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{{CombatPortal}}
 
{{CombatPortal}}
 +
The main goal of the game is to sink Abyssals. Abyssals are sunk by doing '''Damage''' to them. This page lists all the applicable formulas and mechanics that affect the calculation of '''Damage'''.
   −
This page lists all the applicable damage formulas for a '''single fleet'''. Special cases like [[Combined_Fleet#Damage_Calculations|Combined Fleet]]s and [[Land-Based_Air_Squadron#Attack_Power|Land-Based Air Squadron]]s have their own adjustments to the standard damage formulas. Please see those pages for further details.
+
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].
 
  −
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].'''
      
* For example, <math>\lfloor 4.2 \rfloor = 4</math>.
 
* For example, <math>\lfloor 4.2 \rfloor = 4</math>.
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=Damage Formula=
 
=Damage Formula=
 +
The '''Damage''' is the reduction of '''HP''' {{HP}} caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defense power of the target.
 +
{{Formula
 +
|Title=Damage Formula
 +
|Math=\text{Damage} = \biggl \lfloor \biggl ( \text{Atk}_\text{post-cap}  - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor
 +
|Var=<math>\text{Atk}_\text{post-cap}</math> the final attack power of the assailant after the cap and all the modifiers have been applied, described below,
 +
* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target,
 +
* <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier.
 +
|Notes=If <math>\text{Atk}_\text{post-cap}</math> is inferior to <math>\text{DEF}</math> or if <math>\text{Ammo}=0</math> then the attacks will deal "[[#Scratch Damage|scratch damage]]".
 +
}}
 +
 +
=Defense Power=
 +
Defense power represents the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element.
 +
{{Formula
 +
|Title=Defense Formula
 +
|Math=\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}
 +
|Var=<math>\text{Armor}</math> the armor {{Armor}} of the target including all equipment and upgrade bonuses,
 +
**This stat is be directly affected by [[#Debuffs|Debuffs]] when applicable.
 +
* <math>\text{Armor}_\text{rand}</math> a random number between <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math>,
 +
** Note that it is inclusive, meaning it can also output <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math>
 +
* <math>\text{Pen}</math> any applicable armor penetration mechanic:
 +
** ''See [[#Anti-Submarine Warfare|ASW]] for details on ASW armor penetration,
 +
|Notes=The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.
 +
}}
 +
 +
For short, defensive power randomly varies between '''1.3''' x{{Armor}} and '''0.7''' x{{Armor}}.
 +
 +
=Attacks Power=
 +
 +
Attack power represents the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul:
 +
#'''Basic
 +
#*Generally calculated from the relevant stats of the ship using different formulas according to the type of attack and the phase of battle
 +
#'''Pre-cap
 +
#*The basic attack goes through different modifiers
 +
#'''Cap
 +
#* If the attack is superior to a cap it's reduced
 +
#'''Post-cap
 +
#*These modifiers are more potent because they are not limited by the cap
   −
<math>\text{Damage} = \biggl \lfloor \biggl ( \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times_\downarrow \text{Crit} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor </math>
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=2|Attack Step Formulas
 +
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div>
 +
|
 +
 
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Atk}_\text{pre-cap} = \text{Atk}_\text{base} \times \text{Mod}_\text{pre-cap}</math>
 +
|}
 +
 
 +
;With
 +
* <math>\text{Atk}_\text{base}</math> is the basic attack power of the relevant attack.
 +
* <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable.
 +
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Cap</div>
 +
|
 +
The attack is then capped as follows:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\text{Atk}_\text{pre-cap} - \text{Cap}} </math>
 +
|}
 +
;With
 +
* <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase.
   −
With:
+
{|class="wikitable"
 +
!colspan=2|<math>Cap</math>
 +
|-
 +
!Attack Type!!Cap
 +
|-
 +
|Support Expeditions||rowspan=3|170
 +
|-
 +
|ASW
 +
|-
 +
|Airstrike
 +
|-
 +
|Opening Torpedo Salvo||rowspan=2|180
 +
|-
 +
|Closing Torpedo Salvo
 +
|-
 +
|LBAS||rowspan=2|220 <ref>https://twitter.com/Divinity_123/status/1651948848351158273</ref>
 +
|-
 +
|Day shelling
 +
|-
 +
|Night battle||360
 +
|}
 +
<references/>
 +
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Post-cap</div>
 +
|
 +
Capped attack is then modified by post-cap modifiers:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Atk}_\text{post-cap} = \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times \text{Mod}_\text{balloon S} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times \text{Mod}_\text{balloon N} \times_\downarrow \text{Crit}</math>
 +
|}
 +
 
 +
;With
 
* <math>\text{Atk}_\text{cap}</math> the '''Cap Adjusted Attack Power''',
 
* <math>\text{Atk}_\text{cap}</math> the '''Cap Adjusted Attack Power''',
 
* <math>\text{Mod}_\text{spotting}</math> the bonus from [[#Artillery_Spotting|artillery spotting]],
 
* <math>\text{Mod}_\text{spotting}</math> the bonus from [[#Artillery_Spotting|artillery spotting]],
Line 20: Line 107:  
* <math>\text{Mod}_\text{AP}</math> the bonus from [[#Armor-Piercing_Modifier|AP shells]],
 
* <math>\text{Mod}_\text{AP}</math> the bonus from [[#Armor-Piercing_Modifier|AP shells]],
 
** The value is rounded down after applying <math>\text{Mod}_\text{AP}</math> only if the target is able to take extra damage from AP shells, even if <math>\text{Mod}_\text{AP}</math> is '''1''' due to the attacker not having AP shells.
 
** The value is rounded down after applying <math>\text{Mod}_\text{AP}</math> only if the target is able to take extra damage from AP shells, even if <math>\text{Mod}_\text{AP}</math> is '''1''' due to the attacker not having AP shells.
 +
*<math>\text{Mod}_\text{balloon}</math> the bonus from [[#Barrage Balloon Modifier|barrage balloons]]. The position of the modifier in the formula depend of the type of attack:
 +
**<math>\text{Mod}_\text{balloon S}</math> is the position for artillery spotting, CVCI and special attacks,
 +
**<math>\text{Mod}_\text{balloon N}</math> is the position for normal attacks.
 
* <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable,
 
* <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable,
* <math>\text{Crit}</math> the '''[[#Critical Strikes|critical strike]]''' modifier,
+
* <math>\text{Crit}</math> the '''[[#Criticals|critical]]''' modifier,
 
** The value is rounded down after applying <math>\text{Crit}</math> only if the attack is critical.
 
** The value is rounded down after applying <math>\text{Crit}</math> only if the attack is critical.
* <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier,
+
|}
* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target.
     −
Where, Cap Adjusted Attack Power is Basic Attack Power that has been adjusted by applying the '''[[#Attack Power Cap|damage cap]]'''. '''This only applies if the calculated pre-cap attack power is above the damage cap'''.
+
==Basic Attack Power Formulas==
 +
The following section details the different formulas to calculate <math>\text{Atk}_\text{base}</math>. As the formula depends on the type of attacks and the combat phase.
   −
<math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\left ( \text{Atk}_\text{base} \times \text{Mod}_\text{pre}\right)-\text{Cap}} </math>
+
Below are the common variables used in all accuracy formulas:
 
+
* <math>\text{FP}</math> is the '''Firepower''' {{Firepower}} of the ship including equipment.
* <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase.
+
* <math>\text{TP}</math> is the '''Torpedo''' {{Torpedo}} of the ship including equipment or the torpedo of a plane.
* <math>\text{Atk}_\text{base}</math> is the '''[[#Basic Attack Power Formulas|basic attack power]] of the relevant attack.
+
* <math>\text{ASW}</math> is the '''Anti-submarine''' {{ASW}} of the ship or equipment.  
* <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable.
+
* <math>\text{DB}</math> is the '''Dive bombing''' {{Dive}} of the plane.
 
  −
=Defense Power=
  −
 
  −
<math>\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}</math>
  −
 
  −
* <math>\text{Armor}</math> is the armor of the target including all equipment and upgrade bonuses.  
  −
* <math>\text{Armor}_\text{rand}</math> is a random number between <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math>
  −
** Note that it is inclusive, meaning it can also output <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math>
  −
* <math>\text{Pen}</math> is any applicable armor penetration mechanic:
  −
** ''See [[#Anti-Submarine Warfare|ASW ]] for details on ASW armor penetration,''
  −
** Some [[#Debuffs|debuffs]] may include armor penetration.
  −
 
  −
Therefore, the '''maximum armor value''' <math>\text{Armor}  \times 1.3 - 0.6</math> and the  '''minimum armor value''' is <math>\text{Armor} \times 0.7</math>. This makes the maximum defensive power a target can have is '''1.3x''' armor and the lowest is '''0.7x''' armor.
  −
 
  −
'''Note:'''
  −
* The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.
  −
 
  −
=Basic Attack Power Formulas=
  −
The following formulas only apply to single fleets. Please see [[Combined Fleet#Basic Attack Power|Combined Fleet]], [[Land-Based Air Squadron#Bombing Power|Land-Based Air Squadron]] and [[Expeditions#Support Expeditions|Support Expeditions]] for more details.
  −
 
  −
'''Notes:'''
  −
* <math>\text{FP}</math> is the firepower {{Firepower}} of the ship including equipment.
  −
* <math>\text{TP}</math> is the torpedo {{Torpedo}} of the ship including equipment or the torpedo of a plane.
  −
* <math>\text{ASW}</math> is the anti-submarine {{ASW}} of the ship or equipment.  
  −
* <math>\text{DB}</math> is the dive bombing {{Dive}} of the plane.
   
* <math>\bigstar</math> is the upgrade bonus of the equipment.
 
* <math>\bigstar</math> is the upgrade bonus of the equipment.
 
** See [[Improvement]] or [https://akashi-list.me/ Akashi List] for upgrade bonus values.
 
** See [[Improvement]] or [https://akashi-list.me/ Akashi List] for upgrade bonus values.
 
* <math>\text{Plane}_\text{Count}</math> is the remaining amount of planes in a slot, performing the attack.
 
* <math>\text{Plane}_\text{Count}</math> is the remaining amount of planes in a slot, performing the attack.
===Airstrike===
+
* <math>\text{Mod}_\text{CF}</math> is the combined fleet modifier based on the tables below:
This applies to [[Jet Assault]]s, [[Airstrike]]s, and [[LBAS]].
     −
<math>\text{Airstrike Power} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Plane}_\text{Count}} + 25 \biggr)</math>
+
<tabber>
 +
|-|Combined vs Single=
 +
{|class="wikitable" style="text-align:center; width:980px"
 +
!width=26%|Combat Phase
 +
!width=14%|Forces
 +
!width=20%|Carrier Task Force
 +
!width=20%|Surface Task Force
 +
!width=20%|Transport Escort Force
 +
|-
 +
|rowspan=2|Main Fleet Shelling
 +
|Allies|| {{color|green|+2}}|| {{color|green|+10}}|| {{color|red|-5}}
 +
|-
 +
|Enemy|| {{color|green|+10}}|| {{color|green|+5}}|| {{color|green|+10}}
 +
|-
 +
|rowspan=2|Escort Fleet Shelling
 +
|Allies|| {{color|green|+10}}|| {{color|red|-5}}|| {{color|green|+10}}
 +
|-
 +
|Enemy|| {{color|green|+5}}|| {{color|red|-5}}|| {{color|green|+5}}
 +
|-
 +
|rowspan=2|Torpedo
 +
|Allies|| {{color|red|-5}}|| {{color|red|-5}}|| -{{color|red|-5}}
 +
|-
 +
|Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 +
|}
   −
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
+
|-|Combined vs Combined=
 +
{|class="wikitable" style="text-align:center; width:980px"
 +
!width=26%|Combat Phase
 +
!width=14%|Forces
 +
!width=20%|Carrier Task Force
 +
!width=20%|Surface Task Force
 +
!width=20%|Transport Escort Force
 +
|-
 +
|rowspan=2|Main Fleet Shelling
 +
| Allies|| {{color|green|+2}}|| {{color|green|+2}}|| {{color|red|-5}}
 +
|-
 +
| Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 +
|-
 +
|rowspan=2|Escort Fleet Shelling
 +
| Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 +
|-
 +
| Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 +
|-
 +
|rowspan=2|Torpedo
 +
|Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 +
|-
 +
|Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 +
|}
   −
{|class="wikitable" style="text-align:center"
+
|-|Single vs Combined=
!colspan=2|Type
+
{|class="wikitable" style="text-align:center; width:980px"
!Multiplier
+
!width=26%|Combat Phase
!Notes
+
!width=14%|Forces
 +
!width=60%|Bonus
 +
|-
 +
|rowspan=2|Vs Main Fleet
 +
|Allies||{{color|green|+5}}
 +
|-
 +
|Enemy||{{color|green|+10}}
 
|-
 
|-
| {{BluePlane}}
+
|rowspan=2|Vs Escort
| [[Torpedo Bomber]]s
+
|Allies||{{color|green|+5}}
| 0.8x or 1.5x
  −
| The multiplier is chosen randomly.<br>The chance is roughly 50%.
   
|-
 
|-
| {{RedPlane}}<br>{{SPB}}
+
|Enemy||{{color|red|-5}}
| [[Dive Bomber]]s<br>[[SPB|Seaplane Bombers]]
  −
| 1.0x
  −
|
   
|-
 
|-
|rowspan=2| {{JetFighterBomber2}}<br>{{JetFighterBomber1}}
+
|rowspan=2|Torpedo
| [[Jets]]<br>(During jet assault)
+
|Allies||{{color|green|+10}}
| 1.0x
  −
|
   
|-
 
|-
| [[Jets]]<br>(During normal bombing)
+
|Enemy||{{color|green|+10}}
| 0.7071x
  −
|  
   
|}
 
|}
 +
</tabber>
 +
 +
===Airstrike===
 +
The damage from airstrikes is calculated independently for each plane slot and mainly depends on the stats of the plane and the current plane count of the slot.
 +
{{Formula
 +
|Title=Airstrike Attack Formula
 +
|Math=\text{Atk}_\text{base airstrike} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Plane}_\text{Count} } + 25 \biggr)
 +
|Var=<math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
   −
;Notes
+
{{{!}}class="wikitable" style="text-align:center"
* Airstrike power is calculated independently for each equipment slot on the carrier.
+
!colspan=4{{!}}<math>\text{Type}</math>
 +
{{!}}-
 +
!colspan=2{{!}}Plane Type
 +
!Multiplier
 +
!Notes
 +
{{!}}-
 +
{{!}} {{BluePlane}} {{!}}{{!}} [[Torpedo Bomber]]s {{!}}{{!}} 0.8x or 1.5x
 +
{{!}} The multiplier is chosen randomly.<br>The chance is roughly 50%.
 +
{{!}}-
 +
{{!}} {{RedPlane}}<br>{{SPB}} {{!}}{{!}} [[Dive Bomber]]s<br>[[SPB|Seaplane Bombers]] {{!}}{{!}} 1.0x {{!}}{{!}}
 +
{{!}}-
 +
{{!}}rowspan=2{{!}} {{JetFighterBomber2}}<br>{{JetFighterBomber1}} {{!}}{{!}} [[Jets]]<br>(During jet assault) {{!}}{{!}} 1.0x {{!}}{{!}}
 +
{{!}}-
 +
{{!}} [[Jets]]<br>(During normal bombing) {{!}}{{!}} 0.7071x {{!}}{{!}}
 +
{{!}}}
 +
|Notes=Airstrike power is calculated independently for each equipment slot on the carrier.
 
* The firepower of the carrier does not affect airstrike power.
 
* The firepower of the carrier does not affect airstrike power.
* Torpedo Stat from fit does not contribute to airstrike damage
   
* The power is calculated '''after''' the air combat and anti-air fire phases which means bombers getting shot down will affect the final calculation.
 
* The power is calculated '''after''' the air combat and anti-air fire phases which means bombers getting shot down will affect the final calculation.
 
* It is not affected by [[#Engagement|engagement]], [[#Formation|formation]] or [[#Damage State|damage states]].
 
* It is not affected by [[#Engagement|engagement]], [[#Formation|formation]] or [[#Damage State|damage states]].
 
* It is affected by [[#Aerial Contact|contact]].
 
* It is affected by [[#Aerial Contact|contact]].
* For LBAS, the stat used when calculating attack power varies based on the target. Please see [[Land-Based_Air_Squadron#Attack_Power|LBAS]] for more details.
+
This applies to [[Jet Assault]]s and [[Airstrike]]s.
 +
}}
    
===Surface Shelling===
 
===Surface Shelling===
 
+
The surface shelling damage stems directly from the '''Firepower''' {{Firepower}} of the ship.
<math>\text{Shelling Power} = \text{FP} + \bigstar + 5</math>
+
{{Formula
 
+
|Title=Surface Attack Formula
'''Notes:'''
+
|Math=\text{Atk}_\text{base shelling} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5
* The caliber of the gun does not affect damage.
+
|Notes=The caliber of the gun does not affect damage.
 
* Abyssal installations that are not equipped with a plane that has a torpedo or dive bombing stat will use the surface shelling formula for calculating damage.
 
* Abyssal installations that are not equipped with a plane that has a torpedo or dive bombing stat will use the surface shelling formula for calculating damage.
 +
This applies to most ships during the [[Shelling]] phase (unless it is an ASW attack).
 +
}}
   −
===Carrier Attacks===
+
===Carrier Shelling Attacks===
 
+
Unlike during airstrikes, carrier shelling does not depend on the plane slot and instead combines the stat of the carrier and all planes equipped to one attack.
<math>\text{Power}_\text{carrier} = \bigl\lfloor \left( \text{FP} + \left(\text{TP} + \bigstar \right) + \lfloor \text{DB} \times 1.3 \rfloor + \bigstar \right) \times 1.5 \bigr\rfloor + 55 </math>
+
{{Formula
 
+
|Title=Carrier Shelling Attack Formula
'''Notes:'''
+
|Math=\text{Atk}_\text{base carrier shelling} = \bigl\lfloor \left( \text{FP} + \text{TP} + \bigstar + \left[ \text{DB} \times 1.3 \right] + \text{Mod}_\text{CF} \right) \times 1.5 \bigr\rfloor + 55
* Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats towards shelling power
+
|Notes=Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
* Torpedo Stat from fit does not contribute to shelling damage
+
* <math>TP</math> is the sum of all torpedo stat from {{BluePlane}} [[Torpedo Bomber]]s including [[Fit Bonus]].
 
* If a carrier is not equipped with any torpedo or dive bombers, she will not participate in shelling.
 
* If a carrier is not equipped with any torpedo or dive bombers, she will not participate in shelling.
 
** This also applies if they have lost all bombers during the aerial combat phase.
 
** This also applies if they have lost all bombers during the aerial combat phase.
 
** But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking).
 
** But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking).
* Remember that there are potentially two sources of <math>\bigstar</math> bonuses.
+
* Remember that there are potentially multiple sources of <math>\bigstar</math> bonuses.
** Torpedo bomber upgrades to the torpedo stat.
  −
** Secondary and machine gun upgrades to the firepower stat.
   
* Slot sizes and the number of remaining aircraft '''do not affect''' carrier attack power during shelling.
 
* Slot sizes and the number of remaining aircraft '''do not affect''' carrier attack power during shelling.
 
* Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet.
 
* Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet.
 
* Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage.
 
* Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage.
* Planes are '''not shot down''' when a carrier participates in shelling
+
* Planes are '''not shot down''' when a carrier participates in shelling.
 +
This applies to [[carrier]]s during the [[Shelling]] phase (unless it is an ASW attack).
 +
*This also applies {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} if they carry at least 1 bomber {{AnyBomber}}.
 +
*This does not apply to other ship types, such as the {{Class|Ise|Kai Ni}}, and [[Kumano Maru Kai]].
 +
}}
    
===Torpedo Attacks===
 
===Torpedo Attacks===
<math>\text{Torpedo Power} = \text{TP} + \bigstar + 5</math>
+
Torpedo damage stems directly from the '''Torpedo''' {{Torpedo}} of the ship.
 
+
{{Formula
 +
|Title=Torpedo Attack Formula
 +
|Math=\text{Atk}_\text{base torpedo} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5
 +
|Var=
 +
|Notes=Torpedoes cannot target submarines and Abyssal installations.
 +
** If the only available targets are submarines, the attack will trigger but always miss.
 +
**If the only available targets are installations, the attack will not trigger.
 +
* A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
 
Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]].
 
Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]].
 +
}}
   −
;Notes
+
===Anti-Submarine Warfare===
* Submarines and Abyssal installations cannot be targeted by torpedoes.
  −
** If the only available targets are submarines or installations, the attack will trigger but always miss.
  −
* A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
     −
===Anti-Submarine Warfare===
   
{{details|Anti-Submarine Warfare}}
 
{{details|Anti-Submarine Warfare}}
 
{{:Anti-Submarine Warfare}}
 
{{:Anti-Submarine Warfare}}
    
===Surface Night Battle===
 
===Surface Night Battle===
<math>\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact}</math>
+
Night battle damage stems directly from the sum of '''Firepower''' {{Firepower}} and '''Torpedo''' {{Torpedo}} of the ship.
 
+
{{Formula
* <math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered:
+
|Title=Night Attack Formula
** '''5''' for the {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|text=Type 98 Night Recon}},
+
|Math=\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact}
** '''7''' for the {{Equipment/Link|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|text=Type 0 Night Recon}} & {{Equipment/Link|Loire 130M}}.
+
|Var=<math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered. The value depend of the '''Accuracy''' {{Hit}}:
 
+
** '''5''' for 1 {{Hit}},
;Notes
+
** '''7''' for 2 {{Hit}}.
* Night battle is unaffected by engagement.
+
|Notes=Night battle is unaffected by engagement.
** Exceptions are ASW for night battle nodes and [[Special Attacks]].
+
** Exceptions is [[Special Attacks]].
* If a night battle special attack is evaded, [[#Scratch_Damage|scratch damage]] is applied instead.
   
* [[Graf Zeppelin]], [[Saratoga|Base Saratoga]], {{Class|Taiyou|Kai Ni}}, [[Kaga Kai Ni Go]], and [[Ark Royal|Ark Royal (with Swordfish)]] use the surface night battle formula if they are not performing a carrier night attack.
 
* [[Graf Zeppelin]], [[Saratoga|Base Saratoga]], {{Class|Taiyou|Kai Ni}}, [[Kaga Kai Ni Go]], and [[Ark Royal|Ark Royal (with Swordfish)]] use the surface night battle formula if they are not performing a carrier night attack.
 
* In night battle versus Abyssal installations, '''the torpedo stat is ignored'''.
 
* In night battle versus Abyssal installations, '''the torpedo stat is ignored'''.
 
** This also means any upgrade bonuses to torpedo power is ignored.
 
** This also means any upgrade bonuses to torpedo power is ignored.
 +
This applies to most ships during [[Night Battle]].
 +
}}
    
===Carrier Night Air Attacks===
 
===Carrier Night Air Attacks===
<math>\text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \sum_\text{All Night Planes} \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{Night Plane Bonus}</math>
+
The carrier night air attack damage calculation is complex but for short only take the stat of the night plane.
 
+
{{Formula
Where:
+
|Title=Carrier Night Air Attack Formula
 
+
|Math=\text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \sum_\text{All Night Planes} \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{Night Plane Bonus}
<math>\text{Night Plane Bonus} = \mathrm{A} \times \text{Plane}_\text{Count} + \mathrm{B} \times \left( \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right) \times \sqrt{\text{Plane}_\text{Count}} + \sqrt{\bigstar}</math>
+
|Var=<math>\text{Night Plane Bonus}</math> being:
 +
{{{!}}style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
{{!}}valign="center"{{!}}  <math>\text{Night Plane Bonus} = \mathrm{A} \times \text{Plane}_\text{Count} + \mathrm{B} \times \left( \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right) \times \sqrt{\text{Plane}_\text{Count}} + \sqrt{\bigstar} </math>
 +
{{!}}}
    
* <math>\mathrm{A}</math> is:
 
* <math>\mathrm{A}</math> is:
Line 170: Line 311:  
**'''0.45''' for [[Night Plane]]s,
 
**'''0.45''' for [[Night Plane]]s,
 
**'''0.3''' for {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}, {{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|text=Zero FB Iwai}} and {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Suisei Photobomb}}.
 
**'''0.3''' for {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}, {{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|text=Zero FB Iwai}} and {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Suisei Photobomb}}.
 
+
|Notes=Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
;Notes
  −
* Carriers must be equipped with a [[NOAP]] or [[NOAP+]] in addition to "[[Night Plane]]s", in order to perform carrier night attacks.
  −
**{{Category:Night Carriers}}
  −
* If the carrier night attack is evaded, it deals [[#Scratch Damage|scratch damage]] instead.
  −
* Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
   
** Night fighters are still needed to trigger the attack.
 
** Night fighters are still needed to trigger the attack.
 
* Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse.
 
* Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse.
Line 185: Line 321:  
** This also means that any [[Visible Bonus]] from Planes is also ignored.
 
** This also means that any [[Visible Bonus]] from Planes is also ignored.
 
*** The [[Visible Bonus]]es given by the [[SDP+]] are whoever counted here.
 
*** The [[Visible Bonus]]es given by the [[SDP+]] are whoever counted here.
* Certain carriers (see [[#Surface_Night_Battle|here]]) are capable of performing night attacks but they '''are not''' carrier night air attacks and are just normal shelling attacks. Please see [[Night Battle#Carrier_Night_Attacks|Carrier Night Attacks]] for more details.
+
This applies to [[Combat/Night_Battle#Carrier_Night_Attacks|carrier nigth air attack]]
 +
}}
    
===Anti-Installation Attacks===
 
===Anti-Installation Attacks===
 +
{{details|Anti-Installation}}
 
Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears.
 
Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears.
*''See the [[Combat/Anti-Installation#Damage Calculation|Anti-Installation]] page for more details.
     −
=Attack Power Corrections=
+
==Support Expedition Attack Power Formula==
 +
[[Support Expedition]] attack formulas are close but not the same as combat formulas. They also are only affected by the following modifiers:
 +
*[[#Engagement|Engagement]]
 +
*[[#Formation|Formation]]
 +
*[[#Criticals|Criticals]]
 +
 
 +
===Shelling Support===
 +
Basic attack power is calculated in the same way as normal for [[#Surface_Shelling|surface ships]] and carriers except that firepower is reduced by 1.
 +
 
 +
===Airstrike Support===
 +
{{Formula
 +
|Title=Airstrike Support Attack Formula
 +
|Math=\text{Airstrike Support} = \biggl\lfloor \biggl\{ \text{Type} \times \bigl( \left( \text{DB or TP} \right) \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35
 +
|Notes=The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
 +
* <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes.
 +
** <math>1.0</math> for dive bombers and seaplane bombers.
 +
** Either <math>0.8</math> or <math>1.5</math> for torpedo bombers.
 +
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
 +
*Is not affected by [[#Formation|formation]] like normal airstrike.
 +
*The [[proficiency]] has '''no effect''' on this support.
 +
}}
 +
 
 +
===Anti-Submarine Support===
 +
{{Formula
 +
|Title=Anti-Submarine Support Attack Formula
 +
|Math=\text{ASW Support} = \biggl\lfloor \biggl\{ \bigl(\text{ASW} \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \times \left(0.9 + \text{Rand} \right) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35
 +
|Var=<math>\text{Rand}</math> a random number from 0 to 0.75 inclusive.
 +
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
 +
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
 +
|Notes=Because slot size matters, carriers make much better ASW support ships than light carriers.
 +
* It has a chance of triggering at every node so consider the enemy compositions of all nodes when running ASW support to help with submarine nodes.
 +
** A full ASW support setup that runs into enemy airpower will get destroyed.
 +
* Because even the autogyros and liaison aircraft participate in aerial combat, they can be shot down.
 +
* It can be useful for chipping down submarines to reduce the number of opening and closing torpedoes faced by the fleet.
 +
}}
   −
After calculating the basic attack power of the attack being made, it is then adjusted based on various factors. Attack power modifiers can be split into pre- and post-cap modifiers. Post-cap modifiers are more powerful to have because they aren't reduced by the cap.  
+
===Long Range Torpedo Support===
 +
{{Formula
 +
|Title=Long-Range Torpedo Attack Formula
 +
|Math=\text{Atk}_\text{base torpedo support} = \text{TP} + 8
 +
|Var=For this formula it's unknown if <math>\text{TP}</math> include fit bonus or not.
 +
|Notes=Do not bother using this type of support, since it is by design inferior to the other ones.
 +
}}
   −
==Attack Power Cap==
+
==LBAS Attack Power Formulas==
The attack power cap varies depending on the phase of combat it is in.
+
{{details|LBAS}}
 +
{{:LBAS}}
   −
{|class="wikitable"
+
=Attack Power Corrections=
!Attack Type!!Cap
  −
|-
  −
|Support Expeditions||rowspan=3|170
  −
|-
  −
|ASW
  −
|-
  −
|Airstrike
  −
|-
  −
|Opening Torpedo Salvo||rowspan=2|180
  −
|-
  −
|Closing Torpedo Salvo
  −
|-
  −
|LBAS||rowspan=2|220 <ref>https://twitter.com/Divinity_123/status/1651948848351158273</ref>
  −
|-
  −
|Day shelling
  −
|-
  −
|Night battle||360
  −
|}
     −
;Notes
+
After calculating the basic attack power of the attack being made, it is then adjusted based on various factors. Attack power modifiers can be split into pre- and post-cap modifiers. Post-cap modifiers are more powerful to have because they aren't reduced by the cap.  
* Any excess attack power above this cap is square-rooted. ''See the [[#Damage Formula|damage formula]] for how it is applied.
  −
* It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce the attack power.
  −
<references/>
      
==Pre-cap Modifiers==
 
==Pre-cap Modifiers==
 +
 
===Engagement===
 
===Engagement===
See [[Engagement]] for more details.
+
{{details|Engagement}}
   −
{|class="wikitable" style="text-align:center; margin:auto"
+
{|class="wikitable" style="text-align:center"
 
!Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}}
 
!Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}}
 
|-
 
|-
|Crossing the T ('''{{color|green|Advantage}}''')<br>{{Nihongo|T字戦有利|''T Ji-sen Yuuri''}}
+
|Crossing the T ('''{{color|green|Advantage}}''')
 
|{{color|green|'''Green T'''}}
 
|{{color|green|'''Green T'''}}
|120%||15%||15%
+
|1.2||15%||15%
 
|-
 
|-
|Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}}
+
|Parallel Engagement
|'''Parallel'''
+
|'''Parallel
|100%||45%||45%
+
|1.0||45%||45%
 
|-
 
|-
|Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}}
+
|Head-on Engagement
|'''Head-on'''
+
|'''Head-on
|80%||30%||40%
+
|0.8||30%||40%
 
|-
 
|-
|Crossing the T ('''{{color|red|Disadvantage}}''')<br>{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
+
|Crossing the T ('''{{color|red|Disadvantage}}''')
 
|{{color|red|'''Red T'''}}
 
|{{color|red|'''Red T'''}}
|60%||10%||0%
+
|0.6||10%||0%
 
|}
 
|}
   Line 253: Line 411:     
===Formation===
 
===Formation===
See [[Formation]] for more details.
+
{{details|Formation}}
    
{|class="wikitable" style="text-align:center"
 
{|class="wikitable" style="text-align:center"
 
!colspan=5|Formation Attack Power Modifiers
 
!colspan=5|Formation Attack Power Modifiers
 
|-
 
|-
!Formation
+
!Formation!!Shelling!!Torpedo!!ASW!!Night Battle
!Shelling
+
|-
 +
|Line Ahead
 +
|1.0||1.0||{{color|red|0.6}}||1.0
 +
|-
 +
| Double Line
 +
|{{color|red|0.8}}||{{color|red|0.8}}||{{color|red|0.8}}||1.0
 +
|-
 +
| Diamond
 +
|{{color|red|0.7}}||{{color|red|0.7}}||{{color|green|1.2}}||1.0
 +
|-
 +
| Echelon
 +
|{{color|red|0.75}}||{{color|red|0.6}}||{{color|green|1.1}}||1.0
 +
|-
 +
| Line Abreast
 +
|{{color|red|0.6}}||{{color|red|0.6}}||{{color|green|1.3}}||1.0
 +
|-
 +
|rowspan=2|Vanguard
 +
|{{color|red|0.5}}||1.0||1.0||{{color|red|0.5}}
 +
|-
 +
|1.0||1.0||{{color|red|0.6}}||1.0
 +
|}
 +
 
 +
Combined Fleets have special formations that differ from the standard single fleet [[formation]]s. The following formations can be selected.
 +
 
 +
{|class="wikitable" style="text-align:center"
 +
!width=270px|Formation
 +
!Formation Icon
 +
!Fleet
 +
!Shelling<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 
!Torpedo
 
!Torpedo
 
!ASW
 
!ASW
!Night Battle
+
!Night
 +
!width=320px|Notes
 
|-
 
|-
|Line Ahead<br>{{Nihongo|単縦陣|''Tanjuu-jin''}}
+
|rowspan=2|'''Cruising Formation 1 (ASW Alert)<br>第一警戒航行序列(対潜警戒)'''
|style="color:red"|'''100%'''
+
|rowspan=2|{{CruisingForm1}}
|style="color:red" |'''100%'''
+
|Main
|60%
+
|0.8 <!--Shelling DMG main-->
|100%
+
| -
 +
|1.3 <!--ASW DMG main-->
 +
| -
 +
|rowspan=2|Moderate shelling and torpedo accuracy.
 +
Similar to Line Abreast.
 
|-
 
|-
| Double Line<br>{{Nihongo|複縦陣|''Fukujuu-jin''}}
+
|Escort
|80%
+
|0.8 <!--Shelling DMG escort-->
|80%
+
|0.7 <!--Torpedo DMG escort-->
|80%
+
|1.3 <!--ASW DMG escort-->
|100%
+
|? <!--Night DMG escort-->
 
|-
 
|-
| Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}}
+
|rowspan=2|'''Cruising Formation 2 (Forward Alert)<br>第二警戒航行序列(前方警戒)'''
|70%
+
|rowspan=2|{{CruisingForm2}}
|70%
+
|Main
|120%
+
|1.0 <!--Shelling DMG main-->
|100%
+
| -
 +
|1.1 <!--ASW DMG main-->
 +
| -
 +
|rowspan=2|Higher shelling and torpedo accuracy than Formation 1.
 +
Similar to Double Line without the accuracy bonus.
 
|-
 
|-
| Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}}
+
|Escort
|75%
+
|1.0 <!--Shelling DMG escort-->
|60%
+
|0.9 <!--Torpedo DMG escort-->
|110%
+
|1.1 <!--ASW DMG escort-->
|100%
+
|? <!--Night DMG escort-->
 
|-
 
|-
| Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}}
+
|rowspan=2|'''Cruising Formation 3 (Ring Formation)<br>第三警戒航行序列(輪形陣)'''
|60%
+
|rowspan=2|{{CruisingForm3}}
|60%
+
|Main
|style="color:red" |'''130%'''
+
|0.7 <!--Shelling DMG main-->
|100%
+
| -  
 +
|1.0 <!--ASW DMG main-->
 +
| -
 +
|rowspan=2|Requires 5 or more ships in the 2nd fleet. Very low shelling and torpedo accuracy.
 +
Similar to Diamond.
 
|-
 
|-
|rowspan=2|Vanguard<ref>The direct translation of "Keikai" is "alert".</ref><br>{{Nihongo|警戒陣|''Keikai-jin''}}
+
|Escort
|50%
+
|0.7 <!--Shelling DMG escort-->
|style="color:red"|'''100%'''
+
|0.6 <!--Torpedo DMG escort-->
|100%
+
|1.0 <!--ASW DMG escort-->
|50%
+
|? <!--Night DMG escort-->
 
|-
 
|-
|100%
+
|rowspan=2|'''Cruising Formation 4 (Battle Formation)<br>第四警戒航行序列(戦闘隊形)'''
|style="color:red"|'''100%'''
+
|rowspan=2|{{CruisingForm4}}
|60%
+
|Main
|100%
+
|1.1 <!--Shelling DMG main-->
 +
| -
 +
|0.7 <!--ASW DMG main-->
 +
| -
 +
|rowspan=2|Requires 4 or more ships in the 2nd fleet. Highest shelling and torpedo accuracy.
 +
Similar to Line Ahead.
 +
|-
 +
|Escort
 +
|1.1 <!--Shelling DMG escort-->
 +
|1.0 <!--Torpedo DMG escort-->
 +
|0.7 <!--ASW DMG escort-->
 +
|? <!--Night DMG escort-->
 
|}
 
|}
 
<references/>
 
<references/>
 
{{clear}}
 
{{clear}}
 +
 +
The following tab resume when engagement and formation are effective:
 +
{|class="wikitable" style="text-align:center"
 +
!rowspan=2|Modifier!!rowspan=2|LBAS!!rowspan=2|Airstrike!!colspan=3|Support!!colspan=2|Shelling!!rowspan=2|Torpedo!!rowspan=2|ASW!!rowspan=2|Night Battle
 +
|-
 +
!Shelling!!Aerial!!Torpedo!!Surface!!Carrier
 +
|-
 +
!Engagement
 +
|❌||✔️||✔️||❌||✔️||✔️||✔️||✔️||❌||{{Tooltip|❌*|Except Special attacks}}
 +
|-
 +
!Formation
 +
|❌||❌||✔️||❌||✔️||✔️||✔️||✔️||✔️||✔️
 +
|}
 +
 +
;Note
 +
*If one of the fleet si a combined one then the formation modifier become '''1''' for the support.
    
===Damage State===
 
===Damage State===
Line 316: Line 542:  
|-
 
|-
 
|{{TextGlow|'''Not Damaged'''|black|text-colour=lime|glow-size=2px}}
 
|{{TextGlow|'''Not Damaged'''|black|text-colour=lime|glow-size=2px}}
|rowspan=2| 100%||rowspan=2| 100%||rowspan=2| 100%
+
|rowspan=2| 1.0||rowspan=2| 1.0||rowspan=2| 1.0
 
|-
 
|-
 
|{{TextGlow|'''Lightly Damaged (小破)'''|black|text-colour=yellow|glow-size=2px}}
 
|{{TextGlow|'''Lightly Damaged (小破)'''|black|text-colour=yellow|glow-size=2px}}
 
|-
 
|-
 
|style="color:orange"|'''Moderately Damaged (中破)
 
|style="color:orange"|'''Moderately Damaged (中破)
| 70%|| 80%|| 70%
+
| 0.7|| 0.8|| 0.7
 
|-
 
|-
 
|style="color:red"|'''Heavily Damaged (大破)
 
|style="color:red"|'''Heavily Damaged (大破)
| 40%|| 0%|| 40%
+
| 0.4|| 0|| 0.4
 
|}
 
|}
   Line 331: Line 557:  
** It will affect carrier attacks in the shelling phase.
 
** It will affect carrier attacks in the shelling phase.
   −
===Night Battle Special Attacks===
+
 
 +
===Night Battle Cut-In===
 +
{{details|Night Cut-In}}
 +
 
 
Night Cut-Ins will apply extra modifiers if triggered.
 
Night Cut-Ins will apply extra modifiers if triggered.
*''See [[Night Cut-In]] for more details.
+
 
 +
{|
 +
|- style="vertical-align:top"
 +
|
 +
{|class="wikitable" style="text-align:center"
 +
!colspan=4|<math>\text{Mod}_\text{CI}</math>
 +
|-
 +
!colspan=4|"New" Cut-ins
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
!Notes
 +
!Damage<br>Modifier
 +
|-
 +
!style="background-color:#ff7f50; color:black" rowspan=14|Destroyer Cut-ins
 +
|rowspan=6|{{TorpedoWeapon}}{{RedGunLight}}{{Surface Radar}}
 +
|
 +
|1.3
 +
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 +
|{{tooltip|1.625|1.3 x 1.25}}
 +
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 +
|{{tooltip|1.706|1.3 x 1.25 x 1.05}}
 +
|-
 +
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 +
|{{tooltip|1.820|1.3 x 1.4}}
 +
|-
 +
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}
 +
|{{tooltip|1.911|1.3 x 1.4 x 1.05}}
 +
|-
 +
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 +
|{{tooltip|2.002|1.3 x 1.4 x 1.1}}
 +
|-
 +
|rowspan=6|{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}}
 +
|
 +
|1.2
 +
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 +
|{{tooltip|1.5|1.2 x 1.25}}
 +
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 +
|{{tooltip|1.575|1.2 x 1.25 x 1.05}}
 +
|-
 +
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}<ref name="Tash">[[Tashkent Kai]] only.</ref>
 +
|{{tooltip|1.680|1.2 x 1.4}}
 +
|-
 +
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}<ref name="Tash"/>
 +
|{{tooltip|1.768|1.2 x 1.4 x 1.05}}
 +
|-
 +
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}<ref name="Tash"/>
 +
|{{tooltip|1.848?|1.2 x 1.4 x 1.1?}}
 +
|-
 +
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
 +
|1.5
 +
|-
 +
|{{TorpedoWeapon}}{{Drum}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
 +
|1.3
 +
|-
 +
!style="background-color:#81c784; color:black" rowspan=4|Carrier Cut-ins<ref>NB CVCI [https://twitter.com/Divinity__123/status/1481091340876369921]</ref>
 +
|{{NightFighterEn}}{{NightFighterEn}}{{NightBomberEn}}
 +
|rowspan=4|{{WildCard}} = {{NightFighterEn}}{{NightBomberEn}}{{NightDivebomberEn}}{{AnyBomber}}
 +
|1.25
 +
|-
 +
|{{NightFighterEn}}{{NightBomberEn}}
 +
|1.2
 +
|-
 +
|{{NightFighterEn}}{{NightDivebomberEn}}<br>'''OR'''<br>{{NightBomberEn}} {{NightDivebomberEn}}
 +
|1.2
 +
|-
 +
|{{NightFighterEn}}{{WildCard}}{{WildCard}}
 +
|1.18
 +
|-
 +
!style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}{{Surface Radar}}
 +
|rowspan=4| -
 +
|1.36
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}
 +
|1.32
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Surface Radar}}
 +
|1.28
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}
 +
|1.24
 +
|}
 +
|
 +
{|class="wikitable" style="text-align:center"
 +
!colspan=3|<math>\text{Mod}_\text{CI}</math>
 +
|-
 +
!colspan=3|"Old" Cut-ins
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
!Damage<br>Modifier
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Gun Cut-in
 +
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
 +
|2
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 +
|1.75
 +
|-
 +
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
 +
|{{LM Sub Torpedo}} {{SubmarineRadar}}
 +
|1.75
 +
|-
 +
|{{LM Sub Torpedo}} {{LM Sub Torpedo}}
 +
|1.6
 +
|-
 +
!style="background-color:#59f; color:black"|Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{TorpedoWeapon}}
 +
|1.5
 +
|-
 +
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{RedGunHeavy}}
 +
|1.3
 +
|-
 +
!style="background-color:gold; color:black" rowspan=3|Double Attack
 +
|{{RedGunHeavy}}{{RedGunHeavy}}
 +
|rowspan=3|1.2
 +
|-
 +
|{{RedGunHeavy}}{{YellowGun}}
 +
|-
 +
|{{YellowGun}}{{YellowGun}}
 +
|}
 +
|}
 +
 
 +
===ASW Synergy===
 +
{{Equipment/ASW_Synergy|expand=true}}
 +
 
 +
 
 +
===Special Attack Bonus===
 +
{{details|Special Attacks}}
 +
The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.
 +
 
    
===Hidden Fit Bonuses===
 
===Hidden Fit Bonuses===
Unlike the other pre-cap bonuses, this is just a minor additive firepower bonus added for some ships (mostly cruisers) when equipped with certain guns.
+
{{details|Hidden Fit Bonuses}}
*''See [[Hidden Fit Bonuses]] for more details.
+
 
 +
Unlike the other pre-cap bonuses, this is just a minor additive firepower bonus added for some ships (mostly cruisers) when equipped with certain guns.
    
==Post-cap Modifiers==
 
==Post-cap Modifiers==
 +
 
===Aerial Contact===
 
===Aerial Contact===
For more details please see [[Aerial Combat#Contact|Aerial Combat]].
+
{{details|Aerial Combat#Contact}}
   −
During aerial combat, there is a chance for the ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the accuracy of the plane that triggered contact.
+
During aerial combat, there is a chance for the ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the '''Accuracy''' {{Hit}} of the plane that triggered contact.
   −
{|class="wikitable" style="margin:auto; text-align:center"
+
{|class="wikitable" style="text-align:center"
 
!Accuracy {{Acc}}!!Damage Modifier
 
!Accuracy {{Acc}}!!Damage Modifier
 
|-
 
|-
|0||112%
+
|0||1.12
 
|-
 
|-
|1||112%
+
|1||1.12
 
|-
 
|-
|2||117%
+
|2||1.17
 
|-
 
|-
|3+||120%
+
|3+||1.2
 
|}
 
|}
 +
    
===Airstrike Special Bonus===
 
===Airstrike Special Bonus===
   
There's a bonus when attacking certain Princess and Demon-type enemies during airstrike. The multiplier is chosen randomly between two values. The chance is roughly 50%.
 
There's a bonus when attacking certain Princess and Demon-type enemies during airstrike. The multiplier is chosen randomly between two values. The chance is roughly 50%.
   −
{|class="wikitable mw-collapsible mw-collapsed"
+
{|class="wikitable mw-collapsible"
 
!colspan=3|<math>\text{Mod}_\text{boss}</math><ref>https://twitter.com/Divinity_123/status/1659942254671216642</ref>
 
!colspan=3|<math>\text{Mod}_\text{boss}</math><ref>https://twitter.com/Divinity_123/status/1659942254671216642</ref>
 
|-
 
|-
Line 377: Line 747:  
|}
 
|}
 
<references/>
 
<references/>
 +
    
===Artillery Spotting===
 
===Artillery Spotting===
For more details, please see [[Combat/Artillery Spotting#Setups and Attack Types|Artillery Spotting]]
+
{{details|Combat/Artillery Spotting}}
   −
{|class="wikitable" style="text-align:center; margin:auto"
+
{|class="wikitable" style="text-align:center"
 
!Attack Type
 
!Attack Type
 
!Prerequisites
 
!Prerequisites
 
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
!Accuracy<br>Modifier
  −
!Hits
   
!Notes
 
!Notes
 
|-
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
 
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
|1.35||?||1
+
|1.35
 
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 
|-
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
 
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
 
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
 
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
|1.3||?||1
+
|1.3
 
|-
 
|-
 
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
|1.5||1.2||1
+
|1.5
 
|
 
|
 
|-
 
|-
 
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
 
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
|1.3||1.3||1
+
|1.3
 
|
 
|
 
|-
 
|-
 
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
 
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
|1.2||1.5||1
+
|1.2
 
|
 
|
 
|-
 
|-
 
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
 
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}
|1.1||1.3||1
+
|1.1
 
|
 
|
 
|-
 
|-
 
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
 
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}
|1.2||1.1||2
+
|1.2
 
|
 
|
 
|}
 
|}
 +
    
===Carrier Cut-In Attacks===
 
===Carrier Cut-In Attacks===
For more details, please see [[Combat/Artillery Spotting#Setups and Attack Types|Carrier Cut-In Attacks]].
+
{{details|CVCI}}
   −
{|class="wikitable" style="text-align:center; margin:auto"
+
{|class="wikitable" style="text-align:center"
 
!Attack Type
 
!Attack Type
 
!Prerequisites
 
!Prerequisites
 
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
!Accuracy<br>Modifier
  −
!Hits
   
|-
 
|-
 
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
 
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
 
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
 
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
|1.25||1.2~1.3?||1
+
|1.25
 
|-
 
|-
!style="background-color:#81c784" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
+
!style="background-color:#ff7f50" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
 
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}}
 
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}}
|1.2||1.2~1.3?||1
+
|1.2
 
|-
 
|-
!style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}}
+
!style="background-color:#59f" |{{color|black|Bomber-Attacker<br>(BA)}}
 
|nowrap|{{RedPlane}}{{BluePlane}}
 
|nowrap|{{RedPlane}}{{BluePlane}}
|1.15||1.2~1.3?||1
+
|1.15
 
|}
 
|}
 +
If a CVCI attack is evaded, it will deal [[#Scratch Damage|Scratch Damage]] instead.
 +
    
===Armor-Piercing Modifier===
 
===Armor-Piercing Modifier===
Line 453: Line 823:  
** This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP.
 
** This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP.
   −
{|class="wikitable" style="margin:auto"
+
{|class="wikitable"
 
!Type!!Modifier
 
!Type!!Modifier
 
|-
 
|-
Line 471: Line 841:  
;Note
 
;Note
 
*It is '''unadvisable''' to run any of the other setups beyond the most basic Gun+AP, as the other setups will interfere with artillery spotting and give worse bonuses.
 
*It is '''unadvisable''' to run any of the other setups beyond the most basic Gun+AP, as the other setups will interfere with artillery spotting and give worse bonuses.
 +
*This modifier doesn't affect support shelling.
 +
 +
 +
===Barrage Balloon Modifier===
 +
{{Category:Barrage Balloons}}
 +
    
===Anti-Installation Equipment Modifiers===
 
===Anti-Installation Equipment Modifiers===
 +
{{details|Anti-Installation}}
   −
See the [[Combat/Anti-Installation#Damage Calculation|Anti-Installation]] page.
     −
===Critical Strikes===
+
===Special Attack Bonus===
For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]].
+
{{details|Special Attacks}}
 +
The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.
   −
====Normal Criticals====
+
===Criticals===
{| class="wikitable"
+
For more details on how critical chance is calculated, please see [[Critical]].
 +
 
 +
;Normal Criticals
 +
{|class="wikitable"
 
!Attack Type
 
!Attack Type
 
!Modifier
 
!Modifier
 
|-
 
|-
 
|Normal
 
|Normal
|100%
+
|1.0
 
|-
 
|-
 
|Critical
 
|Critical
|150%
+
|<math>1.5 \times \text{Mod}_\text{proficiency}</math>
 
|}
 
|}
   −
====Plane Proficiency Critical Modifier====
+
;Plane Proficiency Critical Modifier
Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier. For more details, please see [[Plane Proficiency#Critical Bonus|Plane Proficiency]]
+
{{details|Plane Proficiency}}
 
  −
* For '''Carrier Attacks''', they gain a '''1.2''' critical bonus multiplier for a {{Double Chevron}} plane in the top slot and an additional '''0.1''' for every other {{Double Chevron}} plane.
  −
** For example, a carrier with two max proficiency planes (with one in the top slot) would get a critical bonus of: '''(1.2 + 0.1) x 1.5 = 1.95'''.
  −
* For '''[[#Carrier_Cut-In_Attacks|Carrier Cut-In Attacks]]''', they gain a '''1.106''' bonus when a {{Double Chevron}} plane is selected to participate in the attack and an additional '''+0.15''' if one of the selected planes is in the top slot.
      
=Ammunition Modifier=
 
=Ammunition Modifier=
The damage of the fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula use to determine this is:
+
The damage of the fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula used to determine this is:
 
+
{{Formula
<math>\text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo}}{\text{Max Ammo}} \times 100 \Big\rfloor}{50}</math>
+
|Title=<math>\text{Ammo}</math> formula
 +
|Math=\text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo} }{\text{Max Ammo} } \times 100 \Big\rfloor}{50}
 +
|Var=<math>\text{Current Ammo}</math> the current ammo of the ship.
 +
*<math>\text{Max Ammo}</math> the max ammo of the ship (indicated under '''consuption''' on the ship info).
 +
|Notes=
 +
}}
    
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
!Remaining Ammo!!Ammo Modifier!!Notes
 
!Remaining Ammo!!Ammo Modifier!!Notes
 
|-
 
|-
| >50%|| 100%||  
+
| >50%|| 1.0||  
 
|-
 
|-
| 40~49%|| 80%|| 4th Battle
+
| 40~49%|| 0.8|| 4th Battle
 
|-
 
|-
| 30~39%|| 60%||  
+
| 30~39%|| 0.6||  
 
|-
 
|-
| 20~29%|| 40%|| 5th Battle
+
| 20~29%|| 0.4|| 5th Battle
 
|-
 
|-
| 10-19%|| 20%||  
+
| 10-19%|| 0.2||  
 
|-
 
|-
| 0%|| 0%|| 6th Battle
+
| 0%|| 0|| 6th Battle
 
|}
 
|}
   Line 525: Line 906:  
* The ammunition modifier affects aerial battle.
 
* The ammunition modifier affects aerial battle.
 
* Once a ship hits 0% ammo, all attacks become [[#Scratch Damage|scratch damage]].
 
* Once a ship hits 0% ammo, all attacks become [[#Scratch Damage|scratch damage]].
* Scratch damage is unaffected by the ammunition modifier.
   
* Debuffs are affected by the ammunition modifier.
 
* Debuffs are affected by the ammunition modifier.
   Line 531: Line 911:  
{{Anchor|Chip Damage}}
 
{{Anchor|Chip Damage}}
 
===Scratch Damage===
 
===Scratch Damage===
If a special attack is evaded, the target's armor cannot be penetrated, or the ammo count hits 0; attacks will deal '''"scratch damage"''' instead, also called '''"chip damage"'''.
+
In the following cases, attacks will deal '''"scratch damage"''' instead of normal ones:
*Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:
+
*If a [[Cut-in]] or a [[Special Attack|special attack]] is evaded;
 +
*The target's armor cannot be penetrated (attack inferior to eh enemy defense);
 +
*The ammo count hits 0;
 +
*When a single fleet attack submarine at night;
 +
*When a [[Friendly Fleet]] attacks the last remaining ship of an enemy fleet.
   −
<math>\text{scratch} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math>
+
Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:
   −
* <math>\text{HP}_\text{current}</math> is the current HP of the target.
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
* <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math>
+
!Scratch Damage formula
 +
|-
 +
|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math>
 +
|}
 +
;With
 +
* <math>\text{HP}_\text{current}</math> the current '''HP''' {{HP}} of the target.
 +
* <math>\text{HP}_\text{rand}</math> a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math>
   −
Therefore the maximum possible scratch damage <math>\text{HP}_\text{current} \times 0.14 - 0.08</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.06</math>. Meaning scratch damage is generally between '''6-14% of current HP'''.
+
Therefore the maximum possible scratch damage <math>\text{HP}_\text{current} \times 0.14 - 0.08</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.06</math>.  
    
* If the target's HP is low, it is possible for the result of the formula to return a result of 0. Remember that all formulas are rounded down.
 
* If the target's HP is low, it is possible for the result of the formula to return a result of 0. Remember that all formulas are rounded down.
 
** This means the target's HP cannot be reduced to 0 by scratch damage.
 
** This means the target's HP cannot be reduced to 0 by scratch damage.
 +
|-
 +
|
 +
;Friendly Fleet
 +
A [[Friendly Fleet]] cannot kill the last ship of the opposing fleet, dealing special scratch damage instead.
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.5</math>
 +
|}
 +
|}
 +
* Scratch damage is generally between '''6-14% of current HP'''.
 +
{{color|red|'''The target's HP cannot be reduced to 0 (and therefore sunk) by scratch damage.'''}}
 +
 +
===PT Imps===
 +
{{Anti-PT Imp Setups|uncollapsed=true}}
    
===Historical Bonus===
 
===Historical Bonus===
Line 548: Line 953:  
*Those bonuses are most of the time raw damage multipliers, and sometimes, accuracy bonuses.
 
*Those bonuses are most of the time raw damage multipliers, and sometimes, accuracy bonuses.
 
*Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected.
 
*Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected.
*Bonuses may be applicable to some part of a map only, such as specific phases of nodes.
+
*Bonuses may be applicable to some parts of a map only, such as specific phases of nodes.
    
This mechanic is here to encourage the use of "historically significant fleets and setups".
 
This mechanic is here to encourage the use of "historically significant fleets and setups".
 
*By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable.
 
*By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable.
   −
===[[Debuffs]]===
+
===Debuffs===
Debuffs are a special case that only applies during events. Certain event maps have debuff mechanics that require meeting certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armor or a post-cap damage modifier for the fleet.
+
Debuffs are a special case that only applies during [[events]].
   −
'''Notes:'''
+
Certain event maps have debuff mechanics that require completing certain gimmicks once Last Dance is reached, in order to trigger the boss or boss' fleet debuff.
* Debuffs are affected by the remaining ammo modifier.
+
*See ''[[Debuffs|here]]'' for more details on past event debuffs.
 +
Debuffs can be either:
 +
*A reduction to the enemy's [[#Defense Power|armor]] {{Armor}},
 +
*A post-cap damage modifier for the attacking fleet (probably cases of miss interpretation of armor reductions).
    
=Overkill Protection=
 
=Overkill Protection=
 
When a ship in the fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead.  
 
When a ship in the fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead.  
 
* The ship must be the flagship OR
 
* The ship must be the flagship OR
* The ship must not be heavily damaged nor red morale at the start of the battle.
+
* The ship must not be {{color|red|'''heavily damaged (大破)'''}} nor {{color|red|'''red morale}} [[File:Battle Card Status Heavy Fatigue Face.png]] at the start of the battle.
 
** If the ship has red morale, she will just have her HP reduced to 1.
 
** If the ship has red morale, she will just have her HP reduced to 1.
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<math>\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math>
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{{Formula
 
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|Title=Overkill formula
* <math>\text{HP}_\text{current}</math> is the current HP of the ship.
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|Math=\text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3
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|Var=<math>\text{HP}_\text{current}</math> is the current '''HP''' {{HP}} of the ship.
 
* <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math>
 
* <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math>
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|Notes=Therefore, the maximum damage from overkill protection is <math>\text{HP}_\text{current} \times 0.8 - 0.3</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.5</math>.
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}}
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Therefore, the maximum damage from overkill protection is <math>\text{HP}_\text{current} \times 0.8 - 0.3</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.5</math>. Meaning overkill protection will take off between '''50-80% of the ship's current HP'''.
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Overkill protection will take off between '''50-80% of the ship's current HP {{HP}}'''.
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'''Important Information'''
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;Important Information
 
* In general:
 
* In general:
 
** Overkill protection is most applicable to DDs.
 
** Overkill protection is most applicable to DDs.
 
*** The most pronounced effects of overkill protection occur at low HP  
 
*** The most pronounced effects of overkill protection occur at low HP  
 
*** It is also the primary means of surviving a hit they fail to evade
 
*** It is also the primary means of surviving a hit they fail to evade
*** For example, a 32HP DD has a 15.5% chance of being heavily damage by a BB hime, while a 31 HP DD has just a 6.5% chance
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*** For example, a 32HP DD has a 15.5% chance of being {{color|red|'''heavily damaged (大破)'''}} by a BB Hime, while a 31 HP DD has just a 6.5% chance
 
*** This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha
 
*** This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha
** Odd numbered HP is better when overkill protection is triggered. This is because the damage calculations round down, reducing the likelihood of being knocked down to heavy damage.
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** Odd-numbered HP is better when overkill protection is triggered. This is because the damage calculations round down, reducing the likelihood of being knocked down to heavy damage.
 
** This mechanism is most applicable to ships '''at full HP'''. Once a ship starts taking damage, the utility of overkill protection diminishes
 
** This mechanism is most applicable to ships '''at full HP'''. Once a ship starts taking damage, the utility of overkill protection diminishes
* As a rule, ships with HP that is divisible by 4 have worse survivability.
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* Generally ships with HP that are divisible by 4 have worse survivability.
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=Other Information=
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=See Also=
 
{{Mechanics}}
 
{{Mechanics}}
[[Category:Game Mechanics]]
 
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