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【情報】用科學說明WOWS的各種機制(12/13重要更新)

樓主 午時而知天命 andyandy1240
GP159 BP-
隨便下了個標題
總之呢,一個超測玩家在論壇上發表了和傷害機制有關的文章,有不少有趣的點,在此稍做整理翻譯


基於5.1版本

關於裝甲穿透

1.炮彈穿深不像wot一樣有25%浮動,實際上是沒有浮動,在固定距離相同角度的情況下穿透力是固定的
2.炮彈有引信的設置,像ap就有要穿透足夠厚的裝甲才會啟動引信的設置

新版本追加說明(更新):
AP彈
規則1.如果炮彈口徑的1/14.3大於裝甲厚度時,炮彈將會判定強制穿透
規則1不符合時,啟用規則2.炮彈入射角在60~90度之間會強制跳彈、45~60度有機會跳彈(取決wg幫炮彈設定的性能)、0~45度則不會跳彈
規則3.炮彈擊中時會有轉正效應,這會影響規則2的穿透判定
炮彈在擊穿裝甲後不會馬上爆炸,砲彈口徑的1/6為引信引爆的需求裝甲厚度,一旦裝甲厚度到達炮彈將在一段延遲後引爆

HE彈
HE彈的穿甲能力約是口徑的1/6,這個數字不會受到炮彈飛行距離和入射角影響,且永不跳彈
HE彈的引信引爆的需求裝甲厚度引信延遲時間都非常短,幾乎可說是碰到即炸,所以理論上說過度穿透和水中彈的情況永不會發生


關於炮彈傷害

(以下說明基於0.2.4/0.3.0版本)
Non-penetrations(bounce/ricochet) will always deal 0 damage, regardless of AP or HE. However,HE shells still has a chance to start fires or break modules with its splashdamage. Splash damage will never deal HP damage.

不論彈種,只要是沒有穿透的炮彈造成傷害恆定為零。但是he的爆風依舊有機會造成起火或船上部件損壞

Penetrationsdeal x0.33 of the shell's listed damage. Whether AP or HE, it must penetratethe armor and detonate inside the ship.

不論彈種,只要是穿透並在船隻內部引爆的炮彈都固定造成33%的傷害

Over-penetrationsdeal x0.10 of the shell's listed damage. Over-penetration is when a shellpenetrates the ship through-and-through, before it has a chance to detonateinside the ship. Theoretically HE will never over-penetrate due to its lowdetonator threshold and shorter fuze.

過度穿透的炮彈固定造成10%傷害,he因為引信設置過度穿透的情況永不會發生

Citadel hitswill always deal x1.0 of the shell's listed damage. This is only achieved ifthe shell penetrates the armor and the citadel (vital parts of the ship whichusually enclosed in more armor). Even though HE has low penetration and almostinstantaneous fuzes, it's still possible to get a citadel hit using HE if thetarget's armor is thin enough and the citadel hitbox is close enough to thefirst layer of armor.

穿裝甲區固定造成100%傷害,而且就算是he也是會擊穿裝甲區的

Penetrationson a destroyer's midsection will deal x0.5 of the shell's listed damage. It isimpossible to get a citadel hit on a destroyer, as they no longer have them perse (was removed in 0.2.4/0.3.0). Due to their thin armor, HE works best as AP will almost always over-penetrate a destroyer.

dd們在艦身中段吃炮彈的情況下會造成50%傷害,而且dd並沒有裝甲區(在 0.2.4/0.3.0被拔掉了),所以ap打dd永遠不會滿傷

統整一下,當炮彈擊中船時總共會有四種效果:
1.未穿透裝甲,不造成任何傷害
2.穿透裝甲,炮彈在船裡頭爆炸,但未擊中裝甲區,16.5%+16.5%傷害
3.穿透裝甲,炮彈在船裡頭爆炸,並擊中裝甲區,100%傷害
4.穿透裝甲,但炮彈沒有在船裡頭爆炸,10%傷害(過度穿透)


搭配影片服用,效果更佳:
5吋ap傷害 2100  he傷害 1700
ap he未穿透大和裝甲傷害 0
ap穿透大和裝甲傷害 693(33%)
ap過度穿透大和裝甲傷害 210(10%)
he穿透大和上層建築傷害 594(33%)
ap穿透出雲裝甲區傷害 2100(100%)
ap過度穿透dd(佛萊契級)傷害 210(10%)
ap穿透dd(佛萊契級)中段傷害 1050(50%)
he穿透dd(佛萊契級)中段傷害 900(50%)


關於區塊閾值

 
Although the collision model for ships are reasonably detailed in terms of armoring, the hitbox for its hit points pool is simplified into 4 sections: bow, midsection, stern and superstructure. The citadel counts as another separate section, contained inside the midsection.
船隻的傷害模型分成四大區塊:前、中、後和上層建築,還有裝甲區藏在裡頭作為獨立部分
Each section has a limited amount of damage it can take, with the citadel being an exception as it has an equal amount of HP as the ship's total HP.The total combined amount of HP from all sections far exceeds the ship's total HP so it's very rare for any section of the ship to have it's HP pool completely depleted before the ship loses all of its HP.
每個區塊都有自己的隱藏獨立血條,除了裝甲區,裝甲區如果受損會直接扣船隻總血量。還有四個區塊的血條加總比總血條多很多很多,所以單一區塊血條被打空而船沒沉情況很少見。

問:那這些血條是用來幹什麼的
答:兩個字:減傷

Each section(except the citadel) has two thresholds, where after each one is reached thedamage it receives is reduced. The threshold levels for each section of eachship varies.

每個區塊的血條(除了裝甲區)都有兩個閾值,閾值用來計算能減多少傷

In the initialstate, the ship will receive damage normally (x0.33 for shell penetration). Thesection starts off clean and gets darker as it takes more damage.

在到達閾值一號之前,所有擊穿但未中裝甲區的炮彈都造成33%的傷害

After thefirst threshold is reached, the damage received is halved (x0.165 dmg for shellpenetration). At this stage, the section of the ship is visually blackened.

一但到達閾值一號,受到的傷害就下降一半變成16.5%

Finally, oncethe second threshold is reached the section stops receiving damage. There is novisual difference to the first threshold, you'll only notice that your shellsstop doing damage to the section.

最後到達了閾值二號,所有擊穿但未中裝甲區的炮彈將不再造成傷害

新版本追加說明(更新):
新版中wg又更新了損傷的模型計算,現在除了四區塊(前、中、後段和上層建築)外還多了船體的隱藏血量。四區塊的血量約占船隻總hp的20~35%,船體的血量則占70~85%,兩者相加大於100%是為避免船打不沉的情況

舉個例子,假設船隻hp為1000,船體的血條是750,四區塊(前、中、後段和上層建築)是75
當砲彈打中船頭時會同時給船體血條和前段分別造成16.5%總和33%的傷害,然而當前段血量損耗完時,炮彈就只會給船體血條造成16.5%的傷害

也就是說閾值減傷已經不存在了

原文作者畫了一個很魔性的示意圖






搭配影片服用,效果更佳:
5吋ap從一開始的693傷(33%)在無數射擊後下降成了347傷(16.5%),射到最後則完全不造成傷害


There are somecaveats: regardless of the state of the section, over-penetration will alwaysdeal x0.1 dmg and citadel hits will always deal x1.0 damage, even after thesection's HP pool is completely depleted.

還有幾點要注意的:過度穿透和擊中裝甲區不受到區域血量的減傷影響

Additionally, ifthe midsection's second threshold has been reached, all other sections willtake damage as if it had passed the first threshold even if it hasn't taken anydamage yet.

另外,當船身中段區塊血量達到第二閾值時,船隻的剩餘區塊會附加減傷效果,效果等同於達到閾值一的狀態。就算剩餘區塊沒受任何傷害也一樣

Damage from fire,flooding, over-penetration and citadel hits will not reduce any section's HPpool (but they will still reduce the ship's total HP as normal). A section withno HP left may still burn or flood normally and continue dealing damage to theship.

起火、進水、過度穿透和擊中裝甲區不會扣區血量,會直接扣總血量。而且就算區塊在閾值二狀態起火進水一樣能對總血量造成傷害


(更新)關於船隻裝備

船隻上有不少裝備模塊,目前有以下幾種:

主炮
副炮和防空炮
魚雷
輪機
舵機
彈藥庫

這些裝備模塊有著獨立血量,當血量越少時越容易損壞;除了輪機和舵機,血量越少受損機率越低。當裝備模塊血量歸零時,它可能會損壞且需要時間修復或完全損壞無法修復,基於遊戲性輪機和舵機不會完全損壞,而彈藥庫要是損壞船隻會直接殉爆


關於魚雷傷害

新版本追加說明(更新):

魚雷改成直接對裝甲區造成傷害,所以像以前一樣用船頭船尾吃雷將不會有減傷。對於魚雷防護減傷改成船側中部向頭尾有一定延伸的長條區塊,作為魚雷防護區。順帶一提,這個防護區塊跟船隻建模上的防魚雷隔艙或鼓包沒有關聯,是額外設定的。防護魚雷的效果隨船隻不同而變化,越好的防護魚雷造成的傷害越小進水機率也越低

還有一點,遊戲中列出的紙面魚雷傷害並不是魚雷真正的傷害,魚雷的紙面傷害是用兩個隱藏數值來計算的,
alphaDamage(約是紙面傷害的三倍)和Damage,計算紙面傷害的公式是alphaDamage/3+Damage。需要注意的是當中雷時,將會造成alphaDamage1/6*2(對應船體血量和區塊血量),如果中雷部位有魚雷防護區將會有額外減傷,但如果是無魚雷防護區的船頭船尾中雷將不會有減傷,所以不要再用頭尾去接雷了

Torpedo damageuses a similar mechanic to shells, however the damage it can inflict is alsolimited by the each section's damage threshold. It doesn't appear to take intoaccount of armor at all (in fact, it seems to ignore armor completely), theonly thing that matters is which section it hits.

魚雷傷害機制跟炮彈差不多,一樣會受到區塊血量減傷的影響。還有魚雷無視裝甲

Hits to the bow orstern will deal ~x0.9 (figures are rounded up/down) of torpedo's listed damage,halved after the first threshold and finally takes no damage after the secondthreshold.

船頭船尾中雷傷害大致是90%浮動,如果區塊血量有達到上述的閾值時,會受到減傷效果影響。閾值一狀態剩45%、閾值二則無傷

The damagemultiplier for the midsection varies for each ship e.g. tests show that Yamatohas a value of x0.41, Nagato at x0.71 and Des Moines at x0.85. Unlike shellpenetration against armor which is modeled relatively realistic, torpedoprotection appears to be arbitrarily set to roughly correspond to theprotection it had in real life (or in some cases, as designed on paper). Shipswith good torpedo protection have low damage multipliers, while those withoutgood protection have higher multipliers.

船身中段的魚雷傷害由WG欽定的傷害係數決定(像大和45%、長門71%、德梅因85%),這是由現實中的魚雷防護來決定係數高低,係數越高打得越痛

Destroyers are yetagain another special case, its midsection takes x1.36 torpedo damage, in otherwords it actually takes more damage than is listed for the torpedo.
DD又再一次與眾不同,雷擊係數是136%,雖然僅限於艦身中段

Torpedo hits tothe bow and stern will reduce the section's HP just like shells, however hitsto the midsection do not reduce that section's HP at all. Every hit to themidsection will always deal the same amount of damage. If the midsection'sfirst threshold is reached (via gunfire), it will still receive almost as muchdamage from torpedoes as before (very small difference, almost no change).

重要的是區塊血量減傷只作用於船頭和船尾這兩塊,艦身中段不受減傷影響,雖然區塊血量還是會扣,但是傷害不受影響(差異極小)

The firstthreshold for most ship's bow and stern are low enough that depending on thetorpedo used even one hit is enough to cause enough damage to reach the firstthreshold. So in many instances, you'll never see the torpedo deal x0.9 damageto the bow or stern. However, after crossing the first threshold the torpedowill consistently deal x0.45 damage per torpedo hit until the second thresholdis reached or the ship is sunk (whichever comes first). Depending on the damagemultiplier on the midsection, it's almost always better to take torpedo hits inthe bow/stern than in the midsection especially if the bow/stern has alreadyreached its first threshold. The reverse is true if the ship has very goodtorpedo protection (e.g. Yamato), in which case taking hits in the midsectionwill result in taking less damage.

大部份的船達到船頭和船尾區塊血量的一號閾值所需要的傷害通常比魚雷傷害還要低,所以頭尾吃雷的傷害往往整場只有45%(直到你沉船或頭尾區塊達到第二閾值為止),不過像大和之類魚雷防護良好的船,艦身中段吃雷傷害就會比頭尾吃雷還要低

搭配影片服用,效果更佳:
帥氣的零傷魚雷



(更新)關於航空炸彈

目前傷害機制上跟HE彈幾乎一樣,期望未來有穿甲炸彈吧


(更新)關於撞擊

撞擊造成的傷害基於船隻的速度和最大血量來做計算,撞擊位置、船的裝甲厚度和船的現有血量不會對傷害產生任何影響,且船隻相撞的的最大傷害不會超過撞擊船隻中滿血量最低者的血量(例子:滿血100的船撞滿血120的船,裝及傷害不會超過100)
如果撞擊傷害大於船隻滿血的10%,會額外受到進水的dot傷害,不過友軍相撞不會進水


關於起火和進水

While causing fireor flooding is all up to RNG, the Damage over Time (DoT) is based on apercentage off the ship's total HP. A ship can be set on fire on each section,for a maximum of 4 simultaneous fires. Each fire will deal damage around 0.6%of total ship's HP every 2 seconds. Carriers take more damage, at 0.8% of itstotal HP in damage every 2 seconds.

起火是DOT傷害,一條船最多四個起火點,對應四大區塊,一坨火每2秒扣0.6%總血量,空母慘一點每2秒扣0.8%

A ship can onlysuffer one flooding at a time, even though you could earn multiple floodingribbons per salvo. The DoT for each ship varies correspondingly to how wellprotected it is against torpedo hits. Therefore, higher tier ships with bettertorpedo bulkhead designs tend to have lower DoT, around 0.25% of total ship'sHP every 2 seconds, while low tier ships with poor protection (or lacking themaltogether) may take over 1.0% of total ship's HP every 2 seconds.

一條船只能同時進一次水,就算打下去右邊跳了很多進水章也一樣。進水傷害也是由WG欽定,大致上按現實防雷隔艙設計來進行設置,高階船可能每2秒扣0.25%總血量,低階船可能每2秒扣1%總血量

The cooldown forfire or flooding can't be restarted, so if a ship is already flooding you can'textend the timer by hitting it with another torpedo until the flooding isrepaired. The same applies for sections already on fire, however the cooldownwill display the time for the latest fire that was started.

最後直到起火進水的狀態修復為止,它們的持續時間都不會刷新,也就說一條正在進水的船,不會因為又被攻擊進水而延長進水的持續時間。另外,起火持續時間顯示上永遠計算最晚起火的點


關於損管

The Repair Partyconsumable available on battleships as well as tier IX and X cruisers repairsat a rate of 0.5% of the ship's total HP per second for up to 28 seconds whenactivated. So the Ibuki with 39k HP for example would be able to recover 195 HPper second for a maximum total of 5460 HP per charge. However, the actualamount recoverable per charge is dependent on the type of damage received.

戰艦和九十階巡洋艦們會有損管可以用,損管能在28秒內每秒回復總血量的0.5%,也就是總血量的14%,不過能實際回復的量取決於之前受到多少傷害(最大是總血量14%)

大致是按這麼計算的
Damage fromover-penetration, fire and flooding is 100% recoverable.
Damage from normalshell penetration/torpedo hits is ~50% recoverable.
Damage fromcitadel hits is only 10% recoverable.
過度穿透、起火、進水百分百回復
普通穿透和魚雷傷害回復50%
裝甲區被擊穿(含於魚雷傷害)只能回10%

新版本追加說明(更新):
對船隻總血量造成的傷害都能百分百回復,傷害來自過度穿透、起火、進水和撞擊
對四區塊造成的傷害只能回復50%(除了厭戰是60%),傷害來自一般擊穿
裝甲區被擊穿(含於魚雷傷害)只能回10%




本文大概就到此結束了,如果有錯誤的話請不吝指正,多謝大家


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