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Oliphant 400
'Oliphant' Heavy Indiaman
A Level 50, 56-gun Huge Warship
Historical rating: 46-gun Fourth Rate
You must be a Freetrader
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.

15.40
0.63
1.48
5.65
3.00
4.95
5.85
135

1500
75.0
0.0
205
14
50 ( Huge)
3
9210
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.
2340
1520
1520
760
380
2745
DR Damage Reduction
Shows how much the ship's armor reduces the damage it receives.
-
8
8
7
6
6
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.
0.0
0.0
0.0
0.0
0.0
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.
22.0
22.0
22.0
22.0
22.0
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. 6x 1/2lb 7.0s 7.0 125y -- / --
Topdeck:6x 4lb 9.6s 24.0 750y 148 / 156
Upperdeck:20x 8lb 17.8s 28.0 750y 148 / 156
Gundeck:20x 12lb 28.3s 32.0 750y 148 / 156
Fore guns: Guns in the front of the ship, also known as bowchasers. 2x 4lb 13.0s 24.0 750y 148 / 156
Aft guns: Guns in the back of the ship, also known as sternchasers. 2x 12lb 30.4s 32.0 750y 148 / 156
Polars
Upwind & Luffing
Close
Haul
Close
Haul
Beam
Reach
Beam
Reach
Broad
Reach
Broad
Reach
Running
25% - 35%
3.85 - 5.39 knots
45°
10.78 knots
70%
10.78 knots
70%
13.09 knots85%
85%13.09 knots
15.4 knots
100%
15.4 knots
100%
13.09 knots
85%
Open Sea Speed: 53
Information based on version 02.13.50.00 Current game version is 2.15.46.0
Versions:
02.10.57.00

Strategy and Use

Considering the characteristics and widespread use of refits, the Oliphant Heavy is preferable as a poor-mans's port battle ship to the much better armed 'Oliphant' Mastercraft Indiaman.

To spite common belief, this ship is Surprisingly useful, as either a Heavy Group Vessel or Solo Ship for Cutthroats. The Oliphant Heavy's large base hull and damage reduction stats make it a prime candidate for over-tanking with the intended use as first-wave of attack damage sponge. It is arguably the second-best non-refit non-rate for this purpose after the 'Deliverance' Heavy Frigate.

A General Tactic for the Oliphant Heavy is to Reload fit it far more than Needed, and sail beside the Opponent at point blank range in Broadside-Broadside Combat.

Suggested Oliphant Heavy fittings

  • Runner's Rig
  • Tough Sails 3
  • Accuracy Gun Rig 3 or 2 Inyards
  • Speed Gun Rig 3
  • Double Planked
  • Heavy Flanked
  • Discordant Reinforcements 3
  • Prototype Cannons 3 or Discordant Cannons 3
  • Efficient Powder Room 5/Board Approved Powder Cache/Shard of the Idol

Variants

Other variants of the Oliphant:

Distinguishing Characteristics

  • She has large amount of freeboard (hull height) for her length, with a draught of 10 meters.
  • The width and depth of the hull, along with the small sail area, make for a very slow ship. To compensate for this, her firepower is adequate for the Line of Battle.
  • Her ornate stern door and short sails are the hallmark to distinguish her from warships of similar appearance.
  • +16.25% reload rate.

Damage at 200y:

  • Broadside: 635
  • DPS: 26,4

The ship was modeled by Marion van Ghent from plans drawn by herself.

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