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Operation Siren | Azur Lane Wiki – Fandom
Operation Siren is a new combat area that is independent from the main story and includes … Azur Lane Wiki … High-Efficiency Combat Logistics Plan
Source: blhx.fandom.com
Date Published: 9/9/2022
View: 6127
Azur Lane General Discussion Thread – Page 11 – Off Topic
However keep in mind that by using the High Efficiency Combat Logistics Plan will double the oil cost, and deplete your shipgirls’ morale faster …
Source: forum.worldofwarships.asia
Date Published: 2/21/2022
View: 5139
Azur Lane – Dear Commander, Here is a full list of the…
HQ will also be giving out 60 High-Efficiency Combat Logistics Plans and 3 Quality Tuning Samples of each type as compensation. #AzurLane # …
Source: www.facebook.com
Date Published: 4/13/2022
View: 5154
Azur Lane Auto Stage Grind – Macrorify
Added options for stage run count, stage completion check intervals, stage completion timeout, and “high efficiency combat logistics plan” usage (2x oil/reward …
Source: www.kok-emm.com
Date Published: 4/11/2022
View: 6834
Azur Lane Thread 2 | Page 565 – SpaceBattles
Their had better be a brand new gold Deutschland gun to farm next event or the high efficiency combat logistics plan is useless to me.
Source: forums.spacebattles.com
Date Published: 11/30/2022
View: 5927
주제와 관련된 이미지 azur lane high efficiency combat logistics plan
주제와 관련된 더 많은 사진을 참조하십시오 Combat Logistics Plan.exe. 댓글에서 더 많은 관련 이미지를 보거나 필요한 경우 더 많은 관련 기사를 볼 수 있습니다.
주제에 대한 기사 평가 azur lane high efficiency combat logistics plan
- Author: KakumiA
- Views: 조회수 723회
- Likes: 좋아요 17개
- Date Published: 2021. 11. 29.
- Video Url link: https://www.youtube.com/watch?v=WB-pawEJ-vE
Does Operation Siren give PR exp?
Moving to this point and occupying will destroy it. Siren Rally Point: Found in Obscured zones. While active, this will spawn enemy fleets. Spawned fleets do not give XP or rewards.
How do you get the combat data pack in Azur Lane?
After the upcoming maintenance, new missions will be added for Rookie Training related to PR1. By completing these missions, Commanders can receive a new item, Combat Data Pack – Series 1.
How do you farm exp in Azur Lane?
- Make sure that your Canteen is upgraded as far as your level will allow.
- Prioritize Commissions that give .
- Do all daily and weekly quests that give .
How do you get meta ships?
To upgrade a Meta ship, you can either go to the ship’s profile and tap on the “Research” icon or go to the “Lab” section and then tap on “META Lab.” From here you will have four options: Synchronize, Rigging Fortification, Tactical Research and Somatic Activation.
How many blueprints do you need for PR ships?
Additionally, Commanders can freely switch between which PR1 ship they would prefer to have the Catch-Up system to be used on. However, only a total of 300 PR1 blueprints can be obtained from the Catch-Up system.
How do I limit break a PR ship?
- To limit break, first click on the “Dock” (blue) button on the lower left of the screen:
- Then click on the ship you would like to limit break. …
- Click on the second button on the left, boxed in red.
What is TRP in Azur Lane?
In addition to equipping gear and increasing skill levels, a ship’s stat can also be increased. Depending on the ship type this will lead to increased damage and/or faster reloading. The following stats can be enhanced: Firepower (FP) Torpedo (TRP)
How many blueprints does Azur Lane have?
Additionally, Commanders can freely switch between which PR1 ship they would prefer to have the Catch-Up system to be used on. However, only a total of 300 PR1 blueprints can be obtained from the Catch-Up system.
How do you unlock Azur Lane in Clear mode?
Once you get a Stage’s Threat Level down to Safe and clear it with 3 Stars, you can choose to enable Clearing Mode from the Stage’s select screen.
What is the fastest way to level up ships in Azur Lane?
- Use one Limit Break 2 ship that’s level 50 or above to act as your main damage dealer/tank.
- Use one level 30 or above ship you want to level up.
- Use one low-level ship at Limit Break 0 you want to level up.
- Auto battle a location you want to farm repeatedly.
Does Azur Lane have auto?
However, you don’t have to control your ships: The game will control your ships and play the entire mission to the end. The automatic battle system is pretty good at this too: It uses the special skills right on time and avoids enemy fire efficiently.
How do you get more Tech points in Azur lane?
Collecting Ships
Every new ship you get in Azur Lane grants you at least two Tech Points, while the rarest ships can reward you with 28 Tech Points from acquisition alone. The rarer the ship, the more points you get just from collecting them.
How do you increase Azur Lane affinity?
Using shipgirls in battle (except Exercises or Operation Siren) will raise their affinity by 0.0625 (0.125 if MVP) per battle. (Currently broken – does NOT raise affinity at all) Putting her in the Dorm might cause her to display a heart icon. Tapping it will increase her affinity by 0.1 to 0.3 points.
Guide: Leveling
This page is currently under construction. We apologise for any inconvenience you may experience using this page.
Leveling ships is one of the core systems of advancement in Azur Lane. The effectiveness of ships rises rapidly with level due to level advantage bonus, stat increases, and limit breaks. Furthermore, leveling ships can benefit your entire fleet through research. Leveling ships requires them to earn EXP, which in turn consumes resources such as oil, time, various types of limited slots, and your attention. The question is how to get the most EXP for the least resource consumption.
Oil Oil
In terms of “hard” resources, oil is the main limiting factor on earning XP. Sorties, major commissions, and dorm food all consume oil. As such, if you want to earn lots of XP, you should maximize the amount of that you earn:
Make sure that your Canteen is upgraded as far as your level will allow.
Prioritize Commissions that give .
. Do all daily and weekly quests that give .
Combat
If you play actively, combat will be the largest source of XP for ships. However, it does take the most attention of all sources of XP.
Bonus XP and fleet size
The highest-damage scorer in a battle earns MVP, which grants ×2 XP; and the flagship earns ×1.5 XP. Effectively, you are getting either 1.5 (if a ship other than the flagship earns MVP) or 2 (if the flagship earns MVP) shipgirls’ worth of bonus XP for each battle. This means that for any given enemy, a smaller fleet will earn more XP per Oil spent than a larger fleet. Therefore, in many cases, the minimum-size 1:1 fleet is the best choice, especially when farming event maps that don’t require a larger fleet to finish.
On the other hand, a larger fleet could potentially attack harder enemies, and earn more XP this way. This will be explored in later sections.
Other XP bonuses
Getting a S rank will give ×1.2 XP compared to an A rank.
Shipgirls with greater than 120 Morale get a ×1.2 bonus to XP earned, other than in Exercises. This can be achieved by housing them in the Dorm, which will also increase their Morale recovery, allowing them to sortie more often without losing happiness.
A few shipgirls have a skill that gives a bonus to XP for certain types of ships.
DD (+18%): Amazon
CL/CA (+15%): Yuubari
CV/CVL (+15%): Houshou, Langley
None of these are particularly good at combat, so they work best when supporting two stronger shipgirls of their type.
Enemy choice
Harder enemies usually give more XP. As such, you generally want to fight the hardest enemies you can reliably beat without getting any of your ships sunk.
Larger normal fleets give extra XP. Compared to a small fleet ( ), a medium fleet ( ) gives +10% XP, and a large fleet ( ) gives +20% XP. Sirens and bosses give upwards of +40% XP and can be a nice bonus.
Map choice
Main story
The main story is always a solid choice for earning XP. Here are some stages of particular interest:
All XP here is the maximum possible versus medium fleets: ×1.2 from S rank, ×1.2 from high Morale, and flagship gets MVP.
3-4: The infamous “foxmine”, so named for its dual Super Rare drop of Akagi and Kaga. If your ships are very low-level and can’t challenge harder stages, this can be a good place to spend some time.
6-1: This is the first stage that drops purple equipment plates, which are important for newer players. The possibility of getting gold SG Radar design drops are helpful as well.
7-2: Boasting an open layout, fixed boss position, a massive four mystery nodes, and blueprints for one of the best farmable AA guns in the game, this stage is a fantastic farming spot for mid-level players. Assuming a 1:1 fleet with 24 oil cost, you can earn up to 120 XP per oil.
Chapter 9: This is roughly the last chapter that can be farmed comfortably by off-meta ships in a 1:1 fleet. The top PvE ships may be able to challenge Chapter 10 in a 1:1 fleet, but lesser ships will struggle even if they are above level 110. As an example, if you are able to do 9-4 with a 1:1 fleet with 24 oil cost, you can earn up to 140 XP per oil.
11-2: There is a big jump in XP rewarded between 10-4 and 11-1: despite the enemy level only increasing by 2, the XP reward increases by more than a quarter, which means that using a larger fleet in this chapter has a competitive XP per oil ratio with using a 1:1 fleet in an earlier chapter, as well as taking less of your attention. 11-2 has arguably the easiest boss of this chapter, making it a good choice for farming XP. Even if you use a 3:3 fleet of 72 oil cost, you can earn up to 128 XP per oil. A 2:2 fleet of 48 oil cost can achieve 143 XP per oil.
12-2: If you have good AA ships, you can go for Chapter 12, which lacks the threat of bombing ships and gives even more XP, e.g. 133 XP per oil for a 3:3 fleet of 72 oil cost.
Event
Events are usually farmed more for their currency and/or drops than for pure XP; they tend to give less XP for a given level of actual difficulty. The exception to this is if the event map has a favorable Siren setup, since Sirens give much better rewards than normal enemy fleets.
The best-case scenario is something like Iris of Light and Dark D-2. Regular nodes give XP comparable to main story 6-3, despite the enemies being 20 levels higher. (n.b. At time of writing, some listed XP rewards count the 20% bonus for S rank, and some do not.) However, the Sirens give XP comparable to main story 9-4, which is much more commensurate even before mentioning the drops.
Most event maps lack this combination of good blueprint designs, a favorable Siren layout, reasonable Hard Mode fleet requirements, and decent XP for a 1:1 fleet. Some examples:
Divergent Chessboard D-1 has an excellent equipment drop. However, the XP is quite low for a high-level 1:1 fleet, and the map lacks Sirens.
Ashen Simulacrum does have Sirens. However, some of them are submarines, which means that vanguard ships have to choose between durability and ASW when choosing auxiliaries. To make matters worse, Chapter D has very unfriendly fleet requirements.
While the Daily Raid does provide XP, it is not a major source of it:
It is limited to 3 runs per day (9 on Sunday).
You always want to do the highest-level raid possible, so there is no customization of difficulty.
Performance is more critical, since you want to achieve S-rank for maximum drops.
Exercises are another form of combat. Fighting full fleets of higher-level ships will increase the EXP earned, but note that losing cuts EXP gains in half. Exercises do not cost oil, so it is a good way to level up high rarity, high limit break ships (which are often the best performers in Exercises anyways). On the other hand, there is also no Morale penalty for being sunk in Exercises, so if you are not trying to absolutely maximize Merit and rank you could also choose a few weaker ships to be carried and pick easier opponents, or a full fleet of weak ships and accept a half-XP loss.
Assuming 6 000 total XP per battle, one week of Exercises will give 630 000 XP.
Note that unlike sorties proper, Exercise XP is not affected by morale.
Non-combat
There are also non-combat sources of EXP. These also tend to consume oil, and also have a limited number of slots, so take care in ship selection here as well. On the plus side, they require much less of your attention.
Dorm
→ Main Article: Dorm
The Dorm helps increase XP in two ways:
First, shipgirls on the first floor of the Dorm gain XP every hour based on your commander level, the Dorm’s Comfort level, and food. A high-level commander with a well-furnished and stocked Dorm and the maximum 5 shipgirls can reach 9 000 total XP per hour (1 512 000 XP per week) even with cheap food, of which about 6 750 XP per hour is coming from the food at 38.4 oil per hour. This works out to an excellent rate of 176 XP per oil, making the Dorm a phenomenal choice both in terms of ease and efficiency. Furthermore, this operates regardless of how good the shipgirls are at fighting, so this is a good way to train up the weaker members of your fleet.
Second, the Dorm increases Morale recovery for shipgirls, and allows them to rise above 120 Morale, up to 150 Morale. In this range they gain a +20% bonus to sortie XP. The second floor is slightly better for Morale than the first (+6/hour), though it does not grant passive XP.
Lecture Hall
→ Main Article: Lecture Hall
NOTE: This feature requires Captain Level 50. Ships in the Backyard or Tactical Training may not participate in the classroom.
The Lecture Hall is another way of earning non-combat XP. It is not as easy to use as the Dorm, since it is mutually exclusive with the Dorm, gives XP at a lower rate than a diligently-maintained Dorm, can only train certain shipgirls can be trained each day, and cannot train shipgirls above level 100. However, since it operates independently and does not cost oil directly, it is still a resource to be utilized.
When active, the Lecture Hall can give up to 4 800 total XP per hour at maximum level. Lectures cannot be started on Sundays, but they can be stared at 23:59 on Saturday allowing up to half of Sunday to be used, so the average XP can be up to 4 457 per hour, or 748 800 per week. Including the above lecture, up to 257 600 of this XP can be earned on Sunday at 40% of sortie XP, with the remaining 491 200 to be earned at 20%. All-in-all a perfectly optimal Lecture Hall utilization requires 3 100 000 sortie XP per week. Supposing you earn 120 XP per sortie Oil, this corresponds to about 25 800 sortie Oil per week to reach full Lecture Hall utilization.
Commissions
With respect to XP, most commissions give less than a single map run, which means that only the most patient players will want to spend the time hand-picking ships to gain that XP. The main exception is the major 10-hour commissions that cost 1 200 Oil and give 18 000 XP per ship. This works out to a rate of 90 XP per oil. While this is not very good compared to sorties, especially considering that they do not contribute to Lecture Hall XP, they have the advantage of being a low-effort way of putting XP onto weak shipgirls—combined with the Dorm, a shipgirl can go from level 1 to level 70 in less than four days without fighting a single battle. These commissions also give a large amount of coins and other rewards.
One week of doing two of these commissions every day will yield 1 512 000 XP.
Azur Lane Thread 2
Underboob
(by character art)
Noah builder of boats said: I’ve basically wanted the next event for an entire year
There’s a very good chance I’m gonna be left disappointed by it
The more things change the more than stay the same
Iron blood getting fucked over having their event right after operation siren Click to expand… Click to shrink…
PrinzHeinrich has been announced for EN. I will whale for her if I have too. Instant Oath and skin buy for me. She’s my favorite new additionto the game since Algerie.Purely spitballing, but here’s my take.I’m expecting Prinz Heinrich to be a budget gold equivalent to Azuma. From a meta perspective I think she’ll be in the lower end of what is commonly considered “Tier 1”. I think she’ll be usable but unable to unseat Roon Muse or Roon proper. She’s a KMS ship, so expecting her to be meta defining is uncharacteristic, because she’s not designated “IJN”. History has shown that KMS ships are typically lackluster compared to ships in their rarity.I really don’t care one way or another about the sub, but I expect her to slightly powercreep one of the established U boats.I’m expecting Peter to be a utility carrier and not a damage monster. The USN has a monopoly on high end carriers and I don’t expect the KMS to shit out a CV that stands toe to toe with the “Big 5”. Either way Graf Zeppelin is good now and I don’t care one way or another for Peter so far.I’m expecting either a new KMS plane or a CA gun for Prinz Heinrich in the exchange shop.
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