Everything about combat — from decompiled game code and real PvP packet data
When a cannonball hits a ship, the game applies damage through a multi-step pipeline. Understanding this pipeline is key to maximizing your damage output.
Full damage. Best angle for maximum penetration.
Reduced damage via PReduceDamageToNose. Built-in game mechanic, not just a player upgrade.
Normal damage, BUT: hitting the stern of a flooding ship causes instant sink.
Drastically reduced hull damage (0.65-1.88 vs 13-19 for hull). Sail damage calculated separately.
Armor effectiveness depends on the angle of impact. Hitting a ship broadside (perpendicular) is most effective. Angled shots bounce more.
Reload time comes from the weapon's base stat, modified by crew efficiency and upgrades. Having too few sailors slows reloading significantly.
Where ratio = min(1, currentSailors / requiredSailors). At half crew, you're at ~84% efficiency. At quarter crew, ~56%.
Each cannon has a base penetration value. This is modified by ammo type and upgrades. If penetration exceeds armor, the full damage goes through. If not, damage is reduced.
Mortars fire in an arc and hit the deck from above. They ignore armor angle — the plunging trajectory bypasses angled armor entirely.
| Ship Rate | Mortar Poundage |
|---|---|
| VII-VI | 6-pdr |
| V | 7-pdr |
| IV | 8-pdr |
| III | 9-pdr |
| II | 10-pdr |
| I | 11-pdr |
Direct hit = 100% damage. Damage falls off smoothly with distance from impact point, down to 10% at splash edge.
Fire is a damage-over-time mechanic. There are two types: microburnings (small fires) and big fires.
4 damage per tick (1 second). Caused by round shots, heated shots, and some special effects. Reduced by PMicrofireFightingSpeed.
Sustained fire that deals continuous damage. Fighting speed boosted by PBigFireFightingSpeed. Damage reduced by PReduceBigFireDamage.
Boarding is close-range ship-to-ship combat where your crew fights the enemy crew directly.
Ship-to-ship collisions deal velocity-based damage. Higher relative speed = more damage.
High speed collision. Full damage + physics knockback. Can cause corpus critical (speed drops to 30% for 10 seconds).
Low speed bump. Ships push apart, no damage dealt.
Drop explosive barrels behind your ship. They detonate when an enemy enters the trigger radius.
| Type | Damage | Count | Reload | Cost |
|---|---|---|---|---|
| Small Gunpowder | 125 | 4 | 25s | 30g |
| Small Flaming | 100 | 2 | 25s | 80g |
| Gunpowder | 350 | 4 | 50s | 150g |
| Flaming | 200 | 2 | 50s | 300g |
| Large Gunpowder | 500 | 6 | 90s | 300g |
| Large Flaming | 400 | 3 | 90s | 600g |
When a ship's HP reaches zero, it doesn't immediately sink — it enters a flooding state. During flooding, the ship slowly takes on water and can still be saved with repairs.
While a ship is flooding, any of these damage types will cause immediate destruction:
Weather affects visibility, wave height, and wind power. Storms move across the map.
| State | Wave Height | Wind Power |
|---|---|---|
| ☀️ Calm | 0.3m | 15% |
| 🌤️ Restless | 0.7m | 40% |
| ⛈️ Storm | 1.1m | 70% |
| 🌪️ Dangerous Storm | 3.5m | 100% |
Carrying cargo reduces your speed. The heavier you are, the slower you go. Trading ships with large holds can still move fast if they have speed upgrades.
Taking damage while in marching mode reduces your bonus speed proportionally. The formula:
📊 Data Sources
Formulas extracted from decompiled game code (Common.dll, Reskana_7_0.dll). PvP damage data from 125 network packet captures. Angle multipliers, stern mechanics, and mortar bypass confirmed through real gameplay testing.