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Flooding

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Learn more about flooding.
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 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 an enemy torpedo.
  • 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 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 "bow" and one "stern" (it is possible to get amidship floods). This is distinctly different from fires, where a ship can suffer from up to four 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%. All the ships except Destroyers have torpedo protection for their citadel. Thanks to this, The chance of flooding and damage are reduced even if the ship doesn't have "Torpedo Protection" in the port UI.

Because destroyers' citadel receive 33% of listed damage from a penetration by default, the torpedo protection is ignored to prevent excessive low damage. Hence Damage Control Modification 1 on a destroyer will not work properly.

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

( [Flood Protection Coefficient] x [Damage Control Modification 1] ) x ( [Torpedo Flood Chance] + [Signals] ) = Flood Chance
  • The value of "Torpedo Protection" in the port screen is calculated by ROUND[ 1 - ( flood coefficient x 3 ) ].
  • The value of "Damage Control Modification 1" is 0.97 if the appropriate upgrade is installed; otherwise, it is 1.
  • Damage received from a torpedo is also decreased accordingly to the flood coefficient.
  • "Torpedo Flood Chance" and "Flood Protection Coefficient"; 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.

Flood Protection Coefficient

Ship-Launched Torpedo Data

Aerial Torpedo Data

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:


( 0.15 x 0.97 ) x [ (4.06) + (0.15) + (0.04) ] = 61.84% flood chance


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


( 0.15 x 0.97 ) x [ 4.06 ] = 59.07% 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:


( 0.21 x 1 ) x [ 4.06 ] = 85.26% flood chance

Flooding Effects

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

Aircraft carriers, destroyers, and cruisers take 0.25% hit points of damage per second per flood; Kronshtadt, Stalingrad, all battleships take 0.5% hit points of damage per second per flood; and Admiral Graf Spee takes 0.375% hit points of damage per second per flood.

Flooding has a base duration of 30 seconds for carriers and 40 seconds for the other classes. Thus, in aggregate, a battleship would suffer from one flood 40 * 0.5% = 20% of her health, 11% more than a fire, which approximately holds for all classes.

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

Controlling Flooding

The effects of flooding can only be removed by utilization of the Damage Control Party (When activated, instantly repairs fires, floods, and incapacitations, and prevents more for the duration.) consumable, or by waiting for the flood duration timer to expire. There are two sections of the ship that can take floods, the aft-ends and fore-ends of a ship. Flooding time also 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: 40 seconds x 0.85 x 0.85 x 0.80 = 23.12 seconds.

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

Sources

https://worldofwarships.com/en/news/development/flooding-and-radar-changes/


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