Basically, no matter what people may tell you, penetration drop off doesn’t particularly matter in most cases, and it’s not a reason to drop your Premium ammunition for standard unless you want to save some credits by doing so because it’s usually still better regardless. This translates to its AP dropping from 246mm to 242mm, and its APCR from 311mm to 263mm at the absolute maximum (and we’re talking distances beyond your render range even reaches). The mighty Maus at Tier 10 loses up to around 2% of its penetration value with AP, and 15.4% with APCR. The numbers certainly imply that, but when you read into it and do a little math you realise the Leichttraktor’s stock AP rounds have 40mm of penetration at 100m, and if they were to drop off by 17.5% they’d sit at 33mm of penetration, whereas its APCR rounds with over a 50% drop off would drop down to just shy of 36mm of penetration, making APCR around just as good as AP in the worst case scenario when accounting for the normalisation difference between the two ammo types “APCR rounds are worse than AP rounds at long range!” you could be mistaken in assuming. This may seem like a pretty big deal at first glance, as your Leichttraktor at Tier 1 can lose up 17.5% of its original penetration value with its stock gun by using AP, but 51.4% using APCR rounds. Yes, I specified at 100m in the previous section because Armor Piercing variant shells (AP and APCR) can lose penetration over distance past the range of 100m, where higher tier guns typically lose less penetration over distance, and APCR rounds more so than AP providing it’s Premium APCR rather than standard APCR found on many high-tier Medium Tanks, for example. Penetration Loss over Distance The ‘Penetration Nerf’ tested in the Sand Box Once you understand this, I’d strongly recommend reading my guide on Overmatch, Normalisation, and Ricochets for further penetration mechanics, including some very advantageous information that can allow you to dominate all types of opponents, namely Mediums and Heavies. This means a shell with 100mm of penetration can roll as low as 75mm of penetration, meaning it can’t penetrate anything over 75mm in effective thickness, or it can roll as high as 125mm and can therefore penetrate anything 125mm in effective thickness or below. The Penetration statistic then refers to how far a shell can penetrate the thickness of a plate’s effective armor at 100m, +/-25% as per the RNG effect placed on shell penetration. Get out your scientific calculator and try it yourself, it’s like magic. Using this information, our calculation would be: If we take the Object 140, for example, we know its upper plate is 100mm thick and angled at around 64 degrees, giving it an effective armor thickness of around 228mm. NominalArmorThickness /cosine(impactAngle) = effectiveArmorThickness To calculate the effective armor thickness of a plate, use either a helpful tool like Panzer World’s Relative Armor Calculator or use the following formula: It should be noted that AP and APCR rounds ricochet at angles greater than 70°, whereas HEAT rounds ricochet at 85°. The 10° difference between 0 and 10 degrees barely increases the effective armor thickness over 1.5mm, whereas the 10° difference between 60 and 70 degrees is almost as great as the 60° difference between 0 to 60 degrees. These values (displayed in intervals of 10°) are as follows: Impact Angle (°)Īs can be seen, there is an exponential increase in armor thickness as the impact angle increases. “Effective armor thickness” refers to the increased amount of armor a shell has to penetrate based on the angle of impact against the normal. absolutely perpendicular to the armor plate. The “nominal armor thickness” refers to the thickness of a plate at a 0 degree angle from the cosine or “normal”, i.e. To understand penetration, you must understand how both nominal and effective armor values work in World of Tanks. Penetration Effective Armor Thickness An example of various impact angles against a 100mm thick armor plate. Many players dismiss damage mechanics as a very obvious and straight-forward system that they don’t need to pay attention to, but there are actually some interesting interactions and formulas used that could give you the edge you need over your opponent.Ĭheck out my View, Spotting, and Signal Range guide to fully understand how you can one-up your competition in the vision-based game. Practically everything surrounding damage is what we’re focusing on in this Battle Mechanics article – Penetration, Damage, Module Damage, and Ramming.
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