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but i dont think this game do WOWS citadel damage, the only thing that looks like wows citadel dmg is the "ammo rack animation" (turret flying away with huge firework)
i think the penetrated shell do "full damage" and not penetrated shell do "partial damage"?
So that means as you take fire from multiple hits your ship will have reduced effective armor compared to when it was "fresh".
So as an oversimplification you might get hit by 12 inch guns and they are penetrating the armor and at some point 8 inch guns can start hitting the same "weak point" even though normally 8 inch guns would not be enough to penetrate.
Another example might be that you "need" 13 inch guns to penetrate the enemy so you use HE to soften up the outer shell and then suddenly you can penetrate them with 12 inch guns.
This explanation is for understanding purposes and not to be taken as explicit fact.
Another thing is that nobody seems to know exactly how Citadels work. The text, as pointed out implies that half of the shell energy is lost for a penetration but that makes no sense from an actual armor perspective. If it's pen value - armor value and then 50% of what energy remains is applied to the next layer, that does make a sort of very simplified sense. It's not accurate but it's ballpark adjacent. I would think this would take into account that other 'armoring' items might be in place such as fuel tanks, armored compartments, or non-mission critical machinery spaces that are sucking up some of the damage. It goes to favor armor over penetration but this would allow the later era ships to have a chance at surviving those massive shells... somewhat.
I really wish we'd get some details on these things but I guess there are just some mechanics the devs want to keep to themselves. Don't blame them as they already take a lot of fire for things far more minor in the game.
In UAD when you hit the engine then the ship massively slows down. If you hit the ammo then there's a big Kaboom.
If you hit other stuff then well there's some hull damage and maybe flooding but you won't get crazy extra damage. You will get "full damage" and that is very meaningful.
So here's the coded lines for ammo damage:
ammo_detonation_maxdamage,15500,damage that totally depletes the exploded ammo,,,,,,,
section_damage_ammo_detonation,1950,basic damage to section if ammo storage detonated,1000,,,,,,
torpedo_damage_ammo_detonation,400,base damage caused by torpedo launcher detonation,,,,,,,
I am not 100% sure but I believe this is on top of the shell damage. I dont know if those are multiplied or what but quite often when these trigger it is death to the ship or it's basically a dead ship as you have no way to fight back or are nearly crippled (at least for normal ammo detonation). Anything before 1920 for example usually gets caught in a fire and the ship either dies or 95% dies.
What if you don't penetrate all the way? There is a line of code that tells us that information
armor_damage,0.375,damage multiplier due to partial penetration,0.33,,,,,,
What I find very unrealistic about UAD is that you only need 37.5% penetration to get 33% damage on armor you are not penetrating.
This allows for scenarios where you need 12 inches for full penetration but with only 4.5 inches of penetration you can get 33% damage.
This is a mechanic that lets a horde of small ships with small guns "bully" a lone Battleship. If you ask me such a mechanic already exists and these are called torpedoes. As a whole Torpedoes are very strong in UAD and they create a good balance.
Hopefully this answers your questions.
Keep in mind that when we talk about ships shooting each other there is an added complication where you have X, Y and Z angles to consider which greatly complicates discussions of armor and penetration.
If you think about tanks shooting each other with only X and Y there is a big difference between 90° and 30° shooting angles.
I can't accurately answer that question and you would need to be able to see all the files for that (I mod a bit here and there and thats why I know some of what you asked).
I can add another question to complicate things. Is the end result going to be an over penetration?
What happens on an over penetration event?
over_penetration_threshold,2,penetration threshold over armor to over-penetration (ratio),
over_penetration_min_armor,12.7,minimal amount of armor always present to track over-penetration (mm)
over_penetration,0.2,damage multiplier due to over-penetration,
All this means effectively you get 20% damage if there is an over penetration.
So let's ignore that and say we have a perfect 90° shooting angle. My guess is that
25 inches goes into the 10 inch primary belt and then has 12.5 inches (at most) left over for the secondary belt.
You could recalculate this for a different angle if you want.
To complicate things more you need to remember that armor quality exists. So that if you have 150% armor quality then you are basically 1.5x your listed armor.
So then that initial 10 inches is actually 15 inches.
1. Calculate the distance for the penetration ranges of your gun
2. Calculate armor quality
3. Give yourself more armor than penetration for that distance.
Remember that as time goes on there are different shells that can give you more or less AP power.
I also forgot to talk about the ricochet mechanic. In short some times there is just a RNG check where your shell bounced and this is because when you built the ship it had x amount of base ricochet chance and you increased that with a wider beam or more draught or perhaps something like a second bottom hull.
The ricochet chance is in addition to shooting at sharp angles; this means that if you shoot a ship at a 20° angle the ricochet chance from the hull will make that a more difficult chance to penetrate.
Something I dont know... but I suspect is that if you would normally overpen at the proper angle I *think* you can get a regular penetration if you shoot at a steep angle which will generally give you more effective armor for calculation puposes.
This is what is implied by the text of the Citadel tool tip. However, if it actually works this way then even 1" of belt would kill 12.5" of penetrating power of a shot and it would be ridiculous. So it can't be that simple as it's not what we see.
It would have to be something like I said before, 25" - 10" = 15", then 15" / 2 = 7.5" of penetration applied to the next layer. That seems to be more what we are seeing. I could be completely wrong, but like I said, we have NO confirmation from the devs about how it actually works.
i also wanna know for casemate guns, do they get 2 layers (deck armor+ top armor)
and if HE shell penetrating main/secondary turret's top armor trigger detonation ?
I'm confident that the mechanic in the game is simply arbitrarily determined, and I can fully appreciate that if we were given an accurate explanation it would simply become a game of min-maxing. Best for us not to know, I think.
While I agree there are some variables in the penetration of materials by other materials, much of it is a known science today. The main variables that can't really be accounted for are manufacturing variances, maintenance and treatment variables, as well as environmental ones. Those variations actually account for only small % changes to actual results. The larger the armor and projectiles, the less those variables affect the outcome.
Having said that, I don't think anyone expects UAD to model to that level and it would be practically impossible to even come close. So, I'm okay with simple formulas and some RNG as well as tactical changes (Angle, Sea State, Damage state, Ship conditions (roll, pitch, etc.)) would be just peachy. They can keep the RNG and Tactical stuff under wraps but give us the basics so that we can be as close to what a Naval Architect would have in their data folders.