Damage model 5.0
Implemented 19 May
Penetrations and armor has been finalized to the final state and will be deployed in next patch
• Ship armor has width and strength of planking is now measured in effective armor (from 25 to 100cm)
o Effective armor does not equal real width of planking. Victory armor is 60cm, but because of the hull construction methods, quality of wood the real effective armor is 90cm.
o Effective armor is also affected with the angle of shot (final implementation). hitting the ship at 10 angle drastically increase effective armor width
• Cannon penetration fall off with distance reworked based on historical gunnery data and adjusted for gameplay
o Long guns penetration now falls off a lot less compared to medium guns
o Carronade penetration sharply falls off after 500 meters
• Partial penetration implemented. Shot can now hit and have a partial penetration giving less damage.
• Armor width now gives less damage. If you shoot the very narrow planking it will give almost no damage to hull.
• Vertical ricochets angles bugs fixed
• Gun loss reworked
• Mast damage reworked - no more long distance mast shooting. Masts have strength and if cannonball has lost the penetrating power it will not damage the mast
• Rudder penalties fixed. Yellow broken rudder was only giving 15% penalty due to a bug. It will be more dangerous from now on.
As a result
• Broadside tanking should work a lot better now
• Certain ships will be almost invincible against lower class guns at medium or long distances if they are not raked or damaged through bow
Future additions
Double shot as a consumable or as skill on cool down to bring tactical depth
Double charge as a consumable or as skill on cool down to bring more tactical depth
We are thinking of reducing reload a big across all guns.
Please provide historical tables if you have any references on gun reload rates (sustained reload not 3 shot gun test data).