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So there is a range of values for bouncing AP and SAP shells based on the angle of impact of the shell. By default an incident angle of 0 to 30 degrees will auto-bounce, 30 to 45 degrees has a chance to bounce (I think it's a linear scale). However, if the caliber of the shell is 14.3 times the armor thickness, no bounce will occur and normal armor penetration calculations occur (this is called "overmatch).
"Overmatch" is mostly relevant for shooting a ship in the bow or stern as there are several armor thresholds. Example:
Most Tier 6 and 7 battleships have 26mm of bow/stern platting so if your gun is less than 372mm shooting those ships in the nose while they are bow-in (called "Bow Tanking) is pointless because the shells will auto-bounce. If you have 372mm or greater, go nuts, you can probably score a citadel through the bow.
Some of the key thresholds are in the following tables: https://wiki.wargaming.net/en/Ship:Armor_thresholds#AP_overmatch
Please note that there are some ships that do break the rules. For example, US Heavy Cruisers and Super Cruisers have super-heavy AP shells that have improved bounce angles (0 - 22.5 degree auto bounce and 22.5 to 30 potential bounce). British Light Cruisers also have improved bounce angles (0 to 15 for auto bounce and 15 to 30 for potential bounce).
25 mm armor * 14.3 = 357.5; any shell larger than 14" will overmatch
27 mm armor * 14.3 = 386.1; any shell larger than 15" will overmatch
32 mm armor * 14.3 = 457.6; any shell larger than 18" will overmatch (meaning, the 460 mm guns of Yamato/Mushashi and the 510 mm guns of Shikishima and some of the new super ships)
The concept of overmatch may have some real world physics behind it, but the factors used in the game exist solely for balancing purposes.