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*Above 50, the ship generates a "Sparkle" on its image. This state of morale improves performance in general and has a chance to produce the "Great Success" from expeditions. There is no data to suggest that a value '''higher '''than 50 (The first threshold on which the Sparkle Effect appears) boosts performance further than 50.
 
*Above 50, the ship generates a "Sparkle" on its image. This state of morale improves performance in general and has a chance to produce the "Great Success" from expeditions. There is no data to suggest that a value '''higher '''than 50 (The first threshold on which the Sparkle Effect appears) boosts performance further than 50.
 
*At range 49 to 40, nothing happens.
 
*At range 49 to 40, nothing happens.
*At range 39 to 30, the "Mamiya Food Ship" button in the fleet composition window is flashing. There is no performance penalty yet.
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*At range 39 to 30, the "Mamiya Food Ship" button in the fleet composition window is flashing. This slightly decreases general performance.
 
*At range 29 to 20 the ship shows a sad, orange smiley on it's face. This decreases general performance.
 
*At range 29 to 20 the ship shows a sad, orange smiley on it's face. This decreases general performance.
 
*At range 19 to 0, the ship shows a screaming, red smiley on it's face. This '''severely '''decreases performance.
 
*At range 19 to 0, the ship shows a screaming, red smiley on it's face. This '''severely '''decreases performance.
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When fatigued, ships will experience decrease in accuracy, increase in damage taken, and lower evasion rate.
    
It takes about 20 minutes to go from absolute zero to Orange and another 10 to go from Orange to normal.
 
It takes about 20 minutes to go from absolute zero to Orange and another 10 to go from Orange to normal.
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==Gaining morale with maximum efficiency and minimum cost==
 
==Gaining morale with maximum efficiency and minimum cost==
Running 1-1 solo:
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===Running 1-1 solo===
    
Initially you incur -15 morale. As this map has 2 battles you are guaranteed +26 from Flagship + MVP in both nodes. This gives us the base value of +11. This can be modified by Night Battles (Avoid in most cases. Going from B (-1) to S rank (+1) would not change the final rating. Only when you're at C or D rating and know you can hit A or S is it advisable to go into night battle) and battle ranks. With both S ranks without Night battle, it would be +13 total (Needing a total of 4 runs for 78 morale and 5 runs for 85 morale)
 
Initially you incur -15 morale. As this map has 2 battles you are guaranteed +26 from Flagship + MVP in both nodes. This gives us the base value of +11. This can be modified by Night Battles (Avoid in most cases. Going from B (-1) to S rank (+1) would not change the final rating. Only when you're at C or D rating and know you can hit A or S is it advisable to go into night battle) and battle ranks. With both S ranks without Night battle, it would be +13 total (Needing a total of 4 runs for 78 morale and 5 runs for 85 morale)
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Just doing the first node will result in -1 morale, even if you perfect S rank it without a night battle. (-15 + 13 + 1 = -1)
 
Just doing the first node will result in -1 morale, even if you perfect S rank it without a night battle. (-15 + 13 + 1 = -1)
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===Day Battle S Victory in Excercises===
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By getting a S rated victory in PvP exercises (all enemy ships reduced to 1 HP and unable to participate in further battle) without engaging in night battle, it is possible to give an entire fleet of ships the "sparkle" effect.
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The flagship will gain +4, other ships +1, and MVP an additional +10.  Thus, if all ships start at a morale level of 49, they will all gain the "sparkle" effect.  Note that freshly repaired ships will typically take about 9 minutes to reach 49 morale.
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This can be utilized to make gaining morale from 1-1 easier by quickly giving ships the "sparkle" effect before engaging in battle solo.
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