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MrConway

AA Changes in Update 0.8.2

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WG Staff, Alpha Tester
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In this post we want to show how the non-linear addition of continuous AA damage from several ships will work in update 0.8.2.

 

The reason for the change was the fact that in update 0.8.0.1 the AA damage was redistributed: explosion damage was reduced and continuous damage was increased. Before the release of 0.8.0.1 if the player skillfully dodged the explosions, the squadron took almost no losses. Strengthening of the continuous damage balanced the interaction of 1 ship and a squadron, but the total damage from several ships was too effective: planes often could not make even one attack run being in the AA zones of 3-4 ships.

 

At the same time we can't just reduce the AA damage of several ships, because then ships that are distant from the allies will become extremely vulnerable. To solve this problem, we implemented a non-linear addition of continuous AA damage.

 

Now continuous damage from several ships will be less than the sum of their damage, but still more than damage of any one of them.

 

Damage is always calculated the same way;

  1. The damage of the AA zones firing on squadron is determined;
  2. A reduction factor is calculated for each individual AA zone depending on the number of ships firing and their damage;
  3. Damage is summed up taking the reduction factor in consideration.

 

The most notable damage reduction is for ships with the same AA damage (0.89 for 2 ships, 0.83 for 3, 0.79 for 4). The more difference in damage, the less the reduction will be.

 

Let's have an example: a squadron flies into the mid-range zone of Minotaur and simultaneously into the short-range zone of Shimakaze (signals, upgrades or Commander skills are not considered in this example). The continuous damage values for these zones are 1281 and 203, 1484 in total. For 2 ships with these damage values the reduction factor is 0.94. The resulting damage is 1397.

 

The factor may differ for each situation. Let's have another example with smaller difference in damage: long-range zone of Henri IV (169) and mid-range zone of Khabarovsk (140). The reduction factor will be 0.89 and the total damage will be 275 instead of 309.

 

WG_SPB_WoWS_Infographic_AA_Auras_1920x696_EN.jpg

 

You can download the table from the link and experiment with different damage values https://drive.google.com/open?id=1skPhXZFYVZTqwuzap9vFUdJe_D1USKlV

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[XODUS]
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it does
and now i am looking at the links for a difference
 

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1 hour ago, MrConway said:

The reason for the change was the fact that in update 0.8.0.1 the AA damage was redistributed: explosion damage was reduced and continuous damage was increased

I interpret this to mean, imho, 'another layer of garbage on top of a layer of garbage all due to a broken rework'. No amount of silking the purse disguises the sow's ear, MrConway.

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[PUPSI]
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Vor 2 Minuten, JaiFoh sagte:

and now i am looking at the links for a difference

in the post by @MrConway the link target and the link text differ, for my 'fixed' link the text and the target are the same

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Quality Poster, In AlfaTesters
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This looks much better than the simplified model provided previously and I'm pleased to see the new formula works even with ships that have a huge difference in continuous AA values.

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@MrConway

Hi,

is there any chance we can get a lowered difference of AA power and plane hitpoints between tiers?

This would give lowtier CVs more chance against hightier AA that is now closer to the AA on his tier and at the same time it would increase the chances for lowtier ships against hightier planes, as their plane hitpoints are now closer to the CVs on the ship's tier. And it wouldn't change anything for CV vs. ships on the same tier, just make +-2MM more enjoyable for both sides.

 

An example with mad paint skillz:

318543077_AAChange.jpg.37cc524007608ec9602ea3849a810516.jpg

(values of course not realistic and numbers purely fictional)

 

In both versions, the plane HP is about twice the AA of same tier ships. Let's assume for this example that AA is applied every second, so a same tier ship needs two seconds to shoot down one plane.

 

In the current version T10 plane HP is 3.5 times the T8 AA -- while the T8 plane HP is only 1.3 times the T10 AA, leading to bad situations for lowtier CVs and lowtier surface ships.

In the proposed version the T10 plane HP would be just 2.5 times the T8 AA -- and the T8 plane HP 1.8 times the T10 AA giving lowtiers a better chance while still having the hightier ships more powerful.

 

I'm sure this would remove some of the frustration that players feel when being lowtier in either of the ships.

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if I'm a ship and a few enemies shoot at me, then every shot that hit me makes all the damage, why do the airplanes have to make an exception?

 

why not have a team demage?

if my ship is hit by a "friendly" torpedo, I suffer damages and the guilty warning

but if my planes cross through a cloud of explosion from a friendly cruiser, nothing has happened

this is unacceptable

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[-TPF-]
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This change strikes me as a mistake. It may notionally result in better balance at the start of the game than at present:, but CV players have already adapted to the current meta, by reducing the size of their attack squadrons in the early stages of the game and concentrating on spotting/harassing lone ships. This change feels as if it will result in CVs becoming too powerful at the end of a game, where opposing ships will have suffered damage and a reduction in AA efficacy through the destruction of AA mounts.

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[WG]
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On 3/29/2019 at 3:23 PM, Klopirat said:

in the post by @MrConway the link target and the link text differ, for my 'fixed' link the text and the target are the same

 

Sorry, bad copypasta.

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[CHUCK]
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Is AA-Calc capped at max 6 ships? That is what I would call a standard-blob :Smile_teethhappy:

The pinnacle of that would be the lemming-blob.

 

I all seriousness: I have not felt the difference of this change - after the first announcement, I was expecting lower numbers then posted.

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