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Super Tester
1,177 posts
4,099 battles

 

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.

 

Edited by benlisquare

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Alpha Tester
37 posts
403 battles

Thanks for sharing, it was very informative. I for one did not know about the damage reduction for HE damage once a section has reached a certain threshold. 

 

Is there a way to identify when this threshold as been reached in game visually besides noticing your damage reduce ? Maybe visually on the opponents ship etc ?

 

+1

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Alpha Tester
1,063 posts
509 battles

Thanks for sharing, it was very informative. I for one did not know about the damage reduction for HE damage once a section has reached a certain threshold. 

 

Is there a way to identify when this threshold as been reached in game visually besides noticing your damage reduce ? Maybe visually on the opponents ship etc ?

 

+1

 

When a certain part of a ship keeps getting hit by HE shells, that part will start to turn black, there should be 3 stages to this deterioration form lightly damaged - > damaged - > Heavily damaged.

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