**To make this short for those who want this straight forward:**There is possibly a probability factor which affects RNG, which can lead to a lot of game balances and silent nerfs or buffs.

Long Version of the Theory/story/wall of text/misery read/blemish/bullsh*t/in-comprehensive stuff/made up thing

**Start the Read:**

Ok so let's get down to business about this theory of RNG of mine. I was wondering, since RNG factor plays a part in determining the damage of tanks, such as + - 25%, was there a second mechanism which is in placed which actually breaks up RNG further to different activation stages?

What this means is like a second circuit to the prime circuit which has a logic gate in between which waits for the inputs to react and produce a few different outcomes. This would follow an idea which was swirling in my mind which i would call :

**"probability factor."**

So how this probability factor works is simple, just think of a logic gate with 3 outputs. One is

**high**, the other is

**neutral**and the final one is

**low**.

So with this different stages, when a shell hits the tank, the input is given. Once the input is given it is chosen the stages is chosen and the damage dealt upon the tank varies at which stage of the output is activated.

So this would follow the idea that for example, you hit and penetrate a tank, the following one would expect is a damage given by RNG. So here is how the theory comes into play, before RNG takes affect, one of the three activation stages are picked which are all accompanied by a set chance/ probability of occurring. The set gate would determine a +25%, a 0%, or a -25% multiplier.

So thus the damage is given to the tank as respectively decided upon by RNG from +1 to 25% or -1 to -25% or simply 0%

The reason why this theory can support ninja nerfs, buffs, tank balances or soft stats difference is because the activation of each gate is set by different chance a values. Possibly there maybe only be 2 gates, but who hows, this is just a theory.

So an example would be let's say a Tiger with the 88mm L/71. So firstly a shot from the gun travels to the tank and penetrates it. Now let's give it a random probability factor of 50% chance of a high, 10% chance of a neutral and a 40 % chance of a low. The percentages does not necessarily need to add up to 100%, but i shall do it for this example since is it easier to illustrate the example.

So back to the example, let's say the probability factor of 40% low is taken, thus RNG would decide the numbers of -1 to -25% which is multiplied to the damage. This would thus be a low-roll. But if it happens to hit 50% high, it would range from +1 to +25%.

So in conclusion, if this was in the game, it is a possibility that all guns have different probability factor or possibly a probability coefficient(it can go either way) which would decide on the damage. This is very significant for example, certain tanks seem to hit the chance of a high roll very often, while others are riddled with low-rolls.

In addition, possibly tank guns with almost no improvement in stats such as the 122mm D-25-T and the 122mm D-2-5-T, may have a change not only in reload but also probability factor. Another one would be the M1A2 and the M1A1 75mm tank gun for the American tanks.

However the bad side of this, certain tanks, possibly many of the tank destroyers may suffer from low probability factors. This would be set in place to not only balance the Tank destroyers or tanks with larger tank guns, but also help to maintain their alpha from going too high.

I cannot test this out, but a proposed method would be if anyone is kind enough, to shoot a tank 10 times(if it can stay alive) record the shots whether it is a high or low. Do this for 10 times to get a sample of 100 shots. if more accurate results are desired, 10 to 100 samples can be acquired to determined the tank's probability factor.

However if you are to perform this, you would need to shoot at the same spot of the tank and this places should not(if possible) include tank crew or module. Once result are acquired, see which is the mode figure(figure which occurs the most number of times) of a high or low role. Possibly a neutral role could also be the answer.

This result could be the possible probability factor of the tank gun or perhaps even shell.

There are other possibly theories which include the mass of tank shells(although which is very vague now.) Or onces which could also follow the constant value of normalization, in which there is a coefficient which affects whether the tank gun roles a high or low.

**End of long read**

So for those who read this i thank you, but i would like the views of everyone who has viewed this on whether it is a possible soft-stat in game, or whether this is pure whatever. Thank you