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Bill_Halsey

A head scratcher

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shot-19_08.13_21_49.48-0378.thumb.jpg.34a1d0a3b6d839de7da3ebba4dbe661b.jpg

I was a bit gob smacked when I saw this. The kita detonated. Shouldn't it show at least 1 shell hit?

and if you're interested on how the game went...

Spoiler

shot-19_08.13_22_45.26-0076.thumb.jpg.58e3007dc8f4b813eee54b5c489aa5a5.jpg

It was just me and a Benham holding C,

 

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HE shells have a small area effect blast, so a near miss could detonate a wounded kitty

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43 minutes ago, Dareios said:

HE shells have a small area effect blast, so a near miss could detonate a wounded kitty

Problem is there is no such animal as a near miss in the game mechanics. Edit: NVM. It does say in the video that an HE shell falling in the water will cause splash damage.

High-Explosive (HE)

These shells have an instant fuse and burst immediately upon hitting a target. In addition to any direct damage, HE shells are good for knocking out modules, particularly deck mounted ones like AA emplacements, as well as starting fires, which can deal a large amount of damage over time if not extinguished. Like AP shells, HE does zero damage on shatters, 1/3 damage on normal penetrations, and max damage on citadel penetrations.

Edited by Bill_Halsey

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Splash damage from the HE shell landing nearby. Yes, HE splashes both literally and mechanically when it misses. And HE splash is what causes magazines to go boom.

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Damage to a ship's modules is calculated separately to that of its structure. You can get an incapacitated module with a zero-damage hit. Detonation occurs when a magazine module of a ship is damaged. Therefore, you can get zero structural damage with a hit to a magazine module and a detonation. You still need to have over 25% of your health gone for a detonation to occur though.

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