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JohnHusky

Max skill points?

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Weekend Tester
173 posts
3,250 battles

So with the signals and the 4x this weekend, i seem to have hit the limit of 18 skill points of my captains.

I would have thought it would just be harder to get more.

 

So is it a balance issue or just for beta i wonder?

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Beta Tester
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According to the devs XP gain is strongly inflated to allow testers fast advancement. Will be severely reduced after the whipe

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Alpha Tester
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The limit is 19 points, but you don't see your progress (UI bug). You need 111K exp as far as I remember for the 19th. Also the progress after CBT will be much slower of course, you will probably reach 15 points (to get the tier 5 skill) when you hit the tier X with regular grind (without free exp). Then the extra 4 points would be long grind.

I have such captains on the CVs with both tier 4 skills.

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Weekend Tester
173 posts
3,250 battles

The limit is 19 points, but you don't see your progress (UI bug). You need 111K exp as far as I remember for the 19th. Also the progress after CBT will be much slower of course, you will probably reach 15 points (to get the tier 5 skill) when you hit the tier X with regular grind (without free exp). Then the extra 4 points would be long grind.

I have such captains on the CVs with both tier 4 skills.

 

Oh i see, well too bad its not 20, as i wanted to test how it would be with 2x tier 5 skills

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Alpha Tester
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Oh i see, well too bad its not 20, as i wanted to test how it would be with 2x tier 5 skills

 

Yeah that's the point of the 19 points limit - only 1 tier 5 skill :)

You can choose one more tier 4 or few of the earlier ones.

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Beta Tester
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Thanks for saying how much it takes to get to 19, Sharana.

 

As for skills, really consider what you want on your ship type your captain's on. I find it useless to invest in any t5 skills as a BB, for example, cause that only gives -10% to reload of damage control party and repair... for 5 frigging points... Getting AA buffed as much as possible, turrets turning properly, maybe that skill to have % of fire (works great when secondaries activate, and if not, a chance to blow enemy BBs repair may save your day. Torpedo awareness is fairly good too. And the best point is, for that poopy 5 point skill you can get 2 good ones!

 

Cruisers, IMHO, can skip t5 skills too. Carriers, I have no clue. DDs must get the camo skill. Etc etc. Just think before you invest.

Edited by MeanGreenUnseen

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Alpha Tester
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I find it useless to invest in any t5 skills as a BB, for example, cause that only gives -10% to reload of damage control party and repair... for 5 frigging points... 

So you like to burn every game and don't consider the -7%  chance of fire as useful? The carriers can pick only 1, the DDs can choose between 2 and the cruisers ... well I'm not sure if the jack of all trades is really worth it, as you can get better repair like BB (tier 3 skill), pyromania and advanced firing training at tier 4...

 

But of course some of the skills will be reworked and new will be added, probably with 0.3.2, but that's in the future for now.

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Alpha Tester
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guys, you are forgotting a huge details: high tier cruiser ( t9-10) have the bb's reapir ability, so the jack of all trades became very usefull, you have -10% to repair, damage control party and aa skill.

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Beta Tester
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guys, you are forgotting a huge details: high tier cruiser ( t9-10) have the bb's reapir ability, so the jack of all trades became very usefull, you have -10% to repair, damage control party and aa skill.

 

So you like to burn every game and don't consider the -7%  chance of fire as useful? The carriers can pick only 1, the DDs can choose between 2 and the cruisers ... well I'm not sure if the jack of all trades is really worth it, as you can get better repair like BB (tier 3 skill), pyromania and advanced firing training at tier 4...

 

But of course some of the skills will be reworked and new will be added, probably with 0.3.2, but that's in the future for now.

 

I don't burn much every game. DCP repairs like 80% of fire dmg and -7% to fire is just so crap in general, I'd rather take a module for that AND hull breaches (tho I don't). I'm not saying my build is omfg perfect, but that's what works best for me. If you're getting fires on you consistently, there's something wrong somewhere else, possibly positioning.

 

About cruisers... AA skill CD with that t3 cptain's skill takes about half the time than it generally takes for a carrier to fly it's planes back and to you again... smoke, well, it's not bad really. Cruisers do need repairs a lot this patch, so Jack of All trades doesn't sound too bad, although I wouldn't say it's a must.

 

But as I always say, pick your poison. You think you know better, go for it.

Edited by MeanGreenUnseen

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Beta Tester
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Crap? It pretty much negates fire damage from DDs. And combined with the module will severely curb fire from cruisers.

 

How often do you inspect your death screen? For me, fire damage is about 10% of all damage in general, quite often much less. So 0.7% damage decrease (in general) doesn't sound like it's worth 5 points of captains skills.

 

But ONCE AGAIN, choose what is best for YOU. You find yourself burning to a crisp with more than 50% fire damage every battle? Go for that skill. You find yourself wishing DCP sooner? Take Jack of All trades for all I care. As for me, I will take secondary buffs, turret rotation, single DMC and repair buffs (more worth than Jack of all trades AND cost less), etc etc. After all, it takes a pooload of battles to get to t5 skills, by then you should know what you need and what's not necessary for you.

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Weekend Tester
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You find yourself burning to a crisp with more than 50% fire damage every battle?

 

If you survive, theres a nice flag for you, that will help alot vs fire ;)

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Beta Tester
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How often do you inspect your death screen? For me, fire damage is about 10% of all damage in general, quite often much less. So 0.7% damage decrease (in general) doesn't sound like it's worth 5 points of captains skills.

 

But ONCE AGAIN, choose what is best for YOU. You find yourself burning to a crisp with more than 50% fire damage every battle? Go for that skill. You find yourself wishing DCP sooner? Take Jack of All trades for all I care. As for me, I will take secondary buffs, turret rotation, single DMC and repair buffs (more worth than Jack of all trades AND cost less), etc etc. After all, it takes a pooload of battles to get to t5 skills, by then you should know what you need and what's not necessary for you.

 

You seem to not understand what the skill does.

It doesn't reduce fire damage by 7%, which would be absolutely paltry. It reduces the chance of fire per shell by 7 percentage points. That is huge!

If we take a Gearing, it has 5% chance of fire, and with Pyromanic another 5%, that's 10%. So just with the skill it is reduced to 3% and is then covered by the module. The Gearing can no longer fire you up. Against a Des Moines you halve his chances of fire, and your module negates Pyro, if he takes it. Considering the amount of people talking about fire, from the Des Moines and Cleveland in particular, this is not a minor thing.

It won't do a huge amount against BB and DB fires, but the first is ok, doesn't happen that often, while the second will happen regardless, so a bit better protection against it is a pretty good benefit. If DBs don't set me on fire a few times where there would have otherwise, or set one less fire on me, then that is good. They will most likely take more time to reload than it takes for my repair to come off cooldown.

Edited by Unintentional_submarine
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Beta Tester
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You seem to not understand what the skill does.

It doesn't reduce fire damage by 7%, which would be absolutely paltry. It reduces the chance of fire per shell by 7 percentage points. That is huge!

If we take a Gearing, it has 5% chance of fire, and with Pyromanic another 5%, that's 10%. So just with the skill it is reduced to 3% and is then covered by the module. The Gearing can no longer fire you up. Against a Des Moines you halve his chances of fire, and your module negates Pyro, if he takes it. Considering the amount of people talking about fire, from the Des Moines and Cleveland in particular, this is not a minor thing.

It won't do a huge amount against BB and DB fires, but the first is ok, doesn't happen that often, while the second will happen regardless, so a bit better protection against it is a pretty good benefit. If DBs don't set me on fire a few times where there would have otherwise, or set one less fire on me, then that is good. They will most likely take more time to reload than it takes for my repair to come off cooldown.

 

Well, honestly, I've never looked into it, but I would still do what I said, mainly because fire damage is the least of my worries. As i mentioned, fire damage belongs mainly to "light" damage, meaning that DCP just fixes it, so while it appears on the final screen, most of it is healed in reality.

 

Still, a good point. I'll take it into account while setting up my cruisers.

Edited by MeanGreenUnseen

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Beta Tester
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I didn't intend to imply that your choice is particularly bad, it is very valid as long as fire isn't a problem. It was the 'crap' comment that I felt needed to be clarified that is was in fact quite good.

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Beta Tester
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The limit is 19 points, but you don't see your progress (UI bug). You need 111K exp as far as I remember for the 19th. Also the progress after CBT will be much slower of course, you will probably reach 15 points (to get the tier 5 skill) when you hit the tier X with regular grind (without free exp). Then the extra 4 points would be long grind.

I have such captains on the CVs with both tier 4 skills.

 

 

Hows a US Bomber Team with 7 bombs? Possible to get always a hit on a Destroyer with them?

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Beta Tester
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You seem to not understand what the skill does.

It doesn't reduce fire damage by 7%, which would be absolutely paltry. It reduces the chance of fire per shell by 7 percentage points. That is huge!

If we take a Gearing, it has 5% chance of fire, and with Pyromanic another 5%, that's 10%. So just with the skill it is reduced to 3% and is then covered by the module. The Gearing can no longer fire you up. Against a Des Moines you halve his chances of fire, and your module negates Pyro, if he takes it. Considering the amount of people talking about fire, from the Des Moines and Cleveland in particular, this is not a minor thing.

It won't do a huge amount against BB and DB fires, but the first is ok, doesn't happen that often, while the second will happen regardless, so a bit better protection against it is a pretty good benefit. If DBs don't set me on fire a few times where there would have otherwise, or set one less fire on me, then that is good. They will most likely take more time to reload than it takes for my repair to come off cooldown.

 

There is no full immunity to fire from HE shells. No matter how many modifies you stack, you can still be lit up.

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Beta Tester
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There is no full immunity to fire from HE shells. No matter how many modifies you stack, you can still be lit up.

 

Perhaps there is a base percentage that can't be reduced further, that is often the case in MMOs. I wouldn't be surprised if that applied here too. But I didn't mean there is any immunity to HE, but immunity to HE from guns with the 5% base chance (technically up to 7% base chance).

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Beta Tester
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Perhaps there is a base percentage that can't be reduced further, that is often the case in MMOs. I wouldn't be surprised if that applied here too. But I didn't mean there is any immunity to HE, but immunity to HE from guns with the 5% base chance (technically up to 7% base chance).

 

Still nope. Even US DDs can still set you on fire with HE after you staked all the-fire chance skills and upgrades.

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Beta Tester
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Fair enough. Then there appears to be a base chance that can't be reduced. However it should be noted that AP can also set enemies on fire, from what I guess is from hitting particular areas (it usually happens when you crit something). Since HE has an AoE effect, crit a lot of components, them hitting these areas is bound to be higher and thus cause more fires that way.

 

Unfortunately we don't really know these things with absolute certainty. We don't even know if the skills do what they say they do, though we have to assume they do.

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Alpha Tester
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I've never seen fire with AP even if the engine is knocked out. The devs confirmed for 0.3.0 at least that it's not possible to start fire with AP.

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Beta Tester
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I've never seen fire with AP even if the engine is knocked out. The devs confirmed for 0.3.0 at least that it's not possible to start fire with AP.

 

That's odd. I have started fires since with AP. I was slightly surprised to see a fire ribbon, but it happened. It was in a BB-BB action so no HE involved.

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Beta Tester
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That's odd. I have started fires since with AP. I was slightly surprised to see a fire ribbon, but it happened. It was in a BB-BB action so no HE involved.

 

Are you sure yor secondaries weren't firing? Cause they fire HE if they aren't bigger than 150mm and cause fires pretty often

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Beta Tester
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Pretty sure, we weren't in range. I was in a USN BB and hadn't upgraded my secondaries with modules. Range was about 8km. I distinctly remember going "huh, that was interesting."

The guy wasn't exactly being focused by a lot of my team, but there were a couple others, so I guess it is possible that I got credited with a fire that another actually set. Though I haven't heard of such things before.

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Alpha Tester
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I've never seen fire with AP even if the engine is knocked out. The devs confirmed for 0.3.0 at least that it's not possible to start fire with AP.

 

I can confirm you AP can conduct a fire if u have Pyromania skill (got it on DM on range exceeding my secondary range). Im almost sure bout this.

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