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  • Bulge, belt armor and torpedoes

    03. 13. 2008 05:45

danita
I read 2 threads shortly after I started navyfield.

The first was Emu87's thread about torp damage and how it lessens the further
away the point of impact is from the centre of your ship.
http://www.navyfield.com/board/view.asp?
Num=53104&Sort=D07&Order=re_upday&PageSize=20&Page=2&Ctg_1=&Ctg_2=&C
tg_3=

The second was Devgod's about how many torps a ship could survive with varying
amounts of SD, bulge and belt.
http://www.navyfield.com/board/view.asp?
Num=64609&Sort=D07&Order=re_upday&PageSize=20&Page=1&SearchPart=title&S
earchText=belt&Ctg_1=&Ctg_2=&Ctg_3=

In Devgod thread there's also a link to an Asian table that I think shows a relation
between torp damage reduction and the amount of belt used.
But I don't know whether Devgod and the asian guy accounted for the varying torp
damage you get based on the location of the hit. They also didn't included any
screenshots to check or replicate those results using a similar setup.
Repair rate, the gradual effect from successive torpedo hits will also taint the
results in Devgods tests.
Since I also had some additional questions not fully covered in either thread I did
some testing of my own.

The questions, results and screenshots will be in the following post.
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  • Re : Bulge, belt armor and torpedoes

    03. 13. 2008 11:16

nrnacesinko
Awesome job, good work!

Rec'd

  • Re : Bulge, belt armor and torpedoes

    03. 13. 2008 10:24

EMU87
That is correct, 0.2 belt is a must, at least when it comes to protection against torps
from TBs. If you want to hit the same spot on your ship, you should let your ship stay
straight west/east like on your test, then launch and lower your TB and move it either
north or south of your ship and then tell it to go home. That way it will aim directly for
the middle of your boat. Of course it works when attacking from behind too. And now remove
this piece of information before people notice and TBing becomes even more pointless than
it already is -,-

  • Re : Bulge, belt armor and torpedoes

    03. 13. 2008 09:39

Alyx
Rec'd


Good thorough print out. with what appears to be nice screenies and thought put into it.
Conclusive and convincing results. Or an elaborate and convicing hoax :)

Should the later be the case. Genius pure genius :)

  • Re : Bulge, belt armor and torpedoes

    03. 13. 2008 09:23

LET0
Testing diferent nations of torps would be interesting...,might do that with junyo later
when i get a TB....

Also, testing bulkhead would be good, since there are a lot of theories about the effect
of bulkhead. Would be nice to make sure what it does.

Thanks for the tests, it is very usefull

  • Re : Bulge, belt armor and torpedoes

    03. 13. 2008 08:20

Elenar
Very nice guide, glad someone finally decided to test all the theories.

  • Re : Bulge, belt armor and torpedoes

    03. 13. 2008 07:19

greattak
Seems 0.2 belt is the most useful

  • Re : Bulge, belt armor and torpedoes

    03. 13. 2008 05:45

danita
For these tests I used a Graf Zeppelin CV with only the BO and 1 TB pilot onboard, 3
of my normal plane loadout were switched for 3 T1 tb's.
I used the BB test mission, sat in the back and turned my GZ to the east. Once a
game started I launched 1 tb and manually torped myself. When I produced a hit I
then sailed straight off the map.I was never hit by any of the BB's.
All damage figures are taken from the damage result screen.
I only used recorded strikes and damages figures, though there are some anomalies
in some tests where I forgot to properly capture either the hit or the damage result
(or lost the screenies).

Thanks to my seriously lacking manuel and paint skills the screens look a bit messy.

Question 1: does a little belt actually reduce torpedo damage?

From Devgod's reference to an asian table I guessed that 0.2" belt gave about a 40-
50% reduction in torpedo damage. Since I have used that for a while now and I
would like to see that I guessed right, I started there.
So I set about torping my GZ a couple of times with no bulge and no belt, then I did
it again with 0.2" belt added.
I've organized the hits roughly in such a way that shots that are about equally as
far from the centre, line up.
The left row has no bulge no belt, the right row has 0.2" belt added.



Since no 2 shots match up exactly it's hard to calculate a precise damage reduction
down to the last 0.1 %, but this looks pretty close to 50% damage reduction to me.


Question 2: If 0.2" of belt can do that, what about other belt figures?

So I threw on a little less belt, a lil more and a lot more and went torping.
From the shots I had, I used 2 rows with varying belt figures, but with hit locations
that matched each other the best.
11.4" belt was the maximum I could use on the GZ.



In retrospect now that I'm typing this, I should have tested this while torping myself
directly from behind or from in front. Hit location causes a lot more variance than
belt thickness did. If you look at Emu87's thread you can see he had a lot less
variance torping the bow/stern then I got here ( it's in his 2nd or 3rd reply to his
initial post).

But still you can conclude a few things from it:
0.1" belt does nothing or close to nothing.
More belt might mean more damage reduction, but the increases are awfully small,
so you need an awfull lot to get any noticable increase.
My guess would be that 11.4" of KM belt might get you to 60% damage reduction.

One thing of note that happened though is I think I recorded a torpedo critical hit.
During my first runs of tests, which results I lost due to my incompatence, I hit my GZ
just in front of the bridge ( so almost halfway to the bow). The damage shown on
the screenie of the torp strike was well over 4300, however I forgot to take a SS of
the results screen. Then I corrupted the initial screenie while moving it around.


Question 3: What is the order of damage reduction, used to determine the final
damage.

So far I saw 3 damage reducing factors that affected the final damage.
Hit location: the further away from the centre of the ship, the less damage a torpedo
does.
Bulge: bulge is consumed before any damage is done to the ship.
Belt: belt above 0.1" gives a significant damage reduction.

So if a ship only has bulge, what comes first in determining how much damage is
done to you ship? If location does come before bulge, do you need more bulge in
the centre of your ship than you would on say the bow in order to escape
unharmed?
What if you have belt as well, does it protect your bulge? Does it reduce damage
done to your bulge, so you'd need less bulge to remain unharmed.



As you can see the damge done to you ship is first modified by location, then it goes
to bulge, then whatever is left is reduced by belt.

Interesting is the fact that even at very low bulge ( 4-5), 1 torpedo hit didn't erase
the whole amount of bulge, it only went to 75% of maximum.
How it's organized around the ship I don't know, whether it's applied in quadrants
or any other way, someone else is free to test.

Conclusion: if you ever get torpedoed, be safe and get 0.2" of belt, it's easily worth
a few points of bulge.
If you want to know how much damage reduction you get for a given belt thickness,
test it by torping the subject from directly behind or in front. Unless you can hit the
same pixel on a ship every time from a side attack, it's the surest way to conclusive
results.
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