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With her decent armor, solid tracking and heavy secondary battery, the Dauntless is a deadly long range fighter. She is just about the slowest warship available, but her best point of sail is with the wind (180). If you outfit her with double-threaded studding sails(10.75% boost to running speed) you will probably be able to escape any fights you don't feel you have a fair chance in. (2x Runners rigs will bring your running speed to 19.95 knots without any skills or buffs applied))
 
With her decent armor, solid tracking and heavy secondary battery, the Dauntless is a deadly long range fighter. She is just about the slowest warship available, but her best point of sail is with the wind (180). If you outfit her with double-threaded studding sails(10.75% boost to running speed) you will probably be able to escape any fights you don't feel you have a fair chance in. (2x Runners rigs will bring your running speed to 19.95 knots without any skills or buffs applied))
   
She is a worthy addition to a heavy PvP group and an excellent option for PvE missions that need a heavy frigate and do not require tremendous manueverability.
+
She is a worthy addition to a heavy PvP group and an excellent option for PvE missions that need a heavy [[History of the Frigate|frigate]] and do not require tremendous manueverability.
   
 
==Tactics==
 
==Tactics==

Revision as of 08:17, 5 September 2012

'Dauntless' Frigate
A Level 50, 54-gun Huge Warship
Historical rating: 44-gun Fourth Rate
SAILING Sailing
These parameters determine how your ship sails.
Max Speed: Maximum Speed
How fast your ship can move in battles. Improving battle speed does not improve Open Sea speed.

Acceleration: Acceleration
Determines how fast the ship gains speed.

Deceleration: Deceleration
Determines how fast the ship loses speed. Lower values are better if you want to maintain speed, higher values are better if you want to stop quickly.

Turning (Fast): Fast Turn Rate
The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at maximum speed.

Turning (Slow): Slow Turn Rate
The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at a speed of at least 4 knots.

Turning Accel: Max Turning Acceleration
This shows how fast a ship accelerates into a turn. The higher the value, the faster the ship reaches its maximum turn rate.

Turning Decel: Min Turning Deceleration
Ships gradually suffer less deceleration as they turn. This shows a minimum amount of deceleration a ship has when turning. Lower numbers (relative to other acceleration stats) are better.

Best Point: Best Point
The wind angle at which the ship can attain its maximum speed. The wind comes from angle 0o, and angle 180o is running with the wind at your back.
SHIP
Capacity: Capacity
How many units of cargo the ship can hold.

O.S. Visibility: Open Sea Visibility
How far away other ships will spot you on the open sea.

O.S. Spotting: Open Sea Spotting
Increases your spotting range, allowing you to detect ships beyond their O.S. Visibility.

Crew: Crew
The maximum number of crew on your ship. Shows the fighting strength of your crew.

Target Tracking: Target Tracking
Reduces the accuracy penalties you suffer due to your movement and your target's movement. Improves your chance to hit fast moving ships.

15.80
1.01
1.60
8.25
3.30
6.00
7.15
180

210
76.2
0.0
300
15
50 ( Huge)
4
13031
LEVEL (SIZE): Level and Size
The level required to use this ship, and the size of the hull.

DURABILITY: Durability
The number of ships you have left. Decreases by 1 whenever the ship is defeated in combat (with the exception of skirmish).

INSURANCE VALUE: Insurance Value
Amount of doubloons you will receive for this ship if she is sunk or scuttled.
HEALTH Health
The ship's Health stats show how much damage it can sustain.
Hull: Hull (Structure)
The internal structure of your ship. When your structure runs out, your ship sinks.

Port: Port (Left)
The ship's port armor. Armor facings protect the ship's hull.

Stbd: Starboard (Right)
The ship's starboard armor. Armor facings protect the ship's hull.

Bow: Bow (Front)
The ship's bow armor. Armor facings protect the ship's hull.

Stern: Stern (Rear)
The ship's stern armor. Armor facings protect the ship's hull.

Sails: Sails & Masts
Shows how much damage the ship's sails and masts can sustain. Ships lose speed as they take sail damage.
Integ. Integrity
The ship's Integrity stats show how much damage it can sustain.
2500
1560
1560
780
390
2950
DR Damage Reduction
Shows how much the ship's armor reduces the damage it receives.
-
9
9
4
4
5
MODIFIERS Modifiers
These change your chance to hit, chance to get hit and the damage you take.
Sails: Sails
Offense, defense and resistance values for your ship's sails and masts.

Crew: Crew
Offense, defense and resistance values for your ship's crew.

Bow: Bow (Front)
Offense, defense and resistance values for your ship's bow armor.

Stern: Stern (Rear)
Offense, defense and resistance values for your ship's stern armor.

Sides: Broadsides (Left & Right)
Offense, defense and resistance values for your ship's broadsides.

Grapple: Grappling
Grappling offense makes it easier to board ships. Grappling defense protects you against hostile boarding attempts.
OFF Offense
Offensive modifiers are a percentage increase to your chance to hit. The numbers here include any benefits from 'Accuracy, All' items.
4.0
4.0
4.0
4.0
4.0
0.0
DEF Defense
Defensive modifiers are a percentage decrease to the chance enemies will hit you. The numbers here include any benefits from 'Defense, All' items.
20.0
20.0
20.0
20.0
20.0
0.0
RES Resistance
Resistance is a percentage reduction in the damage you take.
0.0
0.0
0.0
0.0
0.0
-
BATTERIES Batteries
The guns on your ship are divided into batteries. Guns within a single battery are identical and are controlled as a group.
Type Quantity & Weight
This shows number and size of the guns in the battery. Heavier guns do more damage, have longer range and penetrate armor better. Lighter guns reload faster and are better at dealing sustained damage against unarmored targets.
Reload Reload
The time it takes to reload the entire battery of guns, in seconds.
Damage Maximum Damage
This shows how much damage each cannon can do at minimum range using heavy round shot. Damage gradually decreases as your target gets farther away.
Range Maximum Range
This shows how far the cannons can fire heavy round shot. Other ammo types modify this range.
Acc Accuracy
This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
200 / 400 Accuracy
This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
Swivels: Swivel guns fire anti-personnel shot, spraying enemy decks with a lethal cloud of musket-balls. 8x 1/2lb 6.7s 7.0 100y -- / --
Topdeck:18x 11lb 26.7s 31.0 560y 113 / 91
Gundeck:26x 14lb 32.5s 34.0 600y 115 / 95
Aft guns: Guns in the back of the ship, also known as sternchasers. 2x 24lb 50.0s 44.0 650y 118 / 100
Polars
Upwind & Luffing
Close
Haul
Close
Haul
Beam
Reach
Beam
Reach
Broad
Reach
Broad
Reach
Running
25% - 35%
3.95 - 5.53 knots
45°
11.85 knots
75%
11.85 knots
75%
13.43 knots85%
85%13.43 knots
15.01 knots
95%
15.01 knots
95%
15.8 knots
100%
Open Sea Speed: 54
Information based on version 02.10.57.00 Current game version is 2.15.46.0

Strategy and Use

With her decent armor, solid tracking and heavy secondary battery, the Dauntless is a deadly long range fighter. She is just about the slowest warship available, but her best point of sail is with the wind (180). If you outfit her with double-threaded studding sails(10.75% boost to running speed) you will probably be able to escape any fights you don't feel you have a fair chance in. (2x Runners rigs will bring your running speed to 19.95 knots without any skills or buffs applied))

She is a worthy addition to a heavy PvP group and an excellent option for PvE missions that need a heavy frigate and do not require tremendous manueverability.

Tactics

Try to engage as early as possible as all 22 broadside guns come into play at 560 yards, to wear your opponent down before he gets in too close. Destroying sails can even the playing field as far as speed and manuever, and then you can then take advantage of your armor and probably superior guns to help their ship to the bottom of the sea.

Attainability

The 'Dauntless' can be built for around 84,000 dbls if the ship-buildier makes all components themselves.