TANK Versions
Basic Rules of the Tag system:
- 1.Each tank has 5 tags in its name; Tags do not affect Stats themselves, they affect the probability of a stat selected for leveling up, every time your Tank earn a level.
- 2.In accordance with the table below, it will be indicated which tags will give pros and cons to the corresponding probabilities of characteristics;
- 3.One tag can affect several bonuses and minuses;
- 4.The formation of tags is done randomly, none of the tags provides a significant advantage on its own, and taking into account the number of tags, it is almost impossible to collect the perfect combination;
- 5.When the characteristic has reached its maximum, it is excluded from the list of issued bonuses. All percentages are distributed equally to the remaining characteristics.
Performance distribution base - BBBBB
What you see below are the standard probabilities. For example, your Tank goes from level 1 to level 2. When it has the BBBBB Name tag, there is a 16% its speed gets leveled up, 18% its armor and so on. How much the selected characteristics get leveled up for you can see on the Initial Characteristics.
Speed | Armor | Ricochet | Fire Rate | Shot Damage | Luck | Amplification |
---|---|---|---|---|---|---|
16% | 18% | 11% | 16% | 18% | 11% | 10% |
Tag | Speed | Armor | Ricochet | Fire Rate | Shot Damage | Luck | Amplification |
---|---|---|---|---|---|---|---|
B | | | | | | | |
A | -1.50% | 1.50% | | | | | |
S | 1.50% | -1.50% | | | | | |
R | | -1.50% | 1.50% | | | | |
F | | | | 1.50% | | -1.50% | |
D | -1.50% | | | | 1.50% | | |
L | | | | | -1.50% | 1.50% | |
I | | | -0.75% | | | -0.75% | 1.50% |
E | 1.50% | -1.50% | | 1.50% | | | -1.50% |
Y | | 1.50% | 1.50% | | -1.50% | -1.50% | |
W | -1.50% | 1.50% | -1.50% | | 1.50% | | |
Z | | -1.50% | | | 1.50% | 1.50% | -1.50% |
Q | 1.50% | -1.50% | 1.50% | -1.50% | | | |
T | -1.50% | | | -1.50% | | 1.50% | 1.50% |
N | -1.50% | | -1.50% | 1.50% | | | 1.50% |
G | | -1.50% | | 1.50% | 1.50% | | -1.50% |
X | 1.50% | -1.50% | -1.50% | 1.50% | 1.50% | | -1.50% |
U | 1.50% | 1.50% | 1.50% | -1.50% | | -1.50% | -1.50% |
O | -1.50% | -1.50% | -1.50% | 1.50% | 1.50% | 1.50% | |
K | -1.50% | 1.50% | 1.50% | -1.50% | 1.50% | -1.50% | |
J | | -1.50% | 1.50% | -1.50% | -1.50% | 1.50% | 1.50% |
M | 1.50% | -1.50% | -1.50% | | 1.50% | -1.50% | 1.50% |
Let's take a look at some examples to comprehend the idea of Tags a bit better.
Tank examples:
Tags | Speed | Armor | Ricochet | Fire Rate | Shot Damage | Luck | Amplification |
---|---|---|---|---|---|---|---|
BBBBM | 17.50% | 16.50% | 9.50% | 16% | 19.50% | 9.50% | 11.50% |
ADABM | 13% | 19.50% | 9.50% | 16% | 21% | 9.50% | 11.50% |
XXEOM | 20.50% | 10.50% | 5% | 22% | 24% | 11% | 7% |
ВВВВВ | 16% | 18% | 11% | 16% | 18% | 11% | 10% |
Last modified 9mo ago