CTSFD

Damage Numbers

Work in progress

This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.

A single shot damages parts three separate ways: the shell body passing through, spall fragments inside, and the blast from an explosion. Each has its own formula driven by calibre.

Three separate damage sources

A single shot can damage parts in three different ways, each with its own formula. The shell body damages every part it physically passes through, spall fragments damage what they reach inside, and an explosion damages everything in its blast.

SourceWhen it applies
Shell bodyEvery part the round itself passes through
Spall fragmentsParts on a fragment path after a penetration
ExplosionParts within the blast radius of a burst

Shell body damage

The round itself deals damage per part as it travels. Calibre drives it, the divisor depends on whether it is a full calibre shell or a sabot, and only kinetic rounds get a speed term.

dmgshell=clamp ⁣((Cc)2,5,104)clamp ⁣((v01000)2,1,10)=1 for chemical and HE5D\text{dmg}_{\text{shell}} = \operatorname{clamp}\!\left(\left(\dfrac{C}{c}\right)^{2},\,5,\,10^{4}\right) \cdot \underbrace{\operatorname{clamp}\!\left(\left(\tfrac{v_0}{1000}\right)^{2},1,10\right)}_{= 1 \text{ for chemical and HE}} \cdot\, 5 \cdot D
D is the gun's damage multiplier and v0 is the shell speed.
c={5AP, APHE, HE, HESH, HEAT, ATGM6APDS, APFSDSc = \begin{cases} 5 & \text{AP, APHE, HE, HESH, HEAT, ATGM} \\ 6 & \text{APDS, APFSDS} \end{cases}
Sabot rounds use the larger divisor, so they deal less body damage per part than a full calibre shell of the same size.

Spall fragment damage

Each fragment deals its own damage to every part on its path. Here vv is the residual speed after the plate, which itself scaled with how much penetration survived.

dmgfrag={clamp ⁣((C/25)2,1,104)clamp(v/700,1,10)2AP, APHEclamp ⁣((C/30)2,1,104)clamp(v/700,1,10)2APDS, APFSDS, kineticclamp ⁣((C/20)2,1,104)HEAT, chemical ATGM\text{dmg}_{\text{frag}} = \begin{cases} \operatorname{clamp}\!\big((C/25)^{2},1,10^{4}\big)\cdot\operatorname{clamp}(v/700,1,10)^{2} & \text{AP, APHE} \\[4pt] \operatorname{clamp}\!\big((C/30)^{2},1,10^{4}\big)\cdot\operatorname{clamp}(v/700,1,10)^{2} & \text{APDS, APFSDS, kinetic} \\[4pt] \operatorname{clamp}\!\big((C/20)^{2},1,10^{4}\big) & \text{HEAT, chemical ATGM} \end{cases}
Chemical fragments have no speed term. HEAT uses the smallest divisor, so each of its fragments hits hardest.

Note

How many fragments there are and how wide they spread is covered on the spall page.

Explosive fragment damage

Interior fragments from an HE burst use their own formula, with a per-type multiplier that separates a real HE shell from the splash of an APHE filler.

dmgHE=clamp ⁣((C/24)2,4,104)ds5D\text{dmg}_{HE} = \operatorname{clamp}\!\big((C/24)^{2},\,4,\,10^{4}\big) \cdot d_s \cdot 5 \cdot D
D is the gun's damage multiplier.
SourceMultiplier d
HE6
HESH2
APHE splash1
An HE shell delivers six times the interior fragment damage of the same burst from an APHE filler.

Blast damage

Fragments thrown by the explosion itself use a flatter formula, applied to each part they reach.

damage=clamp ⁣((C/24)2+5, 1, 104)4damageMult\text{damage} = \dfrac{\operatorname{clamp}\!\big((C/24)^{2} + 5,\ 1,\ 10^{4}\big)}{4} \cdot \text{damageMult}
The damage multiplier is 1.6E for HE, 1.0E for HESH and 0.4E for APHE, HEAT and ATGM, tripled for top attack.

Note

Blast radius, fragment counts and how fragment penetration falls off with distance are on the HE and overpressure page.

See also