Fire and Flooding
Contents
Fire
(link)
How It Works: FireSetting Fires
Hits from 2 types types of ordnance can cause a ship to catch on fire:
- A high explosive shell from a main or secondary battery
- An HE aircraft bomb
Obviously, it is impossible to set friendly ships on fire.
A "Set on Fire" ribbon is awarded for each individual fire set on an enemy ship.
Fire Zones
Every ship has four distinct zones along its main deck that can be set on fire, fore, aft, and two amidship. Thus the maximum number of fires on a ship is four (4). The commander skill Firefighter, available on battleship commanders, reduces the number of fire zones to three (3) (one amidship).
Fire Chance
Fire Chance (the chance a shell or bomb will set a fire) is calculated by combining a base chance for the ordnance to set a fire, the target ship's intrinsic resistance to fire, and certain modifiers.
Fire Resistance
Each ship hull has an intrinsic resistance to fire. The amount of resistance is based on ship type, ship tier, and the hull that is currently equipped (stock or upgraded—Premium ships all have the upgraded hull). This resistance is expressed as the Fire Resistance Coefficient (FRC). The lower the coefficient, the more resistant the ship is to catching fire.
Base Fire Chance
The chances to cause fire by an HE shell is displayed in each ship's statistics. Only HE shells have a Fire Chance. In addition, each ship entry in this wiki includes the fire chances for main and secondary HE shells.
For aircraft HE bombs, the base fire chance is a characteristic of the size and type of ordnance used and can vary depending on the ship and planes. As for HE shells, bombs' chances to cause fire are displayed in each aircraft carrier's statistics.
Fire Damage
Damage dealt by each instance of fire on a ship is fixed as 0.3% of its total health pool per fire per second. Each fire has a base duration of 60 seconds for battleships and aircraft carriers, and 30 seconds for destroyers and most cruisers. A fire that is allowed to burn for the full duration will consume 18% (0.3% x 60 sec) of a battleship's or aicraft carrier's maximum health and 9% of a cruiser's or destroyer's maximum health (0.3% x 30 sec).
However, there are some cruisers which have longer than average (45 seconds) fire duration.











Captains of battleships and large cruisers can quickly see, then, that while one fire might be considered a nuisance, two or more are a major threat to the ship.
Other Effects of Fire
- Ships on fire have their surface and air detectability increased for the entire duration of the fire. This is particularly noteworthy for destroyer captains. Note that the detectability nerf does not get worse if the ship has multiple fires on its deck.
Extinguishing Fires
Fires can only be extinguished by utilization of the Damage Control Partyconsumable, by waiting for the fire duration timer to expire, or by using Fight fire with fire skill in some circumstances. The duration of a fire can be reduced by, for example, equipping the Damage Control System Mod. 2 modification, which will reduce the duration by 15%.
All damage sustained by fires is 100% eligible for recovery by ships that can use the Repair Partyconsumable.
Information about HE shells' penetration can be found here.
Flooding
(link)
How It Works: FloodingCausing Flooding
Only 2 effects have a chance to cause a ship to flood:
- Being struck by an enemy torpedo
- Being rammed by an enemy ship
As with fires, it is impossible to flood a friendly ship. A ship is immune from flooding during the action time of its Damage Control Partyconsumable. 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 one flood.
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 skills possessed by the attacking and defending commanders
All ships — except destroyers — 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 Damage Reduction" displayed in its statistics.
Flooding Effects
There are two parts of the ship that can flood—the forward half and the aft half. Though, there can only be one flood active. A flooding's damage is a lot more significant than a fire's; as a flood will deal around the same amount of damage per second as 3 fires that burn simultaneously. In addition, ships that are flooding have their top speed significantly reduced for the entire duration of the flood.
Controlling and Repairing Flooding
Flooding can be stopped in one of two ways:
- activating the Damage Control Party
consumable
- waiting for the flood duration timer to expire
All damage sustained by flooding is 100% recoverable by ships that can use the Repair Partyconsumable.
Flooding Duration
In Legends, flooding has a base duration of 90 seconds. 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 a few ways:
- Activating the Damage Control Party consumable, which will stop flooding immediately
- Equipping the Damage Control System Mod. 2 modification will reduce the duration by 15%
References
- ↑ Based on World of Warships PC's Wiki Page: Fire
- ↑ Based on World of Warships PC's Wiki Page: Flooding