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?__TOC____NOEDITSECTION__+<!-- __TOC__--> __NOEDITSECTION__
? +{{Video|AGEHZQsYzGE|width=375|Learn more about fire.}}{{AnnoWiki|content=
?{{Video|CodrMornwxE|width=375|Learn more about fire.}}{{AnnoWiki|content=+
 [[Image:240_icon_fire_small.png|left]]'''Fire''' in World of Warships is a damage-over-time effect that occurs due to damage taken from enemy high explosive shells or aircraft bomb hits. Fire is represented visually by flames spewing from the deck or superstructure of a ship, as well as by flames along the edges of the in-game user interface. Ships can sustain multiple fires simultaneously; each part of a ship that is on fire increases the amount of damage that a ship suffers per second.}} [[Image:240_icon_fire_small.png|left]]'''Fire''' in World of Warships is a damage-over-time effect that occurs due to damage taken from enemy high explosive shells or aircraft bomb hits. Fire is represented visually by flames spewing from the deck or superstructure of a ship, as well as by flames along the edges of the in-game user interface. Ships can sustain multiple fires simultaneously; each part of a ship that is on fire increases the amount of damage that a ship suffers per second.}}
  
 == Setting Fires == == Setting Fires ==
 [[File:419_ribbon_burn.png|right|thumb|The "Set on Fire" ribbon is awarded for setting fire to an enemy ship.]] [[File:419_ribbon_burn.png|right|thumb|The "Set on Fire" ribbon is awarded for setting fire to an enemy ship.]]
?Hits from two types of ordnance can cause a ship to catch on fire:+Hits from three types of ordnance can cause a ship to catch on fire:
  
?* A high explosive shell (enemy or friendly) from a main or secondary battery.+* A high explosive shell from a main or secondary battery.
?* An aircraft bomb or rocket (enemy or friendly).+* An HE aircraft bomb.
 +* An HE rocket.
  
 +It is impossible to cause a fire on an allied ship.<ref>[https://worldofwarships.eu/en/news/game-updates/update-076-night-battle/#misc Update 0.7.6.]</ref>
  
 A "Set on Fire" ribbon is awarded for each individual fire set on an enemy ship.<ref>Note that the Fire ribbon is also awarded when a fire '''would''' have been set but is not because of a {{Damage Control Party}} immunity period. </ref>  A "Set on Fire" ribbon is awarded for each individual fire set on an enemy ship.<ref>Note that the Fire ribbon is also awarded when a fire '''would''' have been set but is not because of a {{Damage Control Party}} immunity period. </ref>
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 === Fire Zones === === 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. The commander skill [[Ship:Commander#Fire Prevention|Fire Prevention]] reduces the number of fire zones to three (one amidship).+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. The commander skill [[Ship:Commander#Fire Prevention|Fire Prevention]] for battleships reduces the number of fire zones to three (one amidship).
  
 == Fire Chance == == Fire Chance ==
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 The chance to set fire for a single high explosive shell hitting a ship is calculated by the following formula (the formulas for airborne rockets and bombs are similar): The chance to set fire for a single high explosive shell hitting a ship is calculated by the following formula (the formulas for airborne rockets and bombs are similar):
  
?<!-- {{AnnoWiki|content='''Fire Chance = ''' '''[Fire Resistance Coefficient] x ( 1 - [Damage Control Modification 1] - [Fire Prevention] ) x ( [Projectile Base Fire Chance] + [Demolition Expert] + [Signals] - [Inertial Fuse for HE Shells])'''}} +<!-- {{AnnoWiki|content='''Fire Chance = ''' '''[Fire Resistance Coefficient] x ( 1 - [Damage Control Modification 1] - [Fire Prevention] ) x ( [Projectile Base Fire Chance] + [Pyrotechnician] + [Signals] - [Inertial Fuse for HE Shells])'''}}
 * The value of "Damage Control Modification 1" is 0.05 if the appropriate [[Ship:Upgrades#Tier_III.2B_Equipment_.28Slot_4.29|upgrade]] is installed; otherwise, it is zero. * The value of "Damage Control Modification 1" is 0.05 if the appropriate [[Ship:Upgrades#Tier_III.2B_Equipment_.28Slot_4.29|upgrade]] is installed; otherwise, it is zero.
 * The value of "Fire Prevention" is 0.10 if a commander with the appropriate [[Ship:Commander#Fire Prevention|Commander skill]] is in command of the ship that is under attack; otherwise, it is zero. * The value of "Fire Prevention" is 0.10 if a commander with the appropriate [[Ship:Commander#Fire Prevention|Commander skill]] is in command of the ship that is under attack; otherwise, it is zero.
 * "Projectile Base Fire Chance" is displayed in the Port screen — for high-explosive shells — by mousing over the Main Battery information underneath the Artillery tab. For aircraft bombs, the base fire chance is a fixed number based on the size and type of ordnance used and varies between .087 (for the 40 lb. bombs carried by ''[[Hermes]]'') and 0.64 (for the 2000lb. bombs deployed aboard ''[[Midway]]''). See the [[Ship:Aerial_Combat#Dive Bombers|Aerial Combat page]] for more info. * "Projectile Base Fire Chance" is displayed in the Port screen — for high-explosive shells — by mousing over the Main Battery information underneath the Artillery tab. For aircraft bombs, the base fire chance is a fixed number based on the size and type of ordnance used and varies between .087 (for the 40 lb. bombs carried by ''[[Hermes]]'') and 0.64 (for the 2000lb. bombs deployed aboard ''[[Midway]]''). See the [[Ship:Aerial_Combat#Dive Bombers|Aerial Combat page]] for more info.
?* "Demolition Expert" is 0.02 if a commander with the appropriate [[Ship:Commander#Demolition Expert|skill]] is in command of the ship that fired the shell (or dropped the bomb); otherwise, it is zero.+* "Pyrotechnician" is 0.01 if a commander with the appropriate [[Ship:Commander#Pyrotechnician|skill]] is in command of the ship that fired the shell; otherwise, it is zero.
 * "Signals" varies depending on which signals are equipped; both Victor Lima ({{Victor Lima|Size=18px}}) and India X-Ray ({{India X-Ray|Size=18px}}) can increase the fire chance of high-explosive shells. --> * "Signals" varies depending on which signals are equipped; both Victor Lima ({{Victor Lima|Size=18px}}) and India X-Ray ({{India X-Ray|Size=18px}}) can increase the fire chance of high-explosive shells. -->
  
?{{AnnoWiki|content= <center><big>'''Fire Chance = ''' '''FRC · ( 1 - DCM1 ) · ( 1 - FP ) · ( FC<sub>B</sub> - IFHE + DE + Σ&thinsp;S )'''</big></center>+{{AnnoWiki|content= <center><big>'''Fire Chance = ''' '''FRC · ( 1 - DCM1 ) · ( 1 - FP ) · ( ( FC<sub>B</sub> · IFHE ) + PY + Σ&thinsp;S )'''</big></center>
 where: where:
 :* '''FRC''' &mdash; the ship's [[#Fire Reisistance|Fire Resistance Coefficient]] (see above). :* '''FRC''' &mdash; the ship's [[#Fire Reisistance|Fire Resistance Coefficient]] (see above).
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 :* '''FP''' &mdash; the effect of the [[Ship:Commander#Fire Prevention|Fire Prevention]] skill: 10% (0.10) with the skill, zero without. :* '''FP''' &mdash; the effect of the [[Ship:Commander#Fire Prevention|Fire Prevention]] skill: 10% (0.10) with the skill, zero without.
 :* '''FC<sub>B</sub>''' &mdash; the Projectile [[#Base Fire Chance|Base Fire Chance]] (see above). :* '''FC<sub>B</sub>''' &mdash; the Projectile [[#Base Fire Chance|Base Fire Chance]] (see above).
?:* '''IFHE''' &mdash; the effect of the [[Ship:Commander#Inertial Fuse for HE Shells|IFHE]] commander skill: 1% (0.01) or 3% (0.03) depending on gun caliber, or zero without the skill.+:* '''IFHE''' &mdash; the effect of the [[Ship:Commander#Inertial Fuse for HE Shells|IFHE]] commander skill: 50% (0.5) or one without the skill.
?:* '''DE''' &mdash; the effect of the [[Ship:Commander#Demolition Expert|Demolition Expert]] commander skill: 0.02 with the skill, zero without.+:* '''PY''' &mdash; the effect of the [[Ship:Commander#Pyrotechnician|Pyrotechnician]] commander skill: 0.01 with the skill, zero without.
 :* '''Σ&thinsp;S''' &mdash; the sum of the effects of the mounted [[Ship:Flags#Signals|Signals]] Victor Lima {{Victor Lima|Size=18px}} and India X-Ray {{India X-Ray|Size=18px}}: +0.01 or +0.005 each depending on gun caliber, else zero. :* '''Σ&thinsp;S''' &mdash; the sum of the effects of the mounted [[Ship:Flags#Signals|Signals]] Victor Lima {{Victor Lima|Size=18px}} and India X-Ray {{India X-Ray|Size=18px}}: +0.01 or +0.005 each depending on gun caliber, else zero.
 }} }}
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 {{block|!|content=As an example, we can compare the chance of a single ''[[Benson]]'' high explosive shell lighting a fire on an enemy ''[[Bismarck]]''.  {{block|!|content=As an example, we can compare the chance of a single ''[[Benson]]'' high explosive shell lighting a fire on an enemy ''[[Bismarck]]''.
 * The Tier VIII ''Bismarck'' is using Hull B (Top) (FRC of 0.6337) and Damage Control System Modification 1; his commander is not skilled at Fire Prevention.  * The Tier VIII ''Bismarck'' is using Hull B (Top) (FRC of 0.6337) and Damage Control System Modification 1; his commander is not skilled at Fire Prevention.
?* Benson fires 127mm HE Mk. 32 with a 5.5% base fire chance. Her commander is a Demolition Expert (not IFHE) and is flying both the Victor Lima and India X-Ray signals. +* Benson fires 127mm HE Mk. 32 with a 5.5% base fire chance. Her commander is a Pyrotechnician (not IFHE) and is flying both the Victor Lima and India X-Ray signals.
 The fire chance (per hit) would be: The fire chance (per hit) would be:
  
?'''(0.6337) x (1 - 0.05) x (1 - 0.00) x (0.055 - 0.0 + 0.02 + 0.01) = 5.12% fire chance'''+'''(0.6337) x (1 - 0.05) x (1 - 0.00) x ((0.055 * 1) + 0.01 + 0.01) = 4.52% fire chance'''
  
 If the ''Bismarck'' commander acquires the Fire Prevention skill, the chance would then be: If the ''Bismarck'' commander acquires the Fire Prevention skill, the chance would then be:
  
?'''(0.6337) x (1 - 0.05) x (1 - 0.10) x (0.055 - 0.0 + 0.02 + 0.01) = 4.61% fire chance'''+'''(0.6337) x (1 - 0.05) x (1 - 0.10) x ((0.055 * 1) + 0.01 + 0.01) = 4.06% fire chance'''
  
?If the ''Benson'' commander didn't have Demolition Expert or the signals equipped, the chance would be:+If the ''Benson'' commander didn't have Pyrotechnician or the signals equipped, the chance would be:
  
?'''(0.6337) x (1 - 0.05) x (1 - 0.10) x (0.055 - 0.0 + 0.0 + 0.0) = 2.98% fire chance''' }}+'''(0.6337) x (1 - 0.05) x (1 - 0.10) x ((0.055 * 1) + 0.0 + 0.0) = 2.98% fire chance''' }}
  
?The above example can be used to demonstrate the usefulness of the Demolition Expert skill on certain ships, especially those with a high rate of fire and a low individual fire chance per shell (such as ''[[Atlanta]]'', ''[[Gearing]]'', or ''[[Akizuki]]''). +The above example can be used to demonstrate the usefulness of the Pyrotechnician skill on certain ships, especially those with a high rate of fire and a low individual fire chance per shell (such as ''[[Atlanta]]'', ''[[Gearing]]'', or ''[[Akizuki]]'').
 [[File:Fire_chance_UI.png|right|thumb|A shell's base fire chance can be found by hovering the mouse over the Main Battery information in the Port screen.]] [[File:Fire_chance_UI.png|right|thumb|A shell's base fire chance can be found by hovering the mouse over the Main Battery information in the Port screen.]]
  
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 == Notes == == Notes ==
 +[https://forum.worldofwarships.com/topic/73349-how-to-quantify-the-effect-of-fire-chance-modification/ How to quantify the effect of fire chance modification] by Special_Kay.
 +
 <references /> <references />
  
?{{#gw_breadcrumbs: Ship}} 
  
 [[de:Ship:Fire]] [[de:Ship:Fire]]

Revision as of 19:07, 10 February 2021

Learn more about fire.
240_icon_fire_small.png
Fire in World of Warships is a damage-over-time effect that occurs due to damage taken from enemy high explosive shells or aircraft bomb hits. Fire is represented visually by flames spewing from the deck or superstructure of a ship, as well as by flames along the edges of the in-game user interface. Ships can sustain multiple fires simultaneously; each part of a ship that is on fire increases the amount of damage that a ship suffers per second.

Setting Fires

The "Set on Fire" ribbon is awarded for setting fire to an enemy ship.

Hits from three 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.
  • An HE rocket.

It is impossible to cause a fire on an allied ship.[1]

A "Set on Fire" ribbon is awarded for each individual fire set on an enemy ship.[2]

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. The commander skill Fire Prevention for battleships reduces the number of fire zones to three (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, as shown below.

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 Top). (Premium ships all have the Top Hull.) This resistance is expressed as the Fire Resistance Coefficient (FRC). The lower the coefficient, the more resistant the ship is to catching fire.

The user interface will display several different indicators to let captains know their ship is on fire. The timer shows only the duration of the most recent fire set.

The Fire Resistance Coefficients (FRC) are shown below:

Ship Tier WowsshipclassDestroyerDefault.png WowsshipclassCruiserDefault.pngWowsshipclassBattleshipDefault.png (Stock Hull) WowsshipclassDestroyerDefault.png WowsshipclassCruiserDefault.pngWowsshipclassBattleshipDefault.png (Top Hull) WowsshipclassAirCarrierDefault.png (all)
Tier I 1.0000 N/A
Tier II
Tier III 1.0000 0.9667
Tier IV 0.9334 0.9001 0.8002
Tier V 0.8668 0.8335
Tier VI 0.8002 0.7669
Tier VII 0.7336 0.7003
Tier VIII 0.6670 0.6337
Tier IX 0.6004 0.5671
Tier X 0.5338 0.5005

Base Fire Chance

"Projectile Base Fire Chance" for artillery is displayed in the Port screen by mousing over the Main Battery or Secondary Armament entries in the Artillery section. 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 bombs and rockets, the base fire chance is a characteristic of the size and type of ordnance used and varies between 4% for small rockets carried by attack squadrons and 64% for large HE bombs. See the tables in the Aircraft article for more info. The information can also be view in the Port screen by mousing over the appropriate type of squadron in the Aircraft section.

The Calculation

The chance to set fire for a single high explosive shell hitting a ship is calculated by the following formula (the formulas for airborne rockets and bombs are similar):


Fire Chance = FRC · ( 1 - DCM1 ) · ( 1 - FP ) · ( ( FCB · IFHE ) + PY + Σ S )

where:

  • FRC — the ship's Fire Resistance Coefficient (see above).
  • DCM1 — the effect of the Damage Control System Modification 1 upgrade: 5% (0.05) with the upgrade installed, zero without.
  • FP — the effect of the Fire Prevention skill: 10% (0.10) with the skill, zero without.
  • FCB — the Projectile Base Fire Chance (see above).
  • IFHE — the effect of the IFHE commander skill: 50% (0.5) or one without the skill.
  • PY — the effect of the Pyrotechnician commander skill: 0.01 with the skill, zero without.
  • Σ S — the sum of the effects of the mounted Signals 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 India X-Ray +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. / +5% to the risk of your ship's magazine detonating.: +0.01 or +0.005 each depending on gun caliber, else zero.

As an example, we can compare the chance of a single Benson high explosive shell lighting a fire on an enemy Bismarck.

  • The Tier VIII Bismarck is using Hull B (Top) (FRC of 0.6337) and Damage Control System Modification 1; his commander is not skilled at Fire Prevention.
  • Benson fires 127mm HE Mk. 32 with a 5.5% base fire chance. Her commander is a Pyrotechnician (not IFHE) and is flying both the Victor Lima and India X-Ray signals.

The fire chance (per hit) would be:

(0.6337) x (1 - 0.05) x (1 - 0.00) x ((0.055 * 1) + 0.01 + 0.01) = 4.52% fire chance

If the Bismarck commander acquires the Fire Prevention skill, the chance would then be:

(0.6337) x (1 - 0.05) x (1 - 0.10) x ((0.055 * 1) + 0.01 + 0.01) = 4.06% fire chance

If the Benson commander didn't have Pyrotechnician or the signals equipped, the chance would be:

(0.6337) x (1 - 0.05) x (1 - 0.10) x ((0.055 * 1) + 0.0 + 0.0) = 2.98% fire chance

The above example can be used to demonstrate the usefulness of the Pyrotechnician skill on certain ships, especially those with a high rate of fire and a low individual fire chance per shell (such as Atlanta, Gearing, or Akizuki).

A shell's base fire chance can be found by hovering the mouse over the Main Battery information in the Port screen.

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 (1% for aircraft carriers). Each fire has a base duration of 60 seconds for battleships, 30 seconds for cruisers and destroyers, and 5 seconds for aircraft carriers. A fire that is allowed to burn for the full duration will consume 18% (0.3% x 60 sec.) of a battleship's maximum health, 9% of a cruiser's or destroyer's maximum health, and 5% (1% x 5 sec.) of a carrier's.

There are exceptions to the above fire duration for cruisers, the cruisers: Tier VI Admiral Graf Spee and HSF Admiral Graf Spee have a base fire duration of 45 seconds; 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

have a base fire duration of 60 seconds.  Maximum fire damage is thus 13.5% (0.3% x 45 sec.) for the German Tier VI, and 18% (0.3% x 60 sec.) for the Tier IX and X.

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 detection range increased by 2.0 km and their aerial detection radius increased by 3.0 km. This is particularly noteworthy for destroyer captains.

Extinguishing Fires

Fires can only be extinguished by utilization of the Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. consumable, or by waiting for the fire duration timer to expire. The duration of a fire can be reduced in several ways:

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

For example, if all three reduction effects are stacked, the duration of a single fire on a battleship or large cruiser is: 60 seconds x 0.85 x 0.85 x 0.80 = 34.68 seconds.

The below tables provide the fire durations and total health loss for the different combinations of the above three effects.

Fire Impacts to Aircraft Carriers
Modifiers Total Damage Duration
Total damage 5.0% of base health 5 seconds


Fire Impacts to Battleships and Large Cruisers[3]
Modifiers Total Damage Duration
Total damage 18% of base health 60 seconds
With one -15% modifier 15.3% of base health 51 seconds
With a -20% modifier 14.4% of base health 48 seconds
With two -15% modifiers 13% of base health 43 seconds
With one -15% modifier and a -20% modifier 12.2% of base health 41 seconds
With two -15% modifiers and a -20% modifier 10.4% of base health 35 seconds


Fire Impacts to Admiral Graf Spee
Modifiers Total Damage Duration
Total damage 13.5% of base health 45 seconds
With one -15% modifier 11.5% of base health 38 seconds
With a -20% modifier 10.8% of base health 36 seconds
With two -15% modifiers 9.8% of base health 33 seconds
With one -15% modifier and a -20% modifier 9.2% of base health 31 seconds
With two -15% modifiers and a -20% modifier 7.8% of base health 26 seconds


Fire Impacts to Destroyers and Cruisers
Modifiers Total Damage Duration
Total damage 9% of base health 30 seconds
With one -15% modifier 7.7% of base health 26 seconds
With a -20% modifier 7.2% of base health 24 seconds
With two -15% modifiers 6.5% of base health 22 seconds
With one -15% modifier and a -20% modifier 6.1% of base health 20 seconds
With two -15% modifiers and a -20% modifier 5.2% of base health 17 seconds


All damage sustained by fires is 100% eligible for recovery by ships that can use the Repair PartyWhile active, restores a percentage of the ship's health points each second. consumable. Note that a standard Repair Party heals up to 14% of a ship's base health (16.8% with the India Delta (+20% to the amount of HP recovered when the Repair Party consumable is used.) signal) over 28 seconds, comparable to a single fire on a battleship depending on other modifiers.

Notes

How to quantify the effect of fire chance modification by Special_Kay.

  1. Update 0.7.6.
  2. Note that the Fire ribbon is also awarded when a fire would have been set but is not because of a Damage Control PartyWhen activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration. immunity period.
  3. 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 .