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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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| |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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| ===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}} |
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− | 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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| ===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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| *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. |
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− | ===[[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]]. |
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− | '''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= |