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Armor Penetration

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Re-write ideas

This article has just about everything in it, but it's nearly impenetrable. It needs a re-write. I record here a suggestion for doing so.

I think some flow charts would be nicer, I'd also get rid of a lot of the extraneous information - the pic of Iron Duke and the concept of Immunity zone. It needs to either be gameplay mechanics or history, not both.
I'd like to go through a flow for AP - hit, overmatch check, angle check, fuse arm check, shell travel, did it land in a turret y/n, explosion, saturation.

Too many videos, too.
iDuckman:na (talk) 18:22, 6 October 2020 (UTC)

Penetration procedure

From LWM, here is the order in which the penetration and fuse arming for AP shells is calculated:


AP Shell Damage Order is the following:

  1. Overmatching - If an AP shells is 14.3x the cross-section of the armour plate (absolute thickness) then the shell ignores steps #2, #3 and #4 and skips right to #5. If not, move onto step #2.
  2. Ricochet Check - Game calculates whether or not the shell will ricochet. If the shell passes this check, it moves onto #3. If it doesn't, the shell isn't discarded and its trajectory is still calculated until it hits the water or explodes.
  3. Shell normalizes - Shell's trajectory is nudged towards the perpendicular.
  4. Penetration check - Game checks to see if the shell has sufficient energy to punch through the armour in question. Depending on where the shell is, this may result in causing damage or not.
  5. Fuse arming check - Game compares the relative armour value to the shell's fuse sensitivity.

Even after the shell penetrates and maybe arms it continues until it encounters more armor or the water. An armed shell will explode when its timer expires, wherever it is.
iDuckman:na (talk) 20:05, 10 April 2021 (UTC)