Request Very best stat profiles.

squintz

Pirate Lord
Ahoy. Not successful myself finding this inquiry, but I was hoping someone could direct me to a thread that tries to give an outline of the best skill point profile for all weapons and abilities in one place.
Example like max out basic skill and what other secondary is best to max out and what not to waste skill points on until all other most effective skills are maxed. I'm sure someone somewhere has illustrated this but I just can't find it.

I'd like to retrain things as I don't think I've used my choices the most effectively.

Thanks so much for any input.

Fair winds.
 
Hi,
I don't have a link to a specific thread, but I'll try to offer a few tips here related to cannon skill points. Keep in mind these suggestions are for someone who has already achieved a few levels with cannon. Apologies for the long winded response (I was trying to be thorough lol).

For Cannon (passives):
* max out points into Shoot, Rapid Reload, and Barrage (should be 15 skill points total). Shrapnel is useless at the moment because damage over time effects for cannons do not apply.
For Cannon (skills):
*
Round shot will increase the damage done by a regular, non-special broadside. It can also be your best friend if/when you run out of ammo. I'd recommend maxing it, as well as whatever other special ammo your boat may have.
Rating:
*Chain Shot / Grape Shot - both aren't very useful except for early on when you just need more skills to hit stuff with. And until cannon rams work they will probably remain that way. Wouldn't recommend once you gain a few cannon levels.
Rating:
*Firebrand -Keep in mind that the DoT (damage over time) does not work with Firebrand currently, but many people go with the Fortune Hunter route (more cargo), so its nice to have. Not awful, but not great damage either. I only have 1 skill point into it, and that's just so I have another ammo skill to use. Special ammo for Fortune Hunter and Firestorm.
Rating:
*Thunderbolt - the longest range ammo, also deals pretty good damage. Only 1 thunderbolt at a time however. Special ammo for Storm Chaser.
*Explosive - the heaviest hitter in ammo, but also lowest capacity and highest recharge. A must have if you intend to have Copperhead.
Rating:
*Fury - a must have for any pirate, Fury is the usual ammo used by many players when taking on bounty hunters or other high level ships. Also is the usual ammo in SvS (when the damage worked). Special ammo for Skull and Bones hull upgrade.
Rating:

I have Thunderbolt maxed, and will have both Fury and Explosive at rank 4 at cannon level 30 (29 currently), with 1 point in firebrand and the 3 passives I mentioned above maxed. You could easily tweak this to fit your special ammo setup however. My round shot is only at rank 2, but this is because I wanted to upgrade the specials more (I am more often a gunner than sailor). Unless you are going with Storm Chaser, Thunderbolt is probably the special you can deduct points from (and/or Firebrand) and put them into Round Shot.

I hope these suggestions can help! — I am more practiced with cannon than other land-based skills, but I do know that many people will only put skill points into Silver Shot and Steel Shot for Shooting, as well as maxing the passives. This is because you are either fighting undead or regular creatures. However, some guns give boosts to round shot, poison shot or bane shot, so its up to the player really how they want to spend their skill points.

With sword, you will want Blade-storm ranked at skill 3 or above, and then I put points into the combo skills generally. Particularly the final ones as those can deal some nice damage (i.e. Thrust, Cyclone Cut, Jumping Slash). And, of course, your health and parry passive at the bottom. Skill points are shared across weapon categories, so long as they are the same type.

TL;DR: look at the spoilers for star rating based on ammo type.
 
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I only really do sailing, so I'm going to give my opinion on the cannon/sailing skills too. I'm also going to steal @tlonge's great idea of having a "rating" system!
Edit: Gonna come back for the sailing skills, this took a while lol

Cannon Skills

Shoot (Rating: 4/5 cannon, 0/5 broadside)
This is a much more important skill than many pirates realize. With the cannonballs that fire in volleys of three I believe this skill has a much greater overall damage increase than any of the passives. When watching the "reload bar" while firing a volley, without the Shoot skill you will see the bar fill to about 1/3rd each time, whereas with Shoot it'll only fill to about 1/8th. That's over 50% less time "wasting reload" between shots (3/3rds = 8/8ths vs 3/8ths).

However, this skill has zero benefit to single-fire shots such as explosive and thunderbolt. With certain ammo builds (depending on your ship hulls), it might be preferable to drop this skill over one of the passives.

Rapid Reload (Rating: 4/5 cannon, 0/5 broadside)
Rapid Reload increases your overall damage more than Barrage, at the cost of spending ammo faster and not increasing your ship broadside damage. 5 full points into Rapid Reload is 30% faster reload, which means approximately 30% more volleys in the same amount of time, which means approximately 30% more damage. This skill increases the damage output for all ammo types (including single-volley ammo), reduces the punishment of missed shots, and shaves off a lot of time reloading for explosives.

Barrage (Rating: 5/5 cannon, 5/5 broadside)
This skill is necessary. Five points into Barrage is a full 25% damage increase for all ammo types (including broadsides). This is the same as one skill point into any particular ammo. Not much more can be said about it.

Shrapnel (Rating: 0/5 cannon, 0/5 broadside)
This is an absolutely useless skill. It increases the duration of wounding effects of cannonballs and grenades. This does not increase the burn time for Firebrand. This is a remnant from the era when you could see (and shoot) the crew on enemy ships. You can get this skill for grenades, but just know that for cannons it is entirely non-functional.

Round Shot (Rating: 4/5 cannon, 5/5 broadside)
Round shot is an almost essential skill. If you sail at all, you should always have this skill maxed out (even for ships with special broadsides) as it increases broadside damage significantly. Additionally, with full Shoot, Rapid Reload and Barrage round shot has much more damage output than a lot of people expect. Unlimited ammo is always a good benefit too, and without functional cannon rams this is the only way to get it.

This is the regular ammo for broadsides.

Chain Shot (Rating: 1/5, 0/5 broadside)
I am unsure what the damage multiples of chain shot are, but they do significantly higher damage to sails at the cost of much lower damage to hull. An uncommon ammo type, Chain Shot actually does have its uses. Stripping the sails off ships can be very useful in certain situations, such as a small crew helping the captain get sailing rep (crew takes out sails, leaves the crippled hunk of wood to the captain) or focusing on hunters for (strip a warship of all its sails and leave it dragging behind you). However, generally speaking, Chain Shot is a waste of skill points.

As broadsides the Chain Shot is only seen on NPC ships. Due to its immensely weak hull damage, and since broadsides aim for the hull, this is by far the weakest broadside in the game.

Grape Shot (Rating: 1/5???, N/A broadside)
I can't actually say much about grape shot, as I have literally never used it since they changed how it functions. Originally it was used to kill the crew members on board ships, but as I said about Shrapnel that is no longer a thing. Apparently it was changed to be a more SvS relevant ammo, but I hear the "repair slowing" effect it claims to have does not currently work.

For broadsides, no ship in the game fires Grape Shot.

Firebrand (Rating: 3/5 cannon, 2/5 broadside)
Firebrand deals 1.25x the damage of Round Shot. Other than that, it acts identical (though it looks cool!), as the burn effect is non-functional at this time. Back in POTCO's day the base damage of Firebrand was actually lower than round shot. Since the burning effect did not stack, a volley of firebrand was weaker than round shot (side note: this made firestorm the weakest broadside in the game, with fortune hunter a close second-to-last, with regular broadsides at third-to-last). However, in TLOPO, firebrand simply does more base damage than round shot.

As broadsides, firebrand makes the weakest player-obtainable special broadsides at a measly 115% average damage for Firestorm and 111.25% average damage for Fortune Hunter. It's a heck of a commitment spending 5 skill points for such a meager damage increase.

Thunderbolt (Rating: 4/5 cannon, 4/5 broadside)
Thunderbolt is one of the most popular ammo types. A single thunderbolt does 3x the damage of Round Shot, but only fires in volleys of one. This means a thunderbolt volley and a round shot volley deal the same amount of damage. However the thunderbolt wins as without multiple shots per volley you can fire more volleys in the same amount of time. Though the difference in overall damage against Round Shot with max Shoot level is minimal, thunderbolt does not require Shoot for max potency. More importantly, however, thunderbolt is long range and high velocity, making it the easiest shot in the game to aim.

As broadsides, thunderbolt makes the second strongest but most reliable damage output. At an impressive 190% average damage, a Storm Chaser hull upgrade is well worth it if you are looking for firepower. Additionally, if your broadsides do not lock on, their light weight and high velocity make your "spray and pray" broadsides travel further. This is highly useful for tagging hunters/warships speeding by as they chase down prey across the world, ensuring you get some free goodies!

Explosive (Rating: 3/5 cannon, 5/5 broadside)
Explosive is an interesting cannonball. With no unlimited-ammo rams, a meager 12 ammo capacity with the biggest barrel, and an immense reload time, you won't be firing these things often. However, they do a whopping 12x Round Shot damage. A well levelled pirate can sink many ships with a single explosive. Though powerful, and useful in many situations (most notably SvS), it often loses out to Thunderbolt and Fury for the skill points demand, and many players prefer not to invest in this cannonball.

As broadsides, Copperhead boasts the highest average damage output at a whopping 265% average damage. However, the Copperhead's damage is unreliable due to its low (15%) chance of explosives. There is a good chance to fire zero explosives from a broadside, no matter what ship you use (War Frigate 20%, War Brig/Galleon 15%, War Sloop 33%). Inversely, it is possible to fire more than one explosive, resulting in an incredible damage boost (320% for a War Frigate/283% for a War Brig at two explosives).

Fury (Rating: 5/5 cannon, 3/5 broadside)
At 2x the damage of Round Shot, but acting identical to it (other than looking flash), Fury has the highest raw damage output of any cannon ammo out there - when used in volleys. The only downside Fury has against Round Shot is the limited ammo!

As broadsides, Skull and Bones claims 150% average damage. This number is much lower than people tend to expect. Fury is known as the highest damage output for cannon ammo, but it's typically fired in volleys of three. As broadsides, fury is fairly lackluster compared to thunderbolts and explosives. A major advantage to fury broadsides however is you are not tying up skill points in other cannon ammo.


This has taken me longer than I expected to post, so I might make a second post for sailing skills. If you're interested in how I got all these numbers, take a look at the discussion thread link in my signature.
 
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I only really do sailing, so I'm going to give my opinion on the cannon/sailing skills too. I'm also going to steal @tlonge's great idea of having a "rating" system!
Edit: Gonna come back for the sailing skills, this took a while lol
Cannon Skills...
Totally agree with all of @Sky Kiwi 's points here... There's a lot more math involved in damage maximizing than I actually went through myself... my ratings were just insights on utility lol. Low key going to edit my original post slightly, as I was still of the impression that Firebrand had lower initial damage than round shot (seeing as it doesn't) :D.
Also bear in mind that thunderbolt can fulfill the role of "wannabe-chain shot" to take out masts. No idea if its equally effective, but generally works in a pinch for me.
 
I only really do sailing, so I'm going to give my opinion on the cannon/sailing skills too. I'm also going to steal @tlonge's great idea of having a "rating" system!
Edit: Gonna come back for the sailing skills, this took a while lol

Cannon Skills

Shoot (Rating: 4/5)
This is a much more important skill than many pirates realize. With the cannonballs that fire in volleys of three I believe this skill has a much greater overall damage increase than any of the passives. When watching the "reload bar" while firing a volley, without the Shoot skill you will see the bar fill to about 1/3rd each time, whereas with Shoot it'll only fill to about 1/8th. That's over 50% less time "wasting reload" between shots (3/3rds = 8/8ths vs 3/8ths).

However, this skill has zero benefit to single-fire shots such as explosive and thunderbolt. With certain ammo builds (depending on your ship hulls), it might be preferable to drop this skill over one of the passives.

Rapid Reload (Rating: 4/5)
Rapid Reload increases your overall damage more than Barrage, at the cost of spending ammo faster and not increasing your ship broadside damage. 5 full points into Rapid Reload is 30% faster reload, which means approximately 30% more volleys in the same amount of time, which means approximately 30% more damage. This skill increases the damage output for all ammo types (including single-volley ammo), reduces the punishment of missed shots, and shaves off a lot of time reloading for explosives.

Barrage (Rating: 5/5)
This skill is necessary. Five points into Barrage is a full 25% damage increase for all ammo types (including broadsides). This is the same as one skill point into any particular ammo. Not much more can be said about it.

Shrapnel (Rating: 0/5)
This is an absolutely useless skill. It increases the duration of wounding effects of cannonballs and grenades. This does not increase the burn time for Firebrand. This is a remnant from the era when you could see (and shoot) the crew on enemy ships. You can get this skill for grenades, but just know that for cannons it is entirely non-functional.

Round Shot (Rating: 4/5, 1/5 broadside)
Round shot is an almost essential skill. If you sail at all, you should always have this skill maxed out (even for ships with special broadsides) as it increases broadside damage significantly. Additionally, with full Shoot, Rapid Reload and Barrage round shot has much more damage output than a lot of people expect. Unlimited ammo is always a good benefit too, and without functional cannon rams this is the only way to get it.

This is the regular ammo for broadsides.

Chain Shot (Rating: 1/5, 0/5 broadside)
I am unsure what the damage multiples of chain shot are, but they do significantly higher damage to sails at the cost of much lower damage to hull. An uncommon ammo type, Chain Shot actually does have its uses. Stripping the sails off ships can be very useful in certain situations, such as a small crew helping the captain get sailing rep (crew takes out sails, leaves the crippled hunk of wood to the captain) or focusing on hunters for (strip a warship of all its sails and leave it dragging behind you). However, generally speaking, Chain Shot is a waste of skill points.

As broadsides the Chain Shot is only seen on NPC ships. Due to its immensely weak hull damage, and since broadsides aim for the hull, this is by far the weakest broadside in the game.

Grape Shot (Rating: 1/5???, N/A broadside)
I can't actually say much about grape shot, as I have literally never used it since they changed how it functions. Originally it was used to kill the crew members on board ships, but as I said about Shrapnel that is no longer a thing. Apparently it was changed to be a more SvS relevant ammo, but I hear the "repair slowing" effect it claims to have does not currently work.

For broadsides, no ship in the game fires Grape Shot.

Firebrand (Rating: 3/5 cannon, 2/5 broadside)
Firebrand deals 1.25x the damage of Round Shot. Other than that, it acts identical (though it looks cool!), as the burn effect is non-functional at this time. Back in POTCO's day the base damage of Firebrand was actually lower than round shot. Since the burning effect did not stack, a volley of firebrand was weaker than round shot (side note: this made firestorm the weakest broadside in the game, with fortune hunter a close second-to-last, with regular broadsides at third-to-last). However, in TLOPO, firebrand simply does more base damage than round shot.

As broadsides, firebrand makes the weakest player-obtainable special broadsides at a measly 115% average damage for Firestorm and 111.25% average damage for Fortune Hunter. It's a heck of a commitment spending 5 skill points for such a meager damage increase.

Thunderbolt (Rating: 4/5 cannon, 4/5 broadside)
Thunderbolt is one of the most popular ammo types. A single thunderbolt does 3x the damage of Round Shot, but only fires in volleys of one. This means a thunderbolt volley and a round shot volley deal the same amount of damage. However the thunderbolt wins as without multiple shots per volley you can fire more volleys in the same amount of time. Though the difference in overall damage against Round Shot with max Shoot level is minimal, thunderbolt does not require Shoot for max potency. More importantly, however, thunderbolt is long range and high velocity, making it the easiest shot in the game to aim.

As broadsides, thunderbolt makes the second strongest but most reliable damage output. At an impressive 190% average damage, a Storm Chaser hull upgrade is well worth it if you are looking for firepower. Additionally, if your broadsides do not lock on, their light weight and high velocity make your "spray and pray" broadsides travel further. This is highly useful for tagging hunters/warships speeding by as they chase down prey across the world, ensuring you get some free goodies!

Explosive (Rating: 3/5 cannon, 5/5 broadside)
Explosive is an interesting cannonball. With no unlimited-ammo rams, a meager 12 ammo capacity with the biggest barrel, and an immense reload time, you won't be firing these things often. However, they do a whopping 12x Round Shot damage. A well levelled pirate can sink many ships with a single explosive. Though powerful, and useful in many situations (most notably SvS), it often loses out to Thunderbolt and Fury for the skill points demand, and many players prefer not to invest in this cannonball.

As broadsides, Copperhead boasts the highest average damage output at a whopping 265% average damage. However, the Copperhead's damage is unreliable due to its low (15%) chance of explosives. There is a good chance to fire zero explosives from a broadside, no matter what ship you use (War Frigate 20%, War Brig/Galleon 15%, War Sloop 33%). Inversely, it is possible to fire more than one explosive, resulting in an incredible damage boost (320% for a War Frigate/283% for a War Brig at two explosives).

Fury (Rating: 5/5 cannon, 3/5 broadside)
At 2x the damage of Round Shot, but acting identical to it (other than looking flash), Fury has the highest raw damage output of any cannon ammo out there - when used in volleys. The only downside Fury has against Round Shot is the limited ammo!

As broadsides, Skull and Bones claims 150% average damage. This number is much lower than people tend to expect. Fury is known as the highest damage output for cannon ammo, but it's typically fired in volleys of three. As broadsides, fury is fairly lackluster compared to thunderbolts and explosives. A major advantage to fury broadsides however is you are not tying up skill points in other cannon ammo.


This has taken me longer than I expected to post, so I might make a second post for sailing skills. If you're interested in how I got all these numbers, take a look at the discussion thread link in my signature.
Great post. I've been searching the wiki and there's nothing like this I can find. But one question, keep in mind I've only been a pirate a few months and I haven't even figured out how to change the potion out at the bottom of my screen. I didn't know, but are you saying there's somewhere to choose what ammo I use for a broadside even if I'm alone? I just assumed in was the basic unlimited shot.

I was looking for the basic basic 9 year old disney person guide that describes keystrokes for simple things in the game. I jumped in without doing any real homework because i like to beta all sorts of games.
I didn't think I'd actually want to play the game itself. I've beta'd tons of games and never wanted to play them. I stay unbiased that way and don't lose time trying to level and stuff. But this one sucked me in.

I've always loved treasure hunting and played decade old games based on pirates and the sea like an old game called Sea Rogue. It was a very rich game of treasure recovery and modern sea pirates attacking you. You research and find wrecks. Very cool.

Thanks everyone for all the input, hopefully there's more. And oh, I seem to be able to throw grenades at ships at times.
 
Great post. I've been searching the wiki and there's nothing like this I can find. But one question, keep in mind I've only been a pirate a few months and I haven't even figured out how to change the potion out at the bottom of my screen. I didn't know, but are you saying there's somewhere to choose what ammo I use for a broadside even if I'm alone? I just assumed in was the basic unlimited shot.

I was looking for the basic basic 9 year old disney person guide that describes keystrokes for simple things in the game. I jumped in without doing any real homework because i like to beta all sorts of games.
I didn't think I'd actually want to play the game itself. I've beta'd tons of games and never wanted to play them. I stay unbiased that way and don't lose time trying to level and stuff. But this one sucked me in.

I've always loved treasure hunting and played decade old games based on pirates and the sea like an old game called Sea Rogue. It was a very rich game of treasure recovery and modern sea pirates attacking you. You research and find wrecks. Very cool.

Thanks everyone for all the input, hopefully there's more.
You can achieve special broadside ammo (percentage chance per broadside cannon, so it'll always be mixed in with the common round shots) by upgrading your ship hulls. Hull upgrades and their stats/prices are found on this page of the wiki. At tier 4 and above you get special broadside chances (note: the chance isn't for the entire broadside, it's separate for each cannon).

Also the potion at the bottom of your screen changes automatically. The more damage you've taken the more powerful potion it'll use when you tonic.

And welcome to POTCO/TLOPO, albeit a few months late!
 
You can achieve special broadside ammo (percentage chance per broadside cannon, so it'll always be mixed in with the common round shots) by upgrading your ship hulls. Hull upgrades and their stats/prices are found on this page of the wiki. At tier 4 and above you get special broadside chances (note: the chance isn't for the entire broadside, it's separate for each cannon).

Also the potion at the bottom of your screen changes automatically. The more damage you've taken the more powerful potion it'll use when you tonic.

And welcome to POTCO/TLOPO, albeit a few months late!
Thanks again. From that link, it looks like you only get special from sailing 20+ and then certain upgrades. I have more reading to do tonight.
I'm 11 level sailing with a brig, but I don't think I can upgrade that to gain special ammo. Am I correct?
 
Thanks again. From that link, it looks like you only get special from sailing 20+ and then certain upgrades. I have more reading to do tonight.
I'm 11 level sailing with a brig, but I don't think I can upgrade that to gain special ammo. Am I correct?
You can upgrade any medium or larger ship. So you CAN upgrade a medium brig, but it might not be worth it.

Which means technically you can get special broadsides by sailing level 5, if you have the materials.
 
You can upgrade any medium or larger ship. So you CAN upgrade a medium brig, but it might not be worth it.

Which means technically you can get special broadsides by sailing level 5, if you have the materials.
So, right now in purchase, I only see ships for and up to level 15. Does this mean more will show up at like level 20? Would the level 15 be the medium ships of what you speak?
 
So, right now in purchase, I only see ships for and up to level 15. Does this mean more will show up at like level 20? Would the level 15 be the medium ships of what you speak?
Its under "upgrade" as opposed to "purchase". You have to have a regular, medium ship purchased, and level 5 sailing. Will post a screenshot in a minute.

Edit: Here you go!
 
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Its under "upgrade" as opposed to "purchase". You have to have a regular, medium ship purchased, and level 5 sailing. Will post a screenshot in a minute.

Edit: Here you go!
Okay, I guess I'm not clear on what a medium ship is. I did know about the upgrade thing.
 
Medium ship is your regular sloop, brig, frigate or galleon that can be bought once you get level 5 sailing.
Thanks again, what level are the ships I'm seeing in 'purchase' that say level 15 on them. Is there another level above them?
 
Medium ship is your regular sloop, brig, frigate or galleon that can be bought once you get level 5 sailing.
Thanks again, what level are the ships I'm seeing in 'purchase' that say level 15 on them. Is there another level above them?
This may or may not help ~ :) Arrr ~

http://piratesonline.wikia.com/wiki/Category:Skills

Most play differently so .... "...What is it you want most?"
Thanks, everything helps. There is a good point in there about your choice to be well rounded or heavy in one skill. It is an individual thing.

The wiki is great, but I don't like how they maxed it with ads that disrupt you for minutes at a time. Oh well, it's free.
 
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