

It's a difference between the what and the why. On its own, Krupp isn't terribly important - it's just a coefficient - a small piece of the penetration puzzle.

Or guns that are lower velocity to have a lot of muscle when it comes to punching through heavy plate. This allows them to do things like have guns with ridiculous high muzzle velocity but still have very little penetration power. Wargaming has used Krupp as a hidden stat, to tweak the penetration behaviour of a lot of ships. For example, at 10km Omaha can penetrate approximately 100mm of steel while Murmansk can do nearly 150mm. Effectively what this means is that Murmansk can penetrate 1.5x the amount of armour that Omaha can. If you math this out (Murmansk / Omaha) you get a ratio of approximately 1.5x. The only thing that's different between them is 100g of weight and their Krupp value. These ships all fire effectively the same shell. The classic example of this is Murmansk compared to Omaha & Marblehead. Simply put, it's a direct modifier which tweaks all of the other values as a multiplier to reign in or empower a given ship's AP performance to be better or worse as needed. In order to make some shells better at penetrating than others, the Krupp value was put in place to modify the penetrative power of all shells. But we do concern ourselves with shell impact angles, shell velocity, shell mass, etc. All armour quality is the same in our game, so we don't need that. World of Warships probably uses something similar to this formula but simplified. Finally, we have coefficient (K) which was a constant. (C) describes the quality of armour - Japanese steel, historically, was more brittle and of lower quality than American steel, for example. This is the formula used in the real world to calculate the (T) thickness of armour penetrated, where V is the striking velocity, at a given angle of impact (Ob), naval gun rounds of various (D) diameters and (W) weights. Normally, shell penetration calculations look something like this: Krupp is a constant used to tweak shell penetration values. I thought it might be a good idea to share them here. There was a recent discussion on the US forum and Little White Mouse gave excellent explanations of these values. There are lots of misconceptions about what these values actually are and how they are used by the game engine. I see lots of people keep talking about Krupp and Sigma values for ships and various guns.
