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GulvkluderGuld

Detonation spaghetti code not working as advertised

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So according to patch 7.2 a can't detonate a ship > 75% hp.

image.thumb.png.61edfaee823006dfc9a9d805f6a32574.png

 

Yet a CV managed to do exactly that in one strike to my Harekaze while i was in cover behind a massive island.

13724 hp / 16100 is 85%. Shouldn't be possible to detonate right?

image.png.328d8a2cbfeb649dcff951273cdf64fc.png

 

Ah but it was two bombs.

Thus, that patch did nothing apart from requiring two shots instead of one to detonate a target  

 

What BS 

 

 

 

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25 minutes ago, GulvkluderGuld said:

So according to patch 7.2 a can't detonate a ship > 75% hp.

image.thumb.png.61edfaee823006dfc9a9d805f6a32574.png

 

Yet a CV managed to do exactly that in one strike to my Harekaze while i was in cover behind a massive island.

13724 hp / 16100 is 85%. Shouldn't be possible to detonate right?

image.png.328d8a2cbfeb649dcff951273cdf64fc.png

 

Ah but it was two bombs.

Thus, that patch did nothing apart from requiring two shots instead of one to detonate a target  

 

What BS

You are free to ask WG to set the limit back at 100% if you prefer.

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This might be a shock for you, but the detonation chance is calculated after the damage is subtracted from the ships HP.

 

So for ships with low HP pools its not that uncommon to get detonated with the first salvo/torpedo that hits.

In this case a single bomb from the CV can get you down to ~75% if he gets a penhit (if the wiki is correct one bomb has 12.2k cit damage)

 

The more lengthy explanation from the mouse.
https://forum.worldofwarships.com/topic/253461-detonation-rng/?do=findComment&comment=5722646

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4 minutes ago, statist9999 said:

This might be a shock for you, but the detonation chance is calculated after the damage is subtracted from the ships HP.

 

So for ships with low HP pools its not that uncommon to get detonated with the first salvo/torpedo that hits.

In this case a single bomb from the CV can get you down to ~75% if he gets a penhit (if the wiki is correct one bomb has 12.2k cit damage)

 

The more lengthy explanation from the mouse.
https://forum.worldofwarships.com/topic/253461-detonation-rng/?do=findComment&comment=5722646

Although no CV involved in my case below, the threshold calculation appears to be done on a per-ordnance (shell/bomb/torp) basis.

I remember, in co-op, that I thought I had det'd a full health Prinz Eugen that had just been spotted with two HE shells from my Riga or Donskoi.

Watching the replay again, it was a nearby team mate in a GK that took a 11k chunk out of its health a fraction of a second beforehand that took it under the 75% threshold.

Even though I benefited from the det by doing the majority of the damage & scoring a kill, it still felt like a cheesy hollow victory (even though it was against a bot) as the only skill involved was basic competence in aiming.

 

3 hours ago, GulvkluderGuld said:

13724 hp / 16100 is 85%. Shouldn't be possible to detonate right?

So, what probably happened is the first bomb did more than 1650HP of damage, thus taking you under the 75% threshold and then the second bomb det'd you.

It's annoying to be det'd, but I suspect what irks many players is that you can't do the same to a CV.

 

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6 hours ago, NewHorizons_1 said:

you can't do the same to a CV.

Even if, there is a simple signal you can use to make detonations disappear.

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And the maintenance costs for WG's pet classes which - for reasons - cannot detonate should be increased to compensate for not having to purchase deto signals.

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1 minute ago, MementoMori_6030 said:

And the maintenance costs for WG's pet classes which - for reasons - cannot detonate should be increased to compensate for not having to purchase deto signals.

Whatever will make you happy. Not like credits are a problem.

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6 hours ago, NewHorizons_1 said:

as the only skill involved was basic competence in aiming.

And knowledge of ammo magazines usually being under turrets.

 

Alternatively over or underestimated lead resulted in shells landing next to front or rear turrets instead usual "aim under the funnels" spot.

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2 hours ago, Panocek said:

And knowledge of ammo magazines usually being under turrets.

It wasn't really that as this was a long range shot so dispersion tends to put the shells "somewhere" near where you aim.

Plus the shells were plunging down on the target (ie onto the top of armoured turrets) - not the situation you'd expect penetrations into the protected parts of the ship deep inside the hull ... with a HE shell.

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2 hours ago, Panocek said:

And knowledge of ammo magazines usually being under turrets.

 

Alternatively over or underestimated lead resulted in shells landing next to front or rear turrets instead usual "aim under the funnels" spot.

Now that we're talking about it - did anyone datamine the models so one can look at the magazines as opposed to the rest of the citadel in the armor viewer?

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22 minutes ago, NewHorizons_1 said:

It wasn't really that as this was a long range shot so dispersion tends to put the shells "somewhere" near where you aim.

Plus the shells were plunging down on the target (ie onto the top of armoured turrets) - not the situation you'd expect penetrations into the protected parts of the ship deep inside the hull ... with a HE shell.

If Yamato could be detonated by a destroyer grade HE, or even better, you could detonate destroyer without even scoring direct hit, then sky is the limit as long as ammo hitbox happens to be within HE area of effect and RNGesus says da

 

16 minutes ago, Karkong_the_Impaler said:

Now that we're talking about it - did anyone datamine the models so one can look at the magazines as opposed to the rest of the citadel in the armor viewer?

https://gamemodels3d.com/

 

Used to have internal module datamine, dunno if still has. Higher tiers are probably still paywalled

 

 

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16 hours ago, GulvkluderGuld said:

So according to patch 7.2 a can't detonate a ship > 75% hp.

image.thumb.png.61edfaee823006dfc9a9d805f6a32574.png

 

Yet a CV managed to do exactly that in one strike to my Harekaze while i was in cover behind a massive island.

13724 hp / 16100 is 85%. Shouldn't be possible to detonate right?

image.png.328d8a2cbfeb649dcff951273cdf64fc.png

 

Ah but it was two bombs.

Thus, that patch did nothing apart from requiring two shots instead of one to detonate a target  

 

What BS 

 

 

 

1. bomb hit brought you under 75% HP

2. bomb hit detonated you

 

Too hard to imagine and understanding?

 

No bug or error occurred here. (at least if we limit the judgement to the game only...)

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14 hours ago, statist9999 said:

This might be a shock for you, but the detonation chance is calculated after the damage is subtracted from the ships HP.

 

So for ships with low HP pools its not that uncommon to get detonated with the first salvo/torpedo that hits.

In this case a single bomb from the CV can get you down to ~75% if he gets a penhit (if the wiki is correct one bomb has 12.2k cit damage)

 

The more lengthy explanation from the mouse.
https://forum.worldofwarships.com/topic/253461-detonation-rng/?do=findComment&comment=5722646

I already figured out what happened and how, that should be clear from the post.

 

Title might be slightly misleading, but the point is the game mechanic doesn't fit the intent if targets still can get oneshot by detonation (from a player perspective, the protection might aswell not be there).

 

55 minutes ago, principat121 said:

1. bomb hit brought you under 75% HP

2. bomb hit detonated you

 

Too hard to imagine and understanding?

 

No bug or error occurred here. (at least if we limit the judgement to the game only...)

Slightly misleading title, see above. Intent and game mechanic dont seem to align.

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The intent was to reduce the number of detonations, especially from full health.

And that is what the code does.

 

Consider how many games you played until this happened...

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10 hours ago, Panocek said:

If Yamato could be detonated by a destroyer grade HE

Without bugs, BBs are immune to HE detonations.

10 hours ago, Panocek said:

or even better, you could detonate destroyer without even scoring direct hit, then sky is the limit as long as ammo hitbox happens to be within HE area of effect and RNGesus says da

You do realise that this is exactly how it works, right?

400815105_nohitdetonation.thumb.jpg.40b700cd21299c3aeb54986fb22f8e76.jpg

 

So, GulvkluderGuld wasn't even "that" unlucky. He could have detonated with the first HE bomb or the second HE bomb could have missed, but still detonated him (in both cases the detailed report would have looked the same: 1 bomb hit, 13724 damage, so you wouldn't even be able to know what exactly happened).

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