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Flooding

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239_icon_flooding.png
The "Flooding" ribbon is awarded for causing flooding to an enemy ship.
Flooding in World of Warships is a damage-over-time effect that occurs due to damage taken below the waterline, most commonly from being struck by enemy torpedoes. Ships that are undergoing flooding do not list in-game as they would in real life, but do have their top speed reduced by approximately 20% in addition to the damage-over-time effect.

Causing Flooding

Only two effects have a chance to cause a ship to flood:

  • Being struck by a torpedo (enemy or friendly).
  • Being rammed by an enemy ship.
A ship's torpedo protection is shown in the Port screen under the Survivability tab. If no value is shown, it is considered to be zero.

A ribbon is awarded when a flood is caused to an enemy ship. Though captains may be awarded multiple flooding ribbons, it is not possible for a ship to suffer from the effects of multiple floods; either a ship is flooding or it is not. This is distinctly different from fires, where a ship can suffer from multiple simultaneous fires that stack their damage-over-time effects together.

Flooding Chance

The probability of a ship flooding depends on where it is struck by the torpedo (or rammed by the enemy ship), the presence of upgrades on the damaged ship (specifically, Damage Control System Modification 1), and the signals mounted on the attacking ship: Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) increases the chance of causing a flood by 15%; Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) increases it by 4%. Many ships — most battleships and aircraft carriers, as well as some heavy cruisers — have torpedo bulges built into their citadel armor that reduces not only damage taken from the torpedo, but the chance that the torpedo will cause flooding. This is displayed in the port UI as "Torpedo Protection" under the Survivability tab.

In order to calculate the flood chance of a given torpedo versus a given ship, the following formula is utilized:

{ [ ( 1 - [Torpedo Protection] - [Damage Control Modification 1] ) x 0.33 } x ( [Torpedo Flood Chance] + [Signals] ) = Flood Chance
  • The value of "Torpedo Protection" varies by ship and is displayed in the port screen.
  • The value of "Damage Control Modification 1" is 0.03 if the appropriate upgrade is installed; otherwise, it is zero.
  • "Torpedo Flood Chance" varies by torpedo; the values can be found in the tables below.
  • "Signals" varies depending on which signals are equipped; both Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) can increase the flooding chance of torpedoes.

It is noteworthy that this formula is dependent upon the torpedo striking the torpedo protection (torpedo bulges) on the ship in question. If the torpedo strikes farther forward or astern of this protection, the damage and flood chance reduction afforded by the torpedo protection will not apply.

Ship-Launched Torpedo Statistics

Aerial Torpedo Statistics

As an example, we can compare the flood chance of a Type 93 mod. 3 torpedo from Shimakaze against Yamato’s vaunted torpedo protection. The Yamato has Damage Control Modification 1 installed. The Shimakaze commander is flying both the Victor Lima (+1% chance of causing a fire for bombs and shells with a caliber above 160mm / +0.5% chance of causing a fire for bombs and shells with a caliber below 160mm. / +4% chance of causing flooding.) and Juliet Whiskey Unaone (+15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating.) signals. The flood chance would be:


{ [ (1.00) - (0.55) - (0.03) ] x 0.33 } x [ (4.06) + (0.15) + (0.04) ] = 58.91% flood chance


If the Shimakaze was to de-mount the signal flags, the flood chance would be:


{ [ (1.00) - (0.55) - (0.03) ] x 0.33 } x [ 4.06 ] = 56.27% flood chance


If the same Shimakaze was to attack a Montana that did not have Damage Control Modification 1 installed, the flood chance would be:


{ [ (1.00) - (0.37) ] x 0.33 } x [ 4.06 ] = 84.41% flood chance

Flooding Effects

The user interface will display this icon — overlayed with the remaining duration — when a ship is experiencing flooding.

Flooding damage reduces a ship's health by 0.667% of its total health pool per second. If a flood is not controlled (see below) and is allowed to run for its full duration, a ship will lose just over 60% of its total health pool to a single flood.

In addition, ships that are flooding have their top speed reduced by 15-20% (depending on class).

Controlling Flooding

The effects of flooding can only be removed by utilization of the Damage Control Party (While active, instantly repairs any module incapacitations, fires, and floods.) consumable, or by waiting for the flood duration timer to expire. Flooding has a base duration of 90 seconds, which can be reduced several ways:

Each of these effects stacks with the others; however, they are multiplicative rather than cumulative.

For example, if all three effects are stacked, the flooding duration is: 90 seconds x 0.85 x 0.85 x 0.80 = 52.02 seconds.

The below table provides the flood durations and total health loss for the different combinations of the above three effects.

Modifiers Total Damage Duration
Total damage 60% of base health 90 seconds
With one -15% modifier 51% of base health 76.5 seconds
With a -20% modifier 48% of base health 72 seconds
With two -15% modifiers 43.4% of base health 65 seconds
With one -15% modifier and a -20% modifier 40.8% of base health 61.2 seconds
With two -15% modifiers and a -20% modifier 34.7% of base health 52 seconds

All damage sustained by flooding is 100% recoverable by ships that can use the Repair Party (While active, restores a fixed percentage of a ship's hit points each second.) consumable.