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Average damage is calculated from all your games since day 1. What you really want to see is the average damage of your recent games, which is normally higher. Over the last 500 games, I'm averaging 40k with 0.80 kills per game. My WR is decreasing because far more of my games played are T8 and T9, I hardly ever play T5 anymore, and T6 only rarely. More tonnage on the map means my damage output has to scale just to keep up the enemy teams total hp.
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Hi all, I'm looking for advice on how to play the Akizuki. From my brief experience the Akizuki sucks and is over rated. I accept I may be doing something wrong and need to improve, but there are quirks to this ship which defy rational explanation. It's not the dps monster people make it out to be. I've been in matches where I have rained 200 - 400 shells onto enemy ships and am lucky if I do 20K - 30K damage. I am literally raining shells on enemy BBs and they completely ignore me. Why waste their time swatting an annoying mosquito that barely harms you? And the most annoying part.... after spending the entire match raining 300 shells on enemy ships, I'm lucky if I'm barely able to cover my service costs. This ship literally has sent me broke. I don't yet have IFHE and I understand that's a step up but my concerns are this. What magical DPS effect is IFHE going to have when: AP shells mostly bounce anyway and do bugger all damage (and according to most expert players, you're meant to be using AP and not simply HE spamming) HE shells shatter. I get it IFHE will reduce the shatter rate and help with starting fires which is a great damage boost.... but it hardly transforms the ship into this insane killing machine. There are people out there who swear AP is better than IFHE HE shells anyway, so IFHE can't be this skill which transforms my 300 shells per match from nothing into the literal hand of death smiting all it touches. Akizuki is not a heavy hitter. It appears to kill by using sustained fire to wear opponents down. In my experience sustained AP fire does very little. How are people doing the massive damage I hear about? It can't be IFHE because that only really helps with fires and players seem to insist you need to use both AP and HE. The AP is borderline useless. Even to kill other DDs, you need to keep shooting them up. Akizuki will never one shot anything, so killing enemy DDs when capping is suicidal because their friends will normally half kill you unless you take evasive action shortly after firing (and most of your shells bounce anyway). So killing other DDs is tricky unless you completely surprise them from the other side of an island and they're unable to angle away from you and cause your shells to bounce. And forget chasing them as you're too slow. And as for killing anything else, it's borderline hopeless unless they're dumb enough to run into your torps. Come on guys. What's the secret. I mean I've seen videos where people swear the AP is better than HE with IFHE, so it can't be just IFHE. 400 shells on BBs which are moving and presenting different angles but doing bugger all damage..... you can't fake that. It doesn't matter if someone is a unicum, their trigger finger isn't any better than mine or make the shells behave any differently. What am I missing here? Why does the damage output suck so hard to be almost non existent? I feel like I've got a rapid firing machine gun which shoots cotton balls.
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can anybody pls enlighten me on the DIFFERENCE between Potential Damage and Damage Upon Spotting? Thanksss..
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- potential damage vs damage upon spotting
- damage
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Hello Everyone, I've had some extra time on my hands today, (really bad ping) so I decided to do some math on something that I've been hearing from some DD Captains about BB AP on their ships. I thought they were complaining that AP Overpens were more damaging than HE pens. I have since learned that this is not the case, but that they are complaining of the pen/overpen mechanic that they are subject too. 1) They show broadside, BB overpen and do 1k damage, CL/CA kill them in 1 or 2 salvos because broadside. Makes sense, you show broadside, you get punished. 2) They angle to not die from CL/CA/DD, they get hammered from AP pen from BB. Wait, this makes no darn sense. Correct play gets you killed? (Maybe why people in T10 still don't angle cause they learned angling in DD?) 2 ways that you get hammered in the ship? Not fair. Now, why do BBs only shoot AP? Bad/lazy play? Forgot what the 1 key is? Or is it something in the game mechanics? Ship HE AP Pen HE Overpen AP Japan Kawachi 5,100 8,100 1683 1012.5 Myogi 5,700 10,000 1881 1250 Ishizuchi 5,200 8,000 1716 1000 Kongo 5,700 10,200 1881 1275 Fuso 5,700 10,200 1881 1275 Mutsu 6,500 12,400 2145 1550 Nagato 6,500 12,600 2145 1575 Amagi 6,500 12,600 2145 1575 Kii 6,500 12,600 2145 1575 Izumo 6,500 12,900 2145 1612.5 Yamato 7,300 14,800 2409 1850 USA South Carolina 4,100 8,100 1353 1012.5 Wyoming 4,200 8,300 1386 1037.5 Arkansas Beta 4,200 8,300 1386 1037.5 New York 5,000 10,300 1650 1287.5 Texas 5,000 10,300 1650 1287.5 New Mexico 5,000 10,500 1650 1312.5 Arizona 5,000 10,300 1650 1287.5 Colorado 5,700 12,400 1881 1550 North Carolina 5,700 13,100 1881 1637.5 Alabama 5,700 13,100 1881 1637.5 Iowa 5,700 13,500 1881 1687.5 Missouri 5,700 13,500 1881 1687.5 Montana 5,700 13,500 1881 1687.5 Germany Nassau 3,200 7,200 1056 900 Konig Albert 3,400 8,300 1122 1037.5 Kaiser 3,500 8,400 1155 1050 Konig 3,500 8,400 1155 1050 Bayern 4,500 10,900 1485 1362.5 Gneisenau 4,400 11,600 1452 1450 Scharnhorst 3,200 7,600 1056 950 Tirpitz 4,400 11,600 1452 1450 Bismarck 4,400 11,600 1452 1450 Friedrich der Große 5,000 13,500 1650 1687.5 Großer Kurfürst 5,000 13,500 1650 1687.5 Russian Imperator Nikolai I 4,500 8,600 1485 1075 Oktyabrskaya Revolutsiya 4,500 8,600 1485 1075 UK Bellerophon 5,200 8,100 1716 1012.5 Orion 5,900 9,500 1947 1187.5 Iron Duke 5,900 9,900 1947 1237.5 Warspite 5,300 11,400 1749 1425 Queen Elizabeth 6,300 11,400 2079 1425 King George V 6,100 10,500 2013 1312.5 Hood 5,300 11,400 1749 1425 Nelson 6,900 12,000 2277 1500 Monarch 6,300 11,900 2079 1487.5 Lion 7,200 13,000 2376 1625 Conqueror 8,200 14,900 2706 1862.5 Italy Giulio Cesare 4,800 9,700 1584 1212.5 France Dunkerque 4,800 9,700 1584 1212.5 My theory is, it's the game mechanics. As you can see, with the exception of the Brits. Starting in either Tier 6 or Tier 7, you are rewarded for forgetting your HE shells in BB. The damage output of an HE pen is only slightly more than an AP overpen in most cases from T6 on. Heck, the Germans have 2 different BB in top (from wiki) that have greater AP overpen than HE pen. There is literally no reward for BB players to switch ammo type to HE to shoot DD's. This doesn't make any sense. In the low tiers, you are taught to switch ammo type. This is useless in upper tiers. Sure you can get a little more damage on a DD with HE pen and a fire, maybe knock a module out or the engines, but then what? You have to switch back to AP to be a killer again to other ship types. (Correct play mechanic in my opinion.) Or, you can shoot AP at the DD, get some hits, do almost as much damage and don't have to switch ammo types with the reload wait. Which is what smart players do. (Incorrect play mechanic in my opinion.) I do believe, that DD mains, may have a valid complaint about this. BB players need to be encouraged to switch ammo types which would A) Encourage BB pushing with team (don't have to worry about BB AP if they are shooting DD) B) Help to keep CL/CA from instant delete C) Make average player think more about shots D) (My opinion) Make game play more interesting. E) Ok, just reread A). It most likely won't as a lot of BBs are scared of whatever. What's your thoughts? Honestly Curious about honest thoughts here guys.
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I don't know how to cause the most damage and receive the least damage when ramming.Sometimes,I can see the same type ships,almost same HP,one can ram-kill another and survive.How to do that?
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So, to mitigate the overdependence on IFHE to deal consistent damage, I suggest that there should be the second threshold where the HE shells can still deal damage, albeit much less against the armor they would otherwise fail do do any. My suggestions are the following: If the armor is at 1/3 (or 1/2 for some German shells) the diameter of the impacting shell, the shell would deal 1/12th of the listed damage as "light" damage. The shells should never cause citadel hits it would not under the old thresholds. Your thoughts?
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- High explosive
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As far as I know, the amount of exp/credits are not directly correlated to raw damage (capping and tier differences aside), but has more to do with how much chunk of HP you shaved off the enemy. For example, dealing 10k damage on destroyers will net you more than dealing 20k damage on battleships. I suggest that we should display (preferably in-game counter) the cumulative percentage of damage you done to ship. I think this could be more accurately represent your in-game performance.
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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. 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. 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. 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. 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. . 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. 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/
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When you think that 'one more game' was enough damage.
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To me the Kiev should be a dd killer, which it was when it first came out. I never played the Russian DD's when they had the high damage, but now that I'm at the Kiev It feel significantly weaker that I feel it should. The high speed and 2 front turrents means it was built to chase, the problem with the current build is all enemy DD's have ~3km to turn around and high tail it to cover or friendlies. Thus I suggest that 9km spotting distance be reduced, this ship currently does not have an strength to stand on.
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Hello guys!!! My friend suggested me to make more arpeggio art since he's too excited for the Arpeggio mode (I'm too lazy but hey, it's Christmas so at least a present for him and to other players too) !!Warning!! Before modding or whatever you call it, be sure to have a back up for the files that needs to be replace (don't wanna mess the game texture right?) here we can see Kongou being damaged and there's some hexagon grids that shows that she'd damaged so we're gonna try to replicate that and you can choose a color you want this are the screen shots of the mod: this hexagons only shows when your ships was damage so when you haven't taken hits then it won't show up you can download in here. MF link Here. It's basically the same with this Klein Field mod I made from beta. How to apply? Just open the body folder and choose you color then put the crash.dds in World_of_Warships\res\content\gameplay\common\textures. the penetration folder is the a texture of ships that has been pentrated by AP shells. when the ships is holed, you can see inside the hull and the texture is blinking and glow a little. (see the third screenshot) open the folder of which color you like then put all files in World_of_Warships\res\dyndecals REMEMBER TO BACK UP THE ORIGINAL FILES BEFORE REPLACING IF SHIP HAPPENS!!! BTW Merry Christmas and fair seas!
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For friendly damage my suggestion is to cancel the fines(penalty) by torpedoes only that is given to the player that fired the torpedo(damage),instead deduct the HP damage points from HP of the player that fired the torpedo. deduct hp damage points from hp of the only player that fired the torpedo not the player that caught in torpedo web(way). I see no safe ways to fire torpedo if some one is ahead and close to enemy or even like fire and forget torpedoes. the ship that is ahead if can maneuver out of way . the points can be deducted from team and not from the ahead gone ship. this is kind of intelligence for team [ahead(close combat) ship need to have different view angle so torpedo can be seen better]. i am not good with torpedoes.(or be able to use ship weapon to shot and pick the individual torpedo to save one self) each torpedo does have a little icon on it when fired. also zoom out needs to be more, when keeping right mouse button pressed. [Need to pick the incoming torpedoes and shot to save one self, or at least just shoot and destroy by firing ship weapons , i believe it be good for all type ships in game (Developer and GM note)]
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I'm on the asia server, and HE and AP is bouncing EVERYWHERE. Full fuso broadside on cruisers and all bounced, dealing ZERO damage. Full HE salvo using Fubuki on a Mogami's superstructure....6 hits, ZERO damage. This doesn't happen once or twice a match, it happens to about 1/3 of my salvos. Perfect shots at perfect angles, and all bounced. The last time I checked, my HE shells only "bounced" when you strike the bottom part of the hull where minimal damage is dealt to a battleship This has been going on for me ever since the new patch came out. Anyone else experiencing this too?
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hi, just wondering if anyone knows if the damage and pen by caliber and everything that makes up the damage model is based on WoT or is it its own script or scale in game? it seems pretty similar to me but im not sure on a few things
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The following is a guide on how damage mechanics work within this game. While the placement of individual shots fired is heavily influenced by RNG, the damage figures of each shot is rather straightforward to determine. AP shells can bounce off or fail to penetrate the target for 0 damage. They can over-penetrate, doing 10% of their maximum damage. They can penetrate but fail to hit any critical component for 1/3 of their maximum damage, or penetrate the citadel to deal maximum damage. Cruisers typically have maximum AP damages ranging from 3000 to 4000, so you'll only see the big numbers pop up against other cruisers when you hit multiple citadels with a single salvo. Battleships have maximum AP damages starting at 10,000 and going up to 14,000, so they only need one good citadel hit to severely damage whatever they're aiming at. HE is a bit more complex. First of all, normal HE shells hit for 1/3 of their maximum damage. This means that if your HE shell has a maximum damage value of 2000, the standard HE hit will do 667 damage. The exceptions are HE citadels (usually against unarmoured CVs, which deal maximum damage) and against DDs—if you hit a DD amidships (where the DD's "citadel" should be) HE can do 1/2 damage. HE also suffers from damage reduction, however. Every ship is divided into 5 sections (bow, front half, rear half, stern, and superstructure) and these sections have different damage thresholds. Once a section reaches its damage threshold, all HE damage from that point on will be cut in half. In other words, your HE shots that started off doing 1/3 maximum damage will eventually do 1/6 damage instead. This is why it can take so many shots to finish off the last 10% of an enemy's HP. There is a second damage reduction threshold beyond this that reduces all incoming HE damage to 0, however most ships will be dead before that happens. HE can also be blocked completely by armour, usually BB belt armour. HE does 0 damage in this case, although it can still set a fire. The basis of this guide originates from a series of posts by various people. I have made a few adjustments and modifications, but the general idea remains the same. Thanks to anon for compiling the ideas together.
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Here is an idea for a new damage mechanic for the game. Instead of having a single damage counter for ships, perhaps it would be better to divide the damage between the left and right side of the ship. Have a image of the ship from a birds-eye-view with 2 levels (left and right side) of the ship. This way, if 1 side of the ship is taking severe damage, a player and maneuver the ship to put the other side of the ship to the enemy and continue playing. When it comes to ship damage registry, shots to the hull get counted against the side of the ship it was hit from. Fire damages both sides of the ship. Shots to the deck and anything above it get counted to both sides This way, it adds a level of difficulty in tactics for players.