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Summon3r

DD vs DD

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so as a general rule of thumb i always shoot other dd's with HE, now if im in a DD (currently Farragut) is it worth firing AP at another DD?

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so as a general rule of thumb i always shoot other dd's with HE, now if im in a DD (currently Farragut) is it worth firing AP at another DD?

 

My experience with DDs says "no"....use HE.

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HE gets such nice disables, like engine, turning, etc.   A DD without an engine is just a floating target...

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HE to abuse the bad damage mechanics on the DDs.  Every HE hit is a fire or a Disabling of a module or several modules back to back like  Propulsion and Steering.

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AP was the superior ammo to use back in CBT, but since OBT, it's hard to come up with reasons for DD's to use it.  HE will almost always give you better damage and module afflictions now a days, including the chance for fire of course.

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HE gets such nice disables, like engine, turning, etc.   A DD without an engine is just a floating target...

Yup. Which is why one gets Last Stand at the first oportunity. 

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I've gotten really good results with shooting AP, this would be in the Hatsuharu against tier 6 and 7 destroyers. But I would only do it if I am close enough to reliably hit them. 

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I always use HE in a DD against another DD, but a recent WG video (I forget which one) suggested that DDs should use AP against another DD at long range.  I think the suggestion was >10km.  I have not tested this out, but I suspect that the reason would be this.


 

WoWS damage is fixed based on the circumstances.  That is, a shell that pens and hits a citadels will do a shell's max listed damage.  A shell that pens but does not hit a citadel does 33% (I think it is) of the shell's listed max damage, and a shell that over pens will do 10% of the shell's listed max damage.  A shell that bounces will do no damage. These are fixed values for those circumstances.  There is no RNG involved .  There are some percentage reductions that may apply if the section of the ship hit has reached certain damage thresholds (including preventing damage if the section has been depleted enough), but this affects all shell types the same, so that is not a factor here.  The only RNG involved is in determining where shells hit (i.e., dispersion).
 

How all this applies is that DDs have no citadels now, so neither shell type will ever do max damage.  Likewise, even a DD is likely to over pen another DD at close range if it is using AP.  Thus, the most likely scenarios for an AP hit at close range are either an over pen doing only 10% of the shell's damage or a bounce doing no damage.  Pens at close range will be fairly rare.


 

Conversely, an HE shell can pen a DD at closer ranges and do 33% of its damage, and if it does not, it will be more likely to explode on the surface than to bounce.  HE shells have a greater chance to cause fire and can do module damage just from the explosion.  Thus while AP has a higher max damage than an HE shell, 33% of the HE shell's damage is still better than 10% of the AP's, and fire and module damage from a surface explosion is better than no damage from a bounce.


 

On the other hand, shells lose pen over range.  This means that there will be a point at which HE shells will be less likely to pen and will do most of their damage only from fire and module damage. However, AP shells will stop over penning as much and start penning.  Thus there is a point at which an AP shell doing 33% of its maximum damage will do more damage than an HE shell only being able to explode on the surface.


 

As I said, I have not tested this out, but it sound likely that they could be correct.

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I always use HE in a DD against another DD, but a recent WG video (I forget which one) suggested that DDs should use AP against another DD at long range.  I think the suggestion was >10km.  I have not tested this out, but I suspect that the reason would be this.

 

 

WoWS damage is fixed based on the circumstances.  That is, a shell that pens and hits a citadels will do a shell's max listed damage.  A shell that pens but does not hit a citadel does 33% (I think it is) of the shell's listed max damage, and a shell that over pens will do 10% of the shell's listed max damage.  A shell that bounces will do no damage. These are fixed values for those circumstances.  There is no RNG involved .  There are some percentage reductions that may apply if the section of the ship hit has reached certain damage thresholds (including preventing damage if the section has been depleted enough), but this affects all shell types the same, so that is not a factor here.  The only RNG involved is in determining where shells hit (i.e., dispersion).

 

How all this applies is that DDs have no citadels now, so neither shell type will ever do max damage.  Likewise, even a DD is likely to over pen another DD at close range if it is using AP.  Thus, the most likely scenarios for an AP hit at close range are either an over pen doing only 10% of the shell's damage or a bounce doing no damage.  Pens at close range will be fairly rare.

 

 

Conversely, an HE shell can pen a DD at closer ranges and do 33% of its damage, and if it does not, it will be more likely to explode on the surface than to bounce.  HE shells have a greater chance to cause fire and can do module damage just from the explosion.  Thus while AP has a higher max damage than an HE shell, 33% of the HE shell's damage is still better than 10% of the AP's, and fire and module damage from a surface explosion is better than no damage from a bounce.

 

 

On the other hand, shells lose pen over range.  This means that there will be a point at which HE shells will be less likely to pen and will do most of their damage only from fire and module damage. However, AP shells will stop over penning as much and start penning.  Thus there is a point at which an AP shell doing 33% of its maximum damage will do more damage than an HE shell only being able to explode on the surface.

 

 

As I said, I have not tested this out, but it sound likely that they could be correct.

 

Well said.

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Gremy can pen broadside CLs (Omaha and down) up to about 8km. IJN DDs hatsuharu and up can as well, but I wouldn't do it considering most cruisers become CAs.

 

USN DDs have that horrendous shell velocity and arc. Makes their AP particularly bad.

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