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Revision as of 22:39, 29 January 2019Revision as of 01:46, 30 January 2019
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 | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_PRIORITYTARGETMODIFIER}}</h4> | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_PRIORITYTARGETMODIFIER}}</h4>
 | style="vertical-align:middle;" | 1 | style="vertical-align:middle;" | 1
?| style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_PRIORITYTARGETMODIFIER}}+<!-- | style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_PRIORITYTARGETMODIFIER}} -->
?| style="padding: 5px; vertical-align:middle;" | '''Situational Awareness indicator will show the number of opponents currently aiming at your ship with main battery guns.'''<br/>For a carrier, the number of ships firing their AA guns at your carrier's squadrons is displayed.+| style="padding: 5px; vertical-align:middle;" | The detection indicator displays the number of opponents that are currently aiming at your ship or squadrons.
 +| style="padding: 5px; vertical-align:middle;" | '''For a ship, the number of opponents aiming at the ship with main battery guns.'''<br/><br/>'''For a carrier, the number of ships firing their AA guns at its squadrons.'''
 | style="padding: 5px; vertical-align:middle;" | This skill will not work during retraining. | style="padding: 5px; vertical-align:middle;" | This skill will not work during retraining.
 |- id="{{#shipstr:IDS_SKILL_METICULOUSPREVENTIONMODIFIER}}" |- id="{{#shipstr:IDS_SKILL_METICULOUSPREVENTIONMODIFIER}}"
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 | style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_METICULOUSPREVENTIONMODIFIER}} | style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_METICULOUSPREVENTIONMODIFIER}}
 | style="padding: 5px; vertical-align:middle;" | '''-30% to the risk of incapacitation of modules.''' | style="padding: 5px; vertical-align:middle;" | '''-30% to the risk of incapacitation of modules.'''
?| style="padding: 5px; vertical-align:middle;" |+| style="padding: 5px; vertical-align:middle;" | This skill does not affect secondary or AA batteries.
 |- id="{{#shipstr:IDS_SKILL_EMERGENCYTEAMCOOLDOWNMODIFIER}}" |- id="{{#shipstr:IDS_SKILL_EMERGENCYTEAMCOOLDOWNMODIFIER}}"
 ! style="padding: 5px; vertical-align:middle;" | [[File:icon_HighAlert_dark.png|link=]] ! style="padding: 5px; vertical-align:middle;" | [[File:icon_HighAlert_dark.png|link=]]
 | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_EMERGENCYTEAMCOOLDOWNMODIFIER}}</h4> | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_EMERGENCYTEAMCOOLDOWNMODIFIER}}</h4>
 | style="vertical-align:middle;" | 2 | style="vertical-align:middle;" | 2
?| style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_EMERGENCYTEAMCOOLDOWNMODIFIER}}+<!-- | style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_EMERGENCYTEAMCOOLDOWNMODIFIER}} -->
 +| style="padding: 5px; vertical-align:middle;" | Hastens the next availability of the ship's Damage Control Party.
 | style="padding: 5px; vertical-align:middle;" | '''-10% to reload time of the Damage Control Party consumable.''' | style="padding: 5px; vertical-align:middle;" | '''-10% to reload time of the Damage Control Party consumable.'''
 | style="padding: 5px; vertical-align:middle;" |  | style="padding: 5px; vertical-align:middle;" |
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 | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_ALLSKILLSCOOLDOWNMODIFIER}}</h4> | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_ALLSKILLSCOOLDOWNMODIFIER}}</h4>
 | style="vertical-align:middle;" | 2 | style="vertical-align:middle;" | 2
?| style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_ALLSKILLSCOOLDOWNMODIFIER}}+<!-- | style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_ALLSKILLSCOOLDOWNMODIFIER}} -->
?| style="padding: 5px; vertical-align:middle;" | '''-5% to reload time of all [[Ship:Consumables|consumables]].'''+| style="padding: 5px; vertical-align:middle;" | Decreases the reload time of all ship and squadron consumables.
 +| style="padding: 5px; vertical-align:middle;" | '''-5% to reload time of all [[Ship:Consumables|consumables]].'''<br/><br/>- unconfirmed for aircraft -
 | style="padding: 5px; vertical-align:middle;" | Stacks with other consumable reload time modifiers such as the High Alert skill or November Foxtrot ({{November Foxtrot|Size=18px}}) [[Ship:Flags#Signals|signal]]. During retraining, a 50% penalty is applied to the effect of this skill. | style="padding: 5px; vertical-align:middle;" | Stacks with other consumable reload time modifiers such as the High Alert skill or November Foxtrot ({{November Foxtrot|Size=18px}}) [[Ship:Flags#Signals|signal]]. During retraining, a 50% penalty is applied to the effect of this skill.
 |- id="{{#shipstr:IDS_SKILL_SURVIVALMODIFIER}}" |- id="{{#shipstr:IDS_SKILL_SURVIVALMODIFIER}}"
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 | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_SURVIVALMODIFIER}}</h4> | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_SURVIVALMODIFIER}}</h4>
 | style="vertical-align:middle;" | 3 | style="vertical-align:middle;" | 3
?| style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_SURVIVALMODIFIER}}+<!-- | style="padding: 5px; vertical-align:middle;" | {{#shipstr:IDS_SKILL_DESC_SURVIVALMODIFIER}} -->
 +| style="padding: 5px; vertical-align:middle;" | Increases both ship and aircraft HP, including fighters, depending on the ship or aircraft carrier tier.
 | style="padding: 5px; vertical-align:middle;" | '''+350 HP for each ship tier.''' | style="padding: 5px; vertical-align:middle;" | '''+350 HP for each ship tier.'''
?| style="padding: 5px; vertical-align:middle;" | Example: a Tier V ship would gain 1,750 additional hit points. Does not depend on the ship class, therefore the bonus for smaller ships is higher in relative value.+<br/><br/>- Aircraft effect TBD -
 +| style="padding: 5px; vertical-align:middle;" | Example: a Tier V ship would gain 1,750 additional hit points.<br/>Does not depend on the ship class, therefore the bonus for smaller ships is higher in relative value.
 |- id="{{#shipstr:IDS_SKILL_AUTOREPAIRMODIFIER}}" |- id="{{#shipstr:IDS_SKILL_AUTOREPAIRMODIFIER}}"
 ! style="padding: 5px; vertical-align:middle;" | [[File:icon_BasicsofSurvivability_dark.png|link=]] ! style="padding: 5px; vertical-align:middle;" | [[File:icon_BasicsofSurvivability_dark.png|link=]]
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 | style="padding: 5px; vertical-align:middle;" | '''-15% to time of repair, firefighting, and recovery from flooding.''' | style="padding: 5px; vertical-align:middle;" | '''-15% to time of repair, firefighting, and recovery from flooding.'''
 | style="padding: 5px; vertical-align:middle;" | Reduction applies only to ''passive'' repairs, firefighting, and flood control. | style="padding: 5px; vertical-align:middle;" | Reduction applies only to ''passive'' repairs, firefighting, and flood control.
?|- id="{{#shipstr:IDS_SKILL_CENTRALATBAMODIFIER}}"+|-
 +! style="padding: 5px; vertical-align:middle;" | image
 +| style="padding: 5px; vertical-align:middle;" | <h4>Aircraft Armor</h4>
 +| style="vertical-align:middle;" | 3
 +| style="padding: 5px; vertical-align:middle;" | Reduces continuous damage to aircraft in short-, mid-, and long-range AA defense zones.
 +| style="padding: 5px; vertical-align:middle;" | - effect TBD -
 +| style="padding: 5px; vertical-align:middle;" | <span style="color:#A52A2A;">This skill will not work during retraining ??</span>
 +|-
 + id="{{#shipstr:IDS_SKILL_CENTRALATBAMODIFIER}}"
 ! style="padding: 5px; vertical-align:middle;" | [[File:icon_ManualFireforSecondaries_dark.png|link=]] ! style="padding: 5px; vertical-align:middle;" | [[File:icon_ManualFireforSecondaries_dark.png|link=]]
 | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_CENTRALATBAMODIFIER}}</h4> | style="padding: 5px; vertical-align:middle;" | <h4>{{#shipstr:IDS_SKILL_CENTRALATBAMODIFIER}}</h4>
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 | style="padding: 5px; vertical-align:middle;" | Accelerates shell type switching if all main battery guns are loaded. | style="padding: 5px; vertical-align:middle;" | Accelerates shell type switching if all main battery guns are loaded.
 | style="padding: 5px; vertical-align:middle;" | '''-50% to reload time when the shell type is switched.''' | style="padding: 5px; vertical-align:middle;" | '''-50% to reload time when the shell type is switched.'''
?| style="padding: 5px; vertical-align:middle;" | All guns must be fully loaded for this to take effect.+| style="padding: 5px; vertical-align:middle;" | All guns must be fully loaded for this to have effect.
 |-  |-
 ! style="padding: 5px; vertical-align:middle;" | [[File:icon_AircraftServicingExpert_dark.png|link=]] ! style="padding: 5px; vertical-align:middle;" | [[File:icon_AircraftServicingExpert_dark.png|link=]]
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 | style="vertical-align:middle;" | 1 | style="vertical-align:middle;" | 1
 | style="padding: 5px; vertical-align:middle;" | Decreases aircraft servicing time. | style="padding: 5px; vertical-align:middle;" | Decreases aircraft servicing time.
?| style="padding: 5px; vertical-align:middle;" | '''>-10% to servicing time of carrier-based aircraft.''' (unconfirmed)+| style="padding: 5px; vertical-align:middle;" | '''-10% to servicing time of carrier-based aircraft.'''<br/><br/>(unconfirmed - and what about catapult a/c?)
 | style="padding: 5px; vertical-align:middle;" |  | style="padding: 5px; vertical-align:middle;" |
 |-  |-
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 | style="vertical-align:middle;" | 2 | style="vertical-align:middle;" | 2
 | style="padding: 5px; vertical-align:middle;" | Increases traverse speed of the guns. | style="padding: 5px; vertical-align:middle;" | Increases traverse speed of the guns.
?| style="padding: 5px; vertical-align:middle;" | '''+2.5 deg/s to the traverse speed of guns with a caliber of up to 139 mm.<br><br>+0.7 deg/s to the traverse speed of guns with a caliber above 139 mm.'''+| style="padding: 5px; vertical-align:middle;" | '''+2.5 deg/s to the traverse speed of turrets with a gun caliber <br/>up to 139 mm.<br><br>+0.7 deg/s to the traverse speed of turrets with a gun caliber<br/>above 139 mm.'''
 | style="padding: 5px; vertical-align:middle;" |  | style="padding: 5px; vertical-align:middle;" |
 |-  |-
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 | style="padding: 5px; vertical-align:middle;" | '''-10% to reloading time of torpedo tubes.<br><br>-20% to servicing time of torpedo bombers.''' | style="padding: 5px; vertical-align:middle;" | '''-10% to reloading time of torpedo tubes.<br><br>-20% to servicing time of torpedo bombers.'''
 | style="padding: 5px; vertical-align:middle;" | Stacks with other torpedo and aircraft servicing reducers, such as [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_3.29|Torpedo Tubes Modification 3]], [[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Flight Control Modification 1]], or [[#4th_Row_Skills|Aircraft Servicing Expert]]. | style="padding: 5px; vertical-align:middle;" | Stacks with other torpedo and aircraft servicing reducers, such as [[Ship:Upgrades#Tier_IX.2B_Equipment_.28Slot_3.29|Torpedo Tubes Modification 3]], [[Ship:Upgrades#Tier_V.2B_Equipment_.28Slot_2.29|Flight Control Modification 1]], or [[#4th_Row_Skills|Aircraft Servicing Expert]].
?|-  
?! style="padding: 5px; vertical-align:middle;" | [[Image:icon_EmergencyTakeoff_dark.png|link=]] 
?| style="padding: 5px; vertical-align:middle;" | <h4>Emergency Takeoff</h4> 
?| style="vertical-align:middle;" | 3 
?| style="padding: 5px; vertical-align:middle;" | Makes it possible to launch and recover aircraft while [[Ship:Fire|on fire]]. 
?| style="padding: 5px; vertical-align:middle;" | '''<span style="color:#A52A2A;">+100% to aircraft servicing time while aircraft carrier is on fire.</span>''' 
?| style="padding: 5px; vertical-align:middle;" | This skill will not work during retraining. 
 |-  |-
 ! style="padding: 5px; vertical-align:middle;" | [[Image:icon_InertiaFuseforHEShells_dark.png|link=]] ! style="padding: 5px; vertical-align:middle;" | [[Image:icon_InertiaFuseforHEShells_dark.png|link=]]
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 | style="padding: 5px; vertical-align:middle;" | The mechanics for HE penetration can be found in the [[Ship:Gunnery_%26_Armor_Penetration#High-Explosive|Gunnery & Armor Penetration]] article. Also see [[Ship:Armor thresholds|Armor thresholds]] for more specific analysis.<br><br>This skill is frequently paired with Demolition Expert. | style="padding: 5px; vertical-align:middle;" | The mechanics for HE penetration can be found in the [[Ship:Gunnery_%26_Armor_Penetration#High-Explosive|Gunnery & Armor Penetration]] article. Also see [[Ship:Armor thresholds|Armor thresholds]] for more specific analysis.<br><br>This skill is frequently paired with Demolition Expert.
 |-  |-
?! style="padding: 5px; vertical-align:middle;" | [[File:icon_AirSupremacy_dark.png|link=]]+! style="padding: 5px; vertical-align:middle;" | image
?| style="padding: 5px; vertical-align:middle;" | <h4>Air Supremacy</h4>+| style="padding: 5px; vertical-align:middle;" | <h4>Sight Stabilization</h4>
 | style="vertical-align:middle;" | 4 | style="vertical-align:middle;" | 4
?| style="padding: 5px; vertical-align:middle;" | Changes number of aircraft in squadrons.+| style="padding: 5px; vertical-align:middle;" | Speeds up the aiming of a carrier's aircraft.
?| style="padding: 5px; vertical-align:middle;" | '''+1 fighter per squadron.<br><br> +1 dive bomber per squadron.'''+| style="padding: 5px; vertical-align:middle;" | - effect TBS -
?| style="padding: 5px; vertical-align:middle;" | Increases the number of aircraft in each fighter and dive bomber squadron by 1. Does not affect torpedo bomber squadrons or the number of reserve aircraft. As of [[Ship:Update 0.6.4|Update 0.6.4]], this skill no longer affects catapult aircraft launched from cruisers or battleships.<br><br> This skill will not work during retraining.+
 |}</div></div></div> |}</div></div></div>
  
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 | style="padding: 5px; vertical-align:middle;" | <h4>Basic Firing Training</h4> | style="padding: 5px; vertical-align:middle;" | <h4>Basic Firing Training</h4>
 | style="vertical-align:middle;" | 3 | style="vertical-align:middle;" | 3
?| style="padding: 5px; vertical-align:middle;" | Improves performance of main guns with a caliber up to and including 139mm and secondary guns.+| style="padding: 5px; vertical-align:middle;" | Improves performance of main guns with a caliber up to and including 139mm and secondary guns. Increases the continuous damage of short-, mid-, and long-range AA guns.
?| style="padding: 5px; vertical-align:middle;" | '''-10% to reload time of main battery guns with a caliber up to and including 139mm and all secondary battery guns. <br><br> +20% to average damage per second of AA defense.'''+| style="padding: 5px; vertical-align:middle;" | '''-10% to reload time of main battery guns with a caliber up to and including 139mm and all secondary battery guns.'''<br><br> - AA effect TBD -
 | style="padding: 5px; vertical-align:middle;" | | style="padding: 5px; vertical-align:middle;" |
 |-  |-
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 | style="padding: 5px; vertical-align:middle;" | <h4>Advanced Firing Training</h4> | style="padding: 5px; vertical-align:middle;" | <h4>Advanced Firing Training</h4>
 | style="vertical-align:middle;" | 4 | style="vertical-align:middle;" | 4
?| style="padding: 5px; vertical-align:middle;" | Extends firing range of main guns with a caliber up to and including 139mm and all secondary battery guns. Also increases range of all AA guns.+| style="padding: 5px; vertical-align:middle;" | Extends firing range of main guns with a caliber up to and including 139mm and all secondary battery guns. Increases damage per second within the explosion radius of shells fired by mid- and long-range AA defenses.
?| style="padding: 5px; vertical-align:middle;" | '''+20% to firing range of main battery guns with a caliber up to 139mm and all secondary battery guns.<br><br> +20% to AA defense firing range.'''+| style="padding: 5px; vertical-align:middle;" | '''+20% to firing range of main battery guns with a caliber up to 139mm and all secondary battery guns.'''<br><br> - AA effect TBD -
 | style="padding: 5px; vertical-align:middle;" |  | style="padding: 5px; vertical-align:middle;" |
 |-  |-
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 | style="padding: 5px; vertical-align:middle;" | <h4>Manual Fire Control for AA Armament</h4> | style="padding: 5px; vertical-align:middle;" | <h4>Manual Fire Control for AA Armament</h4>
 | style="vertical-align:middle;" | 4 | style="vertical-align:middle;" | 4
?| style="padding: 5px; vertical-align:middle;" | Significantly improves the efficiency of large-caliber AA guns firing at priority targets designated by the player.+| style="padding: 5px; vertical-align:middle;" | Improves the efficiency of AA sector reinforcement and decreases its action time.
?| style="padding: 5px; vertical-align:middle;" | '''+100% to average damage per second of AA guns with a caliber exceeding 85mm against a designated target.'''+| style="padding: 5px; vertical-align:middle;" | - effect TBD -
?| style="padding: 5px; vertical-align:middle;" | This doesn't mean manual aim. It requires the player to manually select a target by holding down CTRL and left-clicking on it, in order for this skill to double the long-range AA DPS.+| style="padding: 5px; vertical-align:middle;" | This doesn't mean manual aim. It requires the player to manually select a target by holding down CTRL and left-clicking on it, in order for this skill to double the long-range AA DPS. ??
 |}</div></div></div> |}</div></div></div>
  
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 | style="padding: 5px; vertical-align:middle;" | <h4>Incoming Fire Alert</h4> | style="padding: 5px; vertical-align:middle;" | <h4>Incoming Fire Alert</h4>
 | style="vertical-align:middle;" | 1 | style="vertical-align:middle;" | 1
?| style="padding: 5px; vertical-align:middle;" | A warning about the risk of exposure to long-range artillery fire is displayed (when shells are fired at you with a flight time longer than 6 seconds).+| style="padding: 5px; vertical-align:middle;" | Provides a warning of long-range artillery fire.
?| style="padding: 5px; vertical-align:middle;" | '''Indicator of long-range artillery fire.'''+| style="padding: 5px; vertical-align:middle;" | '''A warning is displayed when shells are fired at your ship with a flight time longer than 6 seconds.'''
 | style="padding: 5px; vertical-align:middle;" | Think of this as a "turn now!" warning. This skill will not work during retraining. | style="padding: 5px; vertical-align:middle;" | Think of this as a "turn now!" warning. This skill will not work during retraining.
 |-  |-
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 | style="padding: 5px; vertical-align:middle;" | <h4>Adrenaline Rush</h4> | style="padding: 5px; vertical-align:middle;" | <h4>Adrenaline Rush</h4>
 | style="vertical-align:middle;" | 2 | style="vertical-align:middle;" | 2
?| style="padding: 5px; vertical-align:middle;" | Increases reload speed of all armament as the ship's health decreases.+| style="padding: 5px; vertical-align:middle;" | Increases reload speed of all armament as the ship's health decreases. Increases the speed of aircraft carrier's squadrons as the aircraft's HP decreases.
?| style="padding: 5px; vertical-align:middle;" | '''-0.2% to reload times of all types of armament for each 1% of total health lost.'''+| style="padding: 5px; vertical-align:middle;" | '''-0.2% to reload times of all types of armament for each 1% of total health lost.''' <br/><br/>- Carrier squadron effect TBD -
?| style="padding: 5px; vertical-align:middle;" | This skill affects main battery guns, secondary battery guns, and torpedoes; it has no effect on anti-aircraft armament. This skill will not work during retraining.+| style="padding: 5px; vertical-align:middle;" | This skill affects main battery guns, secondary battery guns, and torpedoes; it has no effect on anti-aircraft armament.<br/>This skill will not work during retraining.
 |-  |-
 ! style="padding: 5px; vertical-align:middle;" | [[File:icon_LastStand_dark.png|link=]] ! style="padding: 5px; vertical-align:middle;" | [[File:icon_LastStand_dark.png|link=]]
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 | style="vertical-align:middle;" | 2 | style="vertical-align:middle;" | 2
 | style="padding: 5px; vertical-align:middle;" | When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). | style="padding: 5px; vertical-align:middle;" | When the engine or steering gears are incapacitated, they continue to operate (but with a penalty).
?| style="padding: 5px; vertical-align:middle;" | '''The ship remains able to move and maneuver, albeit while the engine or steering gears are incapacitated.'''+| style="padding: 5px; vertical-align:middle;" | '''The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated.'''
 | style="padding: 5px; vertical-align:middle;" | This skill will not work during retraining. | style="padding: 5px; vertical-align:middle;" | This skill will not work during retraining.
 |-  |-
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 | style="padding: 5px; vertical-align:middle;" | <h4>Radio Location</h4> | style="padding: 5px; vertical-align:middle;" | <h4>Radio Location</h4>
 | style="vertical-align:middle;" | 4 | style="vertical-align:middle;" | 4
?| style="padding: 5px; vertical-align:middle;" | Shows the direction to the nearest enemy ship. The enemy player is alerted that a bearing has been taken on their ship. This skill will not work when playing as an aircraft carrier.+| style="padding: 5px; vertical-align:middle;" | Shows the direction to the nearest enemy.
?| style="padding: 5px; vertical-align:middle;" | +| style="padding: 5px; vertical-align:middle;" | '''Applies to ships and aircraft carrier squadrons.
 +<br/><span style="color:#A52A2A;">The enemy is alerted that a bearing has been taken.</span>'''
 | style="padding: 5px; vertical-align:middle;" | This skill will not work during retraining. | style="padding: 5px; vertical-align:middle;" | This skill will not work during retraining.
 |-  |-
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 | style="padding: 5px; vertical-align:middle;" | Reduces ship detectability range. | style="padding: 5px; vertical-align:middle;" | Reduces ship detectability range.
 | style="padding: 5px; vertical-align:middle;" | '''-10% to the detection radius of all ships and aircraft.''' | style="padding: 5px; vertical-align:middle;" | '''-10% to the detection radius of all ships and aircraft.'''
?| style="padding: 5px; vertical-align:middle;" | Stacks with other detection range reduction bonuses such as {{Concealment System Modification 1}} or [[Ship:Camouflage|camouflage]].+| style="padding: 5px; vertical-align:middle;" | Stacks with other detection range reduction bonuses such as {{Concealment System Modification 1}} and [[Ship:Camouflage|camouflage]].
 |}</div></div></div> |}</div></div></div>
 {| class="wikitable" style="text-align:center; float:right; margin-left: 20px; margin-top: 20px;" {| class="wikitable" style="text-align:center; float:right; margin-left: 20px; margin-top: 20px;"

Revision as of 01:46, 30 January 2019

With Update 0.8.0, a number of skills, even those that do not currently pertain to aircraft carriers and AA, will change.
From Jan.30 to Feb.8.2019 any commander may redistribute his skill points at no cost.
See this WG News article: https://worldofwarships.com/en/news/development/cv8-how-to-tune/#customization

List of Endurance Skills

id="Manual Fire Control for Secondary Armament"
Icon Skill Name Skill Point Cost Description Effect Notes
icon_PriorityTarget_dark.png

Priority Target

1 The detection indicator displays the number of opponents that are currently aiming at your ship or squadrons. For a ship, the number of opponents aiming at the ship with main battery guns.

For a carrier, the number of ships firing their AA guns at its squadrons.
This skill will not work during retraining.
icon_PreventativeMaintenance_dark.png

Preventive Maintenance

1 Reduces the risk of main turrets, torpedo tubes, steering gears, and engine becoming incapacitated. -30% to the risk of incapacitation of modules. This skill does not affect secondary or AA batteries.
icon_HighAlert_dark.png

High Alert

2 Hastens the next availability of the ship's Damage Control Party. -10% to reload time of the Damage Control Party consumable.
icon_JackofAllTrades_dark.png

Jack of All Trades

2 Decreases the reload time of all ship and squadron consumables. -5% to reload time of all consumables.

- unconfirmed for aircraft -
Stacks with other consumable reload time modifiers such as the High Alert skill or November Foxtrot (-5% reload time on all consumables.) signal. During retraining, a 50% penalty is applied to the effect of this skill.
icon_SurvivabilityExpert_dark.png

Survivability Expert

3 Increases both ship and aircraft HP, including fighters, depending on the ship or aircraft carrier tier. +350 HP for each ship tier.



- Aircraft effect TBD -

Example: a Tier V ship would gain 1,750 additional hit points.
Does not depend on the ship class, therefore the bonus for smaller ships is higher in relative value.
icon_BasicsofSurvivability_dark.png

Basics of Survivability

3 Accelerates repairs to modules, firefighting, and recovery from flooding. -15% to time of repair, firefighting, and recovery from flooding. Reduction applies only to passive repairs, firefighting, and flood control.
image

Aircraft Armor

3 Reduces continuous damage to aircraft in short-, mid-, and long-range AA defense zones. - effect TBD - This skill will not work during retraining ??
icon_ManualFireforSecondaries_dark.png

Manual Fire Control for Secondary Armament

4 Secondary guns only fire at targets designated by the player.

The firing efficiency is significantly increased.

-15% to the maximum dispersion of shells for the secondary armament of Tier I-VI ships.

-60% to the maximum dispersion of shells for the secondary armament of Tier VII-X ships.
This doesn't mean manual aim. It improves the accuracy of the secondary battery by decreasing their dispersion, but requires the player to manually select a target by holding down CTRL and left-clicking on it. With this skill, the secondaries will not fire at all without manual target selection.
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Fire Prevention

4 Reduces the risk of fire.

The maximum number of fires on a ship is reduced to three.

-10% to the risk of fire.

Ship can have a maximum of 3 fires burning at once.
For battleships and cruisers, this skill also caps the number of fires in the superstructure of a ship at one (whereas there are ordinarily two fire zones there). For more information on how fire chance is calculated, visit the Fire page.

List of Attack Skills

Icon Skill Name Skill Point Cost Description Effect Notes
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Expert Loader

1 Accelerates shell type switching if all main battery guns are loaded. -50% to reload time when the shell type is switched. All guns must be fully loaded for this to have effect.
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Air Supremacy

1 Decreases aircraft servicing time. -10% to servicing time of carrier-based aircraft.

(unconfirmed - and what about catapult a/c?)
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Expert Marksman

2 Increases traverse speed of the guns. +2.5 deg/s to the traverse speed of turrets with a gun caliber
up to 139 mm.

+0.7 deg/s to the traverse speed of turrets with a gun caliber
above 139 mm.
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Torpedo Acceleration

2 Increases the speed of torpedoes launched from both ships and aircraft while reducing torpedo range. +5 knots to torpedo speed.

-20% to torpedo range.
Applies to all types of torpedoes (i.e. both ship-launched and air-dropped).
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Torpedo Armament Expertise

3 Reduces reload time of torpedo tubes and servicing time of torpedo bombers. -10% to reloading time of torpedo tubes.

-20% to servicing time of torpedo bombers.
Stacks with other torpedo and aircraft servicing reducers, such as Torpedo Tubes Modification 3, Flight Control Modification 1, or Aircraft Servicing Expert.
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Inertia Fuse for HE Shells

4 Increases the armor penetration of HE shells fired from both main and secondary battery guns, at the expense of decreasing the chance of setting the enemy ship on fire. +30% to the armor penetration capacity of all HE shells.

-1% to chance of fire on target caused by HE shells with a caliber up to and including 139mm.

-3% to chance of fire on target caused by HE shells with a caliber above 139mm.
The mechanics for HE penetration can be found in the Gunnery & Armor Penetration article. Also see Armor thresholds for more specific analysis.

This skill is frequently paired with Demolition Expert.
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Sight Stabilization

4 Speeds up the aiming of a carrier's aircraft. - effect TBS -

List of Support Skills

Icon Skill Name Skill Point Cost Description Effect Notes
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Improved Engine Boost

1 Increases the Engine Boost time of a carrier's squadrons. - effect TBD -
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Last Gasp

1 Fully restores the Engine Boost of the carrier's last strike squadron. - effect TBD -
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Smoke Screen Expert

2 Expands the smoke screen area. +20% to the radius of smoke screens. This skill will not work during retraining.
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Direction Center for Fighters

2 More effective fighter squadrons. Upon activating the Fighter consumable, an additional aircraft takes off. Decreases fighter flight time.
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Basic Firing Training

3 Improves performance of main guns with a caliber up to and including 139mm and secondary guns. Increases the continuous damage of short-, mid-, and long-range AA guns. -10% to reload time of main battery guns with a caliber up to and including 139mm and all secondary battery guns.

- AA effect TBD -
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Superintendent

3 Increases capacity of consumables. +1 additional charge to all consumables mounted on a ship. Does not affect the consumables of aircraft carrier squadrons.


This skill will not work during retraining.

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Advanced Firing Training

4 Extends firing range of main guns with a caliber up to and including 139mm and all secondary battery guns. Increases damage per second within the explosion radius of shells fired by mid- and long-range AA defenses. +20% to firing range of main battery guns with a caliber up to 139mm and all secondary battery guns.

- AA effect TBD -
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Manual Fire Control for AA Armament

4 Improves the efficiency of AA sector reinforcement and decreases its action time. - effect TBD - This doesn't mean manual aim. It requires the player to manually select a target by holding down CTRL and left-clicking on it, in order for this skill to double the long-range AA DPS. ??

List of Versatility Skills

Icon Skill Name Skill Point Cost Description Effect Notes
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Incoming Fire Alert

1 Provides a warning of long-range artillery fire. A warning is displayed when shells are fired at your ship with a flight time longer than 6 seconds. Think of this as a "turn now!" warning. This skill will not work during retraining.
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Improved Engines

1 Increases the speed of a carrier's squadrons. - effect TBD -
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Adrenaline Rush

2 Increases reload speed of all armament as the ship's health decreases. Increases the speed of aircraft carrier's squadrons as the aircraft's HP decreases. -0.2% to reload times of all types of armament for each 1% of total health lost.

- Carrier squadron effect TBD -
This skill affects main battery guns, secondary battery guns, and torpedoes; it has no effect on anti-aircraft armament.
This skill will not work during retraining.
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Last Stand

2 When the engine or steering gears are incapacitated, they continue to operate (but with a penalty). The ship remains able to move and maneuver - slowly - while the engine or steering gears are incapacitated. This skill will not work during retraining.
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Demolition Expert

3 Increases the chance of ship and aircraft armament starting fire (HE shells and missiles). +2% to chance of fire on a target caused by a main caliber shell, secondary shell, bomb, or rocket. For more information on how fire chance is calculated, visit the Fire article.
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Vigilance

3 Extends ship's torpedo acquisition range. +25% to the detection range of enemy torpedoes.
Does not work on aircraft carrier squadrons.
Provides additional time to react to incoming torpedoes. Stacks with both Target Acquisition System Modification 1 (OBSOLETE Replaced by Torpedo Lookout System) and Hydroacoustic Search (While active, detects all enemy ships and torpedoes within the specified radius, without regard of obstacles such as smoke and terrain.).
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Radio Location

4 Shows the direction to the nearest enemy. Applies to ships and aircraft carrier squadrons.


The enemy is alerted that a bearing has been taken.

This skill will not work during retraining.
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Concealment Expert

4 Reduces ship detectability range. -10% to the detection radius of all ships and aircraft. Stacks with other detection range reduction bonuses such as Concealment System Modification 1 (Reduces the detectability range of the ship and aircraft carrier's squadrons: -10% to detectability radius. / +5% to the dispersion of enemy shells fired at your ship.) and camouflage.
Commander Skill Retraining
Skill Points XP Required to Retrain
0 0
1 1,000
2 1,500
3 2,000
4 3,500
5 5,000
6 7,500
7 10,000
8 15,000
9 20,000
10 25,000
11 30,000
12 40,000
13 50,000
14 75,000
15 100,000
16 125,000
17 150,000
18 175,000
19 250,000