447 Tekina_ Members 1,226 posts 5,930 battles Report post #1 Posted January 2, 2019 (edited) With all the controversy surrounding the rework I feel it is high time for some hard data. Since some cannot or don't want to download the PTS here is the relevant AA stats for T10 ships. Note I did not include modules or captain skills, this is the base stats only. Battleships: Spoiler All BBs have 15% sector reinforcement and 15s shift time Yamato: Short range: .15km-2.5km, 818 continuous DPS, 70% hit chance Long range: 2.5km-5.8km, 104 continuous DPS, 75% hit chance, 6 flak clouds per salvo, 3500 damage per cloud Montana: Short range: .15km-2km, 615 continuous DPS, 70% hit chance Mid range: 2km-3.5km, 483 continuous DPS, 75% hit chance, 12 flak clouds per salvo, 2310 damage per cloud Long range: 3.5km-6km, 140 continuous DPS, 75% hit chance, 8 flak clouds per salvo, 3640 damage per cloud Grosser Kurfurst: Short range: .15km-2km, 211 continuous DPS, 70% hit chance Mid range: 2km-5km, 409 continuous DPS, 75% hit chance, 9 flak clouds per salvo, 2730 damage per cloud Long range: 5km-6km, 107 continuous DPS, 75% hit chance, 6 flak clouds per salvo, 3570 damage per cloud Conqueror: Mid range: .15km-3.5km, 706 continuous DPS, 75% hit chance, 17 flak clouds per salvo, 2030 damage per cloud Long range: 3.5km-6km, 60 continuous DPS, 75% hit chance, 4 flak clouds per salvo, 3500 damage per cloud Republique: Mid range: .15km-4.5km, 731 continuous DPS, 75% hit chance, 12 flak clouds per salvo, 2800 damage per cloud Long range: 3.5km-6km, 146 continuous DPS, 75% hit chance, 8 flak clouds per salvo, 3710 damage per cloud DDs: Spoiler All DDs have 50% sector reinforcement, 5s shift time. Gearing and Grozovoi have DFAA. Shimakaze: Short range: .15km-2.5km, 160 continuous DPS, 80% hit chance Long range: 2.5km-5.8km, 29 continuous DPS, 80% hit chance, 2 flak clouds per salvo, 3500 damage per cloud Harugumo: Short range: .15km-2.5km, 107 continuous DPS, 80% hit chance Mid range: 2.5km-3.5km, 106 continuous DPS, 80% hit chance, 4 flak clouds per salvo, 2100 damage per cloud Long range: 2.5km-5.8km, 83 continuous DPS, 80% hit chance, 6 flak clouds per salvo, 3360 damage per cloud Gearing: Short range: .15km-2.5km, 123 continuous DPS, 80% hit chance Mid range: 2.5km-3.5km, 93 continuous DPS, 80% hit chance, 4 flak clouds per salvo, 2310 damage per cloud Long range: 2.5km-5.8km, 43 continuous DPS, 80% hit chance, 3 flak clouds per salvo, 3640 damage per cloud Short range DFAA: .15km-2.5km, 184.5 continuous DPS, 80% hit chance Mid range DFAA: 2.5km-3.5km, 139 continuous DPS, 80% hit chance, 4 flak clouds per salvo, 4620 damage per cloud Long range DFAA: 2.5km-5.8km, 64.5 continuous DPS, 80% hit chance, 3 flak clouds per salvo, 7280 damage per cloud Khabarovsk: Short range: .15km-1.2km, 36 continuous DPS, 80% hit chance Mid range: 1.2km-3.5km, 103 continuous DPS, 80% hit chance, 5 flak clouds per salvo, 2100 damage per cloud Long range: 3.5km-6km, 46 continuous DPS, 80% hit chance, 4 flak clouds per salvo, 3570 damage per cloud Grozovoi: Short range: .15km-3.1km, 121.5 continuous DPS, 80% hit chance Mid range: 3.1km-3.5km, 225 continuous DPS, 80% hit chance, 5 flak clouds per salvo, 2520 damage per cloud Long range: 3.5km-6km, 47 continuous DPS, 80% hit chance, 4 flak clouds per salvo, 3710 damage per cloud Short range DFAA: .15km-2.5km, 184.5 continuous DPS, 80% hit chance Mid range DFAA: 2.5km-3.5km, 139 continuous DPS, 80% hit chance, 5 flak clouds per salvo, 5,040 damage per cloud Long range DFAA: 2.5km-5.8km, 70.5 continuous DPS, 80% hit chance, 4 flak clouds per salvo, 7,420 damage per cloud Z52: Mid range: .15km-5km, 210 continuous DPS, 80% hit chance, 9 flak clouds per salvo, 2240 damage per cloud Long range: 5km-5.8km, 42 continuous DPS, 80% hit chance, 3 flak clouds per salvo, 3640 damage per cloud Daring: Mid range: .15km-3.5km, 113 continuous DPS, 80% hit chance, 4 flak clouds per salvo, 2520 damage per cloud Long range: 3.5km-5.8km, 46 continuous DPS, 80% hit chance, 4 flak clouds per salvo, 3500 damage per cloud Yueyang: Short range: .15km-2km, 123 continuous DPS, 80% hit chance Mid range: 2km-3.5km, 84 continuous DPS, 80% hit chance, 4 flak clouds per salvo, 2170 damage per cloud Long range: 3.5km-5.8km, 43 continuous DPS, 80% hit chance, 3 flak clouds per salvo, 3640 damage per cloud CA/CLs Spoiler All cruisers have 25% reinforcement and 10 second shift time. Except for Minotaur all cruisers have DFAA at t10. Minotaur: Short range: .15km-2km, 211 continuous DPS, 65% hit chance Mid range: 2km-5km, 828 continuous DPS, 90% hit chance, 12 flak clouds per salvo, 3290 damage per cloud Long range: 5km-6.9km, 124 continuous DPS, 90% hit chance, 6 flak clouds per salvo, 4200 damage per cloud Worcester: Short range: .15km-2km, 211 continuous DPS, 65% hit chance Mid range: 2km-5km, 815 continuous DPS, 90% hit chance, 13 flak clouds per salvo, 3150 damage per cloud Long range: 5km-6.9km, 124 continuous DPS, 90% hit chance, 6 flak clouds per salvo, 4130 damage per cloud Des Moines: Short range: .15km-2km, 123 continuous DPS, 65% hit chance Mid range: 2km-5km, 815 continuous DPS, 90% hit chance, 13 flak clouds per salvo, 3150 damage per cloud Long range: 5km-5.8km, 82 continuous DPS, 90% hit chance, 5 flak clouds per salvo, 3640 damage per cloud Zao: Short range: .15km-2.5km, 320 continuous DPS, 65% hit chance Mid range: 2km-3.5km, 153 continuous DPS, 90% hit chance, 6 flak clouds per salvo, 2100 damage per cloud Long range: 3.5km-5.8km, 99 continuous DPS, 90% hit chance, 6 flak clouds per salvo, 3360 damage per cloud Moskva: Short range: .15km-3.1km, 205 continuous DPS, 65% hit chance Mid range: 3km-3.5km, 224 continuous DPS, 90% hit chance, 6 flak clouds per salvo, 2520 damage per cloud Long range: 3.5km-6.6km, 107 continuous DPS, 90% hit chance, 6 flak clouds per salvo, 3920 damage per cloud Hindenburg: Short range: .15km-2km, 211 continuous DPS, 65% hit chance Mid range: 2km-5km, 409 continuous DPS, 90% hit chance, 9 flak clouds per salvo, 2730 damage per cloud Long range: 5km-5.2km, 106 continuous DPS, 90% hit chance, 7 flak clouds per salvo, 3360 damage per cloud Henri IV: Mid range: .15km-4.5km, 452 continuous DPS, 90% hit chance, 9 flak clouds per salvo, 2800 damage per cloud Long range: 4.5km-6km, 85 continuous DPS, 90% hit chance, 5 flak clouds per salvo, 3640 damage per cloud CVs: Spoiler All CVs get 60% reinforcement with 15s shift time and auto fighter planes. Hakuryu: Mid range: .15km-3.5km, 342 continuous DPS, 100% hit chance, 10 flak clouds per salvo, 2100 damage per cloud Long range: 3.5km-5.8km, 195 continuous DPS, 100% hit chance, 11 flak clouds per salvo, 3360 damage per cloud Rockets: 2380 hp per plane, 12 planes per squadron, 28560 total hp Torpedoes: 2630 hp per plane, 12 planes per squadron, 31560 total hp Dive bombers: 2610 hp per plane, 12 planes per squadron, 31320 total hp plus repairs for 10% Midway: Short range: .15km-2km, 615 continuous DPS, 100% hit chance Mid range: 2km-3.5km, 483 continuous DPS, 100% hit chance, 12 flak clouds per salvo, 2310 damage per cloud Long range: 3.5km-6km, 170 continuous DPS, 100% hit chance, 9 flak clouds per salvo, 3500 damage per cloud Rockets: 2440 hp per plane, 12 planes per squadron, 29280 total hp OR Tiny Tim Rockets: 2480 hp per plane, 12 planes per squadron, 29760 total hp Torpedoes: 2860 hp per plane, 9 planes per squadron, 25740 total hp Dive bombers: 2970 hp per plane, 12 planes per squadron, 35640 total hp plus repairs for 10% Conclusions, Musings, and general TLDR: AA bubbles do not overlap. Short range AA is useless, if you are shooting down planes it is with your flak clouds. All flak clouds do good damage if they hit. The most important stats for determining if AA is good or not is number of flak clouds and range of medium and long range AA. This means at T10 the best AA ships are those with no short range AA. Conqueror, Rebublique, Henri IV, Daring, and Z52 fit this bill for surface ships. Worchester still has heavy AA despite it's blind spot. Montana and Gearing have poor AA now(with Gearing only being better than the Shimakaze). Speaking of DFAA it now boosts continuous DPS by 50% and flak damage by 100%. IT's nice IF you have enough flak to hit but otherwise does little. Edited January 2, 2019 by Tekina_ 2 Share this post Link to post Share on other sites

431 [STURM] Muninn77 Members 721 posts 5,899 battles Report post #2 Posted January 2, 2019 Thanks for posting this. I still have some questions though. 1. How much time between salvos of flak? Is that static, or does it vary per ship? And do mods and skills that boost damage boost the damage of the cloud, or the frequency? (I assume the former, but I've been wrong before.) 2. Do range increasing mods and skills still exist? And if they do, do they increase the worthless short range dead-zone? Thank you in advance. Share this post Link to post Share on other sites

447 Tekina_ Members 1,226 posts 5,930 battles Report post #3 Posted January 2, 2019 (edited) The amount of time between salvos is unknown and unlisted. Continuous damage tics seem to be once per second but can miss it seems. AA mod 1 increase the number of flak clouds in the medium and long range bubbles by a flat 2 per salvo. AA mod 2 increases damage of both flak and continuous DPS by 15%. For captain skills you have BFT which increases continuous damage by 10%, AFT which increases flak damage by 15%, and MFAA which increases sector reinforcement by 20% and decreases shift time by 20%. CVs can also take skills that decrease the damage their planes take by 10% and have various modules that increase plane HP(up to 25% more hp for one squadron type with 10% for the rest). Nothing affects AA range anymore period. What you have is what you have. Edited January 2, 2019 by Tekina_ 1 Share this post Link to post Share on other sites

4,109 [TARK] Daniel_Allan_Clark Members 7,331 posts 2,734 battles Report post #4 Posted January 2, 2019 I'm wondering if the small / medium / large vs medium / large is a deliberate experiment by WG to test AA balance. Hopefully they will give us some insight, if only so we can test more intelligently...and give better feedback. Share this post Link to post Share on other sites

607 [MAHAN] AdmiralPiett Beta Testers 1,573 posts 6,716 battles Report post #5 Posted January 2, 2019 I kinda figured the continuous DPS AA was useless from watching videos. Planes spend virtually no time that close to a ship since they are so fast. It is a similar problem in the current system, where anything with less than 3ish km range was bad and anything less than 2 km range might as well not exist, except it seems even more acute in the rework. At least the current system lets you increase AA range. Share this post Link to post Share on other sites

818 Aetreus Alpha Tester 4,296 posts 6,879 battles Report post #6 Posted January 2, 2019 1 hour ago, AdmiralPiett said: I kinda figured the continuous DPS AA was useless from watching videos. Planes spend virtually no time that close to a ship since they are so fast. It is a similar problem in the current system, where anything with less than 3ish km range was bad and anything less than 2 km range might as well not exist, except it seems even more acute in the rework. At least the current system lets you increase AA range. From the earlier tests it really isn't as weak as people think. Especially on ships like Montana with a lot of it contnious DPS will kill the equivalent of a plane every few seconds which adds up fast when you have a small squadron. WRT burst rate, IIRC from the tests it was 5 seconds for long range and 0.5 seconds for mid. Hence a powerful mid-range band is a lot more important. There is a moderate counterbalance to that in that heavy AA guns produce bigger and longer-lasting bursts. The same is true of high caliber mid range guns. Share this post Link to post Share on other sites

5,615 [PVE] Kizarvexis Members 19,969 posts 12,663 battles Report post #7 Posted January 2, 2019 Sub_Octavian has updated REDDIT on ship AA. See the thread below. Share this post Link to post Share on other sites