Armor Penetration depends on several factors:
- Armor thickness.
- Projectile type.
- Caliber of the gun.
- Angle of the targeted armored plate.
- Chance of a miss or ricochet.
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How this works
- The circumference of the aiming circle is a circular deviation of the distance to the target or barrier.
- Even if the target overlaps the circle, the projectile can get to the edge of the target.
- Damage of the shell depends on the distance traveled.
- If you are firing at the extreme range of your vehicle's gun, you will be less likely to penetrate the enemy's armor. This is important to keep in mind in sniper mode.
- When firing, your shell will fly along a ballistic trajectory, in an arc. Exceptions:
- The speed of most anti-tank weapons are so high their trajectory is nearly straight.
- On howitzers or autocannon, the trajectory of the shell is not completely straight, and misses are still possible. The aiming circle takes this into consideration and shows the area where shell can hit.
- When the shell reaches its target, a calculation is made for its position after impact, to calculate the chance of a ricochet.
- If ricochet occurs, the shell takes a new path and it's values are converted again.
- If ricochet does not occur, a calculation is made for armor penetration. The chance for penetration is defined by thickness of armor (angle of the armor and tilt of the vehicle are also taken in to account) and the penetration value of the shell. This works out to +-30% from standard armor piercing.
- If a shell strikes the armor, it takes a specified number of parameters into account, regarding how many hit points it will take from the enemy armored vehicle.
- There is possibility of damage to some of the modules (cannon, tracks, engine, etc.) which will absorb damage from fragmentation or high-explosive shells.
- Damage from a high explosive shells that penetrates the armor is the same as that of the armor piercing shell.
- In the event that penetration does not occur, you get half of the damage from a high explosive shell - (thickness of the enemy’s armor * the absorption coefficient of armor.)
- Projectiles inside the vehicle can move chaotically, striking modules and crew alike.
- Internal modules and crew have their own number of hit-points.
- The damage (proportional to the hit point calculation from #5) will harm the tank itself and critically damage modules.
- The critical one-time damage that is done to the crew and modules will reduce the hit points removed from the tank.
- If the caliber of the projectile is three or more times greater than the thickness of armor at the point of impact, a "ricochet" is eliminated.
- When a shell passes through the modules and critical damage it spends its energy.
- Transverse penetration of the tank does not occur in the game, but there is a chance to obtain critical damage caused by a chain reaction from damage to a module (fuel tank, engine, or ammunition rack).
- Fires can occur, causing module damage or explosion (ammunition stowage), completely removing the tank's hit points.
- Some parts of the tank are calculated separately. For example, the tank gun and mantle only receive critical damage without taking hit points away from the tank if the armor piercing shell has not penetrated.
- Optics and driver's hatch in some tanks are "weak points".
For an extended explanation, refer to WoT Wiki.