These tables provide theoretical data on the results of naval shell impacts against armor in the World War II context. Calculations were performed using FaceHard version 5. The values calculated with later versions of FaceHard may provide slightly different results. Real-world gunnery involved innumerable additional factors such as barrel erosion, premature shell detonation, quality control in manufacturing, roll motion of the target - and on and on. Consequently, these tables suffice only as a measure of probability with no pretense to absolutes.
Okay, here it is. Found this surfing for information as well. Read the tables print them out if you can, it helps , the distance is in thousands of yards. Some interesting information, something that we will all have to understand as we learn to play. Gijoe, on 05 December - AM, said:. Thank you!
As of Patch 4. Armor penetration sometimes abbreviated ArP or called armor pen is a value appearing on many talents and abilities that indicates the percentage of armor that will be ignored by an attack. ArP is unique in that the more ArP you have, the greater the increase in damage becomes. Armor penetration is sometimes confused with spell penetration , even though they affect different things.
A projectile that enters the ship can encounter up to four or five layers of armor and may stop or ricochet at each layer. In this regard the developers attempted to adhere to historical realism and simulate all significant layers of armor. Therefore, some later battleship designers tried to save some of that weight by placing heavy armor only around the vital parts of the ship: the ammunition and propellant magazines, the propulsion plant, the fire-control, command and communications sections. Most of the other compartments are almost completely unarmored.