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_Marines

Which 4-point captain skills to pick for secondary-build Musashi?

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Musashi is characterised by her very powerful main guns, usually dealing ~90% of the total damage versus secondary-heavy battleships like Bismarck and Massachusetts's ~65%. Therefore, while I do favour ASM1 (-7% main gun dispersion) over SBM1 (+20% secondary range, -20% secondary dispersion) and MBM3 (-12% main gun reload) over SBM3 (-20 secondary reload), I find there are some captain skills that can be allocated to enhance secondaries.

These secondaries, at 9.1 km range with AFT and without SBM1, don't see target often when played in that right style: pushing with teammates without high-risk brawling. However, I find the secondaries working pretty hard in lots of end-games, especially when you consider that some of them are knocked out already.

Traditional Musashi captain skills:

1.thumb.png.478ab44c9aad2e9e7186be0abea91deb.png

I find in the above build, both Fire Prevention (limits max number of fires on superstructure from 2 to 1, and reduce 10 fires for every 100 potential fires) and Concealment Expert (reduces detectability range by sea from 15.7 km [after CSM1] to 13.5 km) not imperative. From my experience, they haven't made any significant differences.

Therefore, I'm thinking either:

2.thumb.png.33c6811762cfe9c807c54d112ea50981.png

(maintaining very low detectability range, which is useful in situations)

Or:

3.thumb.png.9d6e466b3c6e3ced21c30f5eaba6b9e4.png

(increasing the 6x 5" guns per side's 8% fire chance to 10%. reload is quite long: 7.5 seconds)

Any suggestions from the secondary-build masters of this ship?:Smile_teethhappy:

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#2 although I don't use the manual secondaries on many ships.

Edited by Sovereigndawg

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I would say #2, or, with number 3 don't worry too much about DE and either add BFT and AR, BoS and AR, BoS and JoaT/HA whatever combination you prefer. As insane as it may sound I run a hybrid commander at the moment in Musashi (trained Yamamoto in a way that works for Musashi, Kami R/Fujin and Shino) and do fairly well. Were I to change his training to pure BB, I'd maybe lose CE for MSC, or BFT for BoS. BFT with AR though when HP gets lower, combined with SBM3 (more range isn't really needed, MB traverse is already so painfully slow not worth the reload rate improvement, and well, AA is really kinda pathetic) at full health 127 mm guns are 5.1 seconds, and 155 mm guns are 8.2 seconds. 50% gone, 10% more fire rate, your getting down near 4.5 and 7.4 seconds. They can deal some serious damage with that kinda volume. 

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Great inputs here and I appreciate them!

I read some more research and FP is indeed a largely useless skill unless you are being targeted by multiple HE spammers simultaneously. For the first fire, FP only reduces the chance of that by a meager 10%. The limitation of maximum amount of fires, especially limiting superstructure to 1 fire, can have a significant effect (roughly -25% fire damage taken), but only when you are being fire-saturated already.

I'm also curious how ASM1 (-7% main gun dispersion) really works. Does it reduce dispersion while maintaining the sigma, thus making it look nicer with no real DPM advantage? Or does it reduce sigma too, thus effectively improving your DPM? By testing it on my Scharnhorst, it appears as if ASM1 reduces dispersion only, while keeping sigma the same(?). In other words, I find it only useful in improving accuracy against deeply angled targets.

There is also a thread discussing Musashi and ASM1:

At last, for all you Musashi lovers, here is a victory video to commemorate what a great ship she is:

 

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Secondary build...   4 points ALWAYS:

AFT

Manual Secondary

Fire Prevention

Only have 3 choices.  Some may go with IFHE...  but...  up to you.

Obviously..  we don't have Musashi Captains.  This one would be assigned a different ship (i.e. Yamato, Nagato, Amagi, etc.)  and moved to Musashi/Mutsu/Ishizuchi/Ashitaka/Kii as required.

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My Izumo CMDR splits time between Musashi and I've found that a FP/SB build is decent. 

PM - AR - BoS - FP - AFT - MFCSB - CatCON 

Module wise pick what you want but based on build SAM1, SBM2, DCM2, MBM3. 

MBM3 is semi-critical as having 460s and their overmatch potential means you want your MBs firing as much as possible regardless of opportunity costs spent on Secondaries. 

Another alternative build to the above with similar outcome is dropping FP and CatCON (5pts) for SI and EM or JoaT (5pts). 

You get the extra heal and/or mitigated Turret Traverse or Faster Consumable CD. A third alternative would be trading EM or JoaT for HA for a slightly quicker DCP CD. 

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1 hour ago, _Marines said:

Great inputs here and I appreciate them!

I read some more research and FP is indeed a largely useless skill unless you are being targeted by multiple HE spammers simultaneously. For the first fire, FP only reduces the chance of that by a meager 10%. The limitation of maximum amount of fires, especially limiting superstructure to 1 fire, can have a significant effect (roughly -25% fire damage taken), but only when you are being fire-saturated already.

I'm also curious how ASM1 (-7% main gun dispersion) really works. Does it reduce dispersion while maintaining the sigma, thus making it look nicer with no real DPM advantage? Or does it reduce sigma too, thus effectively improving your DPM? By testing it on my Scharnhorst, it appears as if ASM1 reduces dispersion only, while keeping sigma the same(?). In other words, I find it only useful in improving accuracy against deeply angled targets.

There is also a thread discussing Musashi and ASM1:

At last, for all you Musashi lovers, here is a victory video to commemorate what a great ship she is:

 

Problem: in today's meta, there will be a LOT of HE spam. In every game. Musashi also has the strength of Autobounce angles and will use that lack of dispersion a lot better than other ships.

 

Also, Musashi is a Yamato at T9. Of course it'sa good ship.

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I'm so thankful that our great players here are sharing their insights. I have read all and learned a lot. :Smile_great:

In the meantime I have also done additional research. As I posted above about the mechanism of how FP works, I think FP mainly has its benefit in one specific scenario: end-game pushing against enemy HE spammer(s).

In this scenario, we (Musashi) have to push into maybe a cap, with minimal escorts. We cannot run away, LOS, or disappear from the HE spammer(s) like in a mid-game. We will be lit on fire a lot and taking salvos of HEs. The benefit of FP will then kick in, limiting the superstructure to only one fire (like said above, the effect is reducing total fire damage taken of roughly 25%).

FP is no more useful than a placebo in a sniping/camping scenario. Assume maybe after two salvos taken, we will get a fire. The -10 fires per every 100 potential fire effect of FP simply means that in 10 matches, without FP, we will get one fire after taking two salvos; with FP, it's something like in 9 of these 10 matches, we still get the fire after two salvos, but in the last one of the 10 matches, we get the fire after taking three salvos.

Overall, the benefit of FP is situational.

While I don't have a thesis on how much CE really benefits by reducing detectability range by sea from 15.7 km to 13.5 km (after the effect of CSM1), stealth certainly has its importance:

Untitled2.thumb.png.878437760e768488548a352d59eb3f6e.png

Source: https://www.reddit.com/r/WorldOfWarships/comments/7w5fun/musashi_captain_and_build_philosophy/

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