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Defense power represents the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element.
 
Defense power represents the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element.
 
{{Formula
 
{{Formula
|Title=Defence Formula
+
|Title=Defense Formula
 
|Math=\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}
 
|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,
 
|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>,
 
* <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>
 
** 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:
 
* <math>\text{Pen}</math> any applicable armor penetration mechanic:
 
** ''See [[#Anti-Submarine Warfare|ASW]] for details on ASW armor penetration,
 
** ''See [[#Anti-Submarine Warfare|ASW]] for details on ASW armor penetration,
** Some [[#Debuffs|debuffs]] may include armor penetration.
   
|Notes=The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.
 
|Notes=The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.
 
}}
 
}}
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!colspan=2|Attack Step Formulas
 
!colspan=2|Attack Step Formulas
 
|-
 
|-
!width=20px|<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Pre-cap</div>
+
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div>
 
|
 
|
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* <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable.
 
* <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable.
 
|-
 
|-
!<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Cap</div>
+
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Cap</div>
 
|
 
|
 
The attack is then capped as follows:
 
The attack is then capped as follows:
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<references/>
 
<references/>
 
|-
 
|-
!<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Post-cap</div>
+
!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:
 
Capped attack is then modified by post-cap modifiers:
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 
{|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_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times_\downarrow \text{Crit}</math>
+
|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>
 
|}
 
|}
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* <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 '''[[#Criticals|critical]]''' modifier,
 
* <math>\text{Crit}</math> the '''[[#Criticals|critical]]''' modifier,
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| Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 
| Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 
|-
 
|-
|rowspan="2"|Escort Fleet Shelling
+
|rowspan=2|Escort Fleet Shelling
 
| Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 
| Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 
|-
 
|-
 
| Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 
| Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 
|-
 
|-
|rowspan="2"|Torpedo
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|rowspan=2|Torpedo
 
|Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 
|Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 
|-
 
|-
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|Notes=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 [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
+
This applies to most ships during the [[Shelling]] phase (unless it is an ASW attack).
 
}}
 
}}
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|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
 
|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
 
|Notes=Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
 
|Notes=Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
 +
* <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.
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* 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 and {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
+
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]].
 
}}
 
}}
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==Support Expedition Attack Power Formula==
 
==Support Expedition Attack Power Formula==
[[Support Expedition]] attack formulas are close but not the same as combat formulas. They also are affected by fewer modifiers.
+
[[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===
 
===Shelling Support===
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** Either <math>0.8</math> or <math>1.5</math> for torpedo 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'''.
 
* 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.
 
}}
 
}}
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!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'''}}
 
|1.2||15%||15%
 
|1.2||15%||15%
 
|-
 
|-
|Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}}
+
|Parallel Engagement
 
|'''Parallel
 
|'''Parallel
 
|1.0||45%||45%
 
|1.0||45%||45%
 
|-
 
|-
|Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}}
+
|Head-on Engagement
 
|'''Head-on
 
|'''Head-on
 
|0.8||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'''}}
 
|0.6||10%||0%
 
|0.6||10%||0%
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** The exception are [[ASW]] and some [[Special Attacks]].
 
** The exception are [[ASW]] and some [[Special Attacks]].
 
* [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''.
 
* [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''.
      
===Formation===
 
===Formation===
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|-
 
|-
 
| Echelon
 
| Echelon
|{{color|red|0.75}}||{{color|red|0.6}}||{{color|red|1.1}}||1.0
+
|{{color|red|0.75}}||{{color|red|0.6}}||{{color|green|1.1}}||1.0
 
|-
 
|-
 
| Line Abreast
 
| Line Abreast
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!Attack Type
 
!Attack Type
 
!Prerequisites
 
!Prerequisites
!Accuracy<br>Modifier
+
!Damage<br>Modifier
 
|-
 
|-
 
!style="background-color:#ff7f50; color:black"|Gun Cut-in
 
!style="background-color:#ff7f50; color:black"|Gun Cut-in
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|}
 
|}
 
|}
 
|}
      
===ASW Synergy===
 
===ASW Synergy===
 
{{Equipment/ASW_Synergy|expand=true}}
 
{{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.
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{{details|Hidden Fit Bonuses}}
 
{{details|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.  
+
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==
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;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}}
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===Special Attack Bonus===
 
===Special Attack Bonus===
 
{{details|Special Attacks}}
 
{{details|Special Attacks}}
 
+
The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.
    
===Criticals===
 
===Criticals===
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A [[Friendly Fleet]] cannot kill the last ship of the opposing fleet, dealing special scratch damage instead.
 
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"
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
|valign="center"|  <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5</math>
+
|valign="center"|  <math>\text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.5</math>
 
|}
 
|}
 
|}
 
|}
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*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=
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