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#100770 旭日旗及びその他歴史的な表記物に関するガイドラインについての公開質問の協力要請トピック

Posted Ecstasy_Honda on 08 July 2015 - 04:22 PM

この度、旭日に関するガイドラインが発表されました。


 旭日旗使用に関するガイドラインのお知らせ

 

 

以下、旭日旗及びその他歴史的な表記物に関するガイドライン


  • ゲーム内にて使用される日本の旗は、現在の日本の国旗(日章旗)が使用されます。
  • 旭日旗に関して、より歴史的に正確な再現を行いたい場合には、Mod の作成や使用は自由であり、問題ありません。
  • ゲーム内やポータル、フォーラム等において、World of Tanks、World of Warships に関連する話題(例えば、現在の日本の自衛隊艦船や日本の歴史的な軍艦、飛行機、その他機器の写真による旭日旗の表示や一般的な話題、議論)は問題ありません。
  • また、プロフィールやシグネチャへの使用も問題ありません。 ただし、World of Tanks にて提供しておりますクランマーク等に相当する、ゲーム内に表示が反映されるものでは、使用を行わないでください。
  • 弊社は全ての国のプレイヤーに対し可能な限り公平なゲーム環境を整える必要があることをご理解ください。そのため、旭日旗に関わらず、宗教的 / 民族主義的 / 政治的及び、その他のこれらに類する論争 / 話題の提供 / イメージの使用は禁止されております。 また、ゲーム内を含むポータルやフォーラム等、弊社が提供するプラットフォームにおいては、弊社が定めているガイドライン及びルール等に抵触する内容は全て禁止されております。


 

上記、ガイドライン制定により歴史関連スレッド署名トピックと情報収集トピックが閉じられた訳ですが、これらのことを踏まえて再度、公開質問と要望をサポートへ送信させて頂く事にしました。

このトピックの趣旨は宗教的 / 民族主義的 / 政治的及び、その他のこれらに類する論争 / 話題の提供 / イメージの使用が目的ではありません。

あくまで運営からガイドラインの制定と言う運営からユーザーに与えられた事項に対してユーザーからの反応や疑問、要望を一元化してサポートへ公開質問する事が目的であり、また、それらに伴う情報を周知して行くことでガイドライン制定の趣旨にもある「更なる誤解やプレイヤー間の対立や議論、対応の差異等を避け」、尚且つ、多くの質問や疑問をひとつに纏めることにより何度もサポートへ質問が寄せられる事で発生するサポートやフォーラムスタッフの負担を軽減する事が今回の趣旨です。

運営側に置かれましても是非、このトピックの趣旨を理解して頂きロックする事無く公開質問の取り纏めと提出が完了する短い間だけでも静観して頂ければと深くお願いする物であります。

またやむを得ずロックする事になった場合でも掛かる影響を熟慮された上で検討をして頂ければと存じ上げます。

で、例の如く本質問に賛同してくれる方はお手数ですが右下の黄緑色の↑をクリックしてくださいませ。クリックした方は共同質問者として名前を添えて一緒にサポートに投下します。

フォーラム上で名前を目立せたくない方はメッセージでも飛ばしていただければと思います。

このトピックは前回と同様に本フォーラムで運営のガイドラインや決定を非難、否定、またはそれらに関するネガティブな行動や発言を教唆するものではありません。また、ここで掲げられている質問はフォーラムで直に投下されたものではなく各ユーザーへの意見を集約した上で改めてサポートへ投下されます。


 

下記 公開質問状です

日々の業務がお忙しい中、大変失礼致します。

この度、御社から提示された旭日旗に関するガイドライン制定を拝見させて頂きました。

まずはガイドライン制定に当たり、難しい懸案の長期検討を含め色々とあったものと推察致しますが、誠にお疲れさまでした。

さて今回のガイドラインの制定に当たり多数のユーザーから疑問や不明点がありましたので各自別々に質問するのではなく一括して公開質問場としてサポートへ公開させて頂く事になりました。

本質問への解答は公開されますので、その点を考慮した上で解答して頂けたらと存じます。

質問は下記の通り

1.旭日旗Modを使用した上でのWorld of Warshipsのゲーム配信(MOD入れてのTwitch配信やニコニコ動画、YouTube、その他諸々)はOKですか?

2.旭日旗Modを使用した上でのWorld of Warshipsのゲーム画像の投稿(フォーラム、外部掲示板含む)はOKですか?

3.一概に旭日旗と言っても色々な種類や類似した物があるが、それらを一括して制限されるのか?

要望は下記の通り

1.公式フォーラムの歴史関連ディスカッションの内、フォーラム内での旭日旗取り扱いに関する情報収集と整理と旭日旗復活についてのトピックが新しく制定されたガイドラインに則りロックされていますが解除をお願いします。

解除を希望する理由に関しまして、上記トピックは決して宗教的 / 民族主義的 / 政治的及び、その他のこれらに類する論争 / 話題の提供 / イメージの使用に抵触するトピックではなく、あくまでWG社が旭日旗を削除したと言う事実に対し私たちが意見を述べたり、ゲームから削除された一部のグラフィックを復活させる要望を形にする為、署名の協力を募っているトピックでしかありません。

旭日旗の削除に問題があると捉えているユーザーは決して政治的思想を持つ活動家ではなくWorld of Warshipsのテスターであり行動原理は決して宗教的 / 民族主義的 / 政治的理由からではありません。

本来、日本軍艦にあるべき旗のグラフィックが削除されているからこそ、その理由と解決策や善後策をトピックで話し合っていたのです。

強いて言うならば私たちはWarships enthusiast とも言えます。愛好者だからこそ完璧な欠けることのない軍艦のグラフィックをWG社に求めているのです。

よって、それらの解決や要望をする為に協力を募っている旭日旗復活についてのトピックはガイドラインに抵触してるとは言えずロックの解除を求める次第です。

フォーラム内での旭日旗取り扱いに関する情報収集と整理のトピックについて、ガイドラインが制定された今だからこそ継続して運用されていくべきトピックです。

このトピックはまさしく旭日旗の取り扱いに関してWG社がどのように対応して、その理由を検証し共通認識をもつ事でガイドラインにもある「 旭日旗をめぐる歴史的、政治的な軋轢ばかりが先に立ち、結果として弊社のゲームの魅力を伝えにくくなるのは弊社の望むところではありません。今後、更なる誤解やプレイヤー間の対立や議論、対応の差異等を避けるため」のトピックです。

トピック内容を見て頂ければわかるように、あくまでWG社の対応に対しての情報開示や質問や疑問を示し合わせて公開質問したりと決して口汚く罵り合いをしていた訳でもありません。

逆にこれらのトピックが閉じられた事で本来はゲームの内容で雑談されるべきトピックで旗の話題があがるようになりました。

我々は活動家でも何でもありませんが、ユーザーの中には旗なんかどうでも良い、テスターなんだから旗なんか構ってないでゲームをプレイしてテスターの本分を果たすべき、または旗の話題ばかりでうんざりしているユーザーもたくさんいることを知っています。

この問題に否定的、または無関係と捉えているテスター達にとれば雑談トピックで旗の話題が出ることは迷惑以外の何者ではないのです。

我々もそのような行為で他のテスター達に迷惑をかけてしまうのは誠に不本意であります。

しかし、だからと言ってグラフィックの改善を要望する声が一方的に制限されてしまうのはあまりに御無体な話、「弊社は、中立を保ちできる限り公平なゲーム環境を整え、全ての国のプレイヤーに対しより楽しさを提供できるよう努めております。」と言うのであればユーザー同士の話題の棲み分け、互いに不快な思いをするのを避ける為にも両トピックの継続使用の許可をお願いする物であります

以上、公開質問状と要望の原案です。

他に追加していきたい要望や質問があれば書き込みお願いします

 

 

 

━━━━━━━━━━━━━━━━━━━━━━━━

平成27年7月16日を持ちまして公開質問状を提出しました。

下記原本はこちら

http://wowsskin.blog.fc2.com/blog-entry-12.html

 

皆様のご協力、ご賛同、誠にありがとうごいました。

7月17日追記

 


 




#111841 Dealing Damage in WoWS

Posted amade on 28 July 2015 - 12:14 PM

On the way to Davy Jones' Locker

 

You may have occasionally wondered why your 14" AP shells that have a listed damage of 10k are only doing a mere thousand or so damage. Or why is it that other people can take out huge chunks of Hit Points out of your ship while you struggle to do the same to them. To some players, dealing damage may seem to be completely random.

 

So how can the varying amount of damage you see being dealt in battle be explained? Well, prepare yourself for an absurdly huge wall-of-text!

 

 

The Means to an End

Quite simply, there are four methods of inflicting damage to a ship. They are:

  • Gunfire - by far, the most common means of inflicting damage to a ship. The guns in the game fire two types of shells; AP and HE shells. It doesn't matter whether it is fired from the main guns or the secondaries, the mechanics are the same. It should be noted that secondary guns of 155 mm caliber and above fire AP shells, while lower caliber secondary guns fire HE shells. HE shells also have a chance to cause Damage over Time (DoT) by starting fires.
  • Torpedoes - highly destructive when it hits, though hits are relatively uncommon compared to shells, unless the victim has terrible situational awareness. Additionally, torpedoes can cause DoT via flooding. Ship and air launched torpedoes work using the same mechanics.
  • Bombs - dropped by dive bombers, they inflict damage and start fires in a similar manner to HE shells.
  • Ramming - usually done in desperation, though sometimes for the "lulz" factor. Unsurprisingly, it is extremely devastating, considering tens of thousands of tonnes of steel are colliding with one another. It can cause flooding as well, assuming the ship survived the ram in the first place.

Additionally, modules may be damaged or destroyed; impairing the ship's combat effectiveness, or in some cases, resulting in the complete destruction of the ship.

 

So far so good. But how exactly is damage inflicted? For this, we will examine the Damage Model of ships.

 

 

Damage Model

First, lets see how a ship's Hit Points (HP) work in a ship. It should already be obvious to every player that a ship is considered destroyed once its HP is completely depleted. However, one does not simply deplete a ship's HP by hitting it repeatedly with shells!

 

Warships are undoubtedly huge complex constructions with multiple redundancies for critical machinery, auxiliary systems as well as various non-essential components. A hit to the laundry room for example would not be as devastating as a hit to the boilers or magazine. Unlike World of Tanks, where you can shoot at a cupola repeatedly to destroy a tank, where you hit a ship is plays an important role. To make the gameplay more realistic, while at the same time keeping it simple enough, a ship's damage model is divided into multiple parts. The diagram below illustrates how a ship's damage model might be constructed in game.

 

Diagram of a Damage Model

 

The Universal Hit Points pool serves as the ship's base HP. It is the maximum amount of HP the ship can lose before it is considered destroyed and is indicated by the bar players see in their ship panel as well as above other ships on their screen. There are six "sections" which represent the ship's ability to withstand damage, with each section representing a certain amount of Hit Points. In other words, each section has a threshold to the amount of damage that it can receive:

  • Bow, Stern, Midships and Superstructure - while they are each physically separate, collectively these sections represent a small portion of the ship's base HP (around 20%-30%), which is distributed proportionately among them according to their relative volume. These sections contain compartments and equipment that are mostly not critical to a ship's survival or effectiveness and is usually less armored. Thus, it makes sense that they each hold a relatively small amount of HP compared to the the ship's base HP.
  • Citadel - it is usually the most protected section of the ship, commonly situated near or below the waterline and behind the ship's thickest armor. This is where the ship's magazine and critical machinery is located. It represents the same amount of HP as the ship's base HP.
  • Body - this is not a "section" per se as it actually encompasses the entire ship. All the other sections are located inside it. In other words, regardless of which section a shell hits it also hits the Body. By itself, it represents a large bulk of the ship's base HP (around 75%-85%).

One thing that is immediately evident is that the sum of Hit Points from all sections exceed that of the ship's Universal pool. This is to help avoid situations where the last remaining points are tucked away in some place the player could not determine, making it difficult to sink the ship when it is already on its last legs.

 

The actual amount of damage inflicted depends on the method of application and several other factors. However, unlike World of Tanks, there is no RNG involved in its calculation. The resulting amount is not randomized. When a shell, torpedo or bomb hits a ship, one of the following will occur:

  • Non-penetrations will deal zero damage to the ship's HP. This does not apply to torpedoes as they will always penetrate. However, a HE shell or bomb may still damage modules and/or start fires even if it does not penetrate the armor.
  • An over-penetration (the shell goes through the ship from one side and exits the other) will inflict 1/10th of the AP shell's maximum damage to the ship's Universal HP. It will not deduct HP from the sections that were hit. This does not apply to torpedoes, bombs and HE shells as they can never over-penetrate.
  • A penetration will inflict 1/6th of the munition's maximum damage to the section it penetrated. Bear in mind that when a shell, torpedo or bomb penetrates, regardless of which section it detonates in, it also damages the Body. Thus 1/6th of its maximum damage is also deducted from the Body's HP pool. The damage inflicted on both sections add up to 1/3rd of the munition's maximum damage.
  • A shell hit to the Citadel will always inflict the shell's full maximum damage. HP is deducted from the Citadel without affecting other sections. It should be noted that since version 0.2.4/0.3.0 destroyers no longer have a Citadel, so it is impossible to inflict a Citadel hit on them. Almost all damage inflicted from torpedoes hitting the Midships go to the Citadel, while only a tiny, almost unnoticeable, fraction of the damage is inflicted on the Midships and Body. However, the damage is reduced by a certain factor by the ship's Torpedo Defense. More on Torpedo Defense will be explained later.

A penetrating/over-penetrating shell hit will always leave a penetration decal (glowing pseudo-3D holes) on the ship's visual model. Non-penetrations do not leave any markings.

 

Showcase of different types of shell hits:

 

Once a section's Hit Points have been depleted, it will no longer receive any further damage from penetrations. The Bow, Stern, Midships and Superstructure have relatively small pools and therefore would quickly run out. This is visually indicated by the respective sections getting darker as it takes damage until it is almost completely blackened. Further penetrating hits to the depleted section will then only inflict damage to the Body. In very rare situations, especially if almost all damage was concentrated on a single section, the Body's HP pool would also be depleted before the universal pool is depleted; and any further hits to the section will not deal any damage. However, over-penetrations and fires on the section will still deduct HP from the ship's Universal pool.

 

Damage threshold in action:

 

It becomes apparent that shooting at the same part of a ship repeatedly is not the most effective way to sink it, since each section has a limit to how much damage it can soak, with diminishing returns once a certain threshold is reached. It may seem that a better way to sink a ship quickly is to ensure that damage is spread evenly around the ship. However, this only applies if your shells can penetrate and detonate in most if not all sections of the ship; AP shells tend to over-penetrate anything that isn't the Midships, and even that has to be sufficiently armored to prevent over-penetration, while HE is mostly reliable against the Superstructure and will only penetrate other sections if the armor is thin enough. A better way to sink a ship is to inflict as many Citadel hits as possible, though this can be more difficult to achieve without enough experience and knowledge on armor, angles and shell penetration capabilities. At long ranges, a player does not have much control over where the shells land on a ship, hitting the ship at all becomes the primary concern as well as paying attention to the target's heading and orientation. It is only at short ranges where choosing precisely where to hit becomes important. More on AP and HE shells will be explained later.

 

The damage model also includes the ship's modules. These are located in and around the ship, some hidden behind armor while others are exposed on the deck. Each module has a certain amount of durability, and directly influences the ship's performance. However, the durability or state of a module has no effect on a ship's Hit Points (this may change in the future). The modules are:

  • Engine Room
  • Rudder/Steering Gear
  • Main Armament
  • Secondary and Anti-air Armament
  • Torpedo Armament
  • Magazine

As the module takes a hit, there is a chance that it would be a critical damage. In general, the less durability remains in the module, the higher the chance for a critical damage to occur. The Engine Room and Rudder/Steering Gear are an exception; the less durability it has the lower the chance for a critical damage to occur (apparently to make gameplay more comfortable). A module that is critically damaged will be impaired, it either stops functioning or operates at a reduced performance until it is repaired (either automatically after a period of time or instantly with the use of the Damage Control Party consumable). Once the module loses all its durability, it is destroyed and cannot be repaired. For gameplay reasons again, the Engine Room and Rudder/Steering Gear can never be destroyed. A destroyed Magazine will obviously result in its detonation and complete destruction of the ship. Damage to a module is calculated separately from damage to a ship's Hit Points; they are not mutually inclusive. It is possible for a module to take damage without the ship losing any Hit Points, especially if the module is outside the ship or was struck by splash damage from HE shells or bombs.

 

 

Gunfire

To inflict damage and reduce a ship's Hit Points a shell must penetrate the ship's armor. AP and HE shells differ in penetration capability, damage output, and suitability against different targets.

 

AP shells:

Whether or not an AP shell penetrates armor is dependent on the shell's parameters, distance traveled, the armor's thickness and the impact angle. In general, the further the shell has to travel, the more velocity it bleeds thus the less armor it can penetrate. Heavier shells retain velocity better than lighter ones. The more oblique the angle of impact, the thicker the effective armor that the shell has to go through. Seasoned players from World of Tanks will already be familiar with the concept. An important difference is, there is no ±25% RNG to the penetration parameters. RNG affects the salvo's dispersion, influencing where the shells will land, as well as ricochet probability to a certain extent.

 

When an AP shell hits armor, it performs the following checks:

  • Overmatch - if the shell's caliber is 14.3 times bigger than the normal thickness of the armor, the shell will automatically penetrate regardless of the impact angle;
  • Ricochet - if the shell fails the overmatch test, impacts at an angle of 60-90ø (77.5-90ø for US cruisers) from normal will automatically result in a ricochet. At 45-60ø (60-77.5ø for US cruisers) there is a chance that the shell may ricochet. No ricochet will occur at 0-45ø (0-60ø for US cruisers) from normal;
  • Penetration - if the shell does not ricochet on impact, the shell will normalize i.e. "turn in" so that the incident angle becomes closer to 0ø, making it easier to penetrate the armor. The amount of normalization depends on the shell's caliber. The effective thickness of the armor after normalization is tested against the penetration potential the shell has at the moment of impact.

 

Shell penetrating armor at an angle

 

At close ranges the shell trajectory is relatively flat; so shots to the belt will impact closer to normal angles, but hits on the deck will most likely ricochet. The opposite is true for long range shots when it becomes plunging fire (provided that the gun elevation allows it); hits to the belt will be ricochets while hits on the deck are closer to normal angles.

 

Close range shots.Long range shots

 

But wait, the damage is not applied yet! There is still another checks it needs to perform after passing the penetration test.

 

AP shells do not detonate immediately after penetration and will continue its flight inside the ship. Shells have a detonator that will arm upon impact with sufficiently thick armor. Once it is armed, the shell will explode after a certain delay. This is to ensure that the shell explodes inside the ship where it can inflict as much damage as possible. The detonator's arming threshold for AP shells is about 1/6th of the shell's caliber. If the armor is not thick enough, it will fail to arm and the shell may pass through the ship entirely (over-penetration), dealing minimal damage. Similarly, if the shell had armed but did not detonate before it exited the ship it will also count as an over-penetration. A shell that has over-penetrated can not hit another ship, but it may hit other parts of the same ship it initially hit and penetrate it again. Due to a ship's nature of having multiple layers of armor, a shell may perform multiple penetration checks before detonating or exiting the ship, the shell's penetration potential reduced by each layer of armor it penetrates. The arming check is also performed each time the shell impacts an object in the game (including in the event of a ricochet) until the detonator is armed or the shell flight terminates.

 

Various AP shell hit scenarios:

 

AP shells are best used against targets that are armored enough to prevent over-penetrations, but not too thickly armored to result in non-penetrations. In general, it is more likely to score Citadel hits as AP shells are more capable at penetrating the armor protecting the Citadel. Note that AP shells can penetrate armor below the waterline, but the more water it has to go through the slower it travels and the more penetration it loses. Furthermore, the detonator will also arm upon impacting the surface of the water, so there is a possibility that it will detonate before even hitting the ship and inflict no damage. An AP hit below the waterline against lightly armored targets such as destroyers might be able to penetrate the armor without over-penetrating the ship.

 

HE shells

Unlike AP shells, HE shells are less capable of penetrating thick armor but are not handicapped by distance or angle of impact. The following will occur when it hits a ship:

  • First, it checks whether or not it starts a fire on the section it hit.
  • Next, penetration is tested. In general, HE shells will penetrate armor up to 1/6th of its caliber size, and this appears to be the only parameter used to the test against the armor. Distance and angle of impact is ignored. Also, HE shells will never ricochet. German battleships benefit from better penetration despite having weaker damage, it will penetrate up to 1/4th of its caliber size.
  • HE shells have an extremely short fuze and very low detonator threshold, so it will detonate almost immediately upon impact even against very thin armor. The shell will detonate regardless of penetration. Citadel hits, while possible, are rare. Theoretically, HE shells will never over-penetrate and below waterline penetration is practically impossible.
  • At the point of detonation, a blast radius is constructed in which an amount of splash damage (different than the damage inflicted on HP) is assigned to it. The splash damage affects any modules that are within the blast radius. Damage to a module can be mitigated if it is protected by armor, and may even be negated completely if the armor is thick enough. Additionally, the damage also depends on the volume of the intersection of the blast radius with the module itself. The ship's HP is not affected at all by splash damage, a non-penetration or near miss from a HE shell may cause module damage without even taking a single Hit Point off the ship.

Therefore, HE is best used against poorly armored targets such as destroyers which AP shells would otherwise over-penetrate. It is also suitable against parts of a ship that have thin armor (e.g. superstructure, bow and stern) when AP shells can not penetrate other areas that are too thickly armored. Finally, as it can start fires and damage modules without penetrating, it is useful for softening up a heavily armored target by burning away its HP and destroying its secondary and AA guns.

 

 

Torpedoes and Torpedo Defense

To optimize gameplay, torpedoes will always detonate on contact with the target, regardless of impact angle. From the game mechanics point of view, it works like HE shells, with a few differences:

  • Torpedo hits will always penetrate armor. Their highly destructive force ensures that even the thickest armor would be defeated.
  • Like HE shells, a blast radius is constructed at the point of impact. However, it is a lot more powerful, able to damage even well protected modules and inflict HP damage directly to the Citadel when hitting the Midships. This is an important aspect to consider with regards to how Repair Party consumable works, which will be explained later.
  • Instead of starting fires, it can cause flooding instead.
  • The ship's Torpedo Defense (torpedo bulges, torpedo bulkheads, etc) affects the amount of damage is inflicted and the reduces the chance of flooding.

The chance of flooding depends on the torpedo; the larger and more powerful it is, the higher the chance of flooding (as of 0.5.0, it varies between 46% to 361%). As the tiers get higher, the ships have better Torpedo Defense, reflecting advancements and modernization in the ship's protection against torpedoes. The better the Torpedo Defense, the more the reduction to damage inflicted (up to half on a Tier X ship) as well as chance of flooding (up to 1/6th of the torpedo's chance).

 

Although torpedo bulges, bulkheads, etc are modeled as extra or additional layers of armor against gunfire, its thickness and actual layout in the game does not directly affect the amount of damage inflicted to the ship. In other words, it does not matter where the torpedo hits it. Rather, Torpedo Defense is a single hidden value (calculated based off the ship's armor layout) that is assigned along the whole length of the Midships, and any torpedo hits to the section will be reduced by this attribute. This also means that the Bow and Stern of the ship does not benefit from the ship's torpedo defense. Because of this, and depending on the ship and situation, when forced to take a torpedo hit it may be more "beneficial" to take it in the Midships rather than on the Bow or Stern.

 

Interestingly, the torpedo damage listed in the game are not their "true" maximum values. Their two hidden values, alphaDamage (which is nearly 3 times higher than the value listed in the game) and Damage, are used to determine the listed torpedo damage in port (alphaDamage is the value normally listed in the game for shells, but not for torpedoes for some reason). The formula is alphaDamage/3 + Damage = listed damage. However, neither values are readily accessible without datamining. A torpedo penetrating the bow or stern, and unmodified by Torpedo Defense, would inflict 1/6th of its alphaDamage to both the section and the Body. The same calculation is applied to hits at the midships but the result is modified by the ship's Torpedo Defense. The reason for displaying the compressed values instead of their true values was not explained, but it may have been done to make the damage output in battle look normal when compared to the compressed listed values, otherwise players might get confused at why their torpedoes are dealing a lot less damage than their "true" maximum value.

 

 

Bombs

Bombs dropped by Dive Bombers operate on the exact same principle as HE shells, with some minor differences. They are relatively larger, comparable to low tier battleship caliber shells, thus carry more explosive filler; having larger blast radius and inflicting more damage. Their detonator threshold varies between bomb types, but most if not all have almost instantaneous fuzes. AP bombs are planned for future updates, which will be able to penetrate deeper and through thicker armor.

 

 

Ramming

The mechanics for ramming are quite simple, and can be described as the following:

  • Two parameters are used when calculating ramming damage; the mass (base Hit Points) of the colliding ships, and their relative speed to each other.
  • The location of the impact and the armor thickness of the ships play no role in determining the damage inflicted.
  • The remaining amount of HP of the colliding ships do not matter, only their base (maximum) HP is used in the ramming calculation.
  • Damage inflicted in ramming is applied to the ship's Universal HP pool.
  • The maximum damage from a collision in each pair of colliding ships can not exceed the lowest base HP between the two ships. E.g. if the Erie collides with the Yamato, the maximum amount of damage Erie and Yamato will each inflict on one another is worth the base HP of Erie.
  • If the ramming damage received exceeds 10% of the ship's base HP, the ship will also take flooding damage, provided it survived the ram.
  • Collision between allied ships will not cause flooding, and ramming damage is reduced by a considerably large factor.
  • If two ships collide but neither are destroyed, and physical contact continues, the ramming calculation is repeated in fairly rapid intervals until contact is broken or one ship is destroyed.

Ramming damage is devastating even at low speeds. It should be avoided if the player's ship is still in good condition; the longer it stays in the fight the more it can contribute to the team and the more damage it can inflict upon the enemy. It should only be attempted when it is absolutely critical that the enemy ship must sink immediately, or as a last Hail Mary when the player's ship is already battered with no hope of survival. Ramming just for the "lulz" factor may or may not earn the team's appreciation; some might see it a waste of a perfectly good ship, others may think of it as going down in style.

 

 

Fire and Flooding

Although causing fire or flooding is up to RNG, the Damage over Time (DoT) is based on a percentage off the ship's base HP. A ship can be set on fire on the Bow, Stern, Midships and Superstructure; for a maximum of 4 simultaneous fires. Each fire will inflict damage at 0.6% of the ship's base HP per tick (set at 2 second intervals). Carriers receive more damage per tick, at 0.8% of its base HP in damage per tick.

 

A ship can only suffer one flooding at a time, even though multiple flooding ribbons could be earned per salvo. The DoT for each ship varies correspondingly to how good its damage control would have been in real life and how well its internal compartments were designed. Therefore, higher tier ships that are more modern tend to have lower DoT, around 0.25%* of ship's base HP per tick, while low tier ships may take over 1.0% of ship's base HP per tick.

 

Damage inflicted by fire and flooding takes away Hit Points from the ship's Universal pool. The cooldown for fire or flooding can not be restarted, so if a ship is already flooding you can't extend the timer by hitting it with another torpedo until the flooding is repaired. The same applies for sections already on fire, however the cooldown will display the time for the latest fire that was started.

 

* Most likely outdated, as flooding DoT for higher tier ships was raised in 0.5.1.

 

 

Repair Party

The Repair Party consumable available on all battleships as well as some cruisers. For most ships, it recovers the ship's Hit Points at a rate of 0.5% base HP/sec for up to 28 seconds when activated. E.g. the Ibuki with 39,000 base HP would be able to recover 195 HP per second for a maximum total of 5,460 HP per charge. However, the actual amount recoverable per charge is dependent on which part of the ship the HP was lost.

  • Damage to the Universal HP pool is 100% recoverable. These are damage inflicted from over-penetration, fires, flooding and ramming.
  • Damage to ship's sections; Bow, Stern, Midships and Superstructure is 50% recoverable*. These are damage from penetrations by various types of munitions.
  • Damage to ship's Citadel is only 10% recoverable (33% for cruisers that have Repair Party**). These are damage inflicted from citadel hits, including torpedo hits to the midships.

*The Warspite (UK Tier VI BB) is a special case, it can recover 60% of the HP lost in its sections (except the Citadel, which is still only 10% recoverable).

**Change implemented in version 0.5.2.

 

Therefore it is important to keep track of the damage the ship has suffered and only activate the Repair Party when it is fairly certain that the maximum amount of HP per charge is available to be recovered. Otherwise, activating the consumable when the amount of HP available to be recovered is less than the maximum amount the consumable can recover, the remainder of charge's duration would be wasted after all available HP has been recovered. An easy way to keep track is to take note the maximum amount of HP the Repair Party consumable can recover (the consumable's tooltip will show how many Hit Points it can recover per second) and only activate it after the ship has taken at least double the amount of damage (unless the damage was suspected to have been inflicted to the Citadel), or to counter fire/flooding damage if the ship's Damage Control Party is on cooldown or reserved for more dire situations.

 

The India Delta signal flag increases the amount of Hit Points that can be recovered per second by 20%. It does not increase the amount of Hit Points that can be recovered. E.g. if a ship's Repair Party can recover 100 HP/sec, and received 3000 HP worth of fire damage, activating the consumable will recover 2800 HP after 28 seconds, with 200 HP left unrecovered. If the ship had flown the India Delta signal flag, it will be able to recover at a rate of 120 HP/sec and will recover all 3000 HP worth of fire damage after 25 seconds, the remaining 3 seconds of Repair Party duration will be wasted unless the ship takes on more recoverable damage before or during activation.

 

 

tl;dr

Shoot HE at soft bits, AP at boilers/magazine behind enough armor. Always keep in mind of range and angle of impact. Don't bother too much about where your bombs and torpedoes hits, just as long as they hit the enemy. Ram at your own risk. Damage is not random.

 

 

Source/Reference:

http://forum.worldofwarships.ru/index.php?/topic/34211-о-модели-повреждений/




#57028 [CONTEST] Ocean Mine Sweeper #2

Posted Elphaba on 14 April 2015 - 06:58 AM

Here are this week's answers!

 

 

Here are our winners!

 

Invite codes have been sent as of 20 April 2015. Congratulations! :honoring:

 

 

Spoiler



#5444 旭日旗復活について

Posted Nurin_ on 21 October 2014 - 10:18 PM

私も署名しました!

 

私は日本から遠くの国に生きています、だけど、私は今回あなた方を応援することにしました。

 

よろしくお願いします。

 

P.S.日本語は上手じゃなくてごめんなさい




#186159 We acknowledge: AFK/Idling Cleaning

Posted Spotter on 28 March 2016 - 05:52 AM

Hello Admirals,

 

In light of the ongoing issues we are facing in our community regarding players who constantly abuse and violate our rules regarding AFK/Idling, we are pleased to announce that the recent hunts we did were very productive and should help us to minimize these abuses.

 

* 42 players were banned in the initial AFK/Idling Hunts.

* 298players were warned for their actions and are now under our watchlist for the next AFK/Idling hunt

 

We will keep you posted regarding the AFK/Idling hunts that will follow.

We thank you for your continued patronage and patience with us.




#5234 旭日旗復活について

Posted iryteitoku on 20 October 2014 - 05:48 AM

不当な抗議によりWorld of Warshipsから削除された日本の海軍旗「旭日旗」を復活させる為の署名を集めているようです。

自分も旭日旗の削除には納得していなかったので、即賛同しました。これを機に旭日旗が復活してくれることを願います!!

 

同じく旭日旗復活を願う方、署名してくれる方は↓のURLよりどうぞ

http://www.change.org/p/wargaming-net-let-s-rebirth-the-navy-flag-of-japanese-rising-sun-in-world-of-warships

 




#184687 A Mighty Stand against AFK/Idling players

Posted Spotter on 21 March 2016 - 09:14 AM

Greeting Admirals!

 

We have received numerous reports regarding players that are non-responsive when engaged in the High Seas. We in the community team also experience the same ordeal as you guys do.

 

So in order to put a stop to these abusive behavior and we experience a much more balanced game play, we here at the Community team will take a firm stand.

 

Please take note that a stricter watch towards AFK/Idling individuals will be implemented starting now.

 

We hope to meet you in the High Seas Admirals.




#111790 The aPOIcalypse is Here! Limited Titles!

Posted Conan on 28 July 2015 - 10:53 AM

Welcome to Conan's Title APOIcalypse!

Get your Custom Forum Rank / Titles here.

 

What's a title you say?

That part.

 

Rules are simple:

1) Ask for a title that is within the forum rules and within reason.

2) Only 50 titles will be given out (+/- a few)

 

Notes:

  • Those with standard titles will be prioritized.
  • I will not be held liable for titles that come out not what exactly you wanted.
  • Title requests not in English might take a slight delay as I will check what they mean.
  • I will not be held liable for any titles lost during this promo.
  • I reserve the right to refuse a title, make changes to this promo, or cancel it outright... depending on my mood.

 

27 / 50 Titles Issued.




#312503 Matchmaker still broken

Posted IJN_Atago on 09 May 2017 - 09:58 AM

Try fixing yourself first.


#237129 Happy birthday to WG and those who have played since it started

Posted Ensign_Brendoonigan on 18 September 2016 - 07:07 AM

Hi guys,

 

I would like to congratulate WG on reaching it's first birthday and having such a great game. I proudly fly the first anniversary flag on all of my vessels now and am looking forward to a 2nd, 3rd and who knows when it might end flag. Yes, you do make me grouchy from time to time but hay, it's only a game and the good far out weighs the bad in my opinion.

 

I would also like to congratulate those who came through the testing phases, alpha, beta, super testers, moderators, Community contributors and everyone else who has helped make the game as good as it is today. This is an extremely demanding game and whilst we'd all like to think that everyone is a unicum player on our team, the vast majority of players will never reach those levels. It's a challenge to some of us but as long as I'm still having fun I can fondly look back at the games and think win or lose it was still fun to play. 

 

The games not perfect but you know what I still enjoy it, even the detonations (well a few games later I do). I for one am looking forward to what comes out during this next year and I'm glad you're all here to help make it that much better.

 

Good luck to WG and everyone else out there whom I might meet in the many battles ahead. (Well at least those on my side, everyone else can just go ahead and get detonated!) 

 

Ensign out.   

 




#236812 See you again same time next year!

Posted Eurobeat on 17 September 2016 - 03:23 PM

If SEA marketing team can elaborate their decision on cutting down the events (Not just any event, its WoWS 1st Anniversary ffs) and selling such ridiculous bundle on SEA, that would be great.

Because looking and comparing the WoWS Anniversary event on various server I can really tell how utterly lazy/ignorant SEA marketing department is.

 

NA/EU? 3x first win, ship/modules discounts and actual missions. Not to mention a far better premium shop.
SEA? LOL here's a bundle of ships including the elusive Fujin that SEA never gets until now, but you have to pay +$100 for it.

No, really, even though this didn't affect me and my life in any way, I understand their sentiment about how shafted SEA server is compared to other server.

 

We want answers. Otherwise more people on SEA are going to know that other server are simply superior.




#108760 An Illustrated guide to hitting things apart from islands with your torpedoes

Posted Gorbon_Rubsay on 22 July 2015 - 07:05 AM

I was looking for a guide like this when I first started playing but couldn't find one, so I made it.

I am not an experienced player ~ only started with open beta but thinking like this really helped me.

I went from hitting one or two torpedoes a game to hitting 5~10. 

For this to work you need to know how your target is moving relative to you.

I do this by checking both the mini map and zooming into the target with gun sights before going to torpedo sights.

I always use the aiming guide (press x) but use it only as a reference (lead indicator). If you fire on the aiming guide you will only hit beginners

 

And one more from the comments:

And some more for anyone dorky enough...(thx amade)

 

Again, I'm pretty beginner at this so take the where to fire advice with a grain of salt ~ thinking this way just helped me visualize how a target moving would affect its position relative to where my torpedoes might go.  Any advice from more experienced players is welcome.




#184525 Eurobeat's How to Guides

Posted Eurobeat on 21 March 2016 - 12:55 AM

Greetings fellow sailor, this thread will be dedicated to all my upcoming How to guides of various ships i play in the game

For the premiere episode, here's the How to Atlanta guide!

 




#282509 Thank you WG Asia team.

Posted RalphTheTheatreCat on 17 January 2017 - 10:34 AM

I am quick to have a dig at WG when they stuff up things, but in this instance I just want to say thanks to WG Asia.

 

Your specials and missions over the Christmas New Years period were excellent.

Graf Spee Missions.

Santa Convoys.

Santas crates.

End of year marathon.


 

All these made it a really enjoyable time to play the game especially when we all know that at time the play can deteriorate and upset people.  I came out of it all with a ton of free xp, credits, flags, camos, a fistload of new ships, as well as camos, captains and credits for my current ships.  

After seeing the rage that ensued on the EU server over Christmas we should all be grateful for the bounty that we all got here over the past 4 weeks.


 

Well that's my brown nosing out of the way for 2017.




#63287 [MOD][0.6.*] Aslain's WoWS ModPack Installer

Posted Aslain on 23 April 2015 - 11:05 AM

  
 

 

Downloads: 

 

24pi24p.png Aslain's WoWS ModPack Installer

 

Installation:
- select folder where is your WoWS installed

 

Uninstalling:
- never use uninstaller from the windows options
- manualy delete res_mods folder in WoWS folder
- rename paths.xml.orig to paths.xml, confirm overwrite




#191582 How hard can it be?

Posted KaZanova on 14 April 2016 - 03:54 PM




#61994 [CONTEST] Ocean Mine Sweeper #3

Posted Elphaba on 21 April 2015 - 05:13 AM

Here are this week's answers!

 

 

Here are our winners!

 

Invite codes have been sent as of 27 April 2015. Congratulations and enjoy! :honoring:

 

Spoiler



#236146 他サーバーとのイベントの質の違い

Posted saketto on 16 September 2016 - 05:33 AM

コレはいったい何がそうなって起きるのですか?

1周年イベントは圧倒的しょぼさ、セールも単艦で買えずもうすでにプレアカもってるひとだとそれに+360分も払わないと艦のコレクションを増やせない使用

普段で考えるとアジアサーバーだけのプレミアム艦の期間限定のおおさ、期間の短さ

 

他サーバーに移動してほしいなら公式でそう発表していただければしますが?

そうでないなら運営を他サーバーと統一するかイベントの内容を統一してください

 

こんな状況で360日分のプレアカ買うくらいなら他サーバーに行って360買った方がはやいので買えるわけがないです




#100340 旭日旗使用に関するガイドラインのお知らせ

Posted Tanitha on 08 July 2015 - 04:00 AM

艦長の皆さん!

World of Warships をご愛顧いただきありがとうございます。

World of Warships Asia オープンベータテストに伴い、ゲーム内を含む弊社ポータル及びフォーラム、等の旭日旗の使用に関しまして、
長期にわたる検討の末、ガイドラインを制定したことをお知らせいたします。

弊社は、中立を保ちできる限り公平なゲーム環境を整え、全ての国のプレイヤーに対しより楽しさを提供できるよう努めております。
中立な立場から可能な限り公平なゲーム環境を整え提供を行っておりますが、このたび弊社が提供するゲーム内での旭日旗をめぐり、フォーラムにおいて様々な議論や対応、問題が生じ、
多くのプレイヤーにご迷惑をおかけしましたことお詫び申し上げます。

 弊社といたしましても、旭日旗をめぐる歴史的、政治的な軋轢ばかりが先に立ち、結果として弊社のゲームの魅力を伝えにくくなるのは弊社の望むところではありません。
今後、更なる誤解やプレイヤー間の対立や議論、対応の差異等を避けるため、弊社はガイドラインを制定いたしました。

以下、旭日旗及びその他歴史的な表記物に関するガイドライン


  • ゲーム内にて使用される日本の旗は、現在の日本の国旗(日章旗)が使用されます。
  • 旭日旗に関して、より歴史的に正確な再現を行いたい場合には、Mod の作成や使用は自由であり、問題ありません。 Mod 関連のトピックはファン投稿にございます。
  • ゲーム内やポータル、フォーラム等において、World of Tanks、World of Warships に関連する話題(例えば、現在の日本の自衛隊艦船や日本の歴史的な軍艦、飛行機、その他機器の写真による旭日旗の表示や一般的な話題、議論)は問題ありません。
  • また、プロフィールやシグネチャへの使用も問題ありません。 ただし、World of Tanks にて提供しておりますクランマーク等に相当する、ゲーム内に表示が反映されるものでは、使用を行わないでください。
  • 弊社は全ての国のプレイヤーに対し可能な限り公平なゲーム環境を整える必要があることをご理解ください。そのため、旭日旗に関わらず、宗教的 / 民族主義的 / 政治的及び、その他のこれらに類する論争 / 話題の提供 / イメージの使用は禁止されております。 また、ゲーム内を含むポータルやフォーラム等、弊社が提供するプラットフォームにおいては、弊社が定めているガイドライン及びルール等に抵触する内容は全て禁止されております。

上記、ガイドラインにつきましては、当ガイドライン掲載日時からの適用となります。また、全ての投稿に関する削除などの判断は、
本ガイドライン及びその他ルールを基に弊社にて判断されます。何卒、ご理解ご了承いただけますようお願い申し上げます。

World of Warships のゲームを通して、全てのプレイヤーがより楽しんでいただけるよう尽力してまいりますため、今後ともよろしくお願いいたします。




#51009 [CONTEST] Ocean Mine Sweeper #1

Posted Elphaba on 06 April 2015 - 12:07 PM

Here are the answers!

 

 

And our winners are:

 

Invite codes have been sent as of 13 April 2015. Congratulations! :honoring:

 

Spoiler