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[PSA] Might of Japan | Patchnotes November 2020

[PSA] Might of Japan | Patchnotes November 2020
Patchnotes November 2020
Read the patchnotes in your language here:
DE: https://wo.ws/3jTZcKb
FR: https://wo.ws/3enmXcd
JP: https://wo.ws/2TLWRWU
RU: https://wo.ws/35Veeu2
ES-MX: https://wo.ws/3oVu00w
PT-BR: https://wo.ws/329W2vx
You can also watch our Update overview on Youtube:
Server maintenance will take place on November 9, after which the Update will be pushed to consoles.
Maintenance times:
  • Xbox: 01:00 – 04:00 AM Central / 07:00 – 10:00 AM UTC
  • PS4: 01:00 – 04:00 AM Central / 07:00 – 10:00 AM UTC
Update size:
  • Xbox ~2500 MB
  • PS4 ~ 2500 MB
Deep into this fall, we present you the latest Update, replete with content, stuff to do, and ships to shoot! Two new Campaigns, an alternative branch of Japanese destroyers, another Season of Ranked Battles, new Black Friday content, substantial improvements for secondary armaments, and two new Bureau ships! We're out of breath just typing this! Read on to find out what exactly awaits you over the course of the next 6 weeks. A warning: this is a long one, both this text and the Update, the latter of which will be live for 6 weeks instead of the usual 5, ending on December 21.

Yasen Butai Leader and Tokyo Express Campaigns

Not one, but two Campaigns are happening during this Update! The first 4 weeks are dedicated to Azuma, a Japanese large cruiser project designed for longer range engagements. Her main strength is her guns—the 3x3 arrangement of her 310 mm artillery offers a great opportunity to take advantage of Japanese HE shells. Her large HP pool also enables Azuma to take some punishment, but you'll need to angle her well to have a chance of bouncing lower-caliber battleship shells from the 27 mm-thick armor of her extremities. Her Repair Party also has a relatively short cooldown, which allows for emergency repairs should any heavy shells arrive unannounced.

VII Azuma in Nagasaki Port
The Campaign to earn Azuma is scheduled to run across 4 weeks, starting November 9 and ending December 6. Entry is for the usual 2,500 doubloons, and there will be a range of goodies sprinkled along the 100 milestones. The mission requirements are a bit more challenging than usual, but the Weekly Havocs will also remain available until December 7. So if you like extreme chunking, you can complete all the missions within the fourth week of the Update.

Yasen Butai Leader - Campaign Infographic

Rewards you can get without an Admiralty Backing for the Yasen Butai Leader Campaign:
  • 55x Common Boosters
  • 8x Shadow Camouflages
  • 10x Type 1 Camouflages
  • 10x Type 2 Camouflages
  • 10x Type 3 Camouflages
  • 235,000 Commander XP
  • 200,000 credits
  • 3,500 Global XP
  • 10x Promotion Orders
  • 1x Insignia
  • 1x Commendation
  • 7 days of Premium Account
  • 375 doubloons
  • 1x Big Crate
  • 1x Japanese Commander crate
  • 1x Patch background
  • 1x Patch Symbol
Value of the rewards without the Admiralty Backing: 14,058 doubloons
Additional rewards you can get with Admiralty Backing (2,500 doubloons)
  • 45x Rare Boosters
  • 35x Epic Boosters
  • 16x Shadow Camouflages
  • 15x Type 1 Camouflages
  • 15x Type 2 Camouflages
  • 15x Type 3 Camouflages
  • 12,000 Global XP
  • 140,000 Commander XP
  • 1,300,000 credits
  • 25x Promotion Orders
  • 3x Insignias
  • 2x Commendation
  • 3x Big Crates
  • 2x Black Friday crates
  • 750 doubloons
  • Japanese Tier VII cruiser Azuma
Total value of the rewards with the Admiralty Backing: 64,800 doubloons
On December 6, we're switching our focus to the new Imperial Japanese destroyers (more on that matter in the next section!), and the main reward is Raizō Tanaka. While Takeo Kurita gives you artillery options, many newer players haven’t tried the Japanese destroyers at all, and Tanaka is a more universal Commander for both lines. The Admiralty Backing for the 40-milestone Campaign is 2,500 doubloons, but you get cashback of 1,250 doubloons at milestone 1.
Rewards you can get without Admiralty Backing for the Tokyo Express Campaign:
  • 25x Rare Boosters
  • 100,000 Commander XP
  • 100,000 credits
  • 1,000 Global XP
  • 8x Promotion Orders
  • 1x Insignia
  • 1x Commendation
  • 1x Commander crate
Value of the rewards without the Admiralty Backing: 7,857 doubloons
Additional rewards you can get with Admiralty Backing (2,500 doubloons)
  • 15x Rare Boosters
  • 25x Epic Boosters
  • 62,500 Commander XP
  • 500,000 credits
  • 5,000 Global XP
  • 22x Promotion Orders
  • 2x Insignias
  • 1x Commendation
  • 7 days of Premium Account
  • 1,250 doubloons
  • Japanese Commander Raizō Tanaka
Total value of the rewards with the Admiralty Backing: 27,090 doubloons

Alternative Japanese Destroyer Branch

The second alternate branch of the year is arriving! Destroyers Minekaze, Hatsuharu, Shiratsuyu and Akizuki—Tiers IV to VII, respectively—join the Japanese fleet and are available to research at your will! The split happens at Tier IV Mutsuki, which has to be researched first. These ships are a bit less focused on torpedoes, simply because of their lower torpedo count, but torpedoes are definitely still their main armament. However, the higher you move up the tiers, the more gunboat-like characteristics they display. They also have better anti-aircraft weaponry, which might become quite useful in the coming months. There are no Early Access mechanics this time, so there may be a slight bump in the destroyer population for the time being. Give the newcomers a try and be sure to share your honest opinions on any of your preferred channels.

Alternative Japanese destroyer branch
To support the new line, we're also adding a new skill that will allow you to switch playstyles somewhat on the destroyers. The Evil Sparks skill improves HE shell penetration but reduces alpha damage, so you can choose different approaches to how you handle your guns and use different shell types to your preferences.

Ranked Battles VIII

Ranked Battles Season 8

Let's not forget about our Tier IV ships! A great deal of time has passed since we've had a ranked competition at that tier, so we figured it’s probably high time to do it, considering that many more options have been introduced since the last time. This Season is going to be an extended one, and will take place from November 16 until December 14. Seeing how this is a longer Season, we have also boosted the rewards a little. Most notably, there's a Black Friday 2020 crate at the very end, plus several Commander items, doubloons, various containers, Premium Account time, and even Paint. You'll be able to check out the exact rewards once the Season starts.
Here are the basic rules for the Season, which are pretty similar to the previous one:
  • Any ranks earned in Season 7 equate to the number of stars you automatically receive at the start of Season 8.
  • Teams are comprised of 7 ships and are mirrored by ship type.
  • Divisions are allowed with up to two players in each.
  • There’s a limit of two destroyers per team.
  • A draw means a loss for both teams.
  • Win to gain stars, but still try to be the best on your team if you're losing, so as to save your stars.
  • The first player by XP earned in the losing team keeps a star, thus saving their current progress.
  • Upon reaching Rank 1, you can no longer play in the current Season.
  • The following maps have modified spawn locations for the new Season:
    • Strait
    • New Dawn
    • Shards
    • North
  • There are three leagues in the Season. Separations happen at Ranks 11 and 5.
  • There are 16 ranks, with the irrevocable ones being 16, 15, 12, 10, 5, and 1.
  • The final (Rank 1) rewards are credited at the end of the Season.
Give it your best shot and attain the coveted Rank 1! Please note: no cosmetic items will be credited during the Season itself, but we may credit them in the next Update.

New Bureau Projects

New Projects in the Bureau

At long last, we're introducing more Legendary-Tier ships in the Bureau. This time, it's two destroyers at once: Soviet Khabarovsk and Japanese Shimakaze. Khabarovsk is best suited to gun duels with other destroyers and even cruisers, being particularly sturdy for a destroyer and possessing possibly the best ballistics for her type. Shimakaze, the pinnacle of the Japanese destroyers, is all about torpedoes. Both projects are similar to previous Legendary projects in length and the amount of boostable Research Points. However, the ship and Commander requirements are a bit different.

Legendary destroyer Shimakaze


Hit Points: 17,900
Plating: 6–20 mm
Main battery: 3x2 127 mm
Firing range: 10.7 km
Maximum HE shell damage: 1,800
Chances of causing fire: 7%
Maximum AP shell damage: 2,200
Reload time: 6.5 s
180-degree turn time: 22.8 s
Torpedo tubes: 3x5 610 mm
Maximum damage: 21,367
Range: 8 km
Speed: 76 kts
Reload time: 131 s
Launcher 180-degree turn time: 7.2 s
Torpedo detectability: 1.8 km
Alternate torpedo module
Torpedo tubes: 3x5 610 mm
Maximum damage: 23,767
Range: 11 km
Speed: 67 kts
Reload time: 153 s
Launcher 180-degree turn time: 7.2 s
Torpedo detectability: 1.7 km
Maximum speed: 39 kts
Turning circle radius: 690 m
Rudder-shift time: 3 s
Surface detectability: 6.7 km
Air detectability: 3.3 km
Detectability after firing main guns in smoke: 2.5 km
Available consumables
1 slot: Damage Control Party I
2 slot: Smoke Generator I
3 slot: Engine Boost I

Legendary destroyer Khabarovsk


Hit points: 22 500
Plating: 12–50 mm
Main battery: 4x2 130 mm
Firing range: 12.3 km
Maximum HE shell damage: 1,900
Chances of causing fire: 8%
Maximum AP shell damage: 2,600
Reload time: 5 s
180-degree turn time: 9 s
Torpedo tubes: 2x5 533 mm
Maximum damage: 19,500
Range: 6 km
Speed: 58 kts
Reload time: 100 s
Launcher 180-degree turn time: 7.2 s
Torpedo detectability: 0.6 km
Maximum speed: 43 kts
Turning circle radius: 760 m
Rudder shift time: 11.1 s
Surface detectability: 7.7 km
Air detectability: 3.8 km
Detectability after firing main guns in smoke: 2.9 km
Available consumables
1 slot: Damage Control Party I
2 slot: Smoke Generator I or Repair Party I (can be swapped out)
3 slot: Engine Boost I

Black Friday 2020

We're back for more Black Friday craziness this year with four more ships, no less! New ships and containers will be offered in the Store from November 16–30. You'll also have an opportunity to get a container by completing a special mission. The refreshed black fleet includes Mutsu, Indianapolis, Błyskawica, and Atago! Three of the ships will be available directly from the Store, while Atago is a low-chance drop from the new Black Friday containers. Other than the ships, you'll be able to get Shadow Camos, Insignias, Promotion Orders, Premium Account time, doubloons, credits, and Global XP. Should you pull Atago, she’ll come together with a personal mission to obtain a special flag. Other ships have flags available as well, but only as a part of a big package. Błyskawica comes together with her Commander, Jerzy Świrski, but only if you don't already have him.
Important note: the black ships are entirely similar to their regular counterparts, but have a dark Permanent Camouflage. They are incompatible with any Permanent Camouflages / Skins you may have for their regular versions, and are treated as separate ships. Another point is that Atago Black has significantly lower chances of being dropped than the other black ships.

Secondary Armament Improvements

New consumable: Enhanced Secondary Targeting
You've been asking us to improve the capabilities of secondary guns ever since we introduced the German battleships. We’re finally making that happen. There are several improvements within this Update, and they include a new consumable, a new skill, and a few improvements to existing skills. Keep in mind that, in order to inflict reasonable damage by relying on your secondaries, you’ll need to heavily invest in both your ship and Commander build, as well as get close enough to the enemy. However, the new consumable—Enhanced Secondary Targeting—will allow many battleships to make destroyers' lives significantly harder, should they wander too close. Now, let’s move on to the measures:
  1. Every battleship in the game receives two charges for the Enhanced Secondary Targeting consumable. Depending on the exact ship, this consumable either replaces something (planes for most) or is added to their arsenal in some cases (Vanguard). It works like this: your secondary armament becomes significantly more precise for 30 seconds, and it has a 180-second cooldown.
  2. Every brawling battleship Commander receives the "Properly Meticulous" skill. It reduces the reload time of your secondaries (by –5% to –15%) and prolongs the duration of the Enhanced Secondary Targeting consumable (by 10% to 35%).
  3. The "Porcupine" skill, which brawling battleship Commanders already possess, has received some small improvements: shell grouping now improves from 3%–12% to 5%–15%, while the maximum dispersion radius further narrows from 5%–15% to 7%–18%.
  4. The "Elbowroom" base trait of Franz von Hipper (used as the main inspiration for secondary builds) has received additional improvements: the shell grouping of secondary armament improves by 0.25% per rank, up to 5%.
As we're only gathering limited-use case data from the Supertest, it’s important that you provide feedback should you decide to go the secondary route.

Additional Balance Changes

The secondary improvement package is expected to have the biggest impact on the current metagame, but the results remain to be seen. Meanwhile, we wanted to tune the Legendary Tier just a tad.
  • Grosser Kurfürst's secondary battery range has been increased from 5 to 7 km to bring her more in line with other German battleships. While this isn't by any means a record range, it should still allow for secondary builds to be viable in some settings.
  • Alaska's survivability looked like it needed to be bolstered a little, so she has received a small boost for her Repair Party: 20% of citadel HP will now be restored instead of 10%, while the number of charges for this consumable has been increased from 2 to 3. Her Damage Control Party has also had its cooldown time reduced from 60 to 55 seconds.

Next-Gen Release

The Xbox Series X/S version of the game, which will be released before this update cycle is over, won’t support voice communication with other platforms (other than Series X and S) for some time. Crossplay will be supported right away, as it is currently.
Announcement about Legends on PlayStation 5 will follow soon!

Miscellaneous Changes

  • A weekly mission chain has been added for Legendary ships. It will allow you to earn five Promotion Orders.
  • The default Port has been changed to Nagasaki, full of blossoming sakura.
  • Any Lira you have left over will be exchanged for credits at a rate of 7,500 credits to 1 Lira.
  • Tabz will stay on your account until the next Update. The Store will have at least a single item to spend them on.
  • Any experience you accrued on your Rust'n'Rumble ships will be moved to USN Tier I Albany.
  • Premium ships Texas and Mutsu have been removed from the Ships tab. They will be available as components of various platform and/or in-game Store bundles later.
  • Some of the longer ship names didn’t fit the combat log, so they have been made shorter.
  • The "Reloader" ship trait description has been changed a little to make more sense.
  • Redeem the code MDK4JA0X5Y at wowslegends.com/code-redeemer to get a day of Premium and 2 basic containers.
  • We’ve improved the legibility of various Division tooltips that appear on the battle mode cards in the main menu.
  • Some of the personal patches previously appeared too large in the Tactical Map menu. Their sizes have been slightly reduced.

Fixed Bugs

  • Battleship Roma had two 13 mm spots in her deck armor that could be penetrated by destroyer shells, leading to cases where destroyers were able to score citadel hits on her. Those two spots have been reinforced (up to 100 mm), making citadels from destroyers only possible in cases of nigh-improbable ricochets.
  • Modification icons in the Ship Loadout menu could appear with a delay.
  • The Commander tab wouldn’t allow scrolling through nations after a particular sequence of actions had been performed with the ship filter and carousel.
  • Consumable stats were using different font sizes for anything that had a plus sign before the numerals.
  • Divisions comprised of Legendary-Tier ships sometimes weren’t able to start a battle if one of the players was scrolling through the ship carousel.
  • Several inadequacies in the notification sending logic have been fixed.
  • Unintended blurring could be present on the Campaign screen after a particular action sequence had occurred while a player was in a Division.
  • Hitting friendly ships with torpedoes will no longer be counted towards mission progression.
  • Mission tabs on the Battle Result screen could be pushed partly off the screen whenever there were too many ribbons and medals present.
submitted by TheSailingRobin to WoWs_Legends

Concise Review of the MSI RTX 3080 Ventus

Hello 📷
here is my review of the MSI 3080 Ventus 3x OC, received a week ago, I hope that it will be useful!
My configuration is the following:
  • CPU: AMD Ryzen 7 3700x
  • RAM: 32GB Crucial Ballistix 3200Mhz overclocked to 3733Mhz
  • GPU: MSI GeForce RTX 3080 VENTUS 3X OC - 10 GB
  • Power supply: Corsair RM750, 750W 80+ gold
I'm on a 27" 1440p 144hz screen, so 2560*1440 resolution.
I did multiple benchmarks and in-game tests (Apex, and especially Red Dead Redemption 2, all ultra). I use a custom fan curve, which is very classical (quiet below 50°C, then quietly up to 70°C and then it goes fast in a fighter plane turbine in the 75-80°C range). The board is limited to 320W. I couldn't test the DLSS because I don't have a compatible game. Now the review!
1. Out of the box: The card works, no crashes. But it was (contrary to the initial reviews) rather noisy, the fan curve rather classical but the board was getting quite hot: up to 78-79°C on RDR2 and up to 72°C on Apex. I was able to get it up to 80°C but the fans are VERY noisy, which is perfectly normal (nothing shocking compared to my 2070). Basically, the card "wants to type" constantly the 1950-2000 Mhz, consuming 315-320W. It hits the power limit constantly under full load, so it creates an unstable boost that only oscillates between 1815 and 1915-1950 Mhz. The overclocking potential on this model is obviously limited, but even on the best "overclocking" models, the gains are low.
2. By slightly overclocking at 0.88v-0.95v for 1935-1975 Mhz, you get a more stable boost and thus better pure performance than the "out of the box" card. The power consumption remains high at 310-320W and at the temperature level we gain up to 2 degrees.
3. By undervolting as best as I can at the moment, at 0.818v-0.825v at 1830 Mhz. The consumption is between 195 and 230W, on average at 217W on RDR2 in Ultra ! Temperature max 66°C on Apex, and max 71°C on RDR2, an excellent result.
Note that depending on your card you might need more or less voltage at a given core frequency to stay stable (0.8 to 0.825v for example)
In terms of performance, I compared the notable difference in FPS (75/76, 95/97, 113/115, 125/128) to be between 1.7% and 2.5% FPS difference: absolutely impossible to perceive.
What is noticeable is the lower temperatures and therefore especially the GPU fans which never exceed 66%. It is therefore discreet, especially in games with a minimum of sound on RDR2, and on "multiplayer" games such as Apex, the card is virtually inaudible! 100W less for an absolutely similar performance, it's incredible.
4. Benchmarks: I run around 17700-17800 on 3DMark TimeSpy with my 1930 Mhz undervolt, my highest stable overclock. For the 1830 Mhz 0.818v undervolt version, it's around 17500, really similar. The difference in 3Dmark points clearly doesn't seem to translate into a difference of more than 3% at the maximum (125-126 FPS vs 129 FPS). I was able to rub the 18000 points, and I'm sure that by tweaking more, it's possible.
5. I also found that the memory overclocks quite well but it's negligible so far, be careful because it is error-corrective, which means that the performance will decrease but the card will not crash. I stay around +400/+450 Mhz on the memory. I haven't seen an impact of more than +1 FPS. +700-1000 Mhz seems to be possible too, but no idea on the impact on temps (as we have no mem temp sensor).
6. It is possible, to lower the undervolt in the 0.7-0.8v range and around 1700-1750 Mhz, reaching the basic boost frequency of 1740Mhz, giving even lower temperatures, 2-4°C less, but the loss in performance becomes slightly more "marked", around 5-6%. Consumption drops to 150-190W, which may please some people, -40% of power consumption is something.
Conclusion: The MSI Ventus 3080 is a good graphics card. I like the quality of the materials, the feeling as well. It works without any problem now and runs quietly. Overall, the power consumption of the card increases exponentially for the associated performance gain. So it becomes a great graphics card when it is undervolted. This is clearly the way to go for the RTX 3080, as others pointed out. The middle ground is to be determined by the fan curve, noise tolerance, and power consumption. The "sweet spot" of the Undervoltage seems to be 1830Mhz - 0.818v for me.
144 near-constant FPS on Apex Legends in Ultra. An average around 85-90 FPS on Red Dead Redemption 2, in Ultra (with a 1.25x resolution scale, just superb). I don't know what else to ask!
EDIT: New driver came out, this whole review was made using driver 456.55
EDIT 2: Now more around 1800-1815Mhz, at 0.806v, +350mem overclock, sligthly better temps, and no difference. Stability may vary from card to card and you may need to give more voltage. Driver 456.71
submitted by askolein to nvidia

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