trading ship. It does not affect ship sailing performance. A ship at 1 durability sails the same as a ship at maximum durability ship. The maximum durability of a ship can be reduced by heavy damage in battle up to 50% of it’s original durability, before any upgrade value applies. Maximum durability lost by damage can be repaired using mastercraftsman's carpentry tools. However, for non-nc lower level non-upgraded ships, the cost of Master craftman’s carpentry tools usually exceeds the cost of replacement. Upgrading your ship will also return it to it's original maximum durability.

2. Turn:
This attribute affects the degree of the ship's arc when turning. High turn will let the ship turn in a smaller arc, thus resulting in less time spent on turning and reduce the ship speed loss during turning, the ship also takes less time to accelerate back to its maximum speed.
Steering
The turning speed of the ship is closely tied to the character skill, Steering. The steering skill determines how soon the ship will begin to turn after you command it, how fast the ship will go through the arc of turning and reduces speed loss during the turn. In battle situations low steering will make avoiding critical hits very difficult due to a slow response time, slower turning speed, and slower ship speed after turning. Thus, low steering will usually cause the player to take more critical hits in battle.
Examples of steering skill and turn speed combinations:
High Turn (15+), High Steering(rank 10+) Ship starts to turn quickly after giving it the command. The turn is sharp and fast with the ship appearing to pivot in place. Speed reduction is small and the ship accelerates quickly to its original speed.
High Turn (15+), Low Steering(rank 4) 180 degree turn – After you give the Command for the ship to turn, there is a longer delay. Ship will turn slowly in a small arc. After completing the 180 degree turn, the ship is moving much slower than its pre-turn speed.
Low Turn (4 turn), High Steering(r10+) The ship will respond and turn quickly but in a large turning arc, speed reduction is significant and the ship finishes it's turn at a low speed.
Low Turn (4 turn), Low Steering(r4) After a significant delay, the ship turns in a large arc. The ship decelerates then very slowly completes its turn.

3. Wave resistance:
a) A wave resistance of 11 or higher will allow a ship to sail through storms.
b) Higher wave resistance reduces the sea's speed bonus penalty due to loaded cargo
Each sea has a speed up bonus range from 40%-100% when outside Europe in the deep ocean. A ship with 0 cargo (provisions are included as cargo) has no penalty and will get close to the full speed up bonus the sea provides.However, ships almost always carry some cargo or provisions. The more cargo you carry the less of the sea's bonus you will receive. The higher your wave resistance the less you are penalized for your cargo and provisions.
Example:
There are two ships with identical stats, except that one has a WR of 11 the other has a WR of 30, sailing side by side.
a) Both ships have completely empty cargo. (absolute 0 cargo, no provisions or tradable goods, including aide ship cargo): Both ships will receive the same sea speed up bonus from the sea region and their speed will be the same.
b) Both are fully loaded with cargo: The 11 WR ship will be significantly slower than the 30 WR ship because the 11 WR will suffer a higher penalty and get a much smaller amount of the sea bonus than the ship with 30 WR.(Eg. The WR 30 ship get 40% while the WR11 ship only get 10%)

4. Armour:
Affects damage reduction when taking cannon fire and the acceleration of the ship. The damage reduction effect is approximately 0.46% per 1 armor rating. So if a cannon shot does 1000 damage to a 0 armor ship, when fired on a 100 armor ship, it will do 1000*(1- 100 armor * 0.0046) = 540 damage instead.Armor also affects ship's acceleration, this is the primary reason (other than lower max capacity) why battle ships with armor plating usually accelerate faster thantrade ships. Putting 3 iron plates on a Big Trading Clipper will significantly increase its acceleration, but reduce its top speed.

5. Vertical and Horizontal sails:
Sail Efficiency & Wind direction
_____________________________________________________________
Vertical sail efficiency: Headwind 45%, / Tailwind 65%, / Side wind 62.5%
Horizontal sail efficiency: Headwind 25%, / Tailwind 85%, / Side wind 62.5%
______________________________________________________________
Example:
Ship 1: Teak Long Merchant Schooner, LMS, with 6 x +26vertical /+30 horizontal/-1 turn sails, 2 +20 vertical spankers, fully improved to +110 vertical, +110 horizontal.
Total sailing power: Vertical 720 / Horizontal 410
Ship 2: Teak Big Trading Clipper, BTC, with 5 x +26vertical /+30 horizontal/-1 turn sails, 2 +20 vertical spankers, fully improved to +110 vertical, +110 horizontal.
Total sailing power: Vertical 524 / Horizontal 593
Wind Conditions
Headwind:

Ship 1 LMS effective sail power =720 * 0.45 + 410 * 0.25 = 426
Ship 2 BTC effective sail power =524 * 0.45 + 593 * 0.25 = 384
Tailwind:
Ship 1 LMS effective sail power =720 * 0.65 + 410 * 0.85 = 816
Ship 2 BTC effective sail power =524 * 0.65 + 593 * 0.85 = 845
Side wind:
Ship 1 LMS effective sail power =720 * 0.625 + 410 * 0.625 = 706
Ship 2 BTC effective sail power =524 * 0.625 + 593 * 0.625 = 698
In this case we can see that LMS is almost 11% faster in headwind, 3.5% slower in tailwind, and 1% faster in side wind compared to the BTC, and see how vertical and horizontal sail contribute differently to ship speed in different situations.

6. Rowing
Exclusive to galley type ships, this ship attribute is only in effect when the character skill rowing is active. Rowing adds additional speed that is not affected by wind direction, it’s added as an independent 3rd component after vertical and horizontal sail power calculated. The amount added is calculated as:
Rowing power of ship * rowing rank * 10%.
Each rank of the character skill, rowing, can utilize 10% of the existing ship’s rowing power. (r1=10%, r2=20% etc..) At rowing rank 10 you fully utilize the rowing power of the ship. A rowing rank higher than 10 can over utilize the rowing power the of ship by 10% per rank. R20 rowing will add 200% rowing power final sail power.
Example:
A La Royale with 205 vertical sail, 90 horizontal sails, and 100 rowing power.
A person with rank 5 rowing uses it in side wind condition will result in,
Total sailing power = 205*0.625 + 90*0.625 + 100*5*0.1 = 234
A person with rank 15 rowing uses it in side wind condition will result in,
Total sailing power = 205*0.625 + 90*0.625 + 100*15*0.1 = 334

7. Sailors, cannons, cargo:
Those are self-explanatory, decide on the number of each thing you can put on your ship. The sum of Sailor, Cannon, Cargo is the total capacity of the ship.


Reposted from> http://tradewynds.guildlaunch.com/forums/viewtopic.php?t=10112574

Vault Space

A " Vault " is unlocked at the bank upon reaching the court rank of  8th Knight.  You will be issued a bank vault with 3 slots. I...