Facts and Myths: Burn Damage
Hi everyone! WGNA has graciously loaned me a couple of press accounts, so that I may do a variety of tests in training rooms to determine how certain game mechanics work. My primary goal is to determine the penetration RNG distribution. I have the accounts for a short while, so I'm fielding some community requests for other mechanics to test.
Today, inspired by NoKillCapAll [TL-DR], I took a peek at fire mechanics. Today, we will answer four questions:
Do fires go out faster if you're standing still?
Answer: NO
For this experiment, I set up a Type 5 Heavy as my test subject and an E 25 as the shooter. (Low-alpha guns have the best ratio of module damage to regular damage). For the moving tests, I switched to the E 50 (using the same 75mm KwK L/70 gun), as it was significantly easier to pen the side of a moving Type 5. I excluded any and all fires that killed the target.
Stationary target: 77 fires. Damage ranges from 330 to 703, with an average of 526.77.
Moving target: 20 fires (it was much slower to get this data). Damage ranged from 388 to 639, with an average of 513.50.
This is well within error.
Is fire damage fixed?
Answer: NO
In the above stationary test, the fire damage ranged from 330 to 703. The distribution appears normal, but it would take many hundreds of tests to be sure. Values closer to the mean were more likely, but extreme values were not uncommon. The range was roughly ±35%, but I only tested one tank in one configuration, so this range may not apply to other vehicles.
Does being on fire affect your concealment rating?
Answer: YES
This one surprised me. A random line on the wiki suggested it, and it was correct. In fact, being on fire completely negates your concealment. Even if you use an automatic fire extinguisher, your concealment will disappear during that one tick of fire damage, letting others easily spot you.
Can you put out a fire by submerging your tank in water?
Answer: NO
Even if you are currently drowning, an enemy can still set you on fire.
If you have any suggestions for other mechanics to test, put them below!
Posted Jul 15, 2020, 3:44 AM UTC · edited
Nitpick: I don't think throwing out just all fires that killed the target is quite valid. This means that you will be underestimating the damage of a fire because if the target is at 500HP the fire will be included if it is a low damage one, but not if it is a high damage one. (I doubt this affected your results here.)
That's a good point. I should've ignored all fires set below a certain hitpoint level (like 700hp). Off the top of my head, without going back to check the replays, only about 5 or 6 of the counted fires were ignited within this range.
For future tests, I'll have to keep effects like that in mind. Thanks for pointing that out!
I always had the impression that fire damage scales with the damage dealt by the shot thats ignited it.
It doesn't seem to. The UI combines your fire damage with your base damage, so it looks the same, but in my tests, using a 240 alpha gun did not appear to affect burn damage.
Same