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=Overview=
 
=Overview=
Recipes range from 10-300 fuel {{Fuel}}, ammo {{Ammo}}, steel {{Steel}} and bauxite {{Bauxite}}. Each '''successful''' development costs 1 "development material" {{DM}}. The rarity of the equipment obtained depends on the recipe used. The type of equipment obtained depends on the recipe used and the ship girl that is used as the secretary. It is possible to craft '''three equipment at once''' by using the '''Concentrated Development (集中開発)''' toggle.
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Recipes range from 10-300 fuel {{Fuel}}, ammo {{Ammo}}, steel {{Steel}} and bauxite {{Bauxite}}. Each '''successful''' development costs 1 "development material" {{DM}}. The "rarity" of the equipment obtained depends on the recipe used and HQ. The type of equipment obtained depends on the recipe used and the Secretary. It is possible to craft '''three equipment at once''' by using the '''Concentrated Development (集中開発)''' toggle.
 
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===Development Notes===
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* Based on data, development recipes appear to be at least about 10 times the equipment's scrap value.
   
* The secretary used will directly affect the pool of equipment that can be crafted and the related rates.
 
* The secretary used will directly affect the pool of equipment that can be crafted and the related rates.
* Some specific equipment can be crafted exclusively or at a higher rate with some specific ships or ships classes.
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* Some specific equipment can be crafted exclusively or at a higher rate with some specific ships or ship classes as secretary.
** In those cases, the crafting rate of the specific equipment may eat down the rate of other "common" equipment.
   
* Secretaries may craft some equipment they cannot equip.
 
* Secretaries may craft some equipment they cannot equip.
* When developing equipment, the resource(s) spent the most determines which crafting table the game pulls the result from. If there is a tie, fuel/steel (same table) has the highest priority, followed by the ammo table, and then the bauxite table.
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==Development Theory==
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The game has different development pools, determined by 4 Secretary categories, and then within each category, contains 3 pools each determined by the "primary resource" used.
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;Secretary Ship Class:
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*Category Heavy: CA, FBB, BB, <!--XBB-->, AR
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*Category Aviation: CAV, CVL, BBV, CV, SSV, AV, LHA, CVB
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*Category Torpedo: DE, DD, CL, CLT, <!--AP-->, CT, AO
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*Category Submarine: SS, SSV, AS
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;Primary Resources:
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Primary Resource refers to the resource used in the highest quantity in the recipe. If the highest used resource is tied with 2 or more resources (eg. 250/250/250/250), the priority will be as follows:
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*{{Fuel}} = {{Steel}} > {{Ammo}} > {{Bauxite}}
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*Based on data, development recipes appear to be at least about 10 times the equipment's scrap value.
 
**For example, [[Type 0 Observation Seaplane]] has a scrap value of 1 fuel, 1 ammo, and 2 bauxite, so in theory, it could be created by the 10/10/10/20 recipe, however, this plane is on the fuel/steel table, the minimum recipe for the development of such planes is, therefore, either 20/10/10/20 or 10/10/20/20.
 
**For example, [[Type 0 Observation Seaplane]] has a scrap value of 1 fuel, 1 ammo, and 2 bauxite, so in theory, it could be created by the 10/10/10/20 recipe, however, this plane is on the fuel/steel table, the minimum recipe for the development of such planes is, therefore, either 20/10/10/20 or 10/10/20/20.
* HQ level factors into development. A '''HQ level of 10 times the rarity''' of the equipment is needed to craft it.
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;Development Pools
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*Each pool has a listing of exactly 50 items, in which the game will pick a random item in this list to attempt to craft. This gives each item in the list a 2% chance to be chosen. Certain common equipment are repeated multiple times, giving them increased chance to be chosen, in multiples of 2%.
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*Once chosen, the game will compare the submitted user recipe, to the 10*scrap value of the selected equipment.
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*The HQ level of the player is also considered before determining in a successful craft (a '''HQ level of 10 times the rarity''' of the equipment is needed to craft it) :
 
{|class="wikitable
 
{|class="wikitable
 
!colspan=2|Rarity
 
!colspan=2|Rarity
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|SSホロ||SS Holo||40+
 
|SSホロ||SS Holo||40+
 
|}
 
|}
*Do note that the rarity is ONLY displayed in the [[Refit]] menu. Equipment cards' rarity does not always reflect the true rarity (''see [[Equipment#Equipment Rarity|here]]'')
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*''Do note that the rarity is ONLY displayed in the [[Refit]] menu. Equipment cards' rarity does not always reflect the true rarity (''see [[Equipment#Equipment Rarity|here]]'')
 
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=Development Theory=
  −
The game has different development pools, determined by 4 Secretary categories, and then within each category, contains 3 pools each determined by the "primary resource" used.
  −
 
  −
;Secretary Ship Class:
  −
*Category Heavy: CA, FBB, BB, <!--XBB-->, AR
  −
*Category Aviation: CAV, CVL, BBV, CV, SSV, AV, LHA, CVB
  −
*Category Torpedo: DE, DD, CL, CLT, <!--AP-->, CT, AO
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*Category Submarine: SS, SSV, AS
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  −
;Primary Resources:
  −
Primary Resource refers to the resource used in the highest quantity in the recipe. If the highest used resource is tied with 2 or more resources (eg. 250/250/250/250), the priority will be as follows:
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*{{Fuel}} = {{Steel}} > {{Ammo}} > {{Bauxite}}
  −
 
  −
;Development Pools
  −
*Each pool has a listing of exactly 50 items, in which the game will pick a random item in this list to attempt to craft. This gives each item in the list a 2% chance to be chosen. Certain common equipment are repeated multiple times, giving them increased chance to be chosen, in multiples of 2%.
  −
*Once chosen, the game will compare the submitted user recipe, to the 10*scrap value of the selected equipment.
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*The HQ level of the player is also considered before determining in a successful craft (see above).
      
;Special Equipment
 
;Special Equipment
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