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Found 5 results

  1. Ok so the wows Armor Penetration model goes like this First there is the overmatch check if shell overmatches it doesn't go through the autobounce check Second there's the autobounce check which calculates the chance of bouncing a shell if the angle is within the boundaries of the ricochet angles Finally there's the normalization which reduces the shell's angle of contact after the autobounce. I know the first two repeats but idk if the normalization check repeats.
  2. http://wiki.wargaming.net/en/Ship:Prinz_Eitel_Friedrich Reviews and posts I've read incorrectly led me to assume this ship was a battlecruiser. c.f. LWM " Vulnerable citadel for a German battleship with no turtleback armour. Armed with only eight 350mm guns with poor AP penetration and weak HE shells. " In my experience, however, this ship seems to be unusually tough, especially the flat broadside. With my IJN 203mm AP I get very little, often a bizarre mix of overpens and misses. I've blasted away at it at point blank range with a Konig, with only some pens to show for it. I've seen the ship demolish an angled New Mexico at around 10 km. So I'm thinking "not a battlecruiser". What's the most effective strategy? Incinerate with HE or heavy caliber 16" AP? Are there particular sections of the hull worth aiming for with smaller guns?
  3. Hey everybody, During the month of September - October I'll be pretty much revamping every Captain's Academy episode I've ever made along with as much new information that applies to the game we love today. I will be updating this thread with all the latest videos as I'm done with them. So without much hesitating, here we go! Episode 36 - How to Carrier Episode 35 - How to Battleship Episode 34 - How to Cruiser Episode 33 - How to Torpedo Episode 32 - Captains and Captain Skills Episode 31 - How to Destroyer Episode 30 - AP or HE? Episode 29 - Damage Saturation or Why Did I Do 0 Damage Episode 28 - Overpenetration Mechanics & Penetration Mechanics II [Corrected] Episode 27 - Citadels, Armour and Penetration Mechanics Episode 26 - The Armour Viewer Episode 25 - Aiming & The Reticule Episode 23 - Fighter Strafing/Barrage Episode 21 - Manual Torpedo/Dive Bombing Episode 20 - Invisi-Fire/Stealth Fire Episode 19 - How to Aim??? Episode 18 - Training Rooms Episode 17 - Which Consumables? Episode 10 - Essential Controls
  4. Aniket_Sengupta

    Fire Extinguishing Help

    Ok, I need some information regarding the duration(not chances) of fires set and how it affects: How long do fires last?(in seconds) Has it got anything to do with HE shell size? Has it got anything to do with the tier of the ship?. Has it got anything to do with the type of ship as target? Has it got anything to do with the section of the ship ignited? On what factors do damage per tick depend upon? Percentage? HP? Tier of ship? Type of ship? HE shell size? Any help is appreciated.
  5. benlisquare

    Damage mechanics guide

    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.