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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
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|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,
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**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
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* <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}}
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===Special Attack Bonus===
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{{details|Special Attacks}}
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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.  
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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.
 
      
==Post-cap Modifiers==
 
==Post-cap Modifiers==
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===Special Attack Bonus===
 
===Special Attack Bonus===
 
{{details|Special Attacks}}
 
{{details|Special Attacks}}
 
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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]]===
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===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.
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Debuffs are a special case that only applies during [[events]].
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'''Notes:'''
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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.
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*See ''[[Debuffs|here]]'' for more details on past event debuffs.
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Debuffs can be either:
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*A reduction to the enemy's [[#Defense Power|armor]] {{Armor}},
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*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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