San Diego
Also called: 圣地亚哥 Beta- 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
On this page
San Diego Community Stats
Across 3,300+ Standard battles from 110+ players, San Diego averages a 60% win rate, 67,000 damage and 1.1 kills per battle, and survives 44% of them.
San Diego Community Stats
Log in to GamingDiver and upload your data to see Community Data for San Diego: community win rate, damage, survival, spotting, and your own comparison.
San Diego Community Stats
Record History
Playstyle
Overview
San Diego is a Tier VII American SAP cruiser: her 127mm main battery fires semi-armor-piercing shells (36mm 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 (4.4 km on ships and 3.1 km on torpedoes, 96 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: sigma in T7 CAs (2, 7th of 58) and turret traverse rate in T7 CAs (25, 3rd of 58). The trade is hit points in T7 CAs (33,500 HP, 55th of 58).
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. Once the rudder is over she turns tightly for her cohort (610 m), so a committed turn costs less water than most of what she is fighting.
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 6 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.
Signature Traits
- Tight grouping
- Fast turret traverse · 25°/s
- High-arc howitzer
5.2 km detect when firing from smoke, top decile of T7 CAs. Shoots from concealment with less bloom than peers.
- Fragile HP pool · 33500 HP
- Shallow effective · 44756 effective
How to get San Diego
San Diego 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
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Santa Level 5
0.909091%
Superprize: Premium Ship
Archived · Santa Level 5 · 1 of 11 ships
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Spectral Vault 5.0
0.588235%
Superprize: Premium Ship
Archived · Spectral Vault 5.0 · 1 of 17 ships
-
Santa Level 4
0.272727%
Superprize: Premium Ship
Archived · Santa Level 4 · 2 paths combined · 1 of 11 ships
Show 2 paths
- Santa Level 40.181818%
- Santa Level 4 → Santa Level 50.090909%
Show all 14 containers (11 more)
-
Chest of Rarities
0.2%
Tier VII Premium ship
Event · Chest of Rarities · 1 of 15 ships
-
Spectral Vault 4.0
0.147059%
Superprize: Premium Ship
Archived · Spectral Vault 4.0 · 2 paths combined · 1 of 17 ships
Show 2 paths
- Spectral Vault 4.0 → Spectral Vault 5.00.088235%
- Spectral Vault 4.00.058824%
-
Santa Level 3
0.090909%
Superprize: Premium Ship
Archived · Santa Level 3 · 4 paths combined · 1 of 11 ships
Show 4 paths
- Santa Level 3 → Santa Level 50.045455%
- Santa Level 3 → Santa Level 40.027273%
- Santa Level 3 → Santa Level 4 → Santa Level 50.013636%
- Santa Level 30.004545%
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Spectral Vault 3.0
0.036765%
Superprize: Premium Ship
Archived · Spectral Vault 3.0 · 4 paths combined · 1 of 17 ships
Show 4 paths
- Spectral Vault 3.0 → Spectral Vault 5.00.017647%
- Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.009706%
- Spectral Vault 3.0 → Spectral Vault 4.00.006471%
- Spectral Vault 3.00.002941%
-
Santa Level 2
0.027273%
Superprize: Premium Ship
Archived · Santa Level 2 · 6 paths combined · 1 of 11 ships
Show 6 paths
- Santa Level 2 → Santa Level 40.009091%
- Santa Level 2 → Santa Level 3 → Santa Level 50.006818%
- Santa Level 2 → Santa Level 4 → Santa Level 50.004545%
- Santa Level 2 → Santa Level 3 → Santa Level 40.004091%
- Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.002045%
- Santa Level 2 → Santa Level 30.000682%
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Piñata Chest
0.02%
Tier VII Premium ship
Event · Piñata Chest → Chest of Rarities · 1 of 15 ships
-
Mystic Lantern
0.02%
Superprize: Premium Ship
Event · Mystic Lantern · 1 of 25 ships
-
Champion's Box
0.018182%
Superprize: Premium Ship
Archived · Champion's Box · 4 paths combined · 1 of 11 ships
Show 4 paths
- Champion's Box → Santa Level 3 → Santa Level 50.009091%
- Champion's Box → Santa Level 3 → Santa Level 40.005455%
- Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.002727%
- Champion's Box → Santa Level 30.000909%
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Spectral Vault 2.0
0.006618%
Superprize: Premium Ship
Archived · Spectral Vault 2.0 · 6 paths combined · 1 of 17 ships
Show 6 paths
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001765%
- Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001765%
- Spectral Vault 2.0 → Spectral Vault 4.00.001176%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000971%
- Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000647%
- Spectral Vault 2.0 → Spectral Vault 3.00.000294%
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Santa Level 1
0.006591%
Superprize: Premium Ship
Archived · Santa Level 1 · 8 paths combined · 1 of 11 ships
Show 8 paths
- Santa Level 1 → Santa Level 3 → Santa Level 50.002273%
- Santa Level 1 → Santa Level 2 → Santa Level 40.001364%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.001023%
- Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000682%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000614%
- Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000307%
- Santa Level 1 → Santa Level 30.000227%
- Santa Level 1 → Santa Level 2 → Santa Level 30.000102%
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Spectral Vault 1.0
0.000963%
Superprize: Premium Ship
Archived · Spectral Vault 1.0 · 10 paths combined · 1 of 17 ships
Show 10 paths
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000176%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000159%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000159%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.000106%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000097%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000087%
- Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000065%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000058%
- Spectral Vault 1.0 → Spectral Vault 3.00.000029%
- Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.000026%
Official WG availability sources
-
Summer Update: Always Courageous
Crates
Start: 2023-06-15
- You can acquire her through Liberty Calls Random Bundles.
Show direct source rows
- Chest of Rarities 0.2% · Tier VII Premium ship
- Mystic Lantern 0.02% · Superprize: Premium Ship
- Santa Level 3 0.004545% · Superprize: Premium Ship
- Santa Level 4 0.181818% · Superprize: Premium Ship
- Santa Level 5 0.909091% · Superprize: Premium Ship
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.
Norman Scott
WG officialWG official build from Through the Spy Glass: San Diego.
Source: Through the Spy Glass: San Diego
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
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Where San Diego sits among Tier VII CAs (57 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.
See 15 mid-pack stats
Not standouts for San Diego -- 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.
Peers in this cohort
Compare Tier VII CruisersShow all 57 peers
Stats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 148° (the most restricted aft-facing mount's arc) = 32° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.ƒ
In practice: the baseline curve for a standard cruiser -- at max range (15.3 km) shells land in an ellipse about 138 m wide and 83 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.ƒ
Horizontal dispersion ellipse width at max range, from the dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
Zero upgrades: 14 broadside guns x 60 / 6 s base reload = 140. All upgrades (Main Battery Mod. 3 = -10% reload): 14 broadside guns x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 154.7.SAP shells
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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.ƒ
2,300 SAP damage x 14 broadside guns = 32,200.ƒ
Zero upgrades: 32,200 SAP full-salvo alpha x 60 / 6 s base reload = 322,000. All upgrades (Main Battery Mod. 3 = -10% reload): 32,200 SAP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 355,895.AP shells
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floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
AP formula evaluated at muzzle velocity: .ƒ
Same formula at the ship's max firing range (15.3 km), where the shell has slowed to 351.7 m/s: .ƒ
2,100 AP damage x 14 broadside guns = 29,400.ƒ
Zero upgrades: 29,400 AP full-salvo alpha x 60 / 6 s base reload = 294,000. All upgrades (Main Battery Mod. 3 = -10% reload): 29,400 AP full-salvo alpha x 60 / 5.429 s (5.4 s = 38 ticks) all-upgrades reload (6 s × 0.9 Main Battery Mod. 3 = 5.4 s) = 324,947.ƒ
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.ƒ
Most 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: . 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.ƒ
46,600 warhead alpha / 3 + 1,100 blast = 16,633. 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.ƒ
Per-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.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.ƒ
This torpedo carries a flooding-chance value of 2.79 per hit, shown as . 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.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132. Each hit on the target's torpedo belt is reduced by its torpedo protection %.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.ƒ
Effective 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 142 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 26 raw aura damage × 3.5 × 0.9 hit probability = 82 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 142 + Medium 82 = 224ƒ
Effective DPS: 34 raw aura damage × 3.5 × 0.85 hit probability = 101 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 142 + Medium 82 + Near 101 = 325ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between salvos - up to 10 clouds per salvo × 230 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.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The 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 5 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.ƒ
top speed / 4 + 4.9 = 32.5 / 4 + 4.9 = 13.0 kt. Base value; speed modifiers scale it.ƒ
Seconds 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.ƒ
Speed below which the engine's built-in power boost applies in reverse.ƒ
Time to reach 90% of top speed (29.2 kt of 32.5 kt).ƒ
Time to reach 99% of top speed (32.2 kt of 32.5 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.ƒ
With the rudder hard over the hull turns 6.5°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 25 − 6.5 = +18.5°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.ƒ
Base value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 11.89 km x 0.955 = 11.35 km. Camouflage does not change detectability by air.ƒ
Detectability by sea 11.89 km x 0.955 (Grade IV permanent camo or any disposable camo) = 11.35 km.ƒ
max(main battery range, sea detectability 11.89 km) = 15.26 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.ƒ
Air detectability 7.13 km + gun-firing bloom 2.54 km = 9.67 km. The bloom tracks main-battery caliber 127 mm × 0.020 = 2.54 km.ƒ
Sea detectability 11.89 km + 2.0 km while burning = 13.89 km.ƒ
Air detectability 7.13 km + 3.0 km while burning = 10.13 km.
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 5,628 HP (16.8% of max HP) total heal (per charge) ƒ
0.006 of max HP per second (0.6%) × 28 s effective active time = 0.168 of max HP × 33,500 HP = 5,628 HP: up to 16.8% of max HP restored per charge.ƒ
0.168 of max HP per charge × 2 charges = 0.336 × 33,500 HP = 11,256 HP: up to 33.6% of max HP if the whole Repair Party loadout is used.ƒ
0.006 (0.6% of max HP) × 33,500 HP = 201 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Sonar2 charges · 180 s reload · 96 s active · 4.44 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Main Battery Reload Booster2 charges · 180 s reload · 16 s active · +33% reload boost
Under the hood
Show
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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
The standard cruiser dispersion curve.(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.(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.(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.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: at 0 m, at m, and at 15263 m. Below the kink: , so .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: at 0 m, at m, and at 15263 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15263 m. Above the kink: , so .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 , where 586.4 m/s is the shell's speed when it arrives at 5 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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 , where 442 m/s is the shell's speed when it arrives at 10 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula , where 355 m/s is the shell's speed when it arrives at 15 km (from 792 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.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, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 792 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.Counted from each mount's firing arc: most barrels that bear at once: 14 of 16, on the beam; casemate/wing mounts only fire one side.Model inputs
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.Starting speed of the AP shell; penetration scales with velocity^1.38.Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.Range step over which horizontal dispersion grows by idealRadius.Inside this range the scatter width tapers toward minRadius instead of following the line.Vertical scatter as a share of horizontal at zero range.Vertical scatter as a share of horizontal at the delim point.Vertical scatter as a share of horizontal at maximum range.Where the vertical-scatter curve bends, as a share of maximum range.Torpedoes
1300 m / (65.0 kt × 2.6855) = 7.4 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).4500 m / (65.0 kt × 2.6855) = 25.8 s. range / (speed kt x 2.6855 m/s per knot on the game clock).2 launchers × 4 tubes.8 wing tubes / 2 = 4: 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.All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264. Each hit on the target's torpedo belt is reduced by its torpedo protection %.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors Mk1 3x2 -> 61 DPS @ 3.5 km; 40mm Bofors Mk2 1x4 -> 20 DPS @ 3.5 km; 20mm Oerlikon MK4 15x1 -> 101 DPS @ 2 km; Far AA (?) -> 142 DPS @ 5 km.@ 5 km: 142 from one family; @ 3.5 km: 61 + 20 + 142 = 223; @ 2 km: 61 + 20 + 101 + 142 = 324. 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.61 + 20 + 101 + 142 = 324 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).61 × 3.5 + 20 × 3.5 + 101 × 2 + 142 × 5 = 1196. 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.Ship Charts
Background
An Atlanta-class light cruiser that relies on dual-purpose guns as her main battery. During the 1943–44 rearmament, the ship's AA capabilities were improved by equipping her with 1.6-inch (40 mm) Bofors guns.
Armor Beta
Hull HP 33,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.
Overmatched by 142+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 16 mm primary (range 16–40 mm) | 1,600 (5% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)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) | 89 mm primary (range 16–89 mm) | 25,100 (75% of HP) | No common AP caliber overmatches89 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 16 mm primary (range 16–40 mm) | 1,800 (5% of HP) | Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 89 mm primary (range 6–89 mm) | ≈ 165,500 (effectively 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. |
| Superstructure | 6 mm primary (range 6–65 mm) | 2,400 (7% of HP) | 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). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 16,800 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 10,100 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
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.
Balance History
Balance updates affecting San Diego. Cards are condensed; use each source link for full context.
MINISTRY OF BALANCE REPORTS: A FLURRY OF CHANGES
- San Diego arrived with too many compromises to the ship's abilities so she could have both SAP shells and Main Battery Reload Booster. This update will improve the ship in several areas to address her shortcomings.
- Ship HP increased from 27,900 to 33,500.
- Bow HP increased from 1,300 to 1,600.
- Auxiliary room HP increased from 3,600 to 4,300.
- Stern HP increased from 1,500 to 1,800.
- Hull HP increased from 20,900 to 25,100.
- Magazine HP increased from 14,000 to 16,800.
- Steering gear HP increased from 8,400 to 10,100.
- Superstructure HP increased from 2,000 to 2,400.
- Engine room HP increased from 27,900 to 33,500.
- Main battery SAP shell damage increased from 1,800 to 2,300.
- Main battery reload time increased from 5.5 to 6 s.
- Main battery reload booster duration increased from 15 to 16 s.
Skins & permanent camouflages
Every custom exterior San Diego can equip.
DefaultThe ship’s standard exterior
Lady LibertyDecorative
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.
