World of Warships: Legends ship guide

Duca d'Aosta B

Also called: 奥斯塔公爵 B · Duca d’Aosta B Beta
Italy · Tier V · CL Cruiser · Premium · Duca d'Aosta Variant
SAP cruiserPunish broadsides and superstructures with high-alpha SAP; angle to survive return fire and pick targets your SAP won't shatter on.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (12 km)42 mm SAP penStealthy (10.4 km)SonarFlat AP shellsWide dispersion
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Community Data

Duca d'Aosta B Community Stats

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Playstyle

Overview

Duca d'Aosta B is a Tier V Italian SAP cruiser: her 152mm main battery fires semi-armor-piercing shells (42.3mm of fixed penetration) in place of HE. SAP lands one big guaranteed hit instead of fishing for fires, and it pens reliably without the angle checks AP lives or dies on, so she punishes broadsides, soft cruisers, and superstructures hard. The catch is that SAP shatters on heavy belt armor, so the kit is picking targets it bites rather than trading into a bow-in battleship. Sonar (4 km on ships and 2.8 km on torpedoes, 92 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best AP shell velocity in T5 CAs (1,000) and top-decile top speed in T5 CAs (36.5 kt).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (4 km on ships, 2.8 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled battleship are wasted damage. Her 29,700-HP hull does not recover from a punished salvo, so hunt the broadsides, soft cruisers, and exposed superstructures SAP bites cleanly, and angle to survive the return fire while you wait for them.

Signature Traits

ELITE MAIN BATTERY
  • Flat AP shells · 1000.0 m
  • Flat HE shells · 950.0 m
Fast for the class

36.5 kt, top decile of T5 CAs. Lets you rotate flanks or escape disengagements.

Long-range torps

12.0 km torpedo range, top decile of T5 CAs.

Best-in-class stealth

10.39 km surface detect, top decile of T5 CAs. Stays dark longer.

Sap Cruiser

WEAK MAIN BATTERY
  • Wide dispersion
  • Low fire chance · 7.0%
Acquisition

How to get Duca d'Aosta B

Duca d'Aosta B is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Black Friday '22 crate 4% V Duca d'Aosta B Event · Black Friday '22 crate · 1 of 2 ships
  • Champion's Box 0.8% V Duca d'Aosta B Archived · Champion's Box → Black Friday '22 crate · 1 of 2 ships
  • Black Friday Ultimate Crate 0.668% V Duca d'Aosta B Event · Black Friday Ultimate Crate → Black Friday '22 crate · 1 of 2 ships
Show all 6 containers (3 more)
  • Ultimate Crate 0.4% V Duca d'Aosta B Archived · Ultimate Crate → Black Friday '22 crate · 1 of 2 ships
  • Piñata Chest 0.16% Tier V or VI Premium ship Event · Piñata Chest · 1 of 25 ships
  • Explorer's Chest 0.114286% One of these ships New · Explorer's Chest · 1 of 35 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL ZaraFrancesco MimbelliLuigi Sansonetti

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Duca d'Aosta B sits among Tier V CAs (28 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestStealth profile10.39 km / 6.23 km (1 of 2 tied / 1 of 2 tied) BestAP velocity1,000 m/s (1 of 2 tied) Top 10%Max speed36.5 kt (3/28) Top 10%Torpedo range12 km (3/24) Top 25%Rudder shift6.7 s (7/28) Top 25%HE velocity950 m/s (5/26) Top 25%Engine power110,000 hp (6/28) Top 25%Turn-speed retention154.9 hp/m (7/28) Top 25%Power-to-weight10.44 hp/t (7/28) Top 25%Torpedo reload71 s (7/24) Bottom 25%Traverse-to-turn ratio4.62 × (23/28) Bottom 25%HE shell damage2,100 (21/26) Bottom 25%Secondary DPM (per side)45,000 (23/25) Bottom 25%AA threat513 (23/28) Bottom 25%Citadel belt70 mm (25/28) Bottom 10%Main battery range14.12 km (27/28) Bottom 10%Fires per minute4.2 (25/26) Bottom 10%Torpedo damage≈12,367 (23/24) WorstTorpedo speed51 kt (1 of 3 tied)
See 28 mid-pack stats

Not standouts for Duca d'Aosta B -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points29,700 HP(15/28) Main battery caliber152 mm(18/28) Main battery reload8 s(9/28) Sigma2(15/28) HE DPM126,000(13/26) AP shell damage3,200(21/28) AP DPM192,000(13/28) Main dispersion130.4 m(17/28) HE alpha1,500(11/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) Acceleration25.8 s(18/28) AP fuse timer0.03 s(17/28) AP arming threshold25 mm(11/28) Displacement10,540 t(13/28) AP pen at 10 km121 mm(19/28) Effective HE DPM (incl. fire)157,631(17/26) Secondary range4.5 km(11/25) AA DPS168(19/28) AA range4 km(19/28) Flak per wave (expected)288(18/26) Max armor100 mm(18/28) Bow armor16 mm(14/28) Stern armor16 mm(14/28) Deck armor50 mm(16/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormTurn speed retained81%(25 of 28 tied at this value)
Survivability
Hit Points29,700
Displacement10,540 t
Armor range7–100 mm
Plate armor thicknesses7, 13, 15, 16, 20, 25, 30, 35, 40, 50, 70, 100 mm
Armor material/layer entries60
Fire resistance23.3%
Fire duration30 s
Torp Reduction7%
Main Battery
ModuleArtillery: 152 mm/53 OTO 1929
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 7.5 s → 8 s
Firing range14.1 km
Turret traverse7 °/s
HE fire DPM vs T5 BB31631
Effective HE DPM vs T5 BB157631
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1412230·81.11000+1.1)·30=130.4m
130.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.4·0.6=78.3m
78.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =130.4·0.32(σ=2)=41.7m
41.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.3·0.319(σ=2)=25m
25 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 7.5 s base reload = 64. All upgrades (top gun): 8 broadside guns x 60 / 8 s all-upgrades reload = 60.
Initial: 64 → 60
HE shells
HE Damage2,100
HE Velocity950 m/s
Fire Chance7%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 8 broadside guns = 16,800.
16,800
HE DPM
ƒZero upgrades: 16,800 HE full-salvo alpha x 60 / 7.5 s base reload = 134,400. All upgrades (top gun): 16,800 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 126,000.
Initial: 134,400 → 126,000
Fires/min
ƒZero upgrades: 64 shells/min x 7% fire chance = 4.48. All upgrades (top gun): 60 shells/min x 7% fire chance = 4.2.
Initial: 4.48 → 4.2
SAP shells
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
12
AP shells
AP Damage3,200
AP Velocity1000 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2142·500.69·0.1521.07·10001.38=330mm. Matches the in-game spec card.
330 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.7 km), where the shell has slowed to 332.4 m/s: P=107·2142·500.69·0.1521.07·332.41.38=72.2mm.
72.2 mm
AP full-salvo alpha
ƒ3,200 AP damage x 8 broadside guns = 25,600.
25,600
AP DPM
ƒZero upgrades: 25,600 AP full-salvo alpha x 60 / 7.5 s base reload = 204,800. All upgrades (top gun): 25,600 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 192,000.
Initial: 204,800 → 192,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
15
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time71 s
Projectile speed51 kt
Range12 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=37,100·0.333=12,367.
≈ 12,367
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,367
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km51 kt×2.6=7.5 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.5 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.2 per hit, shown as 2.2×100=220%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
220%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming157 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,367 = 37,101.
37,101
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×0.9) + (13×3.5×0.85) + (9×3.5×0.9) = 168. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
168
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19384×2 37mm
13.2 mm/76 Breda 19314×2 13mm
100 mm /47 OTO 1928 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
3×2 100mm
Far aura
Guns100 mm /47 OTO 1928 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 28 from dual-purpose secondaries firing as AA in this range band.
28
Range4 km
Medium aura
Guns37 mm/54 Breda 1938
Continuous DPS
ƒEffective DPS: 32 raw aura damage × 3.5 × 0.9 hit probability = 101 - the same in-game units as the Close-range AA DPS headline.
101
Range3.5 km
Total DPS in Aura
ƒFar 28 + Medium 101 = 129
129
Near aura
Guns13.2 mm/76 Breda 1931
Continuous DPS
ƒEffective DPS: 13 raw aura damage × 3.5 × 0.85 hit probability = 39 - the same in-game units as the Close-range AA DPS headline.
39
Range1.2 km
Total DPS in Aura
ƒFar 28 + Medium 101 + Near 39 = 168
168
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 160 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
160
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop.
2.5-4 km
S
Secondary Battery
Mounts3
Firing range4.5 km
Shell Grouping (σ)1
100 mm /47 OTO 1928 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
3×2 100mm
Caliber100 mm
Reload time6 s
HE Damage1,500
Muzzle Velocity850 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power110,000 hp
Maximum speed36.5 kt
Turning circle radius710 m
Rudder shift time6.7 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt), from our in-house acceleration model.
25.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.1 kt of 36.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
41.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·36.5·0.5144710=1.52°/s, so ratio=ωturretωhull=71.52=4.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.6× drags
Concealment
Detectability by sea10.39 km
Detectability by air6.23 km
Smoke firing penalty4.68 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.39 km
Detect Fire Sea12.39 km
Detect Fire Air9.23 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 92 s active · 3.96 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 132×301000=3.96 km
· 2.82 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 94×301000=2.82 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

ArtilleryUpgrade
  • Base reload7.5 → 8 s

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp130.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1412230·81.11000+1.1)·30=130.4m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp78.3 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.4·0.6=78.3m
Shell scatter height @ 10 km55.2 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp41.7 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =130.4·0.32(σ=2)=41.7m
Med Vert Disp25 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =78.3·0.319(σ=2)=25m
AP Pen Close330 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2142·500.69·0.1521.07·10001.38=330mm. Matches the in-game spec card.
AP Pen Far72.2 mm
Same formula at the ship's max firing range (17.7 km), where the shell has slowed to 332.4 m/s: P=107·2142·500.69·0.1521.07·332.41.38=72.2mm.
AP pen 5 km202 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km121 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
SAP Fragment Radius12
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha16,800
2,100 HE damage x 8 broadside guns = 16,800.
AP full-salvo alpha25,600
3,200 AP damage x 8 broadside guns = 25,600.
HE DPMInitial: 134,400 → 126,000
Zero upgrades: 16,800 HE full-salvo alpha x 60 / 7.5 s base reload = 134,400. All upgrades (top gun): 16,800 HE full-salvo alpha x 60 / 8 s all-upgrades reload = 126,000.
AP DPMInitial: 204,800 → 192,000
Zero upgrades: 25,600 AP full-salvo alpha x 60 / 7.5 s base reload = 204,800. All upgrades (top gun): 25,600 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 192,000.
Shells/minInitial: 64 → 60
Zero upgrades: 8 broadside guns x 60 / 7.5 s base reload = 64. All upgrades (top gun): 8 broadside guns x 60 / 8 s all-upgrades reload = 60.
Fires/minInitial: 4.48 → 4.2
Zero upgrades: 64 shells/min x 7% fire chance = 4.48. All upgrades (top gun): 60 shells/min x 7% fire chance = 4.2.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range90.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo3 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage74,202
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,367 = 74,202.
Per-side salvo damage37,101
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 3 x 12,367 = 37,101.

AA defense

Close-range AA DPS168
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (32×3.5×0.9) + (13×3.5×0.85) + (9×3.5×0.9) = 168. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index513
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)45,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 3×2 100 mm (3/side) × 60/6 × 1500 = 45,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.

Armor Beta

Hull HP 29,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern16 mm

Overmatched by 91+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel70 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–30 mm)≈ 1,485 (~5% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)20 mm primary (range 15–30 mm)≈ 22,275 (~75% of HP)
Overmatch not possible in its bracketAngle bounces 283mm20 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–30 mm)≈ 1,485 (~5% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel70 mm primary (range 7–70 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–100 mm)no cap
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Duca d'Aosta B. Cards are condensed; use each source link for full context.

Nerf ×1Main Battery ×1
2022-09-29

Halloween Update: New Friends, Old Foes

  • Upgraded main battery reload time increased from 7.5 to 8 s.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Duca d'Aosta B can equip, from in-game data.

  • Duca d'Aosta B default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.