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On fire prevention

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Alpha Tester
512 posts
308 battles

With 3.1 came the introduction of the HE meta and burning ships, burning ships everywhere, fires became very common, and frequently will cause more damage than the shells themselves, to many people, this made the damage control mod 1 (reduce the chance of fire by 5% and flooding by 3%) and the skill Fire Prevention (reduce the chance of fire by 7%) far more appealing to those wishing to not become an oversized floating barbecue, however, thanks to the usual certified WGtm lack of information, unbeknown to most their description is quite misleading:

 wJQGUqy.png

 

Both options work multiplicatively, so instead of subtracting 5% and/or 7% depending on what you are using, it multiplies the fire chance by 0.95 or 0.93 respectively, so if a hypothetical shell has a 10% chance of fire, it will then have a 9.5% chance of fire if you are using the Damage Control mod 1 (if my maths is correct), so either option is really not worth taking, as the bonus is so minimal to not make a difference.

 

To add salt to the wound, the skill that increases the chance of fire by 3% works additively, so that 3% increase really is 3%.

 

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Beta Tester
2,040 posts
1,326 battles

There is also a hidden modifier that determines how likely is a ship to catch fire. According to WG, this value is determined by the ship type and tier, with high tiers having the best fire resistance. Example I heard is tier10 BB with 50% fire prevention (so 0.5 modifier). Also, fire damage is based on max hp percentage (%), lower tiers tend to be 3% per tick, while higher tiers it's much less (about 1.5% ?) :hiding:

 

Edited by Gezeiten_Heimatwelt

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Senior Moderator
3,837 posts
2,602 battles

Just to make it easier for everyone to understand:

 

Chance to set fire = ship's base rate x (1-(Damage Control Mod 1+Fire Prevention skill)) x (shell's base chance to set fire+Demolition Expert)

 

Ship's base rate depends on tier, higher tiers have lower rates than lower tiers (e.g. 0.5 on tier Xs, 0.76 on Fuso, etc).

Damage Control Mod 1 = 0.05.

Fire Prevention skill = 0.07.

HE shell's base chance can be found in the tooltip when you hover over the module, smaller calibers having lower percentages.

Demolition Expert = 0.03.

 

Example:

Fuso with DCM1 upgrade and FP skill being hit by 5" HE shells (5%=0.05) fired by Sims with DE skill.

Chance to set fire = 0.76 x (1-(0.05+0.07)) x (0.05+0.03) = 0.0535 = 5.35%

 

Lets change the shell to Colorado's 16" HE shell (32%=0.32) and both ships have no additional skills or upgrades.

Chance to set fire = 0.76 x (1-(0+0)) x (0.32+0) = 0.2432 = 24.32%

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Beta Tester
3,033 posts
1,487 battles

Just to make it easier for everyone to understand:

 

Chance to set fire = ship's base rate x (1-(Damage Control Mod 1+Fire Prevention skill)) x (shell's base chance to set fire+Demolition Expert)

 

Ship's base rate depends on tier, higher tiers have lower rates than lower tiers (e.g. 0.5 on tier Xs, 0.76 on Fuso, etc).

Damage Control Mod 1 = 0.05.

Fire Prevention skill = 0.07.

HE shell's base chance can be found in the tooltip when you hover over the module, smaller calibers having lower percentages.

Demolition Expert = 0.03.

 

Example:

Fuso with DCM1 upgrade and FP skill being hit by 5" HE shells (5%=0.05) fired by Sims with DE skill.

Chance to set fire = 0.76 x (1-(0.05+0.07)) x (0.05+0.03) = 0.0535 = 5.35%

 

Lets change the shell to Colorado's 16" HE shell (32%=0.32) and both ships have no additional skills or upgrades.

Chance to set fire = 0.76 x (1-(0+0)) x (0.32+0) = 0.2432 = 24.32%

 

Do you have a list of all the ships multiplier by tier?

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