World of Tanks Secrets Guide

World of Tanks Secrets Guide by WillBlake

Since this awesome thread at the german forum started by Razor666_cgn was a huge success and it was requested to be translated, I did my best:

First the original posting (Behold, it is in german language)
German Version

Now we start with the data on the game. Enjoy.

Bounces

The projectiles and the angles of impact are idealised, to make calculations less complex. Every angle of impact higher than 70 degrees counts as ricochet!
With one exception: If the armor is three times thinner than the caliber of the projectile and the angle is higher than 8 degrees, the shot will penetrate. All shells have a richochet value and an idealisation value. These are 70 and 8 degrees for the most part of the shells. Note: It seems obvious that the explanation from the english forum is out-of-date.

Equipment

Removed Speed Governor: Increases the power of the engine by 10% and damages the engine with 1 HP/sec.

Optics: Get active after 3 seconds of being stationary.

Camouflage Net: Get active after 3 seconds of being stationary and increases the camo value to 1,99.(I have to test, how this is actually working.) The 25% stated ingame would be 1,25 here. Like this it would be +99% to camo.

Vertical Stabilizer: The spreading while driving is decreased by a multiplier of 0,8. (Example T-44: 0,24×0,8 = 0,19)

Calculating the hits
The 3D model of the hitboxes, posted at the forum, leads to the assumption that WoT uses a quite plain system of calculating the hits. Fuel tanks, ammo rack, gear box, transmission, turret ring, gun mantlet, tracks an obviously the crew. Here are the explanations for the most common strange damages.

Frontal hit, engine down, engine located in the back of the tank -> Engine was not hit, but gear box or transmission were.
Hit once, three modules down -> The shot went straight through the tank/turret.

Every module in WoT has a set amount of hit points(HP). Those are repaired by the crew, but not up to 100%. The ammo rack of a Panzer III for example, has 100HP and will be repaired up to 75HP The crew has a HP rate how fast the module will be repaired. On the Panzer III this is 5HP/sec for the ammo rack. Unfortunatly burns the ammo rack on a Panzer III with 9,5HP/sec, so the tank is toast without a fire-extinguisher
By the way, most of the tracks have a armor value of 15-20, no suprise they break, if you hit them.

So, what happens in case of a hit? First it will be calculated if the hit deals damage. In case of an exterior module is hit (tracks/gun), it is possible that the module absorbs the damage and the tank gets no damage (no HP decrease). If the projectile penetrates the armor, it takes a straight line through the tank and damages every single module/crewmember in its path. In our example with the Panzer III, a projectile hits the ammo rack and still has the energy to get over the 100HP in one hit the tank is instant blown to pieces. Another example, if you hit the rear hatch of a KV with a 10,5cm gun it will be a one-shot as well.

The chances for the loss of a module:

Engine: 45%
Ammo rack: 27%
Fuel tank: 45%
Optics: 45%
Radio: 45%
Gun: 33%
Turret ring: 45%
Crew: 33%

Camouflage Ability
Many people assumed wrong that you are invisible in or behind a bush. Thats not the absolute truth. The tank has to be fully covered and cease moving his hull. Turning yes, back and forth no. Also the ability is linked to the size of the tank. A Jagdtiger has almost no camouflage ability. Here is some data on the camouflage ability of the tanks.

Explanation:
Blue:Moving
Red:Standing
Green:Camo Net
Percentage:Camo Value

The credit coefficients:

The average tank as an average coefficient of 0,65 – 0,71. Except the premium tanks, which have 1,10-1,3. In my opinion the value shows how much credits you get for a kill. The value of the enemy tank x credit coefficient.
American mediums have 0,90 as equalisation for poor armament. This is a assumption!

The ratio of how fast tanks are burning

Name: Burning ratio in HP/second / chance of extinguishing the fire

Ferdinand: 60 / 0,20
JgPanther: 43 / 0,18
JgTiger: 80 / 0,20
Panther II: 90 / 0,20
Tiger: 72,5 / 0,20
Tiger II: 80 / 0,20
Panzer IV: 23 / 0,20
VK4502: 97 / 0,20

IS: 61,5 / 0,20
IS-3: 70 / 0,20
ISU-152: 50,5 / 0,20
IS-7: 110 / 0,20
SU-100: 30 / 0,20
T-44: 65 / 0,20

T-29: 62,5 / 0,20
T-30: 112,5 / 0,20
T-32: 77,5 / 0,20

The ratios are between 10 and 120 HP and 20% to be set on fire. Higher tier equals higher burning ratio.
Except TDs which have lesser ratios due the lesser HP.

The coefficient for the repair:

Name: / Coefficient

Ferdinand: 8
Tiger: 5,95
Tiger II: 7,92
PzIII: 4,3
JgTiger: 8,4
JgPanther: 7,32
Panther: 8,75
Panther II: 10,00

IS: 5,95
IS-3: 7,07
IS-4: 9,18
IS-7: 10,96
T34: 5,34
T54: 8,65 (bad thing, the PantherII seems to be much more expensive)

M4 Sherman: 5,34
Pershing: 10,80
T30: 10,96
T32: 7,92
T29: 5,17
M6: 5,16

The maps:
Here are the map sizes, which are most interesting for artillery drivers.

Name: Size

Karelia: 1000x1000m
Malinovka(aka Campingkova): 1000x1000m
Himmelsdorf: 600x800m
Prohorovka: 1000x1000m
Ensk: 600x600m
Lakeville: 800x800m
Ruinberg: 800x800m
Hills: 800x800m
Murovanka: 800x800m
Erlenberg: 1000x1000m
Komarin: 800x800m
Cliff: 1000x1000m
Monasty: 1000x1000m
Desert: 1000x1000m
El Hallouf: 1000x1000m

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