In today's episode of How it Works,
we're going to tell you about one of the most dangerous and effective
armament types in World of Warships—torpedoes.
There are two torpedo types in our game:
standard and deepwater torpedoes.
The former inflict damage on all ship types.
The latter differ by their lesser spotting range
and can damage only cruisers, battleships, and aircraft carriers.
However, destroyer Asashio stands out
because her deepwater torpedoes
can damage only battleships and aircraft carriers.
Torpedoes act like HE shells
because they inflict damage with an explosive wave,
and the mass of their warhead allows them to ignore any armor.
However, armor reduces the damage caused by torpedoes.
That's why a torpedo inflicts a sixth of its damage
to the part of the ship that it hits,
plus a sixth of its damage to the hull.
Let's demonstrate this.
We’ll take Fuso for instance.
No, let's leave it alone for a while.
Let's take Alabama.
A torpedo from British cruiser Minotaur hits Alabama's forward end.
It has 2,900 HP.
If a torpedo hits Alabama's forward end,
it will be destroyed.
2,900 plus 7,755 HP is subtracted from the hull's HP pool.
Total: 10,655.
But we'll see another number in the game—10,728.
Where does this extra 73 HP come from?
The thing is that a torpedo has a cube-shaped effective explosion area,
like any HE shell.
A torpedo's cube is the size of a battleship's HE shell cube.
The main difference is that the torpedo cube
damages all ship parts within its coverage.
The damage depends on the overlapping volume of the cube and a ship's part.
Therefore, the maximum torpedo damage
is the sum of the damage dealt to a ship's part and the hull,
plus the maximum damage caused by the explosion wave cube.
By the way, apart from subtracting the hull's HP,
the torpedo cube inflicts damage on the ship's modules
and can destroy them.
The first to take a hit are magazines,
engine rooms, and steering gears.
However, other modules may suffer as well—
the torpedo explosion wave ignores any armor.
Every subsequent torpedo that hits Alabama's forward end
will inflict only half the maximum damage on the hull
because the forward end is destroyed.
After the hull's HP reaches zero,
any torpedo that hits Alabama's forward end
won't do any damage.
But the ship will remain alive
because it still has HP for the rear end,
superstructure, and casemate.
That's why, on some really rare occasions,
a destroyer can catch five torpedoes with its forward end at once and survive.
Now let's see what happens
if Minotaur launches a torpedo at Alabama's side.
Right at the citadel. Total damage is 8,250.
That's the maximum damage.
That's because of the battleship's anti-torpedo protection.
It's a specially-structured underwater ship part
that weakens the torpedo explosion energy
and prevents it from damaging the most important compartments.
The forward and rear ends don't usually have any anti-torpedo protection,
that's why these parts receive maximum damage,
while all ships, except for destroyers,
have their central part equipped with anti-torpedo protection.
Alabama's anti-torpedo protection
absorbs 49% of the torpedo damage,
that's why the citadel receives so little damage.
Actually, the damage from the torpedo cube will also be added.
You can see the anti-torpedo protection of your ship in the Port,
in the Survivability tab.
The ships with Repair Party restore the HP lost from torpedoes
the same way as from shells.
It all depends on where a torpedo hits.
All ship parts,
except for the citadel,
have the same recovery coefficient.
When talking about Alabama,
the coefficient will be 0.5,
and the citadel's coefficient will be 0.1.
However, the explosion damage
doesn't conclude the list of unpleasant torpedo hit consequences.
With each hit, a flooding check is run.
You'll find out how this mechanic works
and what you should do to reduce the flooding risk
in the next episode of our series.
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