I have been playing with World of Warships for awhile and thought, "these AP bullets are real fun to use!"
And then I thought this thing might give a lot of depth on weapon damage optimizations, so, I am proposing this.
Explosive effect ===> Makes bullets explode inside a ship!
Whenever an explosive effect is slaved to a cannon, The damage of the bullet decreases by (effect ratio)%. Then, there will be a new damage value called "explosion damage" That increases by the effect ratio x weapon damage.
If a size 100 cannon is used without slaves, the bullet damage will be 1000 and there will be no explosion damage.
If a size 100 cannon is used with 25% explosion slave, then the bullet damage will be 750 and explosion damage will be 250.
The bullet will use up the damage to pierce into a ship. When all the damage is used up and is stopped by a block, the bullet explodes IN THAT BLOCK (Important!), dealing damage to the surrounding blocks. The explosion will be equivalent to a missile.
The bullet also cares about the type of the block it is stopped by. If it is an armor block, then the explosion damage will be severely decreased (Probably based on the armor value).
(lol I have so much empty white spaces on this pic o-0)
When the explosive bullet is stopped by any armor blocks, then the explosion damage will be decreased like this;
Explosion damage = (Explosion damage) - (Explosion damage) x armor damage reduction %
So, any explosive bullet stopped by Adv.Armor will have its explosion damage reduced by 95%.
Damage calculation will then proceed with no changes or whatsoever, so the damage calculation on whole will look like this;
(Explosion damage) - (Explosion damage) x armor damage reduction % - (Explosion damage) x armor damage reduction %
I want this thing to be similar to AP bullets in World of Warships. If it penetrates through the ship, then the damage will be minimal. Being stopped by armor will also minimize the damage. Only when it detonates INSIDE the ship the bullet will do its worst.
Theres a second reason for the proposal too.
Right now, a bullet that has too much firepower will just penetrate a ship and do almost nothing. So, I thought adding this might allow heavy bullets to have low penetration and high explosion damage.
Seriously guys, isn't this a good idea? Please comment on it. I would want to find some problems I did not think about.
By the way, setting the slave to 100 percent will make it detonate instantly, much like missiles right now. Unexpected, but good side effect, is not it? It will most likely be stopped by the armor, which makes it a little inefficient.
Recognized problem
After playing this model around in the excel files, I found out that the larger ships can't protect themselves well enough from the explosive bullets. This is a problem caused by how armor scales with the rest of our ships.
I guess this problem will be gone if the armor scaling is fixed.
And then I thought this thing might give a lot of depth on weapon damage optimizations, so, I am proposing this.
Explosive effect ===> Makes bullets explode inside a ship!
Whenever an explosive effect is slaved to a cannon, The damage of the bullet decreases by (effect ratio)%. Then, there will be a new damage value called "explosion damage" That increases by the effect ratio x weapon damage.
If a size 100 cannon is used without slaves, the bullet damage will be 1000 and there will be no explosion damage.
If a size 100 cannon is used with 25% explosion slave, then the bullet damage will be 750 and explosion damage will be 250.
The bullet will use up the damage to pierce into a ship. When all the damage is used up and is stopped by a block, the bullet explodes IN THAT BLOCK (Important!), dealing damage to the surrounding blocks. The explosion will be equivalent to a missile.
The bullet also cares about the type of the block it is stopped by. If it is an armor block, then the explosion damage will be severely decreased (Probably based on the armor value).
(lol I have so much empty white spaces on this pic o-0)
When the explosive bullet is stopped by any armor blocks, then the explosion damage will be decreased like this;
Explosion damage = (Explosion damage) - (Explosion damage) x armor damage reduction %
So, any explosive bullet stopped by Adv.Armor will have its explosion damage reduced by 95%.
Damage calculation will then proceed with no changes or whatsoever, so the damage calculation on whole will look like this;
(Explosion damage) - (Explosion damage) x armor damage reduction % - (Explosion damage) x armor damage reduction %
I want this thing to be similar to AP bullets in World of Warships. If it penetrates through the ship, then the damage will be minimal. Being stopped by armor will also minimize the damage. Only when it detonates INSIDE the ship the bullet will do its worst.
Theres a second reason for the proposal too.
Right now, a bullet that has too much firepower will just penetrate a ship and do almost nothing. So, I thought adding this might allow heavy bullets to have low penetration and high explosion damage.
Seriously guys, isn't this a good idea? Please comment on it. I would want to find some problems I did not think about.
By the way, setting the slave to 100 percent will make it detonate instantly, much like missiles right now. Unexpected, but good side effect, is not it? It will most likely be stopped by the armor, which makes it a little inefficient.
Recognized problem
After playing this model around in the excel files, I found out that the larger ships can't protect themselves well enough from the explosive bullets. This is a problem caused by how armor scales with the rest of our ships.
I guess this problem will be gone if the armor scaling is fixed.
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