Burning

Status · Combat status

In short: Damage-over-time state: the burning ship loses 1% of its starting hull HP at the end of each round.

State code
2
Applies to
own ship, enemy ship

A Burning ship takes a damage tick of 1% of its starting hull HP at the end of every round in which the state is active, after that round’s last shots. A fight that ends in a round ends before that round’s tick: once the round’s shots have decided the fight, it is over and no Burning is applied for that round. The tick itself can destroy a ship: one left with less than 1% of its starting hull after a round’s shots is gone at that round’s end. The tick sits right at the boundary to the next round, which is why it can read as the start of the next round. Starting hull means the hull this fight began on, not the ship’s full hull: a ship that starts the fight on 50% hull loses 0.5% of its full hull per tick. Over a long fight the total can rival weapon damage. A combat log has no row for a tick, neither the CSV export nor the raw JSON log, so the parser works the ticks out itself — 1% of the starting hull for each round the ship was Burning and still afloat after that round’s shots — and shows them separately in the damage breakdown.

Burning interacts with hull repair: repair at the start of the next round heals a percentage of the previous round’s hull damage, including the burn tick.

See also: hull damage repaired, State Duration