Welcome to Wargaming.net Wiki!
Variants

Flooding

Jump to: navigation, search

Some browsers may not be able to expand the tables below.
If you have trouble viewing them there is a fully expanded version of this page here.

Learn more about flooding. 16 May 2019
The "Flooding" ribbon is awarded for causing flooding to an enemy ship.
239_icon_flooding.png
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 30% in addition to the damage-over-time effect.

Causing Flooding

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

  • Being struck by an enemy torpedo.
  • Being rammed by an enemy ship.
  • Being hit by a depth charge as a submarine.

It is impossible to cause a flooding on an allied ship.[1] Underwater shell hits can cause damage but do not cause flooding.

A ship is immune from flooding during the action time of its Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration..

A ship's torpedo protection is shown in the Port screen under the Survivability tab. If no value is shown, it is 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 more than two floods concurrently: one forward and one aft. In the case of submarines, only one active flood in possible, in the amidship section.

Flooding Chance

Ramming causes flooding in the impacted section if the ram causes 10% or more damage to the ship.

The probability of a ship flooding from a torpedo strike depends on:

  • the base flooding chance of the torpedo,
  • the presence and quality of a Torpedo Protection System,
  • where the ship is struck,
  • the presence of upgrades and signals mounted on the ships,
  • the skills possessed by the attacking and defending commanders.

All ships — except destroyers and submarines — have torpedo protection for their citadel. As a result, the chance of flooding and damage are reduced even if the ship doesn't have "Torpedo Protection" displayed on the Port screen. Destroyers and submarines do not have any torpedo protection, so the torpedo damage reduction bonus of Damage Control System Modification 1: -5% to the risk of fire. / -3% to the risk of flooding when torpedoes hit the torpedo protection. will not function when the upgrade is mounted on a destroyer. (Yet another argument in favor of Engine Room Protection : -20% to the risk of incapacitation. / -20% to repair time..)

Base chance

Flood chance when striking anywhere but the ship's anti-torpedo belt.

FCB = FCT • SVL • SJWU • KLQ

Where:

  • FCB - Base flooding chance
  • FCT - Torpedo flood chance (from the tables below)
  • SVL  = 1.04 if the attacking ship flies 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. signal flag, else 1
  • SJWU = 1.15 if the attacking ship flies the Juliet Whiskey Unaone +15% chance of causing flooding. / +5% to the risk of your ship's magazine detonating. signal flag, else 1
  • KLQ  = 1.30 if the attacking commander has the Liquidator skill, else 1


Against a Torpedo Protection System

Flood chance when striking a ship's anti-torpedo belt

FCTP = FCB • 0.33 • UDCS • (1 - (TP + KTP - KPF))

Where:

  • FCTP - Flooding chance against a ship's Torpedo Protection system
  • FCB - Base flooding chance
  • UDCS - 0.97 if the Damage Control System Modification 1: -5% to the risk of fire. / -3% to the risk of flooding when torpedoes hit the torpedo protection. upgrade is mounted and the ship is not a destroyer, else 1
  • TP - Damage reduction of the ship's Torpedo Protection system (ship specific; roughly 0-50%)
  • KTP - 0.07 if the defending commander has the Vigilance skill, else 0
  • KPF - 0.10 if the attacking commander has the Proximity Fuze skill, else 0

Ship-Launched Torpedo Data

Aerial Torpedo Data

Flooding Effects

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

There are two parts of the ship that can flood — the forward half and the aft half. Thus there can be two simultaneous floods (only one with submarines).

Aircraft carriers, destroyers, and cruisers take 0.25% hit points of damage per second per flood; battleships and large cruisers[1] take 0.5% hit points of damage per second per flood; Admiral Graf Spee takes 0.375% hit points of damage per second per flood; and submarines take 0.33% hit points of damage per second per flood.

In addition, ships that are flooding have their top speed reduced by 30% at full speed forward, and 60% at reverse.

Controlling and Repairing Flooding

Flooding can be stopped in one of two ways:

  • activating the Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. consumable,
  • or waiting for the flood duration timer to expire.

All damage sustained by flooding is 100% recoverable by ships that can use the Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable.

Flooding Duration

Flooding has a base duration of 30 seconds for carriers and submarines and 40 seconds for the other classes.

Flooding duration cannot be extended by subsequent strikes on a part of the ship that is already flooding. Otherwise, flooding duration can be altered in several ways:

  • Activation of the Damage Control Party will stop flooding immediately.
  • Equipping Slot 4 upgrade Damage Control System Modification 2 will reduce the duration by 15%.
  • A battleship commander's Basics of Survivability skill will reduce the duration by 15%.
  • In contrast, the Super-Heavy AP Shells battleship skill will extend the duration by 30%.
  • Flying the Juliet Yankee Bissotwo -20% to flooding duration. signal will reduce the duration by 20%.

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

For example, if Damage Control System Modification 2 and Juliet Yankee Bissotwo are stacked, the flooding duration is:
40 seconds x 0.85 x 0.80 = 27.2 seconds.

The below tables provides the flood durations and total health loss for the different combinations of the modifiers. Full flood duration uninterrupted by Damage Control Party is assumed.

Flooding Impact to Aircraft Carriers   (0.25% HP/sec)
Modifiers Duration Single Flood Double Flood
none 30 seconds 7.5% of base health 15% of base health
With a -15% modifier 25.5 seconds 6.38% of base health 12.75% of base health
With a -20% modifier 24 seconds 6% of base health 12% of base health
With both modifiers 20 seconds 5.1% of base health 10.2% of base health


Single-Flood Impact to Battleships   (0.5% HP/sec)
Modifiers Duration Total Damage
none 40 seconds 20.0% of base health
-15% 34 seconds 17.0% of base health
-20% 32 seconds 16.0% of base health
-15%, -15% 28.9 seconds 14.5% of base health
-15%, -20% 27.2 seconds 13.6% of base health
-15%, -15%, -20% 23.1 seconds 11.6% of base health
+30% 52 seconds 26.0% of base health
-15%, +30% 44.2 seconds 22.1% of base health
-20%, +30% 41.6 seconds 20.8% of base health
-15%, -15%, +30% 37.6 seconds 18.8% of base health
-15%, -20%, +30% 35.4 seconds 17.7% of base health
-15%, -15%, -20%, +30% 30.1 seconds 15.0% of base health


Single-Flood Impact to Large Cruisers[1]   (0.5% HP/sec)
Modifiers Duration Total Damage
none 40 seconds 20.0% of base health
With a -15% modifier 34 seconds 17.0% of base health
With a -20% modifier 32 seconds 16.0% of base health
With both modifiers 27.2 seconds 13.6% of base health


Single-Flood Impact to Admiral Graf Spee   (0.375% HP/sec)
Modifiers Duration Total Damage
none 40 seconds 15.0% of base health
With a -15% modifier 34 seconds 12.75% of base health
With a -20% modifier 32 seconds 12.0% of base health
With both modifiers 27.2 seconds 10.2% of base health


Single-Flood Impact to Cruisers and Destroyers   (0.25% HP/sec)
Modifiers Duration Total Damage
none 40 seconds 10.0% of base health
With a -15% modifier 34 seconds 8.5% of base health
With a -20% modifier 32 seconds 8.0% of base health
With both modifiers 27.2 seconds 6.8% of base health
Single-Flood Impact to Submarines   (0.33% HP/sec)
Modifiers Duration Total Damage
none 30 seconds 9.9% of base health
With a -15% modifier 25.5 seconds 8.4% of base health
With a -20% modifier 24 seconds 7.9% of base health
With both modifiers 20.4 seconds 6.7% of base health

Notes

Sources

Updated Mechanics for Flooding News article 12-Feb-2019.

Endnotes

  1. 1.0 1.1 This group includes Tier VII Toulon, Tier VIII Congress, Cherbourg, Haarlem and Schill, Tier IX Admiral Schröder, Ägir, Alaska, Alaska B, Azuma, AL Azuma, Brest, Carnot, Johan de Witt, Kronshtadt, Michelangelo and Siegfried, and Tier X Defence, Gouden Leeuw, Marseille, Puerto Rico, Sevastopol, Stalingrad, Yoshino and Yoshino B .