Upon damaging a vehicle, each shell can remove a certain amount of HP, a value specified in the shell's stats. In addition to that amount, a shell has several hidden parameters that are taken into account when calculating damage dealt to a module.
When a shell hits the armor, the shell is trying to penetrate based on its trajectory. If it pierces the vehicle's main armor, a shell can travel a distance equal to 10 times its caliber, regardless of the modules it will hit inside the vehicle.
Each module has its own chance of damage, ranging from 20% to 70% (see below). If a module takes damage, the shell travels further. If the module isn't damaged, then the shell “falls apart” and doesn't travel further. (Except in cases when it hits the gun or observation devices, at which point the shell will travel further anyway.)
How is damage dealt to the tracks?
When an AP shell hits the tracks, it always deals damage. Hitting the front or rear wheels deals full damage while hitting any other part of tracks deals a third of the full damage amount.
- For HE shells, armor penetration is calculated the same as for AP shells. When a shell hits the armor, the shell is trying to penetrate based on its trajectory.
- After that, tracers (shell fragments) go from the point of explosion to the vehicle's structural elements and the crew, calculating damage to each module. For each tracer, the calculation is made whether the module managed to “dodge” it or not, and if it doesn't, the module takes damage.
- If an HE shell penetrates the armor, then the tank takes full damage and the tracers fly at only the modules and the crew.
- If an HE shell did not penetrate the armor, then the tracers will have to get through it as well.
- If a shell did not hit the vehicle, but it exploded nearby (and the vehicle was in the area of shell fragmentation), the vehicle and the modules will take reduced damage because of the distance between the point of explosion and the vehicle.
- Splash damage from HE shell explosion outside the vehicle or on the ground can affect several tanks at once, and the total damage can significantly exceed the damage value specified in the shell's stats.
There are two types of damage dealt to the modules:
- Common damage: the module's performance decreases and the module turns orange. To repair a module, you need to use a Repair Kit. Otherwise, the module will remain damaged until the end of the battle.
- Critical damage: the module is disabled and turns red. After some time, critical damage “repairs itself" to the state of common damage: the module can function again, but with reduced efficiency, and the color changes from red to orange. A Repair Kit fully restores the module to its normal operation.
Chance and result of damage to modules
CD — common damage
CRD — critical damage
CDI — chance of damage on impact
- Engine (CDI — 45%)
CD: power halved
CRD: tank movement and traverse impossible, chance of fire
- Gun (CDI — 33%)
CD: firing accuracy halved
CRD: firing impossible
- Ammo rack (CDI — 27%)
CD: gun loading speed halved
CRD: tank destroyed on the spot
- Turret (CDI — 45%)
CD: traverse speed halved
CRD: traverse impossible
- Right and left tracks (CDI — 100%)
CD: increased chance of track breakage due to being hit or taking mechanical damage
CRD: tank movement and traverse impossible
- Observation devices (CDI — 100%)
CD no effect
CRD: view range halved
- Fuel tank (CDI — 45%)
CD: increased chance of fire when hit by an enemy
CRD: fire begins. The fuel tank icon remains orange (it never becomes red for the fuel tank).
- Radio — not damaged
Using a Repair Kit immediately restores all damaged modules.