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Saidalphon

Captain Skill Rework 2.0 build theory-crafting.

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So I've spent the last couple of hours bashing my head against my keyboard figuring out how a few theoretical builds with the new Captain Skill Rework 2.0 would work.

I'm a weird guy so these probably won't appeal to a lot of people but here's what I've managed to come up with (with the initial versions of the skills that is, this is all prone to change).

 

- Secondary Focus BB:

Spoiler

- secondary focus BB without Manual Secondaries

(19/21)

 1 point: ERS (damage con and repair reload time -5%)
 2 point: Gunner (+20% traverse speed)
 2 point: Argus-Eyes (priority target)
 3 point: AR (adrenaline rush)
 3 point: SAB (secondary range +20%)
 4 point: SAA (secondary reload -10% and main gun reload -10% if enemy in secondary range)
 4 point: ERE (damage con and repair +1 and +10% duration) or FP (fire prevention)

Extra 2 points:
 2 point: Threshing (IFHE, +25% pen on secondaries but half fire chance on all HE)
 or
 1 point: Loader (expert loader)
 1 point: Pyrotechnist (+0.5% fire chance on all HE shells)

  For German Battleships Switch ERE or FP for SAE (new manual secondaries, now -35% dispersion but now they fire even when target not selected, -35% dispersion applied only to selected target)

- "Standard" BB:

Spoiler

- Standard BB 
 
(20/21)

 1 point: ERS (damage con and repair reload time -5%)
 2 point: Gunner (+20% traverse speed)
 2 point: Argus-Eyes (priority Target)
 3 point: AR (adrenaline rush)
 4 point: ERE (damage con and repair +1 and +10% duration)
 4 point: CE (concealment expert)
 4 point: FP (fire prevention)

Extra 1 point:
 1 point: Loader (expert loader)
 or 
 1 point: CS (reload time of MBR, TRB, Spotter, Fighter and DFAA -10%)

- "Standard" Cruiser:

Spoiler

- Standard Cruiser
 
(14/21)

 1 point: Gunner (+20% traverse speed)
 2 point: Argus-Eyes (priority target)
 3 point: AR (adrenaline rush)
 4 point: CE (concealment expert)
 4 point: Brawler (+8% speed and -10% MB dispersion if more enemies than allies in firing range)
 
Extra 7 points:

 Improve both HE and AP option (Example; Hindenburg with improved shell damage but sacrifices Superintendent [Provident])

 3 point: Demoman (He and Sap +10% damage, +15% detectability)
 3 point: APDE (AP +7% damage)
 1 point: Loader (expert loader)

 Example: On hindy this would be +10% and +7% damage to both shells types respectively (base conceal already has -3% from camo)

  (without demoman)
  Hindy base conceal 15.54km - 10%(ce) = 13.99km -> rounded up to 14.00km - 10%(module) = 12.59km -> rounded to 12.6km

  (with demoman)
  Hindy base conceal 15.54km + 15% (demoman) = 17.87km -10%(module) = 16.08km - 10%(CE) = 14.47km -> rounded to 14.5km
 
 Theoretical 1.9km conceal difference between conceal totals Hindy (I'm not great at math and WG rounding is weird so take the numbers with a grain of salt.)

 Demomand and APDE can be switched out for Provident (Superintendent) and other skills depending on the cruiser in question.

- IFHE cruiser with Demoman example:

Spoiler

- IFHE Cruiser with Demoman

(19/21)

 1 point: Gunner (+20% traverse speed)
 2 point: Argus-Eyes (priority target)
 2 point: Pyro (+1% fire chance on all HE shells)
 3 point: Demoman (+10% damage on HE and SAP, +15% detectability)
 3 point: Enduring (+350hp per tier)
 4 point: CE (concealment expert)
 4 point: Threshing (IFHE)
 
 Extra 2 points:
  2 point: SAE (improved Spotter, for ships like Molotov for example)
  or 
  2 point: AAGTE (Absolute +20% increase to priority sector, for USN light cruisers)
  or
  2 point: Consumables Exper (+10% action time of hydro/radar/smoke/spoodbeast, hydro/radar increase for Soviet(180mm) and USN light cruisers)
  or
  2 point: TAS (+5% torpedo speed for light cruisers with good to decent torp armaments but no spotter or bad/mediocre AA)

 Example: Mogami with Demoman and CE, but no conceal module (base conceal has -3% from camo already aplied)
  11.70km + 15%(demoman) = 13.45km - 10%(CE) = 12.10km

  In this case you have 12.10km conceal with 3.4s rudder.

 Example: Mogami with Demoman, CE and conceal Module
  11.70 + 15%(demoman) = 13.45km - 10%(CE) = 12.10km - 10%(module) = 10.89km -> 10.9km conceal
 
  In this case you have 10.9km conceal with 5.7s rudder.

- "Standard" DD:

Spoiler

- Standard DD:

(15/21)

 1 point: MS (preventative maintenance)
 2 point: Propulsive (LS 2.0)
 2 point: Argus-Eyes (priority target).
 3 point: AR (adrenaline rush)
 3 point: Enduring (Hp per tier +350)
 4 point: CE (concealment expert)

Extra 6 points on standard DD:
 
 Generalist:
  3 points: MBAAS (MB reload -5% and continuous AA +10%)
  3 points: TAE (torp reload -10%)

 Gun focus:

  (Standard range gunboats)
  3 points: MBAAS (MB reload -5% and continuous AA +10%)
  2 points: Pyrotechnist (+1% fire chance on all HE shells)
  1 point: Gunner (+20% traverse Speed)

  (Long range gunboats with CE)
  4 points: MBAAE (AFT, +20% MB range and +15% flak damage)
  2 points: Pyro (+1% fire chance on all HE shells)

  (Long range gunboats but trade CE for Fearless)
  4 points: MBAAE (AFT, +20% MB Range and +15% flak damage)
  4 points: Fearless (MB reload -10% if detected, +5% detectability)
  2 points: Pyro or Consumables Expert (+1% extra fire chance vs 10% longer hydro/radar/smoke/spoodbeast)

 Torp Focus:
  3 points: TAE (torp reload -10%)
  2 point: TAS (torp speed +5%)
  1 point: Torpedoman (+30% flood chance)
 

- Full long range gunboat DD without the new BFT:

Spoiler

- Full long range gunboat DD without the new BFT (Main Battery and AA specialist, 3 points)

(21/21)
 
 1 point: Gunner (+20% gun traverse)
 2 point: Pyro or Consumable Expert (+1% extra fire chance vs 10% longer hydro/radar/smoke/spoodbeast)
 2 point: Argus-Eyes (priority target)
 2 point: Propulsive (LS 2.0)
 3 point: AR (adrenaline rush)
 3 point: Enduring (HP per tier +350)
 4 point: MBAAE (AFT, +20% MB Range and +15% flak damage)
 4 point: Fearless (MB reload -10% if detected, +5% detectability)
 
 Example; Tashkent (with -3% from camo aplied to base conceal):
    
    (with CE, without Fearless)
    9.12km base - 10%(ce) = 8.21km - 10%(module) = 7.39km -> 7.4km total conceal

    (without CE, with Fearless)
    9.12km base + 5%(fearless) = 9.57km - 10%(module) = 8.61km total conceal

 

Sorry that it's such a long post, just me coming up with wild ideas, all of these could be tweaked a lot more, especially the DD ones, just my initial thoughts with these preliminary skill stats.

Have fun theory crafting with these insane new skills, while there's a lot of questionable things in this rework personally I look forward to testing this insanity when it comes to PT.

Also don't ask me about CV builds, I don't know jack squat about them lol.

 

- Saidalphon

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I think it is far to early to be theory crafting because changes are likely to happen either making other choices viable where they are not currently. As it gets closer and information is released then you can do preliminary set ups.

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9,758
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I don't care about theory, I care about whether I can recreate the builds I use on my ships now -- and for cruisers, we already know that the answer is NO.

 

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They should have 2 commander resets, one when this goes live and another 6 months later when the dust settles.

  • Cool 2

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My theory is that people will make posts overreacting to this update........ BUT HEY! THATS JUST A THEORY. A GAME THEORY. 

Edited by Koogus
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Just a question but on the skill fearless for DDs it says concealment increase +5%.  Wouldn't this be a buff to concealment by 5% as in reduces detection range by 5% or was it confirmed as a an increase to detection range by 5%?

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5 minutes ago, jagerkuro said:

Just a question but on the skill fearless for DDs it says concealment increase +5%.  Wouldn't this be a buff to concealment by 5% as in reduces detection range by 5% or was it confirmed as a an increase to detection range by 5%?

you get spotted easier as a tradeoff for having more dakka

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And congratulations to WG for finding a way to get EVERYONE to grind their now useless 19 point captains up to 21 points.

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5 hours ago, Dareios said:

you get spotted easier as a tradeoff for having more dakka

That could be right. 

The only reason I question it is according to the post you only get the 10% buff while you are spoted. Thus you trade being undetected for the 10% rate of fire buff. adding a second permanent nerf to the concealment of the ship on top of that would make the skill a little weak for four points.  especially when you consider the current iteration of bft is a 10% buff to reload and a buff to AA at 3 points and the new iteration is a 5% buff to reload and an AA buff with no downsides for 3 points.

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Granted there are other skills, such as the battleship armor pricing skill, that have significant detriments for little gain at high point cost.

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9 hours ago, Saidalphon said:

- secondary focus BB without Manual Secondaries

(19/21)

 1 point: ERS (damage con and repair reload time -5%)
 2 point: Gunner (+20% traverse speed)
 2 point: Argus-Eyes (priority target)
 3 point: AR (adrenaline rush)
 3 point: SAB (secondary range +20%)
 4 point: SAA (secondary reload -10% and main gun reload -10% if enemy in secondary range)
 4 point: ERE (damage con and repair +1 and +10% duration) or FP (fire prevention)

Extra 2 points:
 2 point: Threshing (IFHE, +25% pen on secondaries but half fire chance on all HE)
 or
 1 point: Loader (expert loader)
 1 point: Pyrotechnist (+0.5% fire chance on all HE shells)

  For German Battleships Switch ERE or FP for SAE (new manual secondaries, now -35% dispersion but now they fire even when target not selected, -35% dispersion applied only to selected target)

This will be useless. Without the secondary accuracy, it's just beautiful firework. You can try it (secondary build without MFCSA) in the Training Room. You can lose as much as 75% DPS as even if the dispersion is increased by only 100%, most shells will just go into the water.

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Make a copy of these 'proposed' Captain Skills now,,, then compare to when released to production.   These proposed skills are too detailed and complete for anyone to expect 'changes' to be made to them.  I'd bet no matter what happens in testing,,,, this is what we get,,,,,, and I'll probably be gone for good.

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