In a different thread someone doubted that ship armor does anything if armor < piercing, so I devised a test:
* ai off, ic mode on
* Changed ship armors BB1, BB2, BC1, BC2 to all have no speed penalty, all provide 10x HP increase(so the test can be very long, reduce RNG), removed all visibility differences between armors, etc
* Changed BB gun 2 to give zero damage, so that the UK would never receive any damage
* Italy, created 4 battleships with only Gun2 (zero damage) and each a different armor scheme:
--> Armor 2800
--> Armor 36
--> Armor 20
--> Armor 0
* UK created 3 BB1 Queen Elizabeth or something like that, it has BB-gun-1 (Piecing 31) & some secondary.
Put them to fight.
Results:
R1> Armor 20 and Armor 0 received exactly the same Heavy Gun damage (about 800). Later I tested with armor 27 and same result.
R2> Armor 36 received about 70% of the damage in R1 (about 565)
R3> Armor 2800 received damage aprox 70
R4> Armor 0 received significantly more damage from Light Gun than Armor 20 (150 vs 40 aprox)
Conclusion:
C1> The armor is useless if it is smaller than the piercing, which means that I was wrong.
C2> Despite that, smaller amounts of armor are not totally useless, because Armor >> Piercing significantly decreases damage, so lower tier armors protect vs Destroyer guns and Cruiser guns
C3> Possible formula for the damage multiplier could be:
* 1, or no change, if Armor < Piercing
* Some formula (not enough data to say which one), but could be 1 - (0.1 + 2 * 0.9 * (Armor - Piercing) / Armor), min 0.1, max 0.9, if Armor > Piercing
I tried other armor values but RNG doesn't allow me enough precision to get to the formula.
* ai off, ic mode on
* Changed ship armors BB1, BB2, BC1, BC2 to all have no speed penalty, all provide 10x HP increase(so the test can be very long, reduce RNG), removed all visibility differences between armors, etc
* Changed BB gun 2 to give zero damage, so that the UK would never receive any damage
* Italy, created 4 battleships with only Gun2 (zero damage) and each a different armor scheme:
--> Armor 2800
--> Armor 36
--> Armor 20
--> Armor 0
* UK created 3 BB1 Queen Elizabeth or something like that, it has BB-gun-1 (Piecing 31) & some secondary.
Put them to fight.
Results:
R1> Armor 20 and Armor 0 received exactly the same Heavy Gun damage (about 800). Later I tested with armor 27 and same result.
R2> Armor 36 received about 70% of the damage in R1 (about 565)
R3> Armor 2800 received damage aprox 70
R4> Armor 0 received significantly more damage from Light Gun than Armor 20 (150 vs 40 aprox)
Conclusion:
C1> The armor is useless if it is smaller than the piercing, which means that I was wrong.
C2> Despite that, smaller amounts of armor are not totally useless, because Armor >> Piercing significantly decreases damage, so lower tier armors protect vs Destroyer guns and Cruiser guns
C3> Possible formula for the damage multiplier could be:
* 1, or no change, if Armor < Piercing
* Some formula (not enough data to say which one), but could be 1 - (0.1 + 2 * 0.9 * (Armor - Piercing) / Armor), min 0.1, max 0.9, if Armor > Piercing
I tried other armor values but RNG doesn't allow me enough precision to get to the formula.
Last edited:
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