You may have occasionally wondered why your 14″ AP shells that have a listed damage of 10k are only doing a mere thousand or so damage. Or why is it that other people can take out huge chunks of HP out of your ship while you struggle to do the same to them. To some players, dealing damage may seem to be completely random.
First, lets get one thing straight: there is no RNG involved in calculating damage or penetration. Unlike WoT, there’s no ±25% range for damage or penetration parameters in WoWS.
Damage mechanics can be easily observed and explained (if you’re patient), and I’ll even show some examples later on. Lack of RNG for penetration on the other hand is rather difficult to confirm 100%, but results from extensive testing in training rooms strongly suggest that this is most likely the case, so I guess we’ll just have to take the dev’s word for it. The only RNG affecting your shots are dispersion, module damage and fire chance (for HE shells).
So how can the varying amount of damage you see being dealt in battle be explained?
那么你在战斗中看到的伤害如何解释呢?
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Penetration
To deal damage, a shell must penetrate and explode inside a ship. To penetrate thick armor, the shell’s penetration parameter needs to be high enough. As previously mentioned, there is no RNG to penetration. However, the parameter is not constant at all ranges. In general, shells lose penetration over distance. The angle of impact also changes over distance. The more angled the impact, the more armor the shell has to penetrate.
At close ranges the shell trajectory is relatively flat, so shots to the belt will impact closer to normal angles, but hits on the deck will be glancing blows (ricochet). The opposite is true for long range shots when it becomes plunging fire (provided that the gun elevation allows it), hits to the belt will be ricochets while hits on the deck are closer to normal angles.
There are still other parameters at play. Shells have a detonator threshold and fuze length. Armor needs to be thick enough to set off the fuze for the shell to travel some distance into the ship before exploding. The detonator threshold for AP shells increases with caliber size, so it’s possible for it to penetrate a lightly armored ship without setting off the fuze and continue traveling until it exits the ship on the other side (over-penetration), causing only minimal damage. The threshold for HE shells is very low, even the lightest armor will set it off, and the fuze is shorter than for AP shells. Underwater shell hits are possible but penetration is reduced. The more water it has to travel through the more penetration is lost. Hitting the water surface alone may even set off the fuze prematurely.
However, there’s more than just hitting a ship with a shell, the way the shell penetrates the ship matters. Below is how damage is calculated since version 0.2.4/0.3.0.
Non-penetrations (bounce/ricochet) will always deal 0 damage, regardless of AP or HE. However, HE shells still has a chance to start fires or break modules with its splash damage. Splash damage will never deal HP damage.
Penetrations deal x0.33 of the shell’s listed damage. Whether AP or HE, it must penetrate the armor and detonate inside the ship.
有穿透的炮击最多造成炮弹最高伤害的三分之一,无论AP或HE,它都要穿透装甲并在船内引爆。
Over-penetrations deal x0.10 of the shell’s listed damage. Over-penetration is when a shell penetrates the ship through-and-through, before it has a chance to detonate inside the ship.
穿透过剩(即完全穿过目标船体并在船体外爆炸)最多造成炮弹最高伤害的十分之一。
Theoretically HE will never over-penetrate due to its low detonator threshold and shorter fuze.
理论上讲HE永远不会出现穿透过剩的情况,由于它极低的引爆条件和短引信。
Citadel hits will always deal x1.0 of the shell’s listed damage. This is only achieved if the shell penetrates the armor and the citadel (vital parts of the ship which usually enclosed in more armor).
Even though HE has low penetration and almost instantaneous fuzes, it’s still possible to get a citadel hit using HE if the target’s armor is thin enough and the citadel hitbox is close enough to the first layer of armor.
Penetrations on a destroyer’s midsection will deal x0.5 of the shell’s listed damage. It is impossible to get a citadel hit on a destroyer, as they no longer have them per se (was removed in 0.2.4/0.3.0). Due to their thin armor, HE works best as AP will almost always over-penetrate a destroyer.
AP and HE bounces on Yamato’s main belt = 0 Damage
AP penetrations above Yamato’s main belt = 693 damage (x0.33)
AP over-penetrations on Yamato’s superstructure = 210 damage (x0.1)
HE penetrations on Yamato’s superstructure = 594 damage (x0.33)
AP hits on Ibuki’s citadel = 2100 damage (x1.0)
AP over-penetrations on Fletcher’s midsection = 210 damage (x0.1)
AP penetrations on Fletcher’s midsection (via underwater hit) = 1050 damage (x0.5)
HE penetrations on Fletcher’s midsection = 900 damage (x0.5)
Damage threshold
Although the collision model for ships are reasonably detailed in terms of armoring, the hitbox for its hit points pool is simplified into 4 sections: bow, midsection, stern and superstructure. The citadel counts as another separate section, contained inside the midsection. Each section has a limited amount of damage it can take, with the citadel being an exception as it has an equal amount of HP as the ship’s total HP. The total combined amount of HP from all sections far exceeds the ship’s total HP so it’s very rare for any section of the ship to have it’s HP pool completely depleted before the ship loses all of its HP.
Each section (except the citadel) has two thresholds, where after each one is reached the damage it receives is reduced. The threshold levels for each section of each ship varies.
In the initial state, the ship will receive damage normally (x0.33 for shell penetration). The section starts off clean and gets darker as it takes more damage.
After the first threshold is reached, the damage received is halved (x0.165 dmg for shell penetration). At this stage, the section of the ship is visually blackened.
Finally, once the second threshold is reached the section stops receiving damage. There is no visual difference to the first threshold, you’ll only notice that your shells stop doing damage to the section.
Each AP shell penetration caused 693 damage (x0.33) at first, after passing the first threshold the shells started dealing 347 damage (x0.33*0.5 = 0.165) per hit. Finally, the section’s HP pool was depleted, and further hits caused no damage.
Note: Due to a bug with fast forwarding replays, the section of the ship didn’t turn black as it took damage. However, during the actual test itself the section did turn black.
There are some caveats: regardless of the state of the section, over-penetration will always deal x0.1 dmg and citadel hits will always deal x1.0 damage, even after the section’s HP pool is completely depleted. Additionally, if the midsection’s second threshold has been reached, all other sections will take damage as if it had passed the first threshold even if it hasn’t taken any damage yet. Damage from fire, flooding, over-penetration and citadel hits will not reduce any section’s HP pool (but they will still reduce the ship’s total HP as normal). A section with no HP left may still burn or flood normally and continue dealing damage to the ship.
Note: the Iowa is currently bugged in which certain sections of the ship start at the first threshold and thus run out of HP sooner than it should, especially the superstructure which effectively becomes immune to HE shells after only taking a low amount damage.
Torpedo damage uses a similar mechanic to shells, however the damage it can inflict is also limited by the each section’s damage threshold. It doesn’t appear to take into account of armor at all (in fact, it seems to ignore armor completely), the only thing that matters is which section it hits.
Hits to the bow or stern will deal ~x0.9 (figures are rounded up/down) of torpedo’s listed damage, halved after the first threshold and finally takes no damage after the second threshold.
The damage multiplier for the midsection varies for each ship e.g. tests show that Yamato has a value of x0.41, Nagato at x0.71 and Des Moines at x0.85. Unlike shell penetration against armor which is modeled relatively realistic, torpedo protection appears to be arbitrarily set to roughly correspond to the protection it had in real life (or in some cases, as designed on paper). Ships with good torpedo protection have low damage multipliers, while those without good protection have higher multipliers.
命中船中部的伤害因不同船只所乘的系数不同(大和*0.41,长门*0.71,Des Moines乘以0.85)。与炮弹穿过装甲不同(模拟的十分真实),鱼雷保护或许过于武断,与现实生活不太相符(在另一些情况中与图纸不符)。具有良好鱼雷防护的船所乘系数较小,相反的所乘系数较大。Destroyers are yet again another special case, its midsection takes x1.36 torpedo damage, in other words it actually takes more damage than is listed for the torpedo.
小学生们又是一种特殊情况,命中她们的船中部会乘以1.36的系数,实际上比面板伤害更高。Torpedo hits to the bow and stern will reduce the section’s HP just like shells, however hits to the midsection do not reduce that section’s HP at all. Every hit to the midsection will always deal the same amount of damage. If the midsection’s first threshold is reached (via gunfire), it will still receive almost as much damage from torpedoes as before (very small difference, almost no change).
The first threshold for most ship’s bow and stern are low enough that depending on the torpedo used even one hit is enough to cause enough damage to reach the first threshold. So in many instances, you’ll never see the torpedo deal x0.9 damage to the bow or stern. However, after crossing the first threshold the torpedo will consistently deal x0.45 damage per torpedo hit until the second threshold is reached or the ship is sunk (whichever comes first). Depending on the damage multiplier on the midsection, it’s almost always better to take torpedo hits in the bow/stern than in the midsection especially if the bow/stern has already reached its first threshold. The reverse is true if the ship has very good torpedo protection (e.g. Yamato), in which case taking hits in the midsection will result in taking less damage.
Occasionally, players might encounter a situation where a torpedo hit inflicting very minor damage, or even no damage at all. In the video above, the cruiser’s stern has already reached its first threshold, so it’s taking torpedo damage at around half the rate. The first three hits consistently caused 2749 damage each, the fourth hit dealt 2264 damage. The section’s HP pool has been depleted and its second threshold was reached, it will no longer take damage from subsequent torpedo and shell hits to that section. This is a very rare occurrence as a result of reaching the section’s second threshold. In battle, it’s more likely to happen to ships with sections that have small HP pools, as ships with larger HP pools would normally receive damage that is spread more evenly across multiple sections thus diminishing any likelihood of reaching any section’s second threshold before the ship itself would sink.
While causing fire or flooding is all up to RNG, the Damage over Time (DoT) is based on a percentage off the ship’s total HP. A ship can be set on fire on each section, for a maximum of 4 simultaneous fires. Each fire will deal damage around 0.6% of total ship’s HP every 2 seconds. Carriers take more damage, at 0.8% of its total HP in damage every 2 seconds.
A ship can only suffer one flooding at a time, even though you could earn multiple flooding ribbons per salvo. The DoT for each ship varies correspondingly to how well protected it is against torpedo hits. Therefore, higher tier ships with better torpedo bulkhead designs tend to have lower DoT, around 0.25% of total ship’s HP every 2 seconds, while low tier ships with poor protection (or lacking them altogether) may take over 1.0% of total ship’s HP every 2 seconds.
The cooldown for fire or flooding can’t be restarted, so if a ship is already flooding you can’t extend the timer by hitting it with another torpedo until the flooding is repaired. The same applies for sections already on fire, however the cooldown will display the time for the latest fire that was started.
The Repair Party consumable available on battleships as well as tier IX and X cruisers repairs at a rate of 0.5% of the ship’s total HP per second for up to 28 seconds when activated. So the Ibuki with 39k HP for example would be able to recover 195 HP per second for a maximum total of 5460 HP per charge. However, the actual amount recoverable per charge is dependent on the type of damage received.
Damage from over-penetration, fire and flooding is 100% recoverable.
Damage from normal shell penetration/torpedo hits is ~50% recoverable.
Damage from citadel hits is only 10% recoverable.
Therefore it’s important to keep track of the damage your ship has suffered and only activate the Repair Party when you know you can recover the maximum amount per charge. An easy way to do this is to memorize the maximum amount your ship can recover (the consumable’s tooltip will tell you how many HP per second it can recover) and only activate it after you’ve taken at least double the amount of damage (unless you are certain they were citadel hits) or to counter fire damage if your Damage Control is on cooldown.
前言部分:
You may have occasionally wondered why your 14″ AP shells that have a listed damage of 10k are only doing a mere thousand or so damage. Or why is it that other people can take out huge chunks of HP out of your ship while you struggle to do the same to them. To some players, dealing damage may seem to be completely random.
你或许曾经不时奇怪为什么你的14英寸穿甲弹有面板10k的伤害但是总是造成几千的伤害。或者奇怪为什么其他玩家可以一下打掉你的大量hp而你却难以对他们造成相同的伤害。对于某些玩家,造成的伤害对他们来说可能是完全随机的。
First, lets get one thing straight: there is no RNG involved in calculating damage or penetration. Unlike WoT, there’s no ±25% range for damage or penetration parameters in WoWS.
首先,让我们把一件事说清楚,wows中没有随机因素在伤害和穿深计算中。不像真实的二战坦克游戏,wows中没有25%的随机因素在伤害和穿深计算中。
Damage mechanics can be easily observed and explained (if you’re patient), and I’ll even show some examples later on. Lack of RNG for penetration on the other hand is rather difficult to confirm 100%, but results from extensive testing in training rooms strongly suggest that this is most likely the case, so I guess we’ll just have to take the dev’s word for it. The only RNG affecting your shots are dispersion, module damage and fire chance (for HE shells).
伤害系统可以简单地被观察到和被解释(如果你足够耐心),而我甚至等下会展示几个例子。没有随机因素的穿深计算是难以被100%确认的,但是在训练房中得到的广泛测试结果有力的表现出穿深系统确实没有随机因素。所以我猜我们只需要用研发人员的话说,影响你的炮击的随机因素只有分散,模块伤害和点火几率(对于he弹来说)。
So how can the varying amount of damage you see being dealt in battle be explained?
那么你在战斗中看到的伤害如何解释呢?
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Penetration
To deal damage, a shell must penetrate and explode inside a ship. To penetrate thick armor, the shell’s penetration parameter needs to be high enough. As previously mentioned, there is no RNG to penetration. However, the parameter is not constant at all ranges. In general, shells lose penetration over distance. The angle of impact also changes over distance. The more angled the impact, the more armor the shell has to penetrate.
穿深
为了造成伤害,一枚炮弹必须穿透并在船体内爆炸。炮弹的穿深数据必须足够高才能穿透厚厚的装甲。就像之前说的,穿深中没有随机因素。但是,穿深在不同距离上并不是一样的(妈蛋要你说)。总而言之,炮弹在远距离上会丧失穿甲能力。冲击的角度也会因距离而改变。冲击的角度越大,炮弹穿过的装甲就越厚。
At close ranges the shell trajectory is relatively flat, so shots to the belt will impact closer to normal angles, but hits on the deck will be glancing blows (ricochet). The opposite is true for long range shots when it becomes plunging fire (provided that the gun elevation allows it), hits to the belt will be ricochets while hits on the deck are closer to normal angles.
在近距离是炮弹的轨迹相对较平,所以对船体的炮击会更接近一般角度,但是对甲板的炮击会跳蛋跳掉。相反的,远距离炮击炮弹轨迹下垂的比较厉害,对于船体的炮击就会跳蛋,而对甲板的炮击伤害就会接近普通。
There are still other parameters at play. Shells have a detonator threshold and fuze length. Armor needs to be thick enough to set off the fuze for the shell to travel some distance into the ship before exploding. The detonator threshold for AP shells increases with caliber size, so it’s possible for it to penetrate a lightly armored ship without setting off the fuze and continue traveling until it exits the ship on the other side (over-penetration), causing only minimal damage. The threshold for HE shells is very low, even the lightest armor will set it off, and the fuze is shorter than for AP shells. Underwater shell hits are possible but penetration is reduced. The more water it has to travel through the more penetration is lost. Hitting the water surface alone may even set off the fuze prematurely.
也有其它参数造成影响。炮弹有引爆装置下限和引信长度。(炮弹的)表面装甲要足够厚才能使引信在炮弹穿入船体一些距离后被触发而爆炸。穿甲弹的引爆装置下限随着炮弹口径增大而变迟钝,所以出现炮弹完全穿过船体并在穿透船体后在船外引爆是可能出现的(穿透过剩),造成最低量的伤害。对于HE弹来说,它们的引爆十分敏感,甚至最低限度的装甲也会引爆它们,并且它们的引信要比AP弹短。炮弹在水下命中是可能的,但是炮弹的穿深会被减弱。炮弹需要穿过的水越多,它就会丧失越多穿深能力。炮弹与海面接触甚至会过早的引爆炮弹。
炮弹伤害
每一种炮弹在游戏中都有一组伤害数字。这些数字是每一发炮弹所能造成的最大伤害。
However, there’s more than just hitting a ship with a shell, the way the shell penetrates the ship matters. Below is how damage is calculated since version 0.2.4/0.3.0.
然而,比起只是用炮弹命中船,炮弹穿透船体的方式十分重要。以下是从版本0.2.4/0.3.0后伤害的计算方式。
Non-penetrations (bounce/ricochet) will always deal 0 damage, regardless of AP or HE. However, HE shells still has a chance to start fires or break modules with its splash damage. Splash damage will never deal HP damage.
没有穿透(弹开/跳蛋)不能造成伤害,无论是AP还是HE.然而,HE有机会通过它的爆炸引起火灾或者损坏船体模块。爆炸伤害不会算进对目标HP的伤害中。
Penetrations deal x0.33 of the shell’s listed damage. Whether AP or HE, it must penetrate the armor and detonate inside the ship.
有穿透的炮击最多造成炮弹最高伤害的三分之一,无论AP或HE,它都要穿透装甲并在船内引爆。
Over-penetrations deal x0.10 of the shell’s listed damage. Over-penetration is when a shell penetrates the ship through-and-through, before it has a chance to detonate inside the ship.
穿透过剩(即完全穿过目标船体并在船体外爆炸)最多造成炮弹最高伤害的十分之一。
Theoretically HE will never over-penetrate due to its low detonator threshold and shorter fuze.
理论上讲HE永远不会出现穿透过剩的情况,由于它极低的引爆条件和短引信。
Citadel hits will always deal x1.0 of the shell’s listed damage. This is only achieved if the shell penetrates the armor and the citadel (vital parts of the ship which usually enclosed in more armor).
命中装甲区永远会造成炮弹的最高伤害。这种情况会在炮弹穿透装甲区时发生(装甲区通常有全船最厚的装甲,tm废话)。
Even though HE has low penetration and almost instantaneous fuzes, it’s still possible to get a citadel hit using HE if the target’s armor is thin enough and the citadel hitbox is close enough to the first layer of armor.
虽然HE有低穿深和近乎没有的引信,用HE来造成最高伤害还是有可能的如果目标的装甲足够薄并且爆炸足够接近装甲的第一层。(多层装甲)
Penetrations on a destroyer’s midsection will deal x0.5 of the shell’s listed damage. It is impossible to get a citadel hit on a destroyer, as they no longer have them per se (was removed in 0.2.4/0.3.0). Due to their thin armor, HE works best as AP will almost always over-penetrate a destroyer.
在驱逐舰船体中部命中的有穿透的炮击最多造成炮弹最高伤害的二分之一。想要对小学生造成炮弹的完全伤害是不可能的,因为它们没有装甲区(欧派)(版本0.2.4/0.3.0移除,这东西还能移除?)。由于它们极薄的装甲(胸部),HE常常造成比AP更多的伤害,因为AP常常完全穿透小学生的身体。(好可怕)
Showcase of different types of shell hits:
下面是一些造成伤害的例子(即上文的具体情况)
Sims’ 5″ shell damage = AP: 2100, HE: 1800
AP and HE bounces on Yamato’s main belt = 0 Damage
AP penetrations above Yamato’s main belt = 693 damage (x0.33)
AP over-penetrations on Yamato’s superstructure = 210 damage (x0.1)
HE penetrations on Yamato’s superstructure = 594 damage (x0.33)
AP hits on Ibuki’s citadel = 2100 damage (x1.0)
AP over-penetrations on Fletcher’s midsection = 210 damage (x0.1)
AP penetrations on Fletcher’s midsection (via underwater hit) = 1050 damage (x0.5)
HE penetrations on Fletcher’s midsection = 900 damage (x0.5)
Damage threshold
Although the collision model for ships are reasonably detailed in terms of armoring, the hitbox for its hit points pool is simplified into 4 sections: bow, midsection, stern and superstructure. The citadel counts as another separate section, contained inside the midsection. Each section has a limited amount of damage it can take, with the citadel being an exception as it has an equal amount of HP as the ship’s total HP. The total combined amount of HP from all sections far exceeds the ship’s total HP so it’s very rare for any section of the ship to have it’s HP pool completely depleted before the ship loses all of its HP.
伤害下限
虽然船只的碰撞模型在装甲上已经十分详细,撞击点被简化成四个区域:船头,船中部,船尾和舰桥。装甲区被作为船中部的另一个单独的区域。每个区域都能受到一个有限的伤害,但是装甲区是一个例外因为它有与船本身一样的HP。所有区域总共的HP远比船体的HP高所以很少会出现有区域在船本身耗尽HP之前失去所以HP。
Each section (except the citadel) has two thresholds, where after each one is reached the damage it receives is reduced. The threshold levels for each section of each ship varies.
In the initial state, the ship will receive damage normally (x0.33 for shell penetration). The section starts off clean and gets darker as it takes more damage.
After the first threshold is reached, the damage received is halved (x0.165 dmg for shell penetration). At this stage, the section of the ship is visually blackened.
Finally, once the second threshold is reached the section stops receiving damage. There is no visual difference to the first threshold, you’ll only notice that your shells stop doing damage to the section.
每个区域(除了装甲区)有两个门槛(门槛解释为上限应该比较合理),(这一句需要支援)。各个船的各个区域的门槛是不同的。(这段是什么鬼)
在开始阶段船只会受到普通的伤害(炮弹穿深伤害的三分之一)。当各个区域受到越来越多伤害,它们会不在干净而且渐渐变黑(坏掉)。
当第一个门槛被达到,这个区域受到的伤害会被减半(即为炮弹穿深伤害的六分之一)。这时,船的这个区域看起来完全黑了。
最后,当第二个门槛被达到,这个区域就停止受到伤害了。这一阶段看起来与第一阶段一样,但你会发现炮弹停止对这部分造成伤害了。
Damage thresholds in action:
动态的伤害上限
Sims’ 5″ AP shell damage = 2100
Each AP shell penetration caused 693 damage (x0.33) at first, after passing the first threshold the shells started dealing 347 damage (x0.33*0.5 = 0.165) per hit. Finally, the section’s HP pool was depleted, and further hits caused no damage.
Sims’ 5英寸 AP弹 面板伤害=2100
每一枚AP炮弹(穿过装甲)一开始造成693(即为2100的三分之一)伤害,在通过第一临界值后每一发伤害变为347(2100的六分之一)。最后,当之一区域的血条空了,炮击便不再造成伤害了。
Note: Due to a bug with fast forwarding replays, the section of the ship didn’t turn black as it took damage. However, during the actual test itself the section did turn black.
There are some caveats: regardless of the state of the section, over-penetration will always deal x0.1 dmg and citadel hits will always deal x1.0 damage, even after the section’s HP pool is completely depleted. Additionally, if the midsection’s second threshold has been reached, all other sections will take damage as if it had passed the first threshold even if it hasn’t taken any damage yet. Damage from fire, flooding, over-penetration and citadel hits will not reduce any section’s HP pool (but they will still reduce the ship’s total HP as normal). A section with no HP left may still burn or flood normally and continue dealing damage to the ship.
Note:由于前段时间的一个bug,当船的各个区域受到伤害后没有变黑。然而在这个过程中,区域本身受到伤害的以上过程还是存在的。即他变黑了你看不到。
同时有一些警告:无论区域状态如何,穿透过剩的炮击和装甲区命中仍然会造成伤害(伤害值参考上文),甚至该区域血条已经空了仍然会造成伤害。另外,如果船中部的第二个临界值已经被达到,无论其它区域是否达到第一个临界值,或者甚至根本没收到过伤害,也会受到伤害。火灾,进水,穿透过剩和命中装甲区的炮击不会减少任何区域的血条(但是仍然会减少船本身的HP)。一个没有HP的区域如果着火了或者进水了仍然会对船本身造成伤害。
Note: the Iowa is currently bugged in which certain sections of the ship start at the first threshold and thus run out of HP sooner than it should, especially the superstructure which effectively becomes immune to HE shells after only taking a low amount damage.
Note:iowa目前船的几个区域的第一临界值有bug(你倒是告诉我是哪几个区域啊),它们的初始状态就是过了第一临界值的,导致它们会更早的丧失所有hp,特别是舰桥变得几乎对HE有了免疫力。
Torpedo Damage
鱼雷伤害
Torpedo damage uses a similar mechanic to shells, however the damage it can inflict is also limited by the each section’s damage threshold. It doesn’t appear to take into account of armor at all (in fact, it seems to ignore armor completely), the only thing that matters is which section it hits.
Hits to the bow or stern will deal ~x0.9 (figures are rounded up/down) of torpedo’s listed damage, halved after the first threshold and finally takes no damage after the second threshold.
The damage multiplier for the midsection varies for each ship e.g. tests show that Yamato has a value of x0.41, Nagato at x0.71 and Des Moines at x0.85. Unlike shell penetration against armor which is modeled relatively realistic, torpedo protection appears to be arbitrarily set to roughly correspond to the protection it had in real life (or in some cases, as designed on paper). Ships with good torpedo protection have low damage multipliers, while those without good protection have higher multipliers.
鱼雷伤害使用一种与炮弹伤害相类似的计算方法,然而它能造成的伤害一样是被各个区域的临界值所限制的。它看起来完全不计算进装甲(实际上它看起来完全无视了装甲),唯一重要的是它命中了哪个区域。命中船头或船尾造成的伤害是面板伤害乘以大约0.9(数据浮动属于正常),通过区域的第一临界值时乘以0.5,到达第二临界值后不再造成伤害(与炮弹相似)。
命中船中部的伤害因不同船只所乘的系数不同(大和*0.41,长门*0.71,Des Moines乘以0.85)。与炮弹穿过装甲不同(模拟的十分真实),鱼雷保护或许过于武断,与现实生活不太相符(在另一些情况中与图纸不符)。具有良好鱼雷防护的船所乘系数较小,相反的所乘系数较大。Destroyers are yet again another special case, its midsection takes x1.36 torpedo damage, in other words it actually takes more damage than is listed for the torpedo.
小学生们又是一种特殊情况,命中她们的船中部会乘以1.36的系数,实际上比面板伤害更高。Torpedo hits to the bow and stern will reduce the section’s HP just like shells, however hits to the midsection do not reduce that section’s HP at all. Every hit to the midsection will always deal the same amount of damage. If the midsection’s first threshold is reached (via gunfire), it will still receive almost as much damage from torpedoes as before (very small difference, almost no change).
鱼雷命中船头或船尾会减少区域血条,但是命中船中部却完全不减少区域血条。每一发命中船中部造成的伤害都是相同的。如果船中部由于炮击战达到了第一临界值,它几乎会受到与之前无异的伤害(很小的差距,几乎没有变化)。
The first threshold for most ship’s bow and stern are low enough that depending on the torpedo used even one hit is enough to cause enough damage to reach the first threshold. So in many instances, you’ll never see the torpedo deal x0.9 damage to the bow or stern. However, after crossing the first threshold the torpedo will consistently deal x0.45 damage per torpedo hit until the second threshold is reached or the ship is sunk (whichever comes first). Depending on the damage multiplier on the midsection, it’s almost always better to take torpedo hits in the bow/stern than in the midsection especially if the bow/stern has already reached its first threshold. The reverse is true if the ship has very good torpedo protection (e.g. Yamato), in which case taking hits in the midsection will result in taking less damage.
大多数船的船头和船尾的第一临界值都很低,甚至一发鱼雷就可以达到。所以在很多情况下你不会看到鱼雷伤害乘以达到第一临界值后的0.9。然而,达到第二临界值后鱼雷伤害会乘以0.45(0.9*0.5)直到达到第二临界值或者船已经沉了(无论哪个先来)。由于命中船中部所乘的系数,命中船头或船尾往往更好,尤其是如果船头或船尾已经达到了第一临界值。在相反情况下,如果船有很好的鱼雷防护(例如大和)命中船中部会造成更少伤害。
Example of zero damage torpedo hits:
零伤害鱼雷命中的例子:
Occasionally, players might encounter a situation where a torpedo hit inflicting very minor damage, or even no damage at all. In the video above, the cruiser’s stern has already reached its first threshold, so it’s taking torpedo damage at around half the rate. The first three hits consistently caused 2749 damage each, the fourth hit dealt 2264 damage. The section’s HP pool has been depleted and its second threshold was reached, it will no longer take damage from subsequent torpedo and shell hits to that section. This is a very rare occurrence as a result of reaching the section’s second threshold. In battle, it’s more likely to happen to ships with sections that have small HP pools, as ships with larger HP pools would normally receive damage that is spread more evenly across multiple sections thus diminishing any likelihood of reaching any section’s second threshold before the ship itself would sink.
有时候,玩家会遇到一个鱼雷命中造成很少伤害,甚至根本没有造成伤害。在上面的视频中,这艘巡洋舰的船尾已经达到了第一临界值,所以之后受到的每一发鱼雷伤害都大概是一半。一开始的三发各造成了2749点伤害,第四发造成了2264点伤害。区域的血条已经被清空并达到了第二临界值,接下来命中的鱼雷和炮弹不会再对这个区域造成伤害。这十分少见因为这是区域达到第二临界值的结果。在战斗中,更常发生的是船在区域达到第二临界值之前就沉了。
Fire and Flooding
火灾和船体进水伤害
While causing fire or flooding is all up to RNG, the Damage over Time (DoT) is based on a percentage off the ship’s total HP. A ship can be set on fire on each section, for a maximum of 4 simultaneous fires. Each fire will deal damage around 0.6% of total ship’s HP every 2 seconds. Carriers take more damage, at 0.8% of its total HP in damage every 2 seconds.
导致火灾和船体进水是基于随机数的,随时间受到的伤害是基于船体本身HP的百分数的。一艘船可以在各个区域都着火,最多四起火灾。每一场火灾会每两秒造成大概0.6%船本身HP的伤害。空母更多,每两秒0.8%。
A ship can only suffer one flooding at a time, even though you could earn multiple flooding ribbons per salvo. The DoT for each ship varies correspondingly to how well protected it is against torpedo hits. Therefore, higher tier ships with better torpedo bulkhead designs tend to have lower DoT, around 0.25% of total ship’s HP every 2 seconds, while low tier ships with poor protection (or lacking them altogether) may take over 1.0% of total ship’s HP every 2 seconds.
一艘船只能同时有一处船体进水,虽然你可以通过一次齐射得到多个绸带。随时间受到的伤害也会因船体对于鱼雷的防护决定。因此,拥有更好鱼雷舱壁的高等级船随时间受到的伤害更低,大约0.25%每两秒,而拥有更差防护的低级船每两秒减少1%的HP。
The cooldown for fire or flooding can’t be restarted, so if a ship is already flooding you can’t extend the timer by hitting it with another torpedo until the flooding is repaired. The same applies for sections already on fire, however the cooldown will display the time for the latest fire that was started.
对于火灾和漏水的补救不能重新开始,所以如果一艘船已经在漏水你不能通过用另一枚鱼雷命中来增长他的冷却时间。火灾的冷却判断也与此相似。
Repair Party
修理小组
The Repair Party consumable available on battleships as well as tier IX and X cruisers repairs at a rate of 0.5% of the ship’s total HP per second for up to 28 seconds when activated. So the Ibuki with 39k HP for example would be able to recover 195 HP per second for a maximum total of 5460 HP per charge. However, the actual amount recoverable per charge is dependent on the type of damage received.
Damage from over-penetration, fire and flooding is 100% recoverable.
Damage from normal shell penetration/torpedo hits is ~50% recoverable.
Damage from citadel hits is only 10% recoverable.
Therefore it’s important to keep track of the damage your ship has suffered and only activate the Repair Party when you know you can recover the maximum amount per charge. An easy way to do this is to memorize the maximum amount your ship can recover (the consumable’s tooltip will tell you how many HP per second it can recover) and only activate it after you’ve taken at least double the amount of damage (unless you are certain they were citadel hits) or to counter fire damage if your Damage Control is on cooldown.
修理小组可以作为战舰和九级十级巡洋舰的消耗品。每秒恢复船体的0.5%的HP,持续28秒。所以有39k血量的Ibuki每秒可以恢复195hp,最多可以恢复5460HP。但是,实际的修理与受到的伤害类型有关。
穿透过剩,火灾和漏水造成的伤害是100%可恢复的。
普通炮击和鱼雷造成的伤害是50%可恢复的。
命中装甲部的炮击只有10%可恢复。
因此记住你受到的伤害类型和血量是十分重要的,这样你才能恢复你可以恢复的最大血量。一个简单的方法是记住你能恢复的最大血量,并且在你受到至少两倍于它时再使用修理小组。
娘西皮,本来我想翻译的来着
榛名本命 发表于 2015-7-29 16:30
娘西皮,本来我想翻译的来着
6666那你帮我翻后面吧,我从前面开始翻。
~よしの~ 发表于 2015-7-29 16:35
6666那你帮我翻后面吧,我从前面开始翻。
我在外头不好翻,你要么坑着等我回去,要么你翻好我给你润色纠错
榛名本命 发表于 2015-7-29 16:37
我在外头不好翻,你要么坑着等我回去,要么你翻好我给你润色纠错
。。。我先接着翻了
{:4_113:}{:4_113:}{:4_102:}{:4_103:}我们的游戏很科学,{:4_127:}
-风璃 发表于 2015-7-29 19:14
我们的游戏很科学,
科学的飞起{:4_102:}我是现在没船玩才玩wows的{:4_102:}wg的游戏除了这个没碰过
~よしの~ 发表于 2015-7-29 19:15
科学的飞起我是现在没船玩才玩wows的wg的游戏除了这个没碰过 …
{:4_93:}拉我入舰c的家伙去玩了,{:4_93:}要来我入坑,怎么能抛弃自己的老婆呢?{:4_102:}
-风璃 发表于 2015-7-29 19:20
拉我入舰c的家伙去玩了,要来我入坑,怎么能抛弃自己的老婆呢? …
{:4_102:}白天玩真船,晚上玩舰c
辛苦了!
别的不说,娇【关ww键ww词】喘!快把大凤改专用的天雷 景云 神崎吐出来!!
也就是无论AP还是HE,都需要穿透后爆炸才能造成能伤害,没有别的神秘加成……
而HE的“穿透数据”没AP高,只有对驱逐这种低甲单位使用才合适吧……
先马克再看 最近各种被一发入魂前来学习正确的打炮姿势_(:_」∠)_
xyxianmu 发表于 2015-7-29 21:45
也就是无论AP还是HE,都需要穿透后爆炸才能造成能伤害,没有别的神秘加成……
而HE的“穿透数据”没AP高, …
正解~~~~~~~~
{:4_96:}结合这篇,又好好看了下提督学院关于弹药的选择,清楚许多了。
虽然舰女人肝了半年,好不容易可以养老休闲了,没想入坑wows{:4_102:}我要成为休闲党
{:4_102:}我只看到了爱乃和kke
战舰衣阿华lowa 发表于 2015-7-29 23:32
我只看到了爱乃和kke
{:4_102:}那不是挺好的么
~よしの~ 发表于 2015-7-30 00:14
那不是挺好的么
{:4_102:}爱乃kke好棒好棒的 森森森umi也好{:4_89:}