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Damage Calculations
Contents
Introduction
This page lists all the applicable damage formulas for a single fleet. Special cases like Combined Fleets and LandBased Air Squadrons 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 rounded down.
 For example, [math]\lfloor 4.2 \rfloor = 4[/math].
 [math]4.2 \times_\downarrow 1.5 = \lfloor 4.2 \times 1.5 \rfloor = \lfloor 6.3 \rfloor = 6[/math], but [math]4.2 \times_\downarrow 1 = 4.2[/math] (by definition, [math]\times_\downarrow[/math] is then a noncommutative nonassociative operator, it is assumed to be leftassociative with lower priority than the usual multiplication operator).
Damage Formula
[math]\text{Damage} = \biggl \lfloor \biggl ( \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{CVCI} \times_\downarrow \text{Crit} \times \text{Mod}_\text{post}  \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor [/math]
 [math]\text{Atk}_\text{cap}[/math] is the Cap Adjusted Attack Power
 [math]\text{Mod}_\text{spotting}[/math] is the bonus from artillery spotting.
 [math]\text{Mod}_\text{CVCI} [/math] is the bonus from carrier cutins.
 [math]\text{Mod}_\text{AP}[/math] is the bonus from having an AP shell equipped, if applicable.
 [math]\text{Mod}_\text{post}[/math] is any remaining postcap modifiers that are applicable.
 [math]\text{Crit}[/math] is the critical strike modifier.
 [math]\text{Ammo}[/math] is the remaining ammunition modifier.
 [math]\text{DEF}[/math] is the defensive power of the target.
Where, Cap Adjusted Attack Power is Basic Attack Power that has been adjusted by applying the damage cap. This only applies if the calculated precap attack power is above the damage cap.
[math]\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\left ( \text{Atk}_\text{basic} \times \text{Mod}_\text{pre}\right)\text{Cap}} [/math]
 [math]\text{Cap}[/math] is the damage cap relevant to the phase.
 [math]\text{Atk}_\text{basic}[/math] is the basic attack power of the relevant attack.
 [math]\text{Mod}_\text{pre}[/math] is any precap modifiers that are applicable.
Defense Power
[math]\text{DEF} = \left( \text{Armour} \times 0.7 + \text{Armour}_\text{rand} \times 0.6 \right)  \text{Pen}[/math]
 [math]\text{Armour}[/math] is the armour of the target including all equipment and upgrade bonuses.
 [math]\text{Armour}_\text{rand}[/math] is a random number between [math]0[/math] and [math]\lfloor\text{Armour}\rfloor  1[/math]
 Note that it is inclusive, meaning it can also output [math]0[/math] and [math]\lfloor\text{Armour}\rfloor  1[/math]
 [math]\text{Pen}[/math] is any applicable armour penetration mechanic like debuffs or the depth charge penetration for ASW.
 Type 95 Depth Charge: [math]1[/math]
 Type 2 Depth Charge: [math]2[/math]
 There is an additional 1 penetration if the depth charge is equipped on a destroyer escort.
 The formula is [math]\text{Pen}_\text{DC} = \sqrt{\text{ASW}_\text{equip}2} + \text{Mod}_\text{ship}[/math]
Therefore, the maximum armour value [math]\text{Armour} \times 1.3  0.6[/math] and the minimum armour value is [math]\text{Armour} \times 0.7[/math]. This makes the maximum defensive power a target can have is 1.3x armour and the lowest is 0.7x armour.
Important Notes
 The range of armour values is uniformly distributed, every armour roll has the same chance of occurring.
Basic Attack Power Formulas
The following formulas only apply to single fleets. Please see Combined Fleet, LandBased Air Squadron and Support Expeditions for more details.
Important Notes
 Please see Akashi List for upgrade bonus values.
 [math]\text{FP}[/math] is the firepower of the ship including equipment.
 [math]\text{TP}[/math] is the torpedo of the ship including equipment or the torpedo of a plane.
 [math]\text{ASW}[/math] is the antisubmarine of the ship or equipment.
 [math]\text{DB}[/math] is the dive bombing of the plane.
 [math]\bigstar[/math] is the upgrade bonus of the equipment.
Airstrike
This applies to both jet assaults, airstrikes and LBAS.
[math]\text{Airstrike Power} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Count}_\text{Plane}} + 25 \biggr)[/math]
 [math]\text{Type}[/math] is a multiplier based on the type of the plane. See below for details.
 [math]\text{Count}_\text{Plane}[/math] is the number of planes performing the attack.
Type  Multiplier  Notes 

Torpedo Bombers  0.8x or 1.5x  The multiplier is chosen randomly. The chance is roughly 50%. 
Dive Bombers Seaplane Bombers 
1.0x  
Jets (During jet assault) 
1.0x  
Jets (During normal bombing) 
0.7071x 
Important 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 antiair 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.
 For LBAS, the stat used when calculating attack power varies based on the target. Please see LBAS for more details.
Surface Shelling
[math]\text{Shelling Power} = \text{FP} + \bigstar + 5[/math]
Important 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.
Carrier Attacks
[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]
Important Notes
 Dive and Torpedo groups contribute, respectively, twice (1.95) and 1.5 times their dive bomb and torpedo stats towards shelling power
 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 two 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 does 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
Torpedo Attacks
[math]\text{Torpedo Power} = \text{TRP} + \bigstar + 5[/math]
Important Notes
 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.
AntiSubmarine Warfare
[math]\text{ASW Power} = \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]
 [math]\text{Type}_\text{ship}[/math] is a constant depending on the type of the ship performing the attack. See below for details.
 [math]\text{Mod}_\text{synergy}[/math] is the synergy multiplier bonus from using certain combinations of ASW equips. See below for details.
Constant  Ship Types 

13  Destroyer Escorts, Destroyers, Light Cruisers, Oilers (without seaplane bombers, torpedo bombers or rotarywing aircraft equiped) 
8  Aviation Cruisers, Aviation Battleships, Seaplane Tenders, Light Carriers, Landing Ships, Oilers (with seaplane bombers, torpedo bombers or rotarywing aircraft equiped) 
Equipment Combination  Bonus 

Depth Charge + Depth Charge Projector + Sonar  1.4375x 
Depth Charge Projector + Sonar  1.15x 
Depth Charge + Sonar  1.15x 
Depth Charge + Depth Charge Projector  1.1x 
 The bonuses do not stack.
 The exception is when using the special depth charge projectors detailed below.
 Multiple equipment 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.
 The breakdown of equipment types are:
 Sonars: Type 93 SONAR, Type 3 SONAR, Type 0 Passive SONAR, Type 4 SONAR, Type124 ASDIC, Type144/147 ASDIC, HF/DF + Type144/147 ASDIC
 Depth Charge Projectors: Type 94 Depth Charge Launcher, Type 3 Depth Charge Launcher
 Depth Charges: Type 95 Depth Charge, Type 2 Depth Charge
 The Type 3 Depth Charge Launcher (Concentrated Deployment), Prototype 15cm Nonuple ASW Rocket Launcher, Type 2 12cm Mortar Kai and Type 2 12cm Mortar Kai (Concentrated Deployment) do not count as depth charge projectors for the DC+DCP+Sonar synergy bonus.
 They do still count for the DCP+Sonar synergy bonus.
 Because they do not count, the DCP+Sonar bonus with these equips stack with the other DC+DCP+Sonar bonus.
 This is only possible with a ship that has 4 equipment slots.
Important Notes
 When contributing to ASW power, Base ASW is square rooted, while equipment ASW is multiplied by 1.5
 ASW equipment is therefore the primary source of ASW damage, with base ASW playing a very minor role
 However, base ASW is the primary determinant of whether a ship can reach 100 total ASW to perform opening ASW attacks
 Submarines cannot take more than scratch damage at night (and therefore cannot be sunk)
 The exception to this rule is when a battle starts at night, or when in a combined fleet
 It is possible to perform opening ASW attacks when certain conditions are achieved. For more details, please see Opening AntiSubmarine Warfare.
 As performing an opening attack effectively doubles your damage output, reaching this OASW threshold is in general more important than tacking on additional synergy
Surface Night Battle
[math]\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact}[/math]
 [math]\text{Mod}_\text{contact}[/math] is the Night Battle Contact constant of +5 if triggered.
Important Notes
 Night battle is unaffected by engagement.
 Exceptions are ASW for night battle nodes and Nelson Touch.
 If a night battle special attack is evaded, chip damage is applied instead.
 Graf Zeppelin, Base Saratoga, Taiyou Kai Ni, 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.
 This also means any upgrade bonuses to torpedo power is ignored.
Carrier Night CutIn
[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]
Where:
[math]\text{Night Plane Bonus} = \mathrm{A} \times \text{Count}_\text{plane} + \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{Count}_\text{plane}} + \sqrt{\bigstar}[/math]
 [math]\mathrm{A}[/math] is 3 for night planes; and 0 for Swordfish, Zero Fighter Type 62 (Fighterbomber/Iwai Squadron) and Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)
 [math]\mathrm{B}[/math] is 0.45 for night planes and 0.3 for Swordfish, Type 62 Iwai and Photobomb Suisei.
Important Notes
 Carriers must be equipped with a Night Operation Aviation Personnel or Night Operation Aviation Personnel + Skilled Deckhands in addition to night attack capable planes in order to perform carrier night attacks.
 Exceptions to this are Saratoga Mk.II and Akagi Kai Ni E that only need night attack capable planes.
 If the carrier night attack is evaded, it deals chip damage instead.
 Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
 You still need night fighters to trigger the attack.
 Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse.
 Armoured 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 (includes upgrade bonuses from night capable planes).
 This means any other stats and upgrade bonuses from equipment like guns and nonnight capable planes are ignored.
 Certain carriers like Graf Zeppelin, Taiyou Kai Ni, Shinyou Kai Ni, base Saratoga and Ark Royal are capable of performing night attacks but they are not carrier night cutins and are just normal carrier attacks. Please see Carrier Night Attacks for more details.
AntiInstallation Attacks
[math]\text{AntiInstallation Power} = \text{Atk} \times \text{Mod}_\text{A} + \text{Mod}_\text{B}[/math]
 [math]\text{Atk}[/math] is the basic attack power of shelling, carrier attacks, night battle or carrier night attacks with the torpedo stat ignored.
 [math]\text{Mod}_\text{A}[/math] are the multiplicative antiinstallation bonuses. See below for details.
 [math]\text{Mod}_\text{B}[/math] are the additive antiinstallation bonuses. See below for details
Equipment Name  Artillery Imp  Isolated Island Demon  SoftSkinned^{[1]}  Harbour Summer Princess  

Single  Multiple  Single  Multiple  Single  Multiple  Single  Multiple  
AntiAircraft Shells    1.75  2.5  1.75  
ArmourPiercing Shells  1.85      1.3  
WG42 (Wurfgerät 42)  1.6  2.72  1.4  2.1  1.3  1.82  1.4  1.68 
Shipborne Model Type 4 20cm Antiground Rocket Launcher  1.5  2.7  1.3  2.145  1.25  1.875  1.25  1.75 
Mortars  1.3  1.95  1.2  1.68  1.2  1.56  1.1  1.265 
Landing Crafts  1.8  1.8  1.4  1.7  
Toku Daihatsuclass Landing Craft  1.15  1.15  1.15  1.2  
Daihatsuclass Landing Craft (Type 89 Medium Tanks & Marines)  1.5  2.1  1.2  1.68  1.5  1.95  1.6  2.4 
Toku Daihatsu Landing Craft + 11th Tank Regiment  1.8  1.8  1.8  1.8  
M4A1 DD^{[2]}  1.1  ??  1.1  2.0  
M4A1 DD^{[3]}  1.4  
Landing Craft Upgrade Bonus  [math]1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{50}[/math]  
Type 2 KaMi Tank  2.4  3.24  2.4  3.24  1.5  1.8  2.8  4.2 
Tank Upgrade Bonus  [math]1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{30}[/math]  
Dive Bombers^{[4]}  1.5  ??  1.4  ??    1.3  ??  
Seaplane Bombers 
1.5    1.2  1.3  
Destroyers 
1.4        
LandBased Air Squadron  1.6  1.18     
 ↑ Supply Depot Princess, Harbor Princess and Northern Princess.
 ↑ Specific bonus.
 ↑ General bonus.
 ↑ Only certain dive bombers are able to attack installations in shelling.
Equipment Name  Number Equipped  

1  2  3  4  
WG42 (Wurfgerät 42)  75  110  140  160 
Shipborne Model Type 4 20cm Antiground Rocket Launcher  55  115  160  190 
Type 4 20cm Antiground Rocket Launcher (Concentrated Deployment)  80  170  ??  ?? 
Type 2 12cm Mortar Kai  30  55  75  90 
Type 2 12cm Mortar Kai (Concentrated Deployment)  60  110  150  ?? 
Toku Daihatsu Landing Craft + 11th Tank Regiment  25  
M4A1 DD  25  
Submarines  30 
 Question marks indicate values that haven't been tested.
Important Notes
 For the Toku Daihatsu, T98+Marines and 11th Tank Regiment, they get both the regular Daihatsu bonus and their own special bonus.
 All multipliers of different types are multiplicative.
 The exception is that bombers don't get the carrier attack multiplier and the airstrike multiplier during airstrikes.
 Excepting Supply Depot Princess and LBAS, all antiinstallation multipliers are precap.
 The amount of multipliers available make even low firepower ships like destroyers capable of hitting the daytime damage cap.
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 postcap modifiers. Postcap modifiers are more powerful to have because they aren't reduced by the cap.
Attack Power Cap
The attack power cap varies depending on the phase of combat it is in.
 Support, ASW, opening and closing torpedo  150
 Day shelling  180
 Night battle  300
Important Notes
 Any excess firepower above this cap is square rooted. Please see the damage formula for how it is applied.
 It is still worth aiming to go above the attack power cap because some precap modifiers can severely reduce your attack power.
Precap Modifiers
Engagement
For more details on engagement, please see Engagement Form.
Form  Damage Modifier  Chance  Chance with Saiun 

Parallel Engagement 同航戦 (Doukousen^{?}) 
100%  45%  45% 
Headon Engagement 反航戦 (Hankousen^{?}) 
80%  30%  40% 
Crossing the T (Advantage) T字戦有利 (T Jisen Yuuri^{?}) 
120%  15%  15% 
Crossing the T (Disadvantage) T字戦不利 (T Jisen Furi^{?}) 
60%  10%  0% 
 All engagement forms affect both sides equally, including crossing the T (Advantage or Disadvantage).
 Night battle and aerial combat are not affected by engagement.
 The exception to this are ASW and Nelson Touch.
 OASW and opening torpedoes are affected by engagement even though it is only displayed after those phases.
 Equipping a Saiun effectively makes what would have been Crossing the T (Disadvantage) become Headon engagement.
Important Notes
 It is useful in some situations to not take the Saiun in order to get Crossing the T (Disadvantage). This is because it can hamper the enemy from damaging your fleet as much as it hampers yours.
Formation
For more details on formation, please see Formation Selection.
Formation  Shelling  Torpedo  AntiSubmarine  Night Battle 

Line Ahead 単縦陣 (Tanjuujin^{?}) 
100%  100%  60%  100% 
Double Line 複縦陣 (Fukujuujin^{?}) 
80%  80%  80%  100% 
Diamond 輪形陣 (Rinkeijin^{?}) 
70%  70%  120%  100% 
Echelon 梯形陣 (Teikeijin^{?}) 
75%  60%  110%  100% 
Line Abreast 単横陣 (Tan'oujin^{?}) 
60%  60%  130%  100% 
Vanguard^{[1]} 警戒陣 (Keikaijin^{?}) 
50%  100%  100%  50% 
100%  100%  60%  100% 
 ↑ The direct translation of "Keikai" is "alert".
Damage State
Damage State  Shelling  Torpedo  AntiSubmarine 

Lightly Damaged (小破) 
100%  100%  100% 
Moderately Damaged (中破) 
70%  80%  70% 
Heavily Damaged (大破) 
40%  0%  40% 
Important Notes
 Damage state does not affect aerial combat.
 It will affect carrier attacks in the shelling phase.
Night Battle Special Attacks
For more details please see Night Battle Special Attacks.
 ↑ Submarine Radar and Waterproof Periscope and Submarine Radar and Radio Direction Finder (E27)
 ↑ Special cut in for the 12.7cm Twin Mount TypeD Kai 2.
 ↑ ^{3.0} ^{3.1} Only applies to the Late Model Bow Torpedo Mount (6 Tubes) and Skilled SONAR Personnel + Late Model Bow Torpedo Mount (6 Tubes).
Carrier Night Attacks
For more details please see Carrier Night Attacks.
Type  Modifier  Notes  

CutIn  2x Night Fighter 1x Night Bomber 
1.25  
1x Night Fighter 1x Night Bomber 
1.2  
3x Night Fighter  1.18  
2x Night Fighter Other 

Night Fighter Night Bomber 

Night Fighter 2x Other  
Normal Attack  1.0 
 "Other" referrs to Swordfish, Zero Fighter Type 62 (Fighterbomber/Iwai Squadron) and Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs).
Gun Fit Bonuses
Unlike the other precap bonuses, this is just an additive firepower bonus added for light cruisers and Italian heavy cruisers when equipped with certain guns. The bonus is minor, please refer to the gun fit bonuses for more details.
Postcap Modifiers
Aerial Contact
For more details please see Aerial Combat.
During aerial combat, there is a chance for your 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.
Accuracy  Damage Bonus 

0  112% 
1  112% 
2  117% 
3  120% 
Artillery Spotting
For more details, please see Artillery Spotting
Type  Modifier  Notes  

CutIn  2x Main Gun ArmourPiercing Shell 
1.5  
Main Gun Secondary Gun 
1.3  
Main Gun Secondary Gun 
1.2  
Main Gun Secondary Gun 
1.1  
Double Attack  1.2x2  
Normal Attack  1.0 
Carrier CutIn Attacks
For more details, please see Carrier CutIn Attacks.
Type  Modifier  Notes  

CutIn  Fighter Dive Bomber 
1.25  
2x Dive Bomber Torpedo Bomber 
1.2  
Dive Bomber Torpedo Bomber 
1.15  
Normal Attack  1.0 
ArmourPiercing Modifier
During day combat, certain enemy ships take extra damage from armourpiercing shells.
Type  Modifier 

Main Gun ArmourPiercing Shell 
1.08 
Main Gun ArmourPiercing Shell 
1.10 
Main Gun Secondary Gun 
1.15 
Main Gun Secondary Gun 
1.15 
 It is inadvisable to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses.
 The bonus applies when attacking battleships (including aviation), heavy cruisers (including aviation), carriers, and installations.
 It also applies to demon, princess, water demon and imp enemies that are classified as one of the above. This means that destroyer, light cruiser seaplane tender and airdefense bosses are exempt.
AntiInstallation Equipment Modifiers
Equipment Name  Supply Depot Princess  

Single  Multiple  
AntiAircraft Shells    
ArmourPiercing Shells    
WG42 (Wurfgerät 42)  1.25  1.625 
Shipborne Model Type 4 20cm Antiground Rocket Launcher  1.2  1.68 
Mortars  1.15  1.38 
Landing Crafts  1.7  
Toku Daihatsuclass Landing Craft  1.2  
Daihatsuclass Landing Craft (Type 89 Medium Tanks & Marines)  1.3  2.08 
Toku Daihatsu Landing Craft + 11th Tank Regiment    
M4A1 DD  1.2  
Landing Craft Upgrade Bonus^{[1]}  [math]1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{50}[/math]  
Type 2 KaMi Tank  1.7  2.55 
Tank Upgrade Bonus  [math]1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{30}[/math]  
Dive Bombers^{[2]}    
Seaplane Bombers 
  
Destroyers 
  
LandBased Air Squadron  2.1 
Important Notes
 Carrierbased dive bombers, seaplane bombers and landbased attack aircraft have further multiplicative and additive postcap bonuses versus certain installations during airstrikes.
 Artillery Imp  1.55x
 Isolated Island Demon  1.7x
 Supply Depot Princess  +100
 For the Toku Daihatsu, T98+Marines and 11th Tank Regiment, they get both the regular Daihatsu bonus and their own special bonus.
 T89+Marines gets double the bonus from upgrades. Unlike the normal upgrade multiplier, the bonus only takes into account the T89's upgrade value instead of the average upgrade value of all landing craft.
 The amount of multipliers available make even low firepower ships like destroyers viable antiinstallation ships.
Critical Strikes
For more details on how critical chance is calculated, please see Accuracy, Evasion and Criticals.
Normal Criticals
Attack Type  Modifier 

Normal  100% 
Critical  150% 
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
 For Carrier Attacks, they gain a [math]1.2[/math] critical bonus multiplier for a >> plane in the top slot and an additional [math]+0.1[/math] for every other >> 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_CutIn_Attacks, they gain a [math]1.106[/math] bonus when a >> plane is selected to participate in the attack and an additional [math]+0.15[/math] if one of the selected planes is in the top slot.
Ammunition Modifier
The damage of your fleet is reduced once their ammunition falls below 50%. This modifier cannot go above 1. The formula use to determine this is:
[math]\text{Ammo} = \dfrac{\text{Remaining Ammo %}}{50}[/math]
Remaining Ammo  Ammo Modifier  Notes 

>50%  100%  
40~49%  80%  4th Battle 
30~39%  60%  
20~29%  40%  5th Battle 
1019%  20%  
0%  0%  6th Battle 
 The battle number indicated in the notes assumes only normal surface engagements. Engaging in night battle 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.
 The low ammo penalty can be counteracted with the Maritime Resupply item. Please see the page for more details.
 The ammunition modifier affects aerial battle.
 Once you hit 0% ammo, all attacks become chip damage.
 Chip damage is unaffected by the ammunition modifier.
 Debuffs are affected by the ammunition modifier.
Miscellaneous Damage Modifiers
Chip Damage
In the event that a special attack is evaded, you are unable to penetrate the target's armour or your ammunition hits 0; attacks will deal chip damage instead. Chip damage is dealt as a percentage of remaining HP calculated using the following formula:
[math]\text{Chip} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 [/math]
 [math]\text{HP}_\text{current}[/math] is the current HP of the target.
 [math]\text{HP}_\text{rand}[/math] is a random HP number between 0 and [math]\text{HP}_\text{current}  1[/math]
Therefore the maximum possible chip 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 chip damage is generally between 614% of current HP.
 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 chip damage.
Debuffs
Debuffs are a special case that only apply during events. Certain event maps have debuff mechanics that require you to meet certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armour or a postcap damage modifier for your fleet.
Important Notes
 Debuffs are affected by the remaining ammo modifier.
Overkill Protection
When a ship in your 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 and red morale at the start of the battle.
 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]
 [math]\text{HP}_\text{current}[/math] is the current HP of your ship.
 [math]\text{HP}_\text{rand}[/math] is a random HP number between 0 and [math]\text{HP}_\text{current}  1[/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 5080% of your ship's current HP.
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 damage 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
 Overkill protection is most applicable to DDs.
 As a rule, ships with HP that is divisible by 4 have worse survivability.
Other Information
