World of Warships - Captain's Academy #29 - Damage Saturation or Why Did I Do 0 Damage?!?!

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  • čas přidán 7. 09. 2016
  • Episode 29 of Captain's Academy deals with the damage saturation and basic damage mechanics in the game. This video also answers that question, why did my penetration do 0 damage?!?!!? Sit back, relax and enjoy everybody :)
    If you have questions, please leave them in the comments section below.
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Komentáře • 169

  • @83cable
    @83cable Před 7 lety +24

    Wow! Thanks for this info. That 0 torpedo strike blew my mind.

  • @Biggles266
    @Biggles266 Před 7 lety +1

    Holy informative videos, Batman! Thank you so much for this vid, the demonstration of a no-damage quadruple torpedo hit was most illuminating!

  • @abitterpill7331
    @abitterpill7331 Před 7 lety

    Huh.... Very very interesting. World of Warships has got one of the most intricate firing, armor and damage systems I've ever seen in a game.

  • @frankiegale5460
    @frankiegale5460 Před 7 lety

    man thanks for these videos. I am trying to find them all to learn more.

  • @Umijaky
    @Umijaky Před 7 lety

    Very helpful. Thank you for video. I didn't know, that models of the ships are so sophisticated.

  • @michaelfouse4102
    @michaelfouse4102 Před 7 lety

    Another great instructional video. My WOT clan is finally getting really deep into warships and I send all of our players links to your captain's academy videos. They have made a HUGE difference in the level of our ships gameplay. Have a great day.
    RLTW/DOL
    MagnumMike
    NA server

  • @yumpinyiminy963
    @yumpinyiminy963 Před 7 lety

    Thanks for taking all the time to work these mechanics out.
    Puddahead!

  • @sarthakranjan6625
    @sarthakranjan6625 Před 7 lety +2

    really useful video thanks ichase

  • @Einsig
    @Einsig Před 7 lety

    This brings back memories of when the Iowa first came out and its superstructure had extremely low section HP, so people were finding that the Iowa would become immune to HE damage before losing a third of its total HP.

  • @MammothPaige
    @MammothPaige Před 7 lety

    Great info, keep them coming.

  • @Twannieboy
    @Twannieboy Před 7 lety +1

    What a great academy this is ;) I already knew already about the 0 damage, but now I know more.

  • @jakekillify
    @jakekillify Před 7 lety

    Chase, you are a legend. NO.1 WOWS youtuber by a good margin.

  • @vaulthecreator
    @vaulthecreator Před 7 lety

    Well, that explains a hell of a lot. Thanks for that Chase, you abated any number of headaches ;)

  • @wowfan532
    @wowfan532 Před 7 lety

    Very helpful video, thanks for making it.

  • @RagingHeavens
    @RagingHeavens Před 7 lety +1

    Just hit Fletcher with 3 torps - total damage 16k. He survived. I was Yugumo. 21k damage per torp. GG saturation.

  • @antraxxslingshots
    @antraxxslingshots Před 7 lety

    tank you very much for your obviously tideous work to make us all a bit smarter!
    on the one hand i find it kinda awesome that this is so complicated and seems to be more realistic (like in WOT you can kill a tank by shooting the commanders cuppola a few times which hardly makes sense). on the other hand all the shipguns are so horribly inaccurate (you are missing destroyer-shots from below 500m omg) that me wanting to shoot special sections because i "know" this stuff and want to get better by using my wisdom is impossible...which plain suxx :D

  • @aethertech
    @aethertech Před 7 lety

    The best story I have about damage saturation:
    Or how my Khab died to a bow-on Kagero that had about 100 health left and couldn't be damaged by fire from stem to stern; and wouldn't show his side to get AP'd.
    That, or a Fletcher chasing a similar health Ibuki for several minutes who's rear and mid sections were damage saturated trying to get Kraken out of it.

    • @DerpyPenguin4747
      @DerpyPenguin4747 Před 7 lety

      fired at a kirov. 4 hits. 3 pens 1 overpen. 1k damage. He had 2k health...

    • @Kelkuza
      @Kelkuza Před 7 lety

      Eh, I had a game a couple days ago where I got surprised by a Fletcher at 1.8km while I was in a Mahan. Totally thought I was screwed, fired a set of four torps and laughed as I nailed him four times. Then I started panicking AGAIN because he wasn't actually dead. I'd saturated his stern (and hull too?) with torp damage so I had to quickly switch to guns and shoot him in the amidships. I won the engagement, but needless to say two near-heart attacks in a row was enough for one game.

  • @wmh829386
    @wmh829386 Před 7 lety

    This is the reason why I have issues regarding the damage model of Warspite. By tying the secondary batteries to the casemate, it didn't separate the hp pool with the decks below. and unfortunately, that whole area only have 25mm of armour

  • @HerrRoehrich
    @HerrRoehrich Před 7 lety

    I once got detonated in my Kolberg by the very first shell that hit me - fired by a Yubari... Magazine HP must be wonky as hell!

  • @AnotherDuck
    @AnotherDuck Před 7 lety

    The module damage would explain why I sometimes hit a full or mostly full HP ship and do zero damage on a penetration.

  • @oseansoldier
    @oseansoldier Před 7 lety

    Hey Chase, speaking of fires and the amount of hate they get (which is justified in my opinion), whatever happened to that comprehensive list of changes that you and several other people were putting together?
    Anyways, great video once again! Keep up the great work!

  • @SoldatenTroopen
    @SoldatenTroopen Před 7 lety

    I've known about this for the longest time and it pisses me off every time I try to kill a ship but all my shells hit the same area. An example of this is as a Warspite, I land every AP shell on a destroyer that popped up at 2km. All my shells hit the bow with penetrations due to angle but do not go through the ship to hit other modules. I did a whopping 2.7k damage and then died because while logically the shells should of killed it with a full 8 penetrations on a Tier V Nicholas, the module mechanic can some times save a player.
    I've seen times where multiple torpedoes will hit one section and not cause any damage after the first torp because of the damage the torpedo does completely depleting that section which as a receiving player is good but as a sending player is extremely frustrating especially since you can't stack floods.
    Another problem with this is how the repair consumable works. Not sure if it repairs just the sections that are damaged even if they were depleted or if it adds health to all sections even if they weren't damaged yet which could allow for more hits to a module before it should die. This is something that is hard to test because in a training room, you can't have the AI use consumables without having them retaliate.

  • @awayforlong
    @awayforlong Před 7 lety

    I love how the Farragut misses shells by firing them too high during the Yamato test. Damn US suborbital arcs.

    • @CleverClothe
      @CleverClothe Před 7 lety

      This is most likely because of the aim assistance in the game. Notice he is aiming up at the superstructure? I think sometimes he moves the cursor off of the hit box of the ship and it thinks he wants to aim at the sky with gets limited to max range.
      I think it also causes that bug I have seen video of where a Cleveland was able to plunge citadel hits on a stationary Yamato next to him.

  • @Hollywood113807
    @Hollywood113807 Před 7 lety

    Thank you Chase I found it so annoying when I would hit a Penetration on a full health enemy battleship early in a match and get 0 damage.

    • @hazoish7670
      @hazoish7670 Před 6 lety

      Wolfe1138 You didn't penatrate as it's not possible to get damages saturate with full hp

    • @anderskorsback4104
      @anderskorsback4104 Před 5 lety

      Hazoish ? I think he hit and knocked out an external module, like a turret.

  • @TheBigLanowski
    @TheBigLanowski Před 7 lety

    Thank you for the video chase! That explained the 0 dmg hits quite well.
    But what about a single penetration hit from a Norcal doing around 5k dmg?
    I think the ribbons need closer look and another ribbon as well for modul hits.

    • @ichasegaming
      @ichasegaming  Před 7 lety

      Double counted shells, it's a bug that'll be fixed eventually

    • @HerrRoehrich
      @HerrRoehrich Před 7 lety

      This might also explain how I could got over 9k damage from two overpens on a Mogami while in my Bismarck.

  • @pallegantzhorn3742
    @pallegantzhorn3742 Před 7 lety +1

    Hey chase, any "know ur ship" videos coming up soon?`im really a sucker for the history, and u do a great job

    • @ichasegaming
      @ichasegaming  Před 7 lety +3

      Yup, there'll be one this month, although the main focus this month will be these Captain's Academy videos. Everything should return to normal in October?

  • @slimthunder2601
    @slimthunder2601 Před 7 lety

    do you have a video coming up about the nerf to Japanese dds, and where are my favorite ships going. im not happy about it. thanks for taking the time on this.

  • @skfmaown21093
    @skfmaown21093 Před 7 lety

    Just a suggestion: can you make a ship review for the Atago some time in October or November? Thanks!

  • @komraderylo9353
    @komraderylo9353 Před 7 lety

    First is mine Bc you uploaded. At a reasonable time

  • @baldwintheleper
    @baldwintheleper Před 7 lety +4

    Hey, great video, iChase. But doesnt this model seem a little illogical? I mean, once you saturate a section of the ship with any kind of shell, and then if I keep hitting it, shouldn't it sort of... break apart? Obviously this mechanic isnt in the game. But that zero torp damage thing seems kinda... crazy, to be honest. Atleast, you know, after that particular section has reached saturation, shouldn't the next shell or torpedo hit the magazine and detonate it, simply because there isn't any armour there to protect that part anyway?

    • @ciucurasbogdan2772
      @ciucurasbogdan2772 Před 4 lety

      Not necesary. The bow of the ship have a collision tank and adjacent ballast/empty tanks. Also for the stern is pretty much same story. Flooding those tanks won't sink the ship, each have this damage stability specs in their construction plans usually measured in adjent flooded tanks. For the midship, where usually engine room is situated is another story. As a ship can be usually sank without any explosion, just by flooding that vital part. But for a game is ok, because also for some parts damage caused is more than should be. Also adding info about any different tank type and damage from every kind of shell would make the game more unnecessary complex.

  • @1338Sunshine
    @1338Sunshine Před 7 lety

    Great video. What does this mean for game play? When do we target other parts of the ship?
    How do heals impact this? Does it reset the HP for that area? Thanks in advance

    • @ichasegaming
      @ichasegaming  Před 7 lety +1

      Target other parts of the ship if you are shooting at the blackened parts of the ship and see no damage coming up. Also switch to other areas if you're seeing rather low AP damage, shooting fresh areas give better pen damage, assuming u can't citadel the ship. As for heals, I think it only adds to the universal HP pool and doesn't affect damage saturation, although could use some more testing :) bots don't heal themselves sadly

  • @BeatenTrackUK
    @BeatenTrackUK Před 7 lety +5

    Well... after 1500+ matches I've only become aware of this and its because I got an enemy ship down to 4 HP... and after hitting it with like 20+ shells close range with HE I couldnt do any damage to him so I had to research wtf this was about.
    Eventually my secondary guns got the killing blow... but I was convinced he was cheating.
    I had no idea about this damage saturation... still, I think is pretty unrealistic, right? I can understand doing less damage to a section after multiple hits but to get to 0 damage no matter how many times you hit it.... (like that torpedo hit you showed) is bullshit.
    If it was realistic then all that Navies in the world should have not repaired their ships, just send them out almost completely damaged.... have the left side of the fleet with damaged saturated hulls on their left, ships on the right with damage saturated hulls on the right, ships at the front with damage saturated bows... you'd be like an unstoppable tanking navy that way.

  • @anlingu2043
    @anlingu2043 Před 7 lety

    Hi Chase so is there a certain formula to figure out whether the HE shell will do damage or get blocked by the armor??? And could you please tell me how HE damage works???

  • @mitttig
    @mitttig Před 7 lety

    Hey iChase, does knocking out modules do actually addionally damage?

  • @Elven_Red
    @Elven_Red Před 7 lety

    Hey iChase, recently I had one of my DDs detonate, it took two consecutive hits from a Cruiser and detonated on the second. I noticed that the first hit had a different hit sound, have you noticed something like this?

  • @jozef8020321
    @jozef8020321 Před 7 lety +2

    Could you check few things for me please?
    1. Which module is impacted by fire/flooding? Can I saturate a section by setting it on fire?
    2. When repair consumable is used it restores some hit points. Does it heal only a specific section(hull) or all sections?
    3. Main turrets: how can I disable them? Do i need to penetrate it with AP and deal specific DMG? Can HE shells do the work? How much an armour on turrets matter?
    4. Main turrets: how can I destroy them? Do i have to penetrate it while it's disabled?
    5. Main turrets: Assuming turrets have HP and you need to drain it to disable it;After disabled turret is repaired. Does it regain HP or I can re-disable it with any shot?
    6. I want to hit a BB in a way that prevents him from being able to heal with repair. I know torpedo or citadel can do it. But is AP shot less 'repairable' than HE? Is flooding repairable?
    7. How can i get my hands on the test game mode in which i choose bots/AFK ships and check above doubts myself?
    Thanks again for this video. Cheers!

    • @CleverClothe
      @CleverClothe Před 7 lety

      1. Fire/Flood takes from the universal pool, therefore it will never saturate or affect saturation.
      3. HE will do damage to turrets even without a direct hit. However, most turrets have a lot of HP and will even survive AP penetrations. Also, you can damage turrets by hitting the barbette (armor tower that the turret sits on).

    • @AdalbertSchneider_
      @AdalbertSchneider_ Před 7 lety

      Hey, I posted the same link and my comment was deleted ! What´s going on here ???!!!

    • @ichasegaming
      @ichasegaming  Před 7 lety

      jozef8020321
      1. Nope, fires will occur even in damage saturated areas. Damage saturation deals mostly with torp damage and AP pen damage.
      2. I think it heals universal HP, but not sections. Need to test it more with real people, since bots don't heal.
      3 and 4. Hit barbettes :) use armour viewer to see where those are located. Usually you need AP to hit the barbettes of more heavily armoured ships. AP hits on them that pen will either disable or destroy turrets. New Mexico #2 turret is rather weak.
      5. I think it just repairs it back up to 100% but unsure as we don't have exact numbers.
      6. Citadels and torps are the only two that are not very repairable. Everything else should be either fully or somewhat repairable.
      7. Aslain's mod pack :) although after updates they don't work for a few days until he updates the mod pack

    • @jozef8020321
      @jozef8020321 Před 7 lety

      Thanks for the link. Your post has not been deleted. Most of the replies are hidden and you just need to find the hyperlink to show hidden replies.
      Cheers

  • @THE_Onlinegamer
    @THE_Onlinegamer Před 7 lety

    thank you very much
    I really want to know about torpedo hit but it very low damage
    yesterday I played Ranger and torpedo hit Kamikaze it took 41 damage!!! but she survived 3sec and sank by flooding
    Now I know this video thank a lot

  • @BayushiTawa
    @BayushiTawa Před 7 lety

    Also, could you please go though the external modules hp model, how incapacitations and destruction exaclty work and the preventive maintenance real usefulness / uselessness?
    I use it on my German BBs with torps so that I can really relay on the torps being there for when I decide to go for it... But I am not sure whether the skill actually has any use against instantaneous module destruction, nor how this mechanic works.
    Thanks for your high quality videos!

    • @danieliwarsson1458
      @danieliwarsson1458 Před 7 lety

      Great question, I want to know as well. Also, if I repair an incapacitated module like a main turret, does that heal it in any way to keep it from being completely destroyed later?

    • @BayushiTawa
      @BayushiTawa Před 7 lety

      Damage controls do not restore HP. But I do wonder how the regenerated HP from repairs is split across the different ship modules...

    • @ichasegaming
      @ichasegaming  Před 7 lety

      Eduardo Elipe You're welcome, unfortunately, we don't have specific numbers on the modules. But from what I know, there is X amount of HP on a module, that can be buffed with upgrade modules etc, then when something hits the module it deducts X HP from the module. when that module HP reaches 0 the module is destroyed. However, like I said I don't have exact numbers to prove this yet...maybe in the future

  • @krugerblue
    @krugerblue Před 7 lety

    With all it's flaws, the damage model is pretty nicely done nowadays. I would like to see though the flooding actually making ships sit lower in the water and impede their maneuverability for the duration of the game. In my opinion WG should learn something from the Silent Hunter damage model and implement it.

    • @ichasegaming
      @ichasegaming  Před 7 lety

      That unfortunately might not be fun in a random arcade game, counting on your team to protect you in warships when you are damaged and making minimal speed is probably not going to work.

    • @krugerblue
      @krugerblue Před 7 lety

      Yes, but would it not be fun to have a more hardcore version of the game ? Just like warthunder is doing with the planes.

    • @Poctyk
      @Poctyk Před 7 lety

      >Seems like guns don't get knocked out permanently nearly enough.
      Pls no. I still remember stories of Ognevoy with 0 turrets. (Hey he still have torps)
      But something like cleveland? Only torp is ship itself I guess.

  • @Globoglobitos
    @Globoglobitos Před 7 lety

    Chase, is this the same mechanics you used on your Fubuki theory crafting? the one you activated your last stand skill?

  • @MozzaBurger88
    @MozzaBurger88 Před 7 lety +2

    I always said fires were pure cancer and could never get nerfed enough. Statement still holds. Only in WG's world can steel plates catch fire.
    Next are overpens. Granted they "only" do 10% of damage but why should a measly overpen do any damage to a saturated bow when a full penetration and detonation inside will do zero (or like 16% if you haven't saturated the total hull). It's really a noob RNG thing. I'm sorry but if my HP is low and what's left of it is some fragment of HP on my armored mid-section : FIND A WAY TO HIT IT. I shouldn't die to a garbage light cruiser overpen in the goddamn laundry room that's been burnt to a crisp 10 minutes ago. Ridiculous.
    Other than that the video was neat and lots of useful information as to why a ARP Ashigara salvo on a 300 HP Texas did zero damage and I failed miserably yesterday :D

    • @stevepirie8130
      @stevepirie8130 Před 7 lety

      Perhaps you hit areas already at 0% hp left? Very unlucky though.

    • @Torusel
      @Torusel Před 7 lety

      Quite easy to find a battleship player lol

    • @MozzaBurger88
      @MozzaBurger88 Před 7 lety +1

      Damn I've got a headache from that loud moron alarm that went off. I couldn't find the damn snooze button.
      I'm playing a bit of everything. Hell I'm the one setting those fires with my ARP Ashigara and those fires are cancer. When RNG smiles at you, you can set one every salvo. Guns are accurate, fire chance too high, it disregards steel, armor, angle. I find it okay enough that HE can do damage without penetrating without some of the massive fire chance some cruisers are getting.
      Oh but passive gameplay is the fault of torpedoes, right ? If I was such a battleship player I should be whining about torps and I'm not. They're alright. They'll punish you if you don't pay attention that's it. Fires are ridiculous at times.

    • @Torusel
      @Torusel Před 7 lety

      Sure, if you say so. 'moron', was unnecessary.

    • @MozzaBurger88
      @MozzaBurger88 Před 7 lety +1

      Well I mean you asked for it with the battleship player comment. "Oh someone complains about HE fire spam, must be a battleship player hurr durr" it's old as hell.
      Been torching battleships myself in my Konigsberg no later than 3 battles ago. When 2/3rd of the damage I did to them is from fires that they couldn't do anything against (invisi-firing), couldn't prevent, dodge, anticipate, put off, etc. it's retarded and I'm feeling even more upset about it since this video confirmed it disregards everything. You just have to hit anything and it can start a fire.
      Torpedoes you can anticipate (especially since the SA perk is available to everyone, you can expect a DD lurking), you can play the mind game and WASD your way from torp spreads and the DD/Cruiser player has to properly read your pattern, expect your moves unless you're point blank in which case you totally deserve the punishment. Add to that hydro, plane spotting and so on and so forth. Nothing you can do against fires except slightly mitigate it with flags and skills.

  • @ofi1238
    @ofi1238 Před 7 lety

    Whoa. Now I have less unknowns about the game, thanks!
    +iChaseGaming
    In the academy video 28, how did you change the camera at 3:22 to the PoV of the front turrets?
    1) No wonder there are times where I threw dozens of HE at low health DDs only to not see any damage. But when I swap to AP and overpen the DD he just blew up.
    2) For the modules taking those penetration damage, can a AA gun stop a Yamato shell with that? XD

    • @spacecadet2827
      @spacecadet2827 Před 7 lety

      in game you do it by using the "c" button. it's very handy for shooting around islands,
      when only certain turrets have reloaded

    • @Kilerwhale13
      @Kilerwhale13 Před 7 lety

      Press C in-game

    • @ichasegaming
      @ichasegaming  Před 7 lety

      1) exactly and 2) lol yup :P

  • @jochenheiden
    @jochenheiden Před 7 lety

    This video makes going nose in on destroyers a lot more viable. They can't do more than 1 torpedo's worth of damage to the bow, easily contained. You MUST remain perpendicular to the torpedo launching ship for this to work, however.

    • @Kelkuza
      @Kelkuza Před 7 lety

      Depends the ship you're using. I can get anywhere from 1-4 torpedoe's worth of damage on a bow-in Battleship, but I've also gotten only a single torpedo's worth of damage out of four hits on the stern of a Fletcher. So Torpedo saturation (damage saturation in general I find) is much easier when you're playing a DD.

  • @robinekhoodekful
    @robinekhoodekful Před 7 lety

    iChaseGaming do you know where are the magazines for the detonations placed?

  • @Elven_Red
    @Elven_Red Před 7 lety

    Kirov must have a really low magazine health. I can remember detonating two Kirovs with the first DD HE shell they took in the entire match

  • @bigbigmurphy
    @bigbigmurphy Před 7 lety +3

    Will you be able to do damage on "saturated section" after the ship uses HP heal?

    • @cobrazax
      @cobrazax Před 7 lety

      i think so as the looks changes to be less damaged

  • @danforz
    @danforz Před 7 lety

    What is the practical applicability of this information? I sure as hell can't aim that accurately to determine where my shots land on to avoid charred areas. I suppose its good to know when torpedus is coming - turn the damaged part of your ship to the torpedo! Thanks as always chase!!!

    • @HerrRoehrich
      @HerrRoehrich Před 7 lety

      It's not that hard to adjust your lead to increase the likelihood of hitting the section you want, really. Especially at closer ranges and/or against people showing their broadside.

  • @TheMouseMasterYT
    @TheMouseMasterYT Před 7 lety

    So the zero-damage pen is caused by a hit to a module. I understand that.
    What I don't understand is these types of scenario, which happens all too often:
    1)
    I'm in an NC, firing at a Tirpitz. We are both at full health, and for some reason, we got into 8KM of each other, so it's "easy" to hit specific ship parts. Of course, neither of us being totally stupid, we are also decently angled to each other, so no broadside citadels to fire at.
    I take a shot with all 3 turrets, and nail the Tripitz's #1 turret with 8 of the 9 shells, in an attempt to deprive him of firepower. I see 8 "penetration" flags at the right side of my screen, so I know they landed successfully. I do no hull damage, but that is expected, because the turret is a module. However, I also don't apparently do anything to the turret itself; despite 8 direct NC hits on it, not only do i not destroy it, i don't even temporarily knock it out. That should be over 20K HP damage in one volley, completely negated. I immediately turn to a 90-degree angle against him moving away, because I obviously don't want to eat torps.
    The Tirp responds by trying to fire at my rear turret, and apparently, the Tirp is drunk. I see most of his shells actually go to either side, and 2 show the "bounce" animation for the aft hull; so I take at most the last 2 shells as hits. After those 2 shells hit, I am down 15K HP, AND my #3 turret is completely destroyed.
    If the shells had somehow found the "perfect" path along my deck, ricocheted off the area where the superstructure connects tot he main hull, and plunged downward into my central Citadel, then a 15K hit makes sense, but not the loss of the Turret. If he was trying to fire right under said turret, the hyper steep angle should have just bounced them at the hull. And if he was firing directly into the turret itself, then *maybe* I would lose the turret temporarily, but not totally lose it AND take a major citadel hit. And yet, it appears I have citadels within the turret itself, and his is totally immortal?
    2)
    I am still in my NC, and this time vs an easier target, an NM. Again, we both have full HP, so this is not a cause of damage saturation.
    I catch the NM flat-footed; full broadside pointing at me, 11KM away. A perfect shot. I line up center-mass and aim just above the waterline.
    Now, I make a mistake and thought he was moving 5-degrees away from me, but he was actually moving 5-degrees towards; however, that just means my shells hit a little high, but still right on course, so it's not terrible. I just expect to get normal pen damage instead of Citadels.
    I check the shell flags on the right, and see that all 9 of my shells hit, 8 pens and 1 overpen. Total damage: just over 1K.
    This time, I'm not even firing at the main turrets of the NM. I hit him right amidships. 1K damage would mean that every single shell I fired (save the overpen) hit a module (I.E. his secondaries, and maybe an AA or two), but in addition to taking little numerical damage, the only module damage I do to him is a single AA gun destroyed. I should either have blown 20K hp off him in normal pens, or taken out, like, every single secondary he had on his Starboard side, but NOPE! And it's not like all 9 shells hit the same pixel of the ship either, they were distributed along the entire side in a clump one would expect of an 11KM range shot. How on EARTH is this possible?

    • @ichasegaming
      @ichasegaming  Před 7 lety

      Unfortunately, since I don't have the actual replay, I cannot analyze the situation for you, damage in the game is not random at all. Although it is possible that the ribbons might have been bugged at one point and time. If you have replays send it to chasegamingtv@gmail.com :)

    • @TheMouseMasterYT
      @TheMouseMasterYT Před 7 lety

      Heh. I rarely keep replays of myself sucking like that, but I'll keep it in mind ;p. Would you rather I email you the file directly, or upload it to Wowreplays, and send you the link?

    • @Elven_Red
      @Elven_Red Před 7 lety

      Don't ships with larger guns also have some sort of citadel area below the guns? I remember one of the areas I'd look for a citadel was below the guns on certain ships when I was experimenting with citadel hits in test mode, and off the top of my head I can also remember that one nautical tales episode where that one USN CA scored multiple citadels on a close range BB by shooting just below the forward guns

  • @duncan287
    @duncan287 Před 7 lety

    One thing extra which needs covering is overpens which do >10% damage.
    czcams.com/video/4NgmQp7mnXM/video.html
    In the first few seconds of the video there is a Cleveland which takes "voverpens" and takes way too much damage. I think a shell can "do more than one thing" but you only see ONE ribbon per shell. I think its possible to overpen the superstructure then do pen damage to the hull below, but I can't prove it.

  • @ezeekiel101
    @ezeekiel101 Před 7 lety

    how do you show what type of hit you have done? (mini ribbons above the map) Thanks

    • @PhantomXT
      @PhantomXT Před 7 lety

      Settings, there's an option there.

  • @morbvsclz
    @morbvsclz Před 7 lety

    I feel that HE spam is too strong in the game, while AP is too unreliable...
    Might be worth considering, to give penetrations on Modules damage as well (maybe no total hull damage, but the equivalent of section damage, so half the "normal" penetration damage) and thereby making AP a bit stronger.
    On the other hand there are 2 possible changes to HE that I could see beneficial for the game:
    1. reduce the fire chance of blocked shells... Either to 0, or maybe reduce them to 25% of the fire chance you'd get for a "normal" HE hit. So an HE shell with for example 15% fire chance would only have a fire chance of 3.75% if it hits the armor belt and gets blocked. I think that would make sense, since a solid steel armor plate is not exactly very combustible... But the hot splinters that fly around as a result of the HE shell exploding might still set a fire somewhere, even though this would be a lot less likely than if the entire HE shell hit a combustible target in the first place.
    So I think this would benefit not only balancing of the ammo types, but also realism.
    2. Change the fire damage mechanic. Fires should no longer be a certain percantage of the total ships HP, but of the total hp of the section that actually is on fire... Would make a lot more sense, be more realistic and would make HE spamming more skill based, as you would actually have to try to set fire to sections that are not already burnt out. This might be too much of a nerf to ships that depend on fire damage though... Maybe to balance it you could increase how much damage fire does per second or something, I dunno.

  • @nottoday3817
    @nottoday3817 Před 7 lety

    Hello Chase. I know you are quite busy with Captain Academy(and thank you for those videos), but can we get an opinion on British cruisers? I mean the fact that they can rain HE without being spotted because smoke scream and the new 'single-fire torpedoes'.

    • @skylarsimes8
      @skylarsimes8 Před 7 lety

      They are still under NDA i believe

    • @nottoday3817
      @nottoday3817 Před 7 lety

      Meant a general opinion about the concept

    • @skylarsimes8
      @skylarsimes8 Před 7 lety

      +Omega Alpha I dont believe he can even say that. WG NDAs are pretty st4ict with what you can say

    • @ichasegaming
      @ichasegaming  Před 7 lety

      Until I test them and NDA lifts, I won't say anything about them unfortunately. Their weak armour can help them though as I mentioned in the previous videos

    • @nottoday3817
      @nottoday3817 Před 7 lety

      Thank you. P.S do 5.10 replays work with the current patch? Got a footage of 'deleting' a Montana in 2 salvos with my Izumo and wanted to record it
      P.S sorry for stressing you out

  • @Glockenfampf
    @Glockenfampf Před 7 lety

    Does Fire demage the section or the hull Hp ?

    • @ichasegaming
      @ichasegaming  Před 7 lety

      Fire appears to just do direct damage to the universal HP, hence why you take damage even if damage saturated

  • @ibramgaunt8863
    @ibramgaunt8863 Před 7 lety

    I just have a general opinion question for you. Do you think with the British Cruisers having the ability to fire a single torp out of their tubes, that is wargaming testing the coding for main gun single shots?

    • @ichasegaming
      @ichasegaming  Před 7 lety

      Hmmm, no idea actually....that's a good question though, maybe pose it to devs during Q&As?

  • @jultomten3000
    @jultomten3000 Před 7 lety

    Ty, but if feels like a stupid dmg model. damaged compartments shuld take extra dmg insted

    • @anderskorsback4104
      @anderskorsback4104 Před 5 lety

      No, they shouldn't. They're already destroyed, there's nothing more to destroy. No amoung of overkilling the laundry room will sink or disable the rest of the ship.

  • @NaviJ98
    @NaviJ98 Před 7 lety

    So i can understand now, why my battleshipshells did Zero damage to a Badly damaged ship upon Penetration.
    Is there anything about Doing 0 Damage with a penetrating hit to a perfectly healthy Ship? It happened to me once or twice.

  • @BayushiTawa
    @BayushiTawa Před 7 lety +1

    One humble question.... Why fires do not go through the saturation damage mechanic? What is the point in a second fire being as effective as the first fire on a given section? I mean, if something is burnt, it cannot burn again... or not as well as before... What is your opinion in regards to this? And, have you spoken with WG recently regarding this topic?
    liked the video, thanks!

    • @brainletmong6302
      @brainletmong6302 Před 7 lety

      1st fire is put out by damage control party. Set him on fire again and he can't do shit about it.

    • @BayushiTawa
      @BayushiTawa Před 7 lety

      Yes, I do know this... It is an usual mistake from a lot of BB players... Under normal circumstances you should not "damage con" one single fire.
      I was asking about the fire's damage model itself. It seems to behave as the overpenetrations directly substracting from the health bar without taking into account the section's reamining HP pool. That is imho quite strange based on what I said: a burnt object does not burn again (or not that well as before)

    • @halincandenza7640
      @halincandenza7640 Před 7 lety +1

      I like the fire mechanic as it is because it allows gunboating dds to do damage even if their shells get blocked by armor and all the superstructure hp is drained.
      This is why I prefer WoWs over WoT: you never are in a position where it is impossible for you to do damage.
      Of course in the real world things would work differently.

    • @dubsy1026
      @dubsy1026 Před 7 lety

      +Hal Incandenza I hate it, because it makes BBs useless. They are huge, lumbering targets that do less DPM accounting fires. Cruisers easily dodge shots, but that isn't happening in a bb

    • @CleverClothe
      @CleverClothe Před 7 lety

      BBs are not useless, they generally perform better than DDs. The only time cruisers can really dodge shots is when the are running away at long range, but then they aren't much of a threat.

  • @tronghuu5947
    @tronghuu5947 Před 7 lety

    When is the next Nauticle tales video, chase?

    • @ichasegaming
      @ichasegaming  Před 7 lety

      Probably in October unfortunately, as this month is really dedicated to updating this series

  • @dragonfang2473
    @dragonfang2473 Před 7 lety

    Is ramming affected by this mechanic?

  • @falloutghoul1
    @falloutghoul1 Před 7 lety

    Is any of this going to help me improve my skill in the Karlsruhe?

    • @JN-ug5ky
      @JN-ug5ky Před 7 lety

      pppplay that shit

    • @jozef8020321
      @jozef8020321 Před 7 lety +3

      Yes,
      When fighting destroyers you are probably going to eat a torpedo.
      If you try to eat them all with a nose of your ship you will not go down.
      The first torpedo will deal 10-12K dmg to you. The second and any other taken with nose will do nothing.
      Knowing that you can survive 15-30 seconds longer to kill the DD that torped you:)
      Good luck!

  • @davidracek3051
    @davidracek3051 Před 7 lety

    ye i destroyed dd with one HE salvo with cruiser. I was like what the fuck i guess i got that dmg threshold on magazine

    • @ichasegaming
      @ichasegaming  Před 7 lety +1

      Yeah, probably drained the HP on the magazine and that was enough to cause it to roll detonation and bam

  • @Diggerless
    @Diggerless Před 7 lety

    Can you go around the other side of the ship and cause even more damage? I guess not lol. :)

  • @R3dShift
    @R3dShift Před 7 lety

    Can a Lo Yang bounce ap shells from hindenburg at 3 km ? =)

    • @ichasegaming
      @ichasegaming  Před 7 lety

      Yes, I believe so

    • @R3dShift
      @R3dShift Před 7 lety

      idk how is that possible but it happened to me today ^^'

    • @Poctyk
      @Poctyk Před 7 lety

      Let's answer that question with a power of SCIENCE!
      Lo Yang is literally a Benson.
      Benson side Armor is 19mm, while deck is 16mm, and superstructure is 13mm.
      To overmatch 19mm of armor you need a 271mm gun. If enemy doesn't have such power 60 degrees and you are safe.
      For 16mm you need 228mm gun.
      And for structure 185mm.
      Hindenburg has 203mm matter accelerator. This means that on high angles you are safe as long as he doesn't shoot HE or your superstructure.
      SCIENCE!!!!!

  • @wongkesiang2287
    @wongkesiang2287 Před 7 lety

    Please remake a video for HMS Warspite :D

  • @Kilerwhale13
    @Kilerwhale13 Před 7 lety

    I got detonated by a torp in my Myogi from full health 2 mins after the start of a battle

    • @Pitchlock8251
      @Pitchlock8251 Před 7 lety

      there is definitely something weird about detonations. I had a match in my Omaha. I was in very low health and took a single torpedo midships. The torpedo damage alone would have killed me, but I also got detonated. The torpedo hit me dead center midships, without question. Which would be boiler spaces.

    • @Kilerwhale13
      @Kilerwhale13 Před 7 lety

      +Pitch Lock There really is something wrong with the detonation mechanic because in my Myogi the torp hit the ship in the stern of the ship, around 4 meters away from the number 3 turret, and still got detonated...

    • @dubsy1026
      @dubsy1026 Před 7 lety +1

      +Dafak-man there is ammo below the number three turret.

    • @CleverClothe
      @CleverClothe Před 7 lety

      Any blast damage to the magazines can cause detonation. Personally, I think you should have to actually have to damage the magazine directly, but that isn't how the game currently works.
      Because of this, you have cases like that Udaloi that detonated a full health Yamato with gun fire.

    • @Kilerwhale13
      @Kilerwhale13 Před 7 lety

      +Dubsy 102 The torp hit in the area of the steering gear and propelors

  • @hazoish7670
    @hazoish7670 Před 6 lety

    I shot a 400 mm round at the Omaha and it did no damage

  • @elmateo77
    @elmateo77 Před 7 lety +2

    Ah damage saturation, the bullshitiest of all mechanics in WoWs. The only time 500kg of high explosives going off on part of a ship shouldn't hurt it is if that part has been blown off. And if the front third of a ship has been blown off the ship is probably already sinking (duh).

    • @anderskorsback4104
      @anderskorsback4104 Před 5 lety +1

      As opposed to World of Tanks, where you can destroy a tank just by shooting at its commander's cupola repeatedly.

  • @giorgoss_gr7720
    @giorgoss_gr7720 Před 7 lety

    farragut op? XD

  • @Jeffrey_Wong
    @Jeffrey_Wong Před 7 lety

    The camera perspective looks kinda wonky

    • @ichasegaming
      @ichasegaming  Před 7 lety

      Sorry about that :P was zoomed in on the forward guns

    • @Jeffrey_Wong
      @Jeffrey_Wong Před 7 lety

      Haha, no need to apologize :) I was just wondering if 0.5.11 introduced a new camera bug

  • @AdalbertSchneider_
    @AdalbertSchneider_ Před 7 lety

    Hi iCG, why did you deleted my comment ? because of the link to another streamer, or...?
    I am sorry, I think, that Jozef8020321 only speak my language, so I tried to help him.
    You made perfect work. I studied the real history of the battleships and did a lot of my calculations with programs from Nathan Okun ( I hope you know about him...).
    So, I feel strange. :( I love WoWs, because it´s the only game, that is so good, and had some reality influance, but especialy the "damage countings" are unrealistic. For an example Bismarck - if the Garmans didn´t sink her, thanks the turtleback armor scheme she was really unsinkable at that minimum range. And the TDS ( torpedo defence system ) - US navy tested it, and they find it even more durable, than Germans claimed.
    So, if the Royal Navy had to sink her, they would need much more torpedo hits, and even that wouldn´t guaranteed that.
    And here, what we see - the German BBs have the worst TDS... :-/
    So thanks for your vids, keep it up, and give that my comment back pls...

    • @ichasegaming
      @ichasegaming  Před 7 lety

      I didn't delete a comment, it automatically goes to spam, but I approved it :)

  • @Ian-ib4uf
    @Ian-ib4uf Před 7 lety

    stupidest design ever. hit a fubuki with 3 torps, only 8000 damage

  • @dragonfang2473
    @dragonfang2473 Před 7 lety

    Is ramming affected by this mechanic?