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On shells you have 2 important values for ap damage, first the ammount of Kinetic damage it has, and the armor piercing value. The higher the armor piercing value a shell has the more easily it can deal damage to blocks with a high armor class, but you still need enough kinetic damage to destroy the block or you will not pierce the armor.
So basically, you can pierce armor with high kinetic damage and low armor pierce, but you will do it much easier with a higher armor pierce value.
There are factors to be taken into consideration such as armor stacking. (A two meter thick metal sheet has double the surface AC of a single layer.)
Say for example you built a wall with 1 meter of metal and 1 meter of heavy armor. Either way you put them, it will end up with a similar AC value on the first layer. But if you put the heavy armor at the front you will have significantly higher HP to go along with the AC on the first layer, so it will last longer against damage than it would if you had put the metal at the front.
Edit: as far as building APS for armor piercing shells, you probably want a fairly high caliber, at least 300mm or so. Anything smaller you would be better off with other shell types like hesh/heat or frag rounds.
(Parts about EMP and lasers is still unchecked, and it's probably (1- cos(theta))^AP/AC (not ^2AP/AC), but it's usable)
Note that most of the rest of the Wiki is not up to date. I want YOU for the FtD Wiki!
(If you actually want to help the wiki, I'd recommend the #ftd_wiki channel on the official Discord)
Sets an effective damage multiplier of min{1, AP/(2 * AC)}, so max damage is achieved when AP >= 2 AC, and linear damage reduction below that.
Pretty much same as in most games. 1 Damage = 1 health lost (at effective damage multiplier of 1), 0 health = block destroyed.
When it has the damage to destroy all blocks in its path.
Exception are HEAT and HESH. Allthough, technically, it's not the shell that penetrates. Those use the sum of square roots of the ACs, which needs to be smaller than penmetric/spalling-metric.
Probably not. A single low-calibre AP-shell may not pierce, but it'll still do damage. Low-calibre HEAT will generate very few fragments, and low-calibre HESH may even fail to spall alltogether.
Low-calibre frag, on the other hand, is a good choice. Probably the only other choice apart from AP.
And, as so often, it depends. Layered with proper spaced armour + spall-liner, I'm reasonably sure you want AP or hollow-point (or frag). Without spacing, or with poor spacing, the result might be different.