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So a secondary build then, alright.
You could also remove Jack of All Trades (5% less cooldown isn't that much) and use a t4 skill instead. IFHE to enable your 105mm secondaries to pen 27, 30 and 32mm of armor (very common armor thresholds at t8-t10). Or you could take Fire Prevention to reduce the damage of fires by 25-40%.
Your secondaries have a 5-8% chance to set a fire, with the skill it's a 7-10% chance. That's a huge increase of 25-50%. Way better than 4% more HP.
It's a bad choice because there a 4+ skills which are more useful. Unless you survive with 2800 HP or less for more than 20+ seconds (basically to get an other salvo off), SE does not have any effect. It's like you are using a 16 point commander all the time.
You could also say that SI doesn't have any effect unless you run out of a consumable, but players usually are less conservative with their consumables if they have more, so they also use them more often and thus increase their battle performance when using SI.
IFHE - I don't like because it's a tradeoff between penetration and chance for fires. Also I would have to give up other skills to take this.
Fire Prevention - Again I would have to give up more then just SE so it's not really a fair comparison. It does reduce chance for fires by 10 % and prevents you from getting more then 3 fires at the same time. I usually take around 15 to 25k damage from fires over the course of a game. 10 % less means I get 1,5 to 2,5k less damage. BTW I can't remember the last time I had more then 3 fires burning on my Bismarck. I don't have any data on it but I would be surprised if that happens more then 1-2 times in a 100 battles.
Demolition Expert - That is a good point. I've been trying that build on another server but the difference isn't as big as one might hope. I can't back this up with math since it's quite complicated.
A - Starting one more fire might be a huge difference in damage if that happens when the enemy just used his damage control. In this case DE rocks.
B - Starting one more fire might be no difference at all if you hit a part of the ship that is already burning or the enemy just extinguishes them all together with his damage control. In which case DE does nothing.
I do run a signal to increase the chance for fires already so the gain for me would also be (slightly) lower. My main point against DE is that it usually will not affect my main guns since I rarely use HE there. So it is "just" my secondaries that gain a benefit from it. But your right, it is a valid alternative.
Yes, it does. And it's often used as a filler for builds which are basically "complete" at 17 points or less. But how often do you activate a consumable right after its cooldown is over? And how important were the 3-5 seconds you saved with that?
Secondary builds have too many "must have" skills to waste points at "filler skills".
Yes, it's a tradeoff. But it can be very strong, depending on what enemies you usually hit with your secondaries.
The reduction to 3 fires is what's so good about the skill. The reason for that is that the two middle sections are combined to one big section, it's not just a numerical limitation of fires on your ship. Most HE users want to hit the middle part, either to increase the total amount of shell hits at greater distances or because that's the only part where they can damage you.
That means every time you had 2 fires burning on your mid section, one of these would have been prevented by Fire Prevention. That's why my estimation of the total fire damage reduction of that skill is about 25-40%.
Even without the reduction in fires which is the whole reason why so many players take the skill, that's almost the value that SE gives you.
As i said, SE won't effect you at all unless you are below 2800 HP and survive long enough to do something, like firing an other salvo. The increase in healing is evened out by the increased fire damage you take.
Normally, your ship can catch on fire in four places, the bow, the stern, and two parts of the superstructure. FP combines the superstructure points into one big ignition area.
In practice this means you get double fires far less often, triple fires pretty much never happen, and quad fires are impossible.
Stack this with other tanking skills and modules like BoS and Damage Control System Modifications and you can confidently let single fires burn, using Repair Party to manage the damage, while using Damage Control to put out double fires immediately when they happen, with a good chance that it's not going to happen again particularly soon.
EDIT: welp, got beat to the punch.
Your explanation is more detailed though.
Btw, i'd like to add that the reason why SE is so good in DDs, is not just because the % HP increase is greater, but also because they have a way easier time to get away with less than 3k HP and they can still be useful at that point. BBs surviving with 3k HP and still being useful is quite rare.
I agree that for planes and Hydro that is pretty much irrelevant. For Damage Control Party and especially Repair Party however it happens quite often that I have to use them as soon as the cooldown is over.
Again I sadly don't have any hard data. How often does it happen that I cling barely to life while below 2801 HP and I'm able to do some more damage or activate that repair party one more time ? Not very often. But statistically 4 out of 100 hundred games would be appropriate for a 4 % increase. And I dare say that if you figure in healings this happens even slightly more often then that.
As i said, you could trade Jack of all Trades in addition to SE for a 4 point skill (and an other 1 point skill). If you take 15-25k damage from fires every match, FP can easily save you 5-10k HP on average.
And are the 3-5 seconds time you save while being in a situation where you use your consumables back to back really worth 2 points that you could trade for a 4 point skill that can save you quite a lot of HP?
But by taking a skill that's useful in 4% of your games, you miss out on skills that are useful in 50-100% of your games (and might still be more usefull in these 4% games).
There is a reason why players are often ridiculed when taking the skill on BBs and why no good/experienced players will ever take the skill on BBs (or even cruisers). I wouldn't ridicule anyone for that because the game mechanics aren't exactly simple and in other games, even small percentages can be quite powerful (i remember when the +5% health buff for Taurens in World of Warcraft was nerfed to +1%). But the skill is just not good enough for 3 skill points for any ship class other than DDs, especially when playing a build that already uses 8+ skill points for some "must have" skills to even work.
Most 4 point skills are worth it, depending on the ship/build. For battleships, Fire Prevention is godlike. For secondary builds, AFT, Manual Fire Control and for some ships even IFHE are a must have. For light cruisers, IFHE and Concealment Expert is a must have. For most DDs, Concealment Expert ist a must have and RPF is very close to that.
As i and Lavian explained, it has nothing to do with luck. The strongest part of the skill is that it combines the 2 middle sections into one, so you can't have two fires in the middle anymore. Since most HE shells land around the middle - either to increase the amount of hits at longer distances or because the HE caliber is so small that they can only deal damage to the superstructure - the immunity to a second fire there is huge.
It is not only worth it, it's necessary to do anything major to certain ships. For example, the Cleveland has 25mm of armor all around with the exception of the turrets, the citadel armor belt and the superstructure. The penetration of 152mm HE shells (with the exception of the german HE shells) is 24mm. That means 152mm HE shells cannot penetrate anything on a Cleveland but the superstructure.
However, the superstructure is saturated quite quickly (which means it won't take any further damage when it received too much). That means, without IFHE, a Cleveland has a hard time killing an other Cleveland with HE.
But if you use IFHE, the penetrations jumps up to 32mm, which is enough for the bow, stern, deck and upper belt armor of almost all cruisers and a lot of battleships - up to t10.
You can see the effect of IFHE vs without IFHE here (18:22 if the time stamp isn't working for some reason):
https://youtu.be/WpIoVc0N35c?t=1099
I'm using IFHE there, getting 3k salvos on the enemy Cleveland. He doesn't have it, and in the time i deal 6.5k damage to him, he deals 1.5k damage to me - 700 of that from a fire. That's the power of IFHE.
You basically need that skill to properly fight t6-t10 battleships and t8-t10 cruisers with HE if you have 152mm guns. Most Battleships at t5 or lower don't have enough armor to make any difference - or (ironically) too much armor.
And then you have ships like Daring and Harugumo which rely heavily on IFHE.
- RA -
Talking about captain skills in a topic about captain skills is off topic.... noted.
BoS is a way better choice. It prevents WAY more damage from fires and flooding than SE will give you.
In short: BoS is only better if you let at least 2 fires burn through their full time without using Damage Control. If that doesn't happen SE is better.