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What exactly is that 4% armor enhancement?


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zeropercenter #1 Posted 21 July 2019 - 03:08 AM

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I think that it is base flat thickness * 1.04. Maybe I am wrong.

But does it have an effect on the spaced armour, for example, the gun mantlet of obj 263? Or does it enhance the tracks?

I have not yet found an official thread on this issue.



tanker070 #2 Posted 21 July 2019 - 03:18 AM

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Once I did hear...

Different metals have values of effectiveness. (Believe it or not)

 

Armor equipment only makes soft stats of ur armor better .. doesn't add to the mm effectiveness of armor.


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zeropercenter #3 Posted 21 July 2019 - 03:56 AM

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View Posttanker070, on 21 July 2019 - 03:18 AM, said:

Once I did hear...

Different metals have values of effectiveness. (Believe it or not)

 

Armor equipment only makes soft stats of ur armor better .. doesn't add to the mm effectiveness of armor.

What is the soft stats?



RommelTanker #4 Posted 21 July 2019 - 08:56 AM

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WG has confirmed this, over, and over, and over

 

Enhanced armor adds 4% of your base armor to your armor as an *effective value* meaning it does not affect overmatch.

 

100mm of armor is 104mm of armor. It even says as much in game. The equipment does not appear to work on spaced armor, and provides marginal bonuses unless the vehicle is a super heavy with 200mm+ armor. 


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minitel_NA #5 Posted 21 July 2019 - 10:41 AM

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View Postzeropercenter, on 21 July 2019 - 03:08 AM, said:

I think that it is base flat thickness * 1.04. Maybe I am wrong.

But does it have an effect on the spaced armour, for example, the gun mantlet of obj 263? Or does it enhance the tracks?

I have not yet found an official thread on this issue.


it means many things. 

People have tested it

devs have been asked about it in an interview.

Still today nobody knows exactly how it works.


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minitel_NA #6 Posted 21 July 2019 - 10:42 AM

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View PostRommelTanker, on 21 July 2019 - 08:56 AM, said:

WG has confirmed this, over, and over, and over

 

Enhanced armor adds 4% of your base armor to your armor as an *effective value* meaning it does not affect overmatch.

 

100mm of armor is 104mm of armor. It even says as much in game. The equipment does not appear to work on spaced armor, and provides marginal bonuses unless the vehicle is a super heavy with 200mm+ armor. 


where was over and over and over ?

i only read about it once, and it was rather sketchy.


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zeropercenter #7 Posted 21 July 2019 - 11:25 AM

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View Postminitel_NA, on 21 July 2019 - 10:41 AM, said:


it means many things. 

People have tested it

devs have been asked about it in an interview.

Still today nobody knows exactly how it works.

 

Well, I do believe it can change the redness of the armor indicator a bit.

I really want someone to drive two e100s with and without enhanced armor.

Have a 268 aiming at their faces from above and below using 303 pen ap.

Record the video and check the color difference.



_ImUrHuckleberry #8 Posted 21 July 2019 - 12:09 PM

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I'd like to know as well. I'm starting to just add HP instead of the armor boost to everything. On a separate observation, I'm just starting to run calibrated shells on just about all tanks, especially those with HEAT. I wonder it that's the way to go...

XXX_Corps #9 Posted 21 July 2019 - 12:21 PM

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4% is 4%. You have 100 mm of armor, add 4%.

zeropercenter #10 Posted 21 July 2019 - 12:28 PM

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View PostXXX_Corps, on 21 July 2019 - 12:21 PM, said:

4% is 4%. You have 100 mm of armor, add 4%.

 

There could be a straight-forward way. WG can just change the armor values in the panel just like the hp value.

But they did not do so, for some reason.



ZebraUp #11 Posted 21 July 2019 - 12:29 PM

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What i hear is that the quality of the steel is slightly better which enhances the armor giving it a 4% greater value but NOT 4% greater thickness. A very smart unicum once told me to only use it on tanks already having good armor, i.e. IS-4, etc. & use the extra hitpoints on everything else.

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zeropercenter #12 Posted 21 July 2019 - 12:34 PM

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View PostZebraUp, on 21 July 2019 - 12:29 PM, said:

What i hear is that the quality of the steel is slightly better which enhances the armor giving it a 4% greater value but NOT 4% greater thickness.

 

What is the "value" beside the "thickness"?



TO_Dominator #13 Posted 21 July 2019 - 02:28 PM

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View Postzeropercenter, on 21 July 2019 - 07:34 AM, said:

 

What is the "value" beside the "thickness"?

It essentially works the same way as thickness except in situations such as overmatching. If you don't know what that is, it is when the shell calibre is over 3x the armor thickness. It doesn't make your armor thicker, it grants the armor higher quality steel which would be 4% more effective than normal steel. 


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4sfield #14 Posted 21 July 2019 - 05:27 PM

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View Post_ImUrHuckleberry, on 21 July 2019 - 07:09 AM, said:

I'd like to know as well. I'm starting to just add HP instead of the armor boost to everything. On a separate observation, I'm just starting to run calibrated shells on just about all tanks, especially those with HEAT. I wonder it that's the way to go...

 

  Since tracking my damage rolls and noticing how many of my shots bounce for no reason I’ve been using calibrated shells and supercharge as well instead of the rammer and gld. The bonus of both of those don’t make much difference. The very 1st game I did I mastered the tank I was playing and didn’t have to shoot any HEAT like I had been and sacrificing better damage. Its started me thinking that maybe equipment is effecting the outcome of RNG more than I gave it credit for. Guys carrying enhanced armor or the protective kit or both with a heavy would change values considerably for the guys shooting at them with gld and rammer but the calibrated shells add 10% to pen and the supercharge gives you more pen over distance. That distance has never been defined so it could be shorter than what we consider long range. 


 

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minitel_NA #15 Posted 21 July 2019 - 08:41 PM

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View PostXXX_Corps, on 21 July 2019 - 12:21 PM, said:

4% is 4%. You have 100 mm of armor, add 4%.

 

Now introduce the armor homogenization coefficient and you are getting closer.

I agree nobody had ever heard about it before the devs mentionned it.


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Posit1ve_ #16 Posted 21 July 2019 - 09:06 PM

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View Postminitel_NA, on 21 July 2019 - 03:41 PM, said:

 

Now introduce the armor homogenization coefficient and you are getting closer.

I agree nobody had ever heard about it before the devs mentionned it.

It used to be a thing on PC where lots of tanks had different armor homogenization coefficients as a hidden stat. 

 

However, players understandably hated the poor transparency of the system, since it meant that stated armor values were almost entirely meaningless, and there was no way to find out the true armor thicknesses of different vehicles, so WG in an update changed all of the values to 100%.

 

For Blitz, it just means the effective armor thickness is increased by 4%, but for the purposes of overmatch, it doesn't count.


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HugGigolo #17 Posted 21 July 2019 - 09:09 PM

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Known:

  • Armour is 104% as effective at resisting penetration. I imagine it simply increases the target figure a penetration roll has to overcome.
  • Does not increase actual thickness, therefore doesn't affect overmatch.
  • Effect is visible on hitskins.

Unknown:

  • Improves spaced armour?
  • Reduces splash damage?

 

Have I missed anything?



_ImUrHuckleberry #18 Posted 22 July 2019 - 12:32 AM

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View Post4sfield, on 21 July 2019 - 09:27 AM, said:

 

  Since tracking my damage rolls and noticing how many of my shots bounce for no reason I’ve been using calibrated shells and supercharge as well instead of the rammer and gld. The bonus of both of those don’t make much difference. The very 1st game I did I mastered the tank I was playing and didn’t have to shoot any HEAT like I had been and sacrificing better damage. Its started me thinking that maybe equipment is effecting the outcome of RNG more than I gave it credit for. Guys carrying enhanced armor or the protective kit or both with a heavy would change values considerably for the guys shooting at them with gld and rammer but the calibrated shells add 10% to pen and the supercharge gives you more pen over distance. That distance has never been defined so it could be shorter than what we consider long range. 

 

Yeah, i believe i read somewhere on the forums how the pen difference over distance with the supercharge is not worth it for most vehicles, save for a TD i suppose. The shell velocity buff is legit though.



__Crusader6__ #19 Posted 22 July 2019 - 01:58 AM

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View PostHugGigolo, on 21 July 2019 - 04:09 PM, said:

Known:

  • Armour is 104% as effective at resisting penetration. I imagine it simply increases the target figure a penetration roll has to overcome.
  • Does not increase actual thickness, therefore doesn't affect overmatch.
  • Effect is visible on hitskins.

Unknown:

  • Improves spaced armour?
  • Reduces splash damage?

 

Have I missed anything?

 

Back when it was 5%, several of us did multiple TR sessions to test it and it did not affect overmatch, when pressed WG confirmed that while it works as additional base armor, it is ONLY for penetrations.

It acts like a RHA factor - thus improving the base armor to work like thicker armor, but whereas RHA Factor would help with overmatch - WG either got lazy or didn't think of it.

 

Since they specifically use the term base armor, I tend to think it doesn't work as a bonus to spaced armor.

 

  It does appear to help with splash damage - as 50 shots with HE against a Additional Armor produced lower damage than 50 HE against the same target without -- but RNG and Dispersion factor in, so that is not a know.

 

Multiple times I have asked WG to provided a Dev Q&A on it, and only once was it answered - at the start of 3.8...

      

 


 
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FlukeStarBucker73 #20 Posted 22 July 2019 - 02:16 AM

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4 % less likely to be screwed by RNG ;-)




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