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Jack Russel and his 1st Rate
'Victory' First Rate
A Level 50, 112-gun Colossal Ship of the Line
Historical rating: 102-gun First Rate
You must be a Naval Officer
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.

12.00
0.35
0.85
2.81
1.52
2.65
3.70
135

120
95.2
0.0
850
13
50 ( Colossal)
2
1199263
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.
3750
2625
2625
1310
665
4125
DR Damage Reduction
Shows how much the ship's armor reduces the damage it receives.
-
14
14
13
12
10
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.
19.0
16.0
16.0
16.0
16.0
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. 4x 1/2lb 5.5s 8.0 125y -- / --
Topdeck:16x 6lb 15.5s 26.0 750y 148 / 156
Upperdeck:28x 12lb 32.5s 33.0 750y 148 / 156
Middeck:28x 24lb 57.0s 46.0 750y 148 / 156
Gundeck:30x 42lb 86.0s 63.0 750y 148 / 156
Fore guns: Guns in the front of the ship, also known as bowchasers. 2x 6lb 15.5s 26.0 750y 148 / 156
Aft guns: Guns in the back of the ship, also known as sternchasers. 4x 24lb 57.0s 46.0 750y 148 / 156
Polars
Upwind & Luffing
Close
Haul
Close
Haul
Beam
Reach
Beam
Reach
Broad
Reach
Broad
Reach
Running
25% - 35%
3 - 4.2 knots
50°
8.4 knots
70%
8.4 knots
70%
9.9 knots82.5%
82.5%9.9 knots
12 knots
100%
12 knots
100%
10.56 knots
88%
Open Sea Speed: 45
Information based on version 2.15.46.0
Versions:
2.15.46.0

A First Rate Ship of the Line that was introduced in version 02.11.68.00.

First of the next generation First Rates the Victory possesses more firepower than any of her predecessors albeit at a cost of some maneuverability.

The 'Victory' is worth an investment for Naval Officers who are looking for the most armored First Rate, but don't mind their maneuverability.

Strategy and Use

Obviously ships of this size were never intended to go chasing around the Caribbean after pirates, or even squadrons of frigates belonging to various nations. Instead they were designed with the sole purpose of carrying as much firepower into a line battle as possible, but their cost and unwieldy size coupled with the fact that most of them enjoyed a long service life led them to be fairly rare. The Royal Navy only ever possessed a maximum of 11 First Rated ships.

Tactics

Having extremely poor acceleration and turning statistics, the 'Victory' First rate is best used in a line battle. The only truly useable tactic for a ship of this size is simply sailing parallel to it's opponent and slugging it out.

However, in a larger group of ships, much more creative strategies arise. If faster ships of a friendly battle group can herd an enemy ship under the guns of this ship, the results will almost surely be catastrophic for said enemy, even more so if the 'Victory' is capable of getting in a raking broadside.

Additional information

The 'Victory First Rate is a Colossal Ship of the Line, featuring 112 cannons, in total.

Considering this ship has 4 Swivels, 2 Fore guns and 4 Aft guns; this leaves 102 (112-10) cannons on the broadsides. Meaning this ship has 51 cannons on each broadside.

The 'Victory' First Rate possesses the most firepower of the First Rates (except 'Sovereign' First Rate). It is able to deal 2259 damage with one broadside, in basic stats and using Round Shots, at 0 yards.

The 'Victory' has more structure, armor and crew than his counterpart 'Indomitable' First Rate. However, the 'Indomitable' First Rate has excellent top speed and great sailing abilities close to the wind.

Also, the 'Victory' First Rate is protected against being captured by Pirates.

Advantages (compared to the 'Indomitable' First Rate):

  • The 'Victory' has more structure, armor and crew.
  • The 'Victory' has more Spike Power.

Disadvantages:

  • Very low insurance value.
  • The 'Victory' is the most sluggish First Rate (in terms of top speed).
  • The 42lbs have a long reloading time.

Comparable Ships

Attainability

Requires 3 different loot drops from Fairfax Pirates and several other special components that take Citations of Conquest and Marks of Victory to obtain. The 'Victory' also takes a tremendous amount of materials (cannons, ship fittings, etc.) to build. See Recipe: 'Victory' First Rate.

This information is provided by the update that PotBS Wikia is undergoing, by Captain Vuur.
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