SAILING Sailing These parameters determine how your ship sails. Max Speed: Maximum Speed SHIPHow 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. 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. |
15.50 1.36 1.22 9.00 4.25 10.00 9.00 135 170 79.8 0.0 325 15 |
50 ( Huge) LEVEL (SIZE): Level and Size3 137152 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. |
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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. 2580 1645 1645 823 411 3421 |
DR Damage Reduction Shows how much the ship's armor reduces the damage it receives. - 8 8 3 3 4 |
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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. 2.0 2.0 2.0 2.0 2.0 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. 23.0 23.0 23.0 23.0 23.0 0.0 |
RES Resistance Resistance is a percentage reduction in the damage you take. 0.0 0.0 0.0 0.0 0.0 - |
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Polars
Upwind & Luffing
Close
Haul Close
Haul Beam
Reach Beam
Reach Broad
Reach Broad
Reach Running
32% - 42% 4.96 - 6.51 knots 45° 12.01 knots 77.5% 12.01 knots 77.5% 15.11 knots97.5% 97.5%15.11 knots 15.5 knots 100% 15.5 knots 100% 13.72 knots 88.5% Open Sea Speed: 56
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Strategy and Use
This is currently (patches 2.7) the preferred ship for a Privateer to take into Port Battles. Generally used in a skirmish group to sail ahead of the main fleet and engage the enemy early or report back on formation then rejoin the main fleet. In battle the skirm group tries to use its advantage of maneuver to get into a position behind the enemies heavy line ships to rake them stem to stern.
This ship is rarely seen sailing alone in the red.
Tactics
Outfit and train (skill sets) for accuracy and damage when going into a port battle. Use the range of the 20 pounders to engage the enemy early. Having a disabling skill and shot for chasing down fleeing enemy (or slowing pursuers) can also be very helpful.
Variants
Other variants of the Hercules:
Attainability
The total cost of the 'Hercules' Mastercraft Frigate is around 1.3 million at 5% taxes if everything is made by the player. It requires three Lineship Structure Bundles.
This ship must be certified before you can sail it. Certifying it can be done with 50 Royal Commendations.
Distinguishing Characteristics
- Reload Bonus 15%
- Armor/Structure Bonus 20%
- Accuracy Bonus 2