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
  • Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Long torps (12 km)42 mm SAP penStealthy (10.4 km)SonarFast for the classShort gun range
On this page
Community Data

Duca d'Aosta B Community Stats

Across 4,100+ Standard battles from 190+ players, Duca d'Aosta B averages a 65% win rate, 52,000 damage and 1.3 kills per battle, and survives 45% of them.

Community Data

Duca d'Aosta B Community Stats

Log in to GamingDiver and upload your data to see Community Data for Duca d'Aosta B: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

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 once the gun upgrade is researched. 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: top speed in T5 CAs (36.5 kt, 3rd of 28) and surface detection in T5 CAs (10.4 km, 1st of 28). The trade is short gun range in T5 CAs (14.1 km, 27th of 28).

Positioning

Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. The helm answers quickly (6.7 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 8 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

Fast for the class ↗

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

Best-in-class stealth ↗

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

Long-range torps ↗

12 km torpedo range, top decile of T5 CAs.

Flat AP shells ↗

1000 m/s AP muzzle velocity, best of T5 CAs. Flatter trajectory, less lead, harder to dodge.

Short gun range ↗

14.1 km main battery reach, bottom quartile of T5 CAs. Outranged by peers; close distance or lean on terrain.

Weak torpedoes ↗

12367 damage per torpedo, bottom quartile of T5 CAs.

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.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

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 0.2% Tier V or VI Premium ship Event · Piñata Chest · 1 of 20 ships
  • Explorer's Chest 0.148148% One of these ships Event · Explorer's Chest · 1 of 27 ships
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 GD Supporters, pack math personalized to your port.

Builds

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, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

Hide ▾

Where Duca d'Aosta B sits among Tier V CAs (27 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%Smoke fire bloom4.68 km (3/28) Top 10%Main dispersion130.4 m (3/28) Top 10%Torpedo range12 km (3/24) Top 25%Rudder shift6.7 s (7/28) Top 25%Engine power110,000 hp (6/28) Top 25%Power / turn radius154.9 hp/m (7/28) Top 25%Power-to-weight10.44 hp/t (7/28) Top 25%Torpedo reaction time7.3 s (4/24) Bottom 25%Secondary DPM (per side)45,000 (23/25) Bottom 25%AA threat512 (23/28) Bottom 25%Citadel belt70 mm (25/28) Bottom 10%Main battery range14.12 km (27/28) Bottom 10%Torpedo damage≈12,367 (23/24) WorstTorpedo speed51 kt (1 of 3 tied)
See 27 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) Turning circle710 m(19/28) Main battery caliber152 mm(18/28) Main battery reload8 s(9/28) Sigma2(15/28) AP shell damage3,200(21/28) AP DPM192,000(13/28) Secondary HE alpha1,500(11/25) Secondary fire chance6%(13/25) Secondary HE pen17 mm(13/25) Time to 90% speed24.4 s(17/28) Acceleration (0-12 kt)8.2 s(9/28) AP fuse timer0.025 s(17/28) AP arming threshold25 mm(11/28) Displacement10,540 t(13/28) AP pen at 10 km124 mm(19/28) Secondary range4.5 km(11/25) AA DPS168(21/28) AA range4 km(21/28) Flak damage per salvo (expected)288(20/26) Torpedo reload71 s(8/24) Max armor100 mm(18/28) Bow armor16 mm(13/28) Stern armor16 mm(14/28) 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 resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
23.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 29,700 HP = 2,673 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 29,700 HP = 2,970 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.31 hull torpedo-damage coefficient / 0.333 unprotected baseline = 7%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
7%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
14,900
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
8,900
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,300 = 4,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,300
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,400 = 6,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,400
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 22,300 = 44,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
22,300
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,800
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,400 = 2,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,400
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
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
Turret armor90 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
4x ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 150° (the most restricted forward-facing mount's arc) = 30° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
30° off bow / 30° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (14.1 km) shells land in an ellipse about 130 m wide and 78 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1412230·8−1.11000+1.1)·30=130.4m
130.4 m at 14.1 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =130.4·0.6=78.3m
78.3 m at 14.1 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =130.4·0.62=39.1m
39.1 m at 14.1 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =78.3·0.62=23.5m
23.5 m at 14.1 km
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 / 7.571 s (7.5 s = 53 ticks) base reload = 63.4. All upgrades (top gun): 8 broadside guns x 60 / 8 s all-upgrades reload = 60.
Initial: 63.4 → 60
HE shells
HE alpha2,100 (stock hull only)
HE Velocity950 m/s
Fire Chance7%
HE fire DPM vs T5 BB33421
Effective HE DPM vs T5 BB166553
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒStock hull only: the top hull's gun fires no HE. 2,100 HE damage x 8 broadside guns = 16,800.
16,800 (stock hull only)
HE DPM
ƒStock hull only: the top hull's gun fires no HE. 16,800 HE full-salvo alpha x 60 / 7.571 s (7.5 s = 53 ticks) base reload = 133,132.
133,132 (stock hull only)
Fires/min
ƒStock hull only: the top hull's gun fires no HE. 63.4 shells/min × 0.07 (7% fire chance) = 4.44.
4.44 (stock hull only)
SAP shells
SAP alpha3,850 (top hull)
SAP Velocity950 m/s (top hull)
SAP Pen (mm)42.3 (top hull)
SAP Min Ricochet70 deg (top hull)
SAP Guaranteed Ricochet80 deg (top hull)
SAP Fuse Timer0.03 s (top hull)
SAP Fuse Threshold25 mm (top hull)
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 (top hull)
SAP full-salvo alpha
ƒWith the top hull (top gun): 3,850 SAP damage x 8 broadside guns = 30,800.
30,800 (top hull)
SAP DPM
ƒWith the top hull (top gun): 30,800 SAP full-salvo alpha x 60 / 8 s all-upgrades reload = 231,000.
231,000 (top hull)
AP shells
AP alpha3,200
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
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2142·500.69·0.152−1.07·10001.38=330mm.
330 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (14.1 km), where the shell has slowed to 384.7 m/s: P=10−7·2142·500.69·0.152−1.07·384.71.38=88.3mm.
88.3 mm at 14.1 km
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 / 7.571 s (7.5 s = 53 ticks) base reload = 202,868. All upgrades (top gun): 25,600 AP full-salvo alpha x 60 / 8 s all-upgrades reload = 192,000.
Initial: 202,868 → 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 speed51.0 kt
Range12 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 12,367
Maximum damage (ammunition)
ƒ37,100 warhead alpha / 3 + 1,000 blast = 13,367. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
13,367
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
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×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.2 per hit, shown as 2.2×100=220%. 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.
220%
Torpedo launcher traverse25 °/s
Launch arcswing 141° (one launcher per beam)
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming167 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. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
37,101
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
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
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 160 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 1 cloud each
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 salvos 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%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 4 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-4 km
S
Secondary Battery
Mounts3
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), 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 s × 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).
45,000
Secondary fire DPM vs T5 BB (per side)
ƒFires/min (per side) 1.8 × (1 − 0.233 fire resistance) × 60 s × 0.003 of max HP per second × 54,550 HP = 13,556. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
13,556
Total secondary DPM vs T5 BB (per side)
ƒSecondary DPM (per side) 45,000 + secondary fire DPM 13,556 = 58,556: shell damage plus fire damage against one T5 battleship, every shell hitting.
58,556
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 alpha1,500
Muzzle Velocity850 m/s
Fire Chance6%
Secondary fires/min (per side)
ƒ3×2 barrels / 2 sides × 60 / 6 s × 0.06 (6% fire chance) = 1.8. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
1.8
HE Pen17 mm
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 threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36.5 / 4 + 4.9 = 14.0 kt. Base value; speed modifiers scale it.
14.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
27 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt).
24.4 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.
38.7 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 6.4°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 7 − 6.4 = +0.6°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.6°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 10.39 km x 0.955 = 9.92 km. Camouflage does not change detectability by air.
10.39 km
With Grade IV camouflage (sea)
ƒDetectability by sea 10.39 km x 0.955 (Grade IV permanent camo or any disposable camo) = 9.92 km.
9.92 km
Detectability by air6.23 km
Smoke firing penalty4.68 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 10.39 km) = 14.12 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
14.12 km
Detect when firing (air)
ƒAir detectability 6.23 km + gun-firing bloom 3.04 km = 9.27 km. The bloom tracks main-battery caliber 152 mm × 0.020 = 3.04 km.
9.27 km
Detect when on fire (sea)
ƒSea detectability 10.39 km + 2.0 km while burning = 12.39 km.
12.39 km
Detect when on fire (air)
ƒAir detectability 6.23 km + 3.0 km while burning = 9.23 km.
9.23 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 salvo - more clouds in the air over the salvo, at the same spots.
Catapult Fighter3 charges · 80 s reload · 70 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

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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.
Shell scatter height @ 5 km27.8 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14122=7061 m, and radiusOnMax=0.6 at 14122 m. Below the kink: k=0.2+(0.5−0.2)·50007061=0.4124, so σV=σH·k=67.5·0.4124=27.8m.
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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·14122=7061 m, and radiusOnMax=0.6 at 14122 m. Above the kink: k=0.5+(0.6−0.5)·10000−706114122−7061=0.5416, so σV=σH·k=102·0.5416=55.2m.
AP pen 5 km200 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2142·500.69·0.152−1.07·696.51.38=200mm, where 696.5 m/s is the shell's speed when it arrives at 5 km (from 1000 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km124 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2142·500.69·0.152−1.07·492.31.38=124mm, where 492.3 m/s is the shell's speed when it arrives at 10 km (from 1000 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.85 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3246·0.15228·44.3=6.65×10−5. That runs from a 950 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.28 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3256·0.15228·50=5.91×10−5. That runs from a 1000 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,142
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass50 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3256
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity1,000 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity950 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.3 s
1000 m / (51.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed51.0 kt
Travel time to max range87.6 s
12000 m / (51.0 kt × 2.6855) = 87.6 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 launchers × 3 tubes.
Per-side salvo3 torpedoes
6 wing tubes / 2 = 3: the launchers sit one per beam, so only half of them reach any one side. Each launcher reloads on its own, so she can fire one beam, turn, and fire the other without waiting.
Full-salvo damage74,202
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 12,367 = 74,202. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range28
Only families that reach 4 km contribute at the outer edge of the AA bubble. In-game families: Breda 37mm double 4x2 -> 101 DPS @ 3.5 km; 13 2mm 2barrels Breda MG 4x2 -> 39 DPS @ 1.2 km; 100mm 50 Mod OTO 3x2 -> 28 DPS @ 4 km.
AA DPS layered by range28 DPS @ 4 km, 129 DPS @ 3.5 km, 168 DPS @ 1.2 km
@ 4 km: 28 from one family; @ 3.5 km: 101 + 28 = 129; @ 1.2 km: 101 + 39 + 28 = 168. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank168
101 + 39 + 28 = 168 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index512
101 × 3.5 + 39 × 1.2 + 28 × 4 = 512. 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 firepower

Max HE alpha1500
The only family (100 mm): 1500. Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 100 mm family.
Max HE fire chance6%
The only family (100 mm): 6%. 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
The only family (100 mm): 17 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.
Open in Charting Tool

Ship Charts

Background

A light cruiser, Duca d'Aosta was a good ship for her time. Among her competitive advantages were high speed and generally well-balanced parameters.

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 estimates.

Bow & stern16 mm

Overmatched by 93+ AP 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)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle 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)
Overmatched by 305mm+ AP (Indefatigable, Toulon)Angle 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)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Duca d'Aosta B can equip.

  • 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.