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  1. I play as a BB and this occurs to me often, that my penetrating shots deal relatively low damage compared to enemy BBs, which take out HUGE chunks of my hp with a few pens (considering no citadels). This video also shows this at 2:48
  2. So... Uhm.... just a newbie questions about HE shell (sorry for that) 🙃 First, Can HE shell set fire when not penetrate armour ? Second, how fire lit in the citadel and does it cause same amount of damage on fire in superstructure ? Third, if HE shell not penetrate can it damage module ? (example : AA gun) Last, if you take IFHE is it necessary to take DemoExpert too ? Thank you
  3. In a close range N. Mex. vs. N. Mex fight, where's the best place to aim your shells? (assuming a near-broadside target) N. Mex. armor layout is a very low citadel with a very thick armor belt directly above it, then the four heavily armored barbettes under each turret. Can the 14" shells penetrate through the belt armor into the citadel, or does one have to aim under the waterline? It going for the turret magazines a better strategy? I ask because despite being in a good position and landing plenty of shells amidships, I still could not do enough damage to finish off the enemy N. Mex before he got me. It was a close thing, but he in got the killing volley.
  4. I know the closer,the bigger the shell is,the thicker armor it can penetrate,but what's the other factors that can determine penetration value,and how they determine,like shell mass? Thanks.
  5. 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?
  6. Hi, everybody. This is my first thread about my exploration on the game mechanics. In this thread, I made my experiment with WJChen and Kimok69 regarding aft penetration without requiring overmatching caliber. Before we countinue, let's provide some description on some of the technical terms: Ricochet: The condition where the armor-piercing shell impact a layer of armor at sufficiently steep angle and skip off the armor without doing any damage. In most cases, if the shell cannot overmatch the layer of armor, the shell with impact angle steeper than 45 degree will have the chance to richochet and will almost always ricochet with the impact angle steeper than 60 degree (USN 203mm and RN Cruisers are the exceptions). High explosive shells do not fall in this rule. Overmatch: The ability of the shell to ignore the auto-bounce angle and go through a certain layer of armor where the said shell caliber is 14.3x larger than that layer of armor thickness. In the video I posted, we used Montana (me) and Izumo (Kimok69) as the examples in the training room. The Montana and Izumo both have 32mm bow and stern which would require a gun caliber larger than 457mm to overmatch it. However, some of the ship's stern do not have enough "pointyness" to trigger ricocheting. In the video, I managed to penetrate the Izumo's stern dealing some significant damage, but not able to citadel. At the end of video, however, I get instantly deleted by the stern shot from Izumo, which is likely the result of stern penetration into the rear citadel bulkhead, thanks to the Montana's ridiculously raised citadel. Conclusion: If you are in the ship with round stern (i.e. Montana, Iowa, Izumo, Yamato) you are running the risk of stern penetration if you point it directly towards enemy's gun in the brawling. The risk further exacerbates when you are in the ships with raised citadel. Granted, the situation where you can take advantage or being at risk from it is rare, but who knows when the opportunity presents itself where you could penetrate someone with 16 inches in the aft... Work-in-progress (time allowing basis): Test against more ships Do some reviews on ship's stern
  7. Whether you're zoomed out or in binocular mode I humbly suggest we include a reload timer and penetration indicator similar to the one implemented in WoT's reticule: RELOAD TIMER Details: Located somewhere on the right hand side, below the horizon line of the crosshair (so as not to interfere w the sight lines); Font has different colors depending on status. Example: Red while guns are reloading; Green when fully loaded When fully loaded, number indicates total reload time; Since warships usually have several guns, the timers have up to three or more "layers" Once a gun is fired, a faded red countdown timer will be found below main timer, indicating the no. of seconds left before it can be fired; More guns fired would mean more timers below main timer, but only up to the three most recent countdown timers will be shown and faded so as not to clutter the UI; Main timer indicates reload time of guns not yet fired; however, when all guns have been fired, main timer reveals countdown of soonest possible gun that can be fired (especially useful for cruisers and battleships); OPTIONAL: Timers indicate reload time of only the guns that can be fired in a certain angle/arc, especially useful for implementation of detail 4.3. Feature can be implemented solely for guns, but may also be implemented for torpedoes; e.g. have 2 timers; one located beside the other; timer of weapon type is highlighted when in use Benefits: It's more convenient for players since the number is located near to the crosshair and provides real-time information; Especially useful for captains trained with Adrenaline Rush, since timers will also change real-time in accordance to the reload time reduction as per the skill. Disadvantages: May clutter UI; but with font size and color adjustments this issue maybe mitigated; May cause an issue with redundancy, since existing UI have reload timers located at the bottom of the screen. However, existing reload timers don't reveal total reload time unless you hover your mouse over it. Besides, the same feature has long since been implemented in WoT and works quite well. Just make some minor adjustments due to having multiple guns/torp tubes and the issue should be resolved. -o- PENETRATION INDICATOR Details: The center arrow/crosshair ^ changes color in accordance to penetration chance of shells when aimed at certain areas of warships at certain distances; White (default color): when not locked onto enemy ships or aimed at allied ships Red: Shells cannot penetrate Yellow: Shells have 50% chance of penetration Green: Shells can penetrate (if it hits, better pray to RNGesus lel) Color MAY change when aiming at various distances, since distance affects shell penetration value. Only affects guns, since torps don't need the system Benefits: Provides more information to captains when decision making on when and where to fire their guns. Captains may aim directly at the ship first, look for soft spots to pen w their shells, and then find the appropriate lead time to hit said areas. Aids in teaching newer players in improving their gunnery skills; that is, to determine which shell type is most effective against which ship types, areas to aim for, and in which distances to they have to engage for maximizing their damage potential. Disadvantages: Redundancy in part of experienced players; It will be challenging to determine penetration chances against deck armor, except when using long-range ships, guns w high trajectory, or using spotter planes. Chances of being largely unused since experienced players usually start calculating lead time the moment they lock onto enemy ships
  8. 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/
  9. Quick question, I know that we can look up the armor of the ships, and we are given the info on over matching (hit ship with shell that can pen over 14.3 times the armor amount), but no where that I have seen states the penetration value of the ships guns. Now I was playing with someone I know that is a super tester in the game and he stated that in this game the guns penetration is based off of the caliber of the gun (diameter of the shells). It makes since and explains why the Warspite, and the Yamato are able to over match in their tier, but at the same time I'm praying that WG were not this simple minded to base the guns penetration amount off of just the caliber. So is this true, is the penetration of the guns in this game based off of the caliber size?