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Difference between revisions of "Damage Calculations"

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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
 +
|-
 +
|rowspan=2|'''Cruising Formation 1 (ASW Alert)<br>第一警戒航行序列(対潜警戒)'''
 +
|rowspan=2|{{CruisingForm1}}
 +
|Main
 +
|0.8 <!--Shelling DMG main-->
 +
| -
 +
|1.3 <!--ASW DMG main-->
 +
| -
 +
|rowspan=2|Moderate shelling and torpedo accuracy.
 +
Similar to Line Abreast.
 
|-
 
|-
|Line Ahead<br>{{Nihongo|単縦陣|''Tanjuu-jin''}}
+
|Escort
|style="color:red"|'''100%'''
+
|0.8 <!--Shelling DMG escort-->
|style="color:red" |'''100%'''
+
|0.7 <!--Torpedo DMG escort-->
|60%
+
|1.3 <!--ASW DMG escort-->
|100%
+
|? <!--Night DMG escort-->
 
|-
 
|-
| Double Line<br>{{Nihongo|複縦陣|''Fukujuu-jin''}}
+
|rowspan=2|'''Cruising Formation 2 (Forward Alert)<br>第二警戒航行序列(前方警戒)'''
|80%
+
|rowspan=2|{{CruisingForm2}}
|80%
+
|Main
|80%
+
|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.
 
|-
 
|-
| Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}}
+
|Escort
|70%
+
|1.0 <!--Shelling DMG escort-->
|70%
+
|0.9 <!--Torpedo DMG escort-->
|120%
+
|1.1 <!--ASW DMG escort-->
|100%
+
|? <!--Night DMG escort-->
 
|-
 
|-
| Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}}
+
|rowspan=2|'''Cruising Formation 3 (Ring Formation)<br>第三警戒航行序列(輪形陣)'''
|75%
+
|rowspan=2|{{CruisingForm3}}
|60%
+
|Main
|110%
+
|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.
 
|-
 
|-
| Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}}
+
|Escort
|60%
+
|0.7 <!--Shelling DMG escort-->
|60%
+
|0.6 <!--Torpedo DMG escort-->
|style="color:red" |'''130%'''
+
|1.0 <!--ASW DMG escort-->
|100%
+
|? <!--Night DMG escort-->
 
|-
 
|-
|rowspan=2|Vanguard<ref>The direct translation of "Keikai" is "alert".</ref><br>{{Nihongo|警戒陣|''Keikai-jin''}}
+
|rowspan=2|'''Cruising Formation 4 (Battle Formation)<br>第四警戒航行序列(戦闘隊形)'''
|50%
+
|rowspan=2|{{CruisingForm4}}
|style="color:red"|'''100%'''
+
|Main
|100%
+
|1.1 <!--Shelling DMG main-->
|50%
+
| -
 +
|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.
 
|-
 
|-
|100%
+
|Escort
|style="color:red"|'''100%'''
+
|1.1 <!--Shelling DMG escort-->
|60%
+
|1.0 <!--Torpedo DMG escort-->
|100%
+
|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.
+
===Special Attack Bonus===
 +
{{details|Special Attacks}}
 +
The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.
  
===Critical Strikes===
+
===Criticals===
For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]].
+
For more details on how critical chance is calculated, please see [[Critical]].
  
====Normal Criticals====
+
;Normal Criticals
{| class="wikitable"
+
{|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===
 
===PT Imps===
Line 551: 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.
  
<math>\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math>
+
{{Formula
 
+
|Title=Overkill formula
* <math>\text{HP}_\text{current}</math> is the current HP of the ship.
+
|Math=\text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3
 +
|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>
 +
|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>.
 +
}}
  
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'''.
+
Overkill protection will take off between '''50-80% of the ship's current HP {{HP}}'''.
  
'''Important Information'''
+
;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
+
*** 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.
+
** 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.
+
* Generally ships with HP that are divisible by 4 have worse survivability.
  
=Other Information=
+
=See Also=
 
{{Mechanics}}
 
{{Mechanics}}
[[Category:Game Mechanics]]
 

Latest revision as of 19:42, 6 April 2024

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting

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.

Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] or marked with [math]\displaystyle{ \downarrow }[/math] are rounded down.

  • For example, [math]\displaystyle{ \lfloor 4.2 \rfloor = 4 }[/math].
  • [math]\displaystyle{ 4.2 \times_\downarrow 1.5 = \lfloor 4.2 \times 1.5 \rfloor = \lfloor 6.3 \rfloor = 6 }[/math], but [math]\displaystyle{ 4.2 \times_\downarrow 1 = 4.2 }[/math] (by definition, [math]\displaystyle{ \times_\downarrow }[/math] is then a non-commutative non-associative operator, it is assumed to be left-associative with lower priority than the usual multiplication operator).
    • [math]\displaystyle{ \times_\downarrow }[/math] is used when the round down applies only when the modifier is applied.


Damage Formula

The Damage is the reduction of HP Health 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.

Damage Formula
[math]\displaystyle{ \text{Damage} = \biggl \lfloor \biggl ( \text{Atk}_\text{post-cap} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor }[/math]
With
  • [math]\displaystyle{ \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]\displaystyle{ \text{DEF} }[/math] the defensive power of the target,
  • [math]\displaystyle{ \text{Ammo} }[/math] the remaining ammunition modifier.
Notes
  • If [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] is inferior to [math]\displaystyle{ \text{DEF} }[/math] or if [math]\displaystyle{ \text{Ammo}=0 }[/math] then the attacks will deal "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.

Defense Formula
[math]\displaystyle{ \text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen} }[/math]
With
  • [math]\displaystyle{ \text{Armor} }[/math] the armor Armor of the target including all equipment and upgrade bonuses,
    • This stat is be directly affected by Debuffs when applicable.
  • [math]\displaystyle{ \text{Armor}_\text{rand} }[/math] a random number between [math]\displaystyle{ 0 }[/math] and [math]\displaystyle{ \lfloor\text{Armor}\rfloor - 1 }[/math],
    • Note that it is inclusive, meaning it can also output [math]\displaystyle{ 0 }[/math] and [math]\displaystyle{ \lfloor\text{Armor}\rfloor - 1 }[/math]
  • [math]\displaystyle{ \text{Pen} }[/math] any applicable armor penetration mechanic:
    • See 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 xArmor and 0.7 xArmor.

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:

  1. Basic
    • Generally calculated from the relevant stats of the ship using different formulas according to the type of attack and the phase of battle
  2. Pre-cap
    • The basic attack goes through different modifiers
  3. Cap
    • If the attack is superior to a cap it's reduced
  4. Post-cap
    • These modifiers are more potent because they are not limited by the cap
Attack Step Formulas
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \text{Atk}_\text{base} \times \text{Mod}_\text{pre-cap} }[/math]
With
  • [math]\displaystyle{ \text{Atk}_\text{base} }[/math] is the basic attack power of the relevant attack.
  • [math]\displaystyle{ \text{Mod}_\text{pre} }[/math] is any pre-cap modifiers that are applicable.
Cap

The attack is then capped as follows:

[math]\displaystyle{ \text{Atk}_\text{cap} = \text{Cap} + \sqrt{\text{Atk}_\text{pre-cap} - \text{Cap}} }[/math]
With
  • [math]\displaystyle{ \text{Cap} }[/math] is the damage cap relevant to the phase.
[math]\displaystyle{ Cap }[/math]
Attack Type Cap
Support Expeditions 170
ASW
Airstrike
Opening Torpedo Salvo 180
Closing Torpedo Salvo
LBAS 220 [1]
Day shelling
Night battle 360
Post-cap

Capped attack is then modified by post-cap modifiers:

[math]\displaystyle{ \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]\displaystyle{ \text{Atk}_\text{cap} }[/math] the Cap Adjusted Attack Power,
  • [math]\displaystyle{ \text{Mod}_\text{spotting} }[/math] the bonus from artillery spotting,
  • [math]\displaystyle{ \text{Mod}_\text{CVCI} }[/math] the bonus from carrier cut-ins,
  • [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] the bonus from AP shells,
    • The value is rounded down after applying [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] only if the target is able to take extra damage from AP shells, even if [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] is 1 due to the attacker not having AP shells.
  • [math]\displaystyle{ \text{Mod}_\text{balloon} }[/math] the bonus from barrage balloons. The position of the modifier in the formula depend of the type of attack:
    • [math]\displaystyle{ \text{Mod}_\text{balloon S} }[/math] is the position for artillery spotting, CVCI and special attacks,
    • [math]\displaystyle{ \text{Mod}_\text{balloon N} }[/math] is the position for normal attacks.
  • [math]\displaystyle{ \text{Mod}_\text{post} }[/math] any remaining post-cap modifiers that are applicable,
  • [math]\displaystyle{ \text{Crit} }[/math] the critical modifier,
    • The value is rounded down after applying [math]\displaystyle{ \text{Crit} }[/math] only if the attack is critical.

Basic Attack Power Formulas

The following section details the different formulas to calculate [math]\displaystyle{ \text{Atk}_\text{base} }[/math]. As the formula depends on the type of attacks and the combat phase.

Below are the common variables used in all accuracy formulas:

  • [math]\displaystyle{ \text{FP} }[/math] is the Firepower Firepower of the ship including equipment.
  • [math]\displaystyle{ \text{TP} }[/math] is the Torpedo Torpedo Attack of the ship including equipment or the torpedo of a plane.
  • [math]\displaystyle{ \text{ASW} }[/math] is the Anti-submarine Anti-Submarine Warfare of the ship or equipment.
  • [math]\displaystyle{ \text{DB} }[/math] is the Dive bombing Dive Bomber Attack of the plane.
  • [math]\displaystyle{ \bigstar }[/math] is the upgrade bonus of the equipment.
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the remaining amount of planes in a slot, performing the attack.
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] is the combined fleet modifier based on the tables below:

Combat Phase Forces Carrier Task Force Surface Task Force Transport Escort Force
Main Fleet Shelling Allies +2 +10 -5
Enemy +10 +5 +10
Escort Fleet Shelling Allies +10 -5 +10
Enemy +5 -5 +5
Torpedo Allies -5 -5 --5
Enemy -5 -5 -5

Combat Phase Forces Carrier Task Force Surface Task Force Transport Escort Force
Main Fleet Shelling Allies +2 +2 -5
Enemy +10 +10 +10
Escort Fleet Shelling Allies -5 -5 -5
Enemy -5 -5 -5
Torpedo Allies +10 +10 +10
Enemy +10 +10 +10

Combat Phase Forces Bonus
Vs Main Fleet Allies +5
Enemy +10
Vs Escort Allies +5
Enemy -5
Torpedo Allies +10
Enemy +10

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.

Airstrike Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base airstrike} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Plane}_\text{Count} } + 25 \biggr) }[/math]
With
  • [math]\displaystyle{ \text{Type} }[/math] is a multiplier based on the type of the plane. See below for details.
[math]\displaystyle{ \text{Type} }[/math]
Plane Type Multiplier Notes
Torpedo Bomber Torpedo Bombers 0.8x or 1.5x The multiplier is chosen randomly.
The chance is roughly 50%.
Dive Bomber
Seaplane BomberBomber
Dive Bombers
Seaplane Bombers
1.0x
JetFighterBomber2.png
JetFighterBomber1.png
Jets
(During jet assault)
1.0x
Jets
(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 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, formation or damage states.
  • It is affected by contact.

This applies to Jet Assaults and Airstrikes.

Surface Shelling

The surface shelling damage stems directly from the Firepower Firepower of the ship.

Surface Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base shelling} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5 }[/math]
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.

This applies to most ships during the Shelling phase (unless it is an ASW attack).

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.

Carrier Shelling Attack Formula
[math]\displaystyle{ \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 }[/math]
Notes
  • Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
  • [math]\displaystyle{ TP }[/math] is the sum of all torpedo stat from Torpedo Bomber Torpedo Bombers including Fit Bonus.
  • 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.
    • 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 multiple sources of [math]\displaystyle{ \bigstar }[/math] bonuses.
  • 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.
  • 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.

This applies to carriers during the Shelling phase (unless it is an ASW attack).

Torpedo Attacks

Torpedo damage stems directly from the Torpedo Torpedo Attack of the ship.

Torpedo Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base torpedo} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5 }[/math]
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.

Anti-Submarine Warfare

The stats used to calculate damage against submarines is the Anti-Submarine Warfare ASW.

  • When contributing to ASW power, Base Anti-Submarine Warfare ASW is square rooted, while equipment ASW is multiplied by 1.5.
    • Anti-submarine weaponry is therefore the primary source of ASW damage, with the base ship ASW playing a very minor role damage-wise.
    • However, base ship ASW is the primary determinant of whether a ship can reach 100 total ASW to perform "Opening ASW" (OASW) attacks.
  • Unlike shelling, ASW damage is capped at 170.

ASW attacks have different modifiers gained from Formations,


Anti-Submarine Formula
[math]\displaystyle{ \text{Atk}_\text{base ASW} = \left( 2\sqrt{\text{ASW}_\text{ship} } + 1.5\text{ASW}_\text{equip} + \bigstar + \text{Type}_\text{ship} \right) \times \text{Mod}_\text{synergy} }[/math]
With
  • [math]\displaystyle{ \text{Type}_\text{ship} }[/math] a constant depending on the type of the ship performing the attack. See below for details.
Ship Type Constant
Ship Types [math]\displaystyle{ \text{Type}_\text{ship} }[/math]
Coastal Defense Ships (DE)
Destroyers (DD)
Light Cruisers (CL/CT)
Oilers (AO) (without carrier bomber)
13
Aviation Cruisers (CAV)
Aviation Battleships (BBV)
Seaplane Tenders (AV)
Light Carriers (CVL)
Landing Ships (LHA)
Oilers (AO) (with carrier bomber)
8
  • [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] the synergy multiplier bonus from using certain combinations of ASW equips (see below).
Notes
  • The bonuses do not stack, meaning only the highest possible bonus applies.
    • The exception is the depth charge penetration detailed above.
  • Multiple equipments of the same type still only apply the bonus once.
  • There is an accuracy bonus as well but it is small. Stacking sonars will give a bigger accuracy bonus.


Surface Night Battle

Night battle damage stems directly from the sum of Firepower Firepower and Torpedo Torpedo Attack of the ship.

Night Attack Formula
[math]\displaystyle{ \text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact} }[/math]
With
  • [math]\displaystyle{ \text{Mod}_\text{contact} }[/math] is the Night Battle Contact if Night Reconnaissance Seaplane Night Recon is triggered. The value depend of the Accuracy Accuracy:
    • 5 for 1 Accuracy,
    • 7 for 2 Accuracy.
Notes

This applies to most ships during Night Battle.

Carrier Night Air Attacks

The carrier night air attack damage calculation is complex but for short only take the stat of the night plane.

Carrier Night Air Attack Formula
[math]\displaystyle{ \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]
With
  • [math]\displaystyle{ \text{Night Plane Bonus} }[/math] being:
[math]\displaystyle{ \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]
Notes
  • Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
    • Night fighters are still needed to trigger the attack.
  • Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse.
    • Armored carriers are only disabled at heavy damage.
    • Carriers that can use the night battle shelling formula will use that instead if moderately damaged.
  • The formula only takes into account the base stats of the carrier and night attack capable planes equipped.
    • The Improvement stats are not taken into account.
      • This means any other stats and upgrade bonuses from equipment like guns and non-night-capable planes are ignored.
    • This also means that any Visible Bonus from Planes is also ignored.

This applies to carrier nigth air attack

Anti-Installation Attacks

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.

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:

Shelling Support

Basic attack power is calculated in the same way as normal for surface ships and carriers except that firepower is reduced by 1.

Airstrike Support

Airstrike Support Attack Formula
[math]\displaystyle{ \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 }[/math]
Notes
  • The damage cap of 170 is applied to the result between [math]\displaystyle{ \{ \ \} }[/math].
  • [math]\displaystyle{ \text{Type} }[/math] is the bomber's type modifier, similar to airstrikes.
    • [math]\displaystyle{ 1.0 }[/math] for dive bombers and seaplane bombers.
    • Either [math]\displaystyle{ 0.8 }[/math] or [math]\displaystyle{ 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 like normal airstrike.
  • The proficiency has no effect on this support.

Anti-Submarine Support

Anti-Submarine Support Attack Formula
[math]\displaystyle{ \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 }[/math]
With
  • [math]\displaystyle{ \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 cap of 170 is applied to the result between [math]\displaystyle{ \{ \ \} }[/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.

Long Range Torpedo Support

Long-Range Torpedo Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base torpedo support} = \text{TP} + 8 }[/math]
With
  • For this formula it's unknown if [math]\displaystyle{ \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.

LBAS Attack Power Formulas

Anti-Ship
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \biggl\lfloor \text{Mod}_\text{type} \times \Big( \big( \text{Mod}_\text{Sp1} \times \text{TP/DB} + \bigstar + \text{Mod}_\text{Sp2} \big) \times \sqrt{1.8 \times \text{Plane}_\text{Count}} + 25 \Big) \times \text{Mod}_\text{Sp3} \times \text{Mod}_\text{LBR} \biggr\rfloor }[/math]
With
  • [math]\displaystyle{ \bigstar }[/math] the Improvement bonuses of the equipment.


Pre-cap modifiers
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] the curent planes count in the slot.
    • It will be 18 (only 9 for LB Heavy Bombers) for fully resupplied bases on their 1st attack.
  • [math]\displaystyle{ \text{Mod}_\text{Sp1}, \text{Mod}_\text{Sp2}, \text{Mod}_\text{Sp3} }[/math] the special modifiers for #LBAS Special Bombers on certain targets,
    • For other planes or against other targets, is 1 for Sp1 & Sp3, and 0 for Sp2.
Post-cap
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \biggl\lfloor \text{Atk}_\text{cap} \biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{CF} \times \text{Mod}_\text{historical} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{balloon} \times_\downarrow \text{Mod}_\text{crit} }[/math]
Post-cap modifiers
  • [math]\displaystyle{ \text{Mod}_\text{Contact} }[/math] the contact bonus. Please see Contact for more details on the bonus.
  • [math]\displaystyle{ \text{Mod}_\text{LBB} }[/math] being 1.8 for LB Attackers, and 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] the bonus when attacking combined fleets. It is 1.1 against combined fleets and 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{historical} }[/math] being the event historical bonuses.
  • [math]\displaystyle{ \text{Mod}_\text{boss} }[/math] a bonus when attacking certain Princess and Demon-type enemies. The multiplier is chosen randomly between two values. The chance is roughly 50%.
[math]\displaystyle{ \text{Mod}_\text{boss} }[/math][1]
Boss (ID) Low mod High mod
PT Imp (1637-1640)PT Imp Pack 0.4 0.7
BB Hime (1557)Battleship Princess 1.7 3
Summer BB Hime (1696-1698)Battleship Summer Princess 1~1.68 1.77~2.42
CV Hime (1586)Aircraft Carrier Princess 1.7 3
CV Hime B (2105-2108)Aircraft Carrier Princess B 1 1
  • [math]\displaystyle{ \text{Mod}_\text{balloon} }[/math] being the effect of the deployed Barrage Balloon Barrage Balloons on both side:
Balloon Effects
Barrage Balloon 1 2 3
Allied LBAS Damage
Allied balloons [2] 1.02 1.04 1.06
Enemy balloons [3] 0.95 0.90 0.85
  • [math]\displaystyle{ \text{Mod}_\text{crit} }[/math] the critical multiplier of 1.5,


[4]

Anti-Installation
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \bigg\lfloor \text{Mod}_\text{type} \times \Big( \big( \text{TP/DB} + \bigstar \big) \times \sqrt{1.8 \times \text{Plane}_\text{Count}} + 25 \Big) \times \text{Mod}_\text{Sp3} \times \text{Mod}_\text{LBR} \bigg\rfloor }[/math]
With
Post-cap
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \biggl\lfloor \text{Atk}_\text{cap} \biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{CF} \times \text{Mod}_\text{historical} \times \text{Mod}_\text{balloon} \times {\color{tomato}\text{Mod}_\text{Inst}} \times_\downarrow \text{Mod}_\text{crit} }[/math]
  • Other variables are the same as for anti-ship.
  • [math]\displaystyle{ {\color{tomato}\text{Mod}_\text{Inst}} }[/math] is the anti-installation bonus, the multiplier is chosen randomly between two values. The chance is roughly 50%. see here for more details:
[math]\displaystyle{ {\color{tomato}\text{Mod}_\text{Inst}} }[/math][5]
Installation (ID) LBAS
Low mod High mod
Enemy Banner Isolated Island Princess.png
Isolated Island Princess (1671-1672)
2
Enemy Banner Artillery Imp.png
Artillery Imp (1665-1667)
1.6 2.5
Enemy Banner Supply Depot Princess.png
"Old" Supply Depot Princesses (1653-1658)
1.7 3.6?
Enemy Banner Supply Depot Princess D.png
"New" Supply Depot Princesses
(B, C, D, ...) (ID>1658)
- -
Enemy Banner Harbour Summer Princess B.png
Harbour Summer Princess B (2023)
? ?
ASW
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \Big\lfloor \left( \big( \text{ASW} + \bigstar \big) \times \sqrt{1.8 \times \text{Plane Count}} + 25 \right) \times \text{Mod}_\text{ASW} \times \text{Mod}_\text{LBR} \Big\rfloor }[/math]
With
  • [math]\displaystyle{ \text{ASW} }[/math] the ASW Anti-Submarine Warfare stat of the plane.
  • [math]\displaystyle{ \text{Mod}_\text{ASW} }[/math] a random number based on the base ASW Anti-Submarine Warfare of the plane. It is between:
    • 0.35 and 0.8 for 7-9 ASW planes.
    • 0.7 and 1.0 for 10+ ASW planes.
Post-cap
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \bigg\lfloor\text{Atk}_\text{cap} \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \bigg\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} }[/math]
  • Other variables are the same as for anti-ship.
Note
  • Only "ASW Planes" (7+ ASW) are able to perform ASW attacks.
    • If no aircraft in the base can perform ASW attacks, the base will not show at submarine-only nodes.
Notes
  • Unlike carrier airstrikes, the 1.2x critical proficiency bonus applies to each slot independently.
  • Jet Assault use the airstrike formula even on land base.


Attack Power Corrections

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.

Pre-cap Modifiers

Engagement

Form Common name Damage Modifier Chance Chance with SaiunSaiun
Saiun (Eastern Caroline Air Group)
Saiun (4th Recon Squad)
Crossing the T (Advantage) Green T 1.2 15% 15%
Parallel Engagement Parallel 1.0 45% 45%
Head-on Engagement Head-on 0.8 30% 40%
Crossing the T (Disadvantage) Red T 0.6 10% 0%

Formation

Formation Attack Power Modifiers
Formation Shelling Torpedo ASW Night Battle
Line Ahead 1.0 1.0 0.6 1.0
Double Line 0.8 0.8 0.8 1.0
Diamond 0.7 0.7 1.2 1.0
Echelon 0.75 0.6 1.1 1.0
Line Abreast 0.6 0.6 1.3 1.0
Vanguard 0.5 1.0 1.0 0.5
1.0 1.0 0.6 1.0

Combined Fleets have special formations that differ from the standard single fleet formations. The following formations can be selected.

Formation Formation Icon Fleet Shelling[1] Torpedo ASW Night Notes
Cruising Formation 1 (ASW Alert)
第一警戒航行序列(対潜警戒)
Cruising Formation 1 - ASW Main 0.8 - 1.3 - Moderate shelling and torpedo accuracy.

Similar to Line Abreast.

Escort 0.8 0.7 1.3 ?
Cruising Formation 2 (Forward Alert)
第二警戒航行序列(前方警戒)
Cruising Formation 2 - Forward Main 1.0 - 1.1 - Higher shelling and torpedo accuracy than Formation 1.

Similar to Double Line without the accuracy bonus.

Escort 1.0 0.9 1.1 ?
Cruising Formation 3 (Ring Formation)
第三警戒航行序列(輪形陣)
Cruising Formation 3 - Ring Main 0.7 - 1.0 - Requires 5 or more ships in the 2nd fleet. Very low shelling and torpedo accuracy.

Similar to Diamond.

Escort 0.7 0.6 1.0 ?
Cruising Formation 4 (Battle Formation)
第四警戒航行序列(戦闘隊形)
Cruising Formation 4 - Battle Main 1.1 - 0.7 - Requires 4 or more ships in the 2nd fleet. Highest shelling and torpedo accuracy.

Similar to Line Ahead.

Escort 1.1 1.0 0.7 ?

The following tab resume when engagement and formation are effective:

Modifier LBAS Airstrike Support Shelling Torpedo ASW Night Battle
Shelling Aerial Torpedo Surface Carrier
Engagement ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ❌*
Formation ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Note
  • If one of the fleet si a combined one then the formation modifier become 1 for the support.

Damage State

Damage State Shelling Torpedo ASW
Not Damaged 1.0 1.0 1.0
Lightly Damaged (小破)
Moderately Damaged (中破) 0.7 0.8 0.7
Heavily Damaged (大破) 0.4 0 0.4
Notes
  • Damage state does not affect aerial combat.
    • It will affect carrier attacks in the shelling phase.


Night Battle Cut-In

Night Cut-Ins will apply extra modifiers if triggered.

[math]\displaystyle{ \text{Mod}_\text{CI} }[/math]
"New" Cut-ins
Attack Type Prerequisites Notes Damage
Modifier
Destroyer Cut-ins TorpedoesSmall Caliber Main GunSurface RADARSurface 1.3
With 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 1.625
With 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3 1.706
With 2 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 1.820
With both 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 & K312.7cm Twin Gun Mount Model D Kai 3 1.911
With 2 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3 2.002
TorpedoesSurface RADARSurfaceLookout 1.2
With 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 1.5
With 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3 1.575
With 2 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2[1] 1.680
With both 12.7cm Mod D K212.7cm Twin Gun Mount Model D Kai 2 & K312.7cm Twin Gun Mount Model D Kai 3[1] 1.768
With 2 12.7cm Mod D K312.7cm Twin Gun Mount Model D Kai 3[1] 1.848?
TorpedoesTorpedoesEquipment Card Torpedo Squadron Skilled Lookouts.png Requires TSLOTorpedo Squadron Skilled Lookouts 1.5
TorpedoesDrum CanisterEquipment Card Torpedo Squadron Skilled Lookouts.png Requires TSLOTorpedo Squadron Skilled Lookouts 1.3
Carrier Cut-ins[2] Night FighterNight FighterNight Bomber Wildcard = Night FighterNight BomberNight-capable Dive BomberDive-bomber or Torpedo Bomber 1.25
Night FighterNight Bomber 1.2
Night FighterNight-capable Dive Bomber
OR
Night Bomber Night-capable Dive Bomber
1.2
Night FighterWildcard Wildcard 1.18
Night Zuiun Cut-ins Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane BomberSurface RADARSurface - 1.36
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane Bomber 1.32
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberSurface RADARSurface 1.28
Large Caliber Main GunLarge Caliber Main GunNight Seaplane Bomber 1.24
[math]\displaystyle{ \text{Mod}_\text{CI} }[/math]
"Old" Cut-ins
Attack Type Prerequisites Damage
Modifier
Gun Cut-in Large Caliber Main GunLarge Caliber Main GunLarge Caliber Main Gun 2
Mixed Gun Cut-in Large Caliber Main GunLarge Caliber Main GunSecondary Gun 1.75
Submarine Cut-ins Late Model Submarine TorpedoesSub_LM Submarine Equipment 1.75
Late Model Submarine TorpedoesSub_LM Late Model Submarine TorpedoesSub_LM 1.6
Torpedo Cut-in TorpedoesTorpedoes 1.5
Mixed Torpedo Cut-in TorpedoesLarge Caliber Main Gun 1.3
Double Attack Large Caliber Main GunLarge Caliber Main Gun 1.2
Large Caliber Main GunSecondary Gun
Secondary GunSecondary Gun

ASW Synergy

ASW Damage Synergy
Small SONARSmall Small Sonars
Equipment Card Type 93 Passive Sonar.png
Type 93 Passive Sonar
Equipment Card Type 4 Passive Sonar.png
Type 4 Passive Sonar
Equipment Card Type 3 Active Sonar.png
Type 3 Active Sonar
Equipment Card Type 3 Active Sonar Kai.png
Type 3 Active Sonar Kai
Equipment Card Type124 ASDIC.png
Type124 ASDIC
Equipment Card Type144 147 ASDIC.png
Type144/147 ASDIC
Equipment Card HF DF + Type144 147 ASDIC.png
HF/DF + Type144/147 ASDIC
Large SONARLarge Large Sonars
Equipment Card Type 0 Passive Sonar.png
Type 0 Passive Sonar
Depth Charge ProjectorDCP Depth Charge Projectors (DCP)
Equipment Card Type 94 Depth Charge Projector.png
Type 94 Depth Charge Projector
Equipment Card Type 3 Depth Charge Projector.png
Type 3 Depth Charge Projector
Equipment Card Type 3 Depth Charge Projector (Concentrated Deployment).png
Type 3 Depth Charge Projector (Concentrated Deployment)
Equipment Card Prototype 15cm 9-tube ASW Rocket Launcher.png
Prototype 15cm 9-tube ASW Rocket Launcher
Equipment Card RUR-4A Weapon Alpha Kai.png
RUR-4A Weapon Alpha Kai
AP
Equipment Card Mk.32 ASW Torpedo (Mk.2 Thrower).png
Mk.32 ASW Torpedo (Mk.2 Thrower)
AP
Depth Charge RacksDCR Depth Charge (Racks) (DCR)
Equipment Card Type 95 Depth Charge.png
Type 95 Depth Charge
AP
Equipment Card Type 2 Depth Charge.png
Type 2 Depth Charge
AP
Equipment Card Lightweight ASW Torpedo (Initial Test Model).png
Lightweight ASW Torpedo (Initial Test Model)
AP
Equipment Card Hedgehog (Initial Model).png
Hedgehog (Initial Model)
AP
Equipment Card Type 2 Depth Charge Kai 2.png
Type 2 Depth Charge Kai Ni
AP
ASW MortarOther ASW Mortars
Equipment Card Type 2 12cm Mortar Kai.png
Type 2 12cm Mortar Kai
Equipment Card Type 2 12cm Mortar Kai (Concentrated Deployment).png
Type 2 12cm Mortar Kai (Concentrated Deployment)
ASW Damage Modifiers: [math]\displaystyle{ \text{Mod}_\text{synergy} = {Mod}_\text{1} \times {Mod}_\text{2} }[/math]
[math]\displaystyle{ {Mod}_\text{1} }[/math] SONAR + Depth Charges
(Any Sonar + Any Depth Charge)
1.15
[math]\displaystyle{ {Mod}_\text{2} }[/math] Depth Charge ProjectorDCP + Depth Charge RacksDCR and NO Small SONARSmall 1.1
Small SONARSmall + Depth Charge ProjectorDCP + Depth Charge RacksDCR 1.25
Examples
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] Small SONARSmall + Depth Charge ProjectorDCP + Depth Charge RacksDCR 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math]
Large SONARLarge + Depth Charge ProjectorDCP + Depth Charge RacksDCR 1.265[math]\displaystyle{ 1.15 \times 1.1 }[/math]
Armor Penetration
Indepentant of synergies, some equipment provides additional armor penetration to ASW attacks.

The flat armor penetration value is calculated as follows:

[math]\displaystyle{ \text{Pen} = \sum\limits_{\text{Equipment}} \Big( \sqrt{\text{ASW}_\text{Equipment} - 2} + \text{Mod}_\text{ship} \Big) }[/math]
With
  • [math]\displaystyle{ \text{ASW}_\text{Equipment} }[/math] the base ASW Anti-Submarine Warfare stat of the applicable equipment,
  • [math]\displaystyle{ \text{Mod}_\text{ship} }[/math] being 1 for DE, 0 otherwise,
Note
  • Armor penetration from equipment stacks,
  • The final armor of the targetted submarine cannot go below 1.


Special Attack Bonus

The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.


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.

Post-cap Modifiers

Aerial 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 Accuracy of the plane that triggered contact.

Accuracy Accuracy Damage Modifier
0 1.12
1 1.12
2 1.17
3+ 1.2


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%.

[math]\displaystyle{ \text{Mod}_\text{boss} }[/math][3]
Boss (ID) Low mod High mod
PT Imp (1637-1640)PT Imp Pack 0.5 0.8
BB Hime (1557)Battleship Princess 1.4? 2.2?
Summer BB Hime (1696-1698)Battleship Summer Princess ? ?
CV Hime (1586)Aircraft Carrier Princess 1.7? 2.2?
CV Hime B (2105-2108)Aircraft Carrier Princess B 1.7? 2.2?


Artillery Spotting

Attack Type Prerequisites Post-cap
Damage
Modifier
Notes
Main Zuiun Cut-in
(Zuiun CI)
Large Caliber Main GunZuiun Model Seaplane BomberZuiun Model Seaplane Bomber 1.35 Ise-class Kai NiIse Kai Ni
Hyuuga Kai Ni
only
Main Suisei Cut-in
(Suisei CI)
Large Caliber Main GunDive BomberDive Bomber 1.3
Main AP Shell Cut-in
(APCI)
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 1.5
Secondary AP Shell Cut-in
(Sec APCI)
Large Caliber Main GunSecondary GunSeaplaneArmor-Piercing Shell 1.3
Secondary Radar Cut-in
(Radar CI)
Large Caliber Main GunSecondary GunSeaplaneRADAR 1.2
Secondary Cut-in
(Sec CI)
Large Caliber Main GunSecondary GunSeaplane 1.1
Double Attack
(DA)
Large Caliber Main GunLarge Caliber Main GunSeaplane 1.2


Carrier Cut-In Attacks

Attack Type Prerequisites Post-cap
Damage
Modifier
Fighter-Bomber-Attacker
(FBA)
FighterDive BomberTorpedo Bomber 1.25
Bomber-Bomber-Attacker
(BBA)
Dive BomberDive BomberTorpedo Bomber 1.2
Bomber-Attacker
(BA)
Dive BomberTorpedo Bomber 1.15

If a CVCI attack is evaded, it will deal Scratch Damage instead.


Armor-Piercing Modifier

During day combat, certain enemy ships take extra damage from Armor-Piercing Shell AP ShellsType 91 Armor Piercing Shell
Type 1 Armor Piercing Shell
Type 1 Armor Piercing Shell Kai
.

  • The bonus only applies against FBB, BB, BBV, CV, CVB, CA, and CAV.
    • This includes Installations.
    • 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.
Type Modifier
Large Caliber Main GunArmor-Piercing Shell 1.08
Large Caliber Main GunArmor-Piercing ShellRADAR 1.10
Large Caliber Main GunArmor-Piercing ShellSecondary Gun 1.15
Large Caliber Main GunArmor-Piercing ShellSecondary GunRADAR 1.15
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.
  • This modifier doesn't affect support shelling.


Barrage Balloon Modifier

Example of a balloon deployed.

Barrage Balloon Barrage Balloons can be deployed in certain situations during day battles.

Barrage Balloons can only be deployed on certain combat nodes with Installations
Compatible Nodes
Map Node Notes
3-5 H
4-3 N Boss
4-5 T Boss
6-4 N Boss
Events Refers to the current event page
references [6][7][8][9]
Once deployed
  • For every ship with a balloon equipped will boost the damage of the fleet and the LBAS (post-cap):
Balloon Effects
Barrage Balloon 1 2 3
Allied Day Shelling Damage
Allied balloons [10] 1.02 1.04 1.06
Allied LBAS Damage
Allied balloons [11] 1.02 1.04 1.06
Enemy balloons [12] 0.95 0.90 0.85
  • The effect stacks up to 3 balloons, and up to 1 balloon per ship,
  • The effect applies to LBAS and day shelling, with the enemy balloons also negatively affecting allied LBAS,
  • The effect does not apply to torpedo phases or night battles,
  • If the ship deploying it is sunk, the balloon is then removed, as well as its effects.


Anti-Installation Equipment Modifiers


Special Attack Bonus

The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.

Criticals

For more details on how critical chance is calculated, please see Critical.

Normal Criticals
Attack Type Modifier
Normal 1.0
Critical [math]\displaystyle{ 1.5 \times \text{Mod}_\text{proficiency} }[/math]
Plane Proficiency Critical Modifier

Ammunition Modifier

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:

[math]\displaystyle{ \text{Ammo} }[/math] formula
[math]\displaystyle{ \text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo} }{\text{Max Ammo} } \times 100 \Big\rfloor}{50} }[/math]
With
  • [math]\displaystyle{ \text{Current Ammo} }[/math] the current ammo of the ship.
  • [math]\displaystyle{ \text{Max Ammo} }[/math] the max ammo of the ship (indicated under consuption on the ship info).
Remaining Ammo Ammo Modifier Notes
>50% 1.0
40~49% 0.8 4th Battle
30~39% 0.6
20~29% 0.4 5th Battle
10-19% 0.2
0% 0 6th Battle
  • The battle number indicated in the notes assumes only normal surface engagements. Engaging in night battles and other special engagements can change that number.
  • Whatever ammunition modifier applies in day battle carries over to night battle.
  • Maelstroms that reduce ammunition also count towards this modifier.
  • Using Supplies Underway ReplenishmentUnderway Replenishment is a way to medigate ammo penalties.
  • The ammunition modifier affects aerial battle.
  • Once a ship hits 0% ammo, all attacks become scratch damage.
  • Debuffs are affected by the ammunition modifier.

Miscellaneous Damage Modifiers

Scratch Damage

In the following cases, attacks will deal "scratch damage" instead of normal ones:

  • If a Cut-in or a 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.

Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:

Scratch Damage formula
[math]\displaystyle{ \text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 }[/math]
With
  • [math]\displaystyle{ \text{HP}_\text{current} }[/math] the current HP Health of the target.
  • [math]\displaystyle{ \text{HP}_\text{rand} }[/math] a random HP number between 0 and [math]\displaystyle{ \text{HP}_\text{current} - 1 }[/math]

Therefore the maximum possible scratch damage [math]\displaystyle{ \text{HP}_\text{current} \times 0.14 - 0.08 }[/math] and the minimum damage is [math]\displaystyle{ \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.
    • 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.

[math]\displaystyle{ \text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.5 }[/math]
  • Scratch damage is generally between 6-14% of current HP.

The target's HP cannot be reduced to 0 (and therefore sunk) by scratch damage.

PT Imps

Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13][14]
1 1.3 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
    Special Type 4 Amphibious Tank Kai
    bonus does not stack with the Landing Craft Armed BoatsSoukoutei (Armored Boat Class)
    Armed Daihatsu
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

Historical Bonus

On almost every Event map, as well as some regular maps (7-4 & 7-5 so far), certain ships, types of ships, equipment, or types of equipment will bring 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 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".

  • By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable.

Debuffs

Debuffs are a special case that only applies during events.

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.

  • See here for more details on past event debuffs.

Debuffs can be either:

  • A reduction to the enemy's armor Armor,
  • A post-cap damage modifier for the attacking fleet (probably cases of miss interpretation of armor reductions).

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.

  • The ship must be the flagship OR
  • The ship must not be heavily damaged (大破) nor red morale 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.


Overkill formula
[math]\displaystyle{ \text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 }[/math]
With
  • [math]\displaystyle{ \text{HP}_\text{current} }[/math] is the current HP Health of the ship.
  • [math]\displaystyle{ \text{HP}_\text{rand} }[/math] is a random HP number between 0 and [math]\displaystyle{ \text{HP}_\text{current} - 1 }[/math]
Notes
  • Therefore, the maximum damage from overkill protection is [math]\displaystyle{ \text{HP}_\text{current} \times 0.8 - 0.3 }[/math] and the minimum damage is [math]\displaystyle{ \text{HP}_\text{current} \times 0.5 }[/math].

Overkill protection will take off between 50-80% of the ship's current HP Health.

Important Information
  • In general:
    • Overkill protection is most applicable to DDs.
      • 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
      • For example, a 32HP DD has a 15.5% chance of being 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
    • 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
  • Generally ships with HP that are divisible by 4 have worse survivability.

See Also