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* <math>\text{Mod}_\text{spotting}</math> is the bonus from [[Damage_Calculations#Artillery_Spotting|artillery spotting]].
* <math>\text{Mod}_\text{spotting}</math> is the bonus from [[Damage_Calculations#Artillery_Spotting|artillery spotting]].
* <math>\text{Mod}_\text{CVCI} </math> is the bonus from [[Damage_Calculations#Carrier_Cut-In_Attacks|carrier cut-ins]].
* <math>\text{Mod}_\text{CVCI} </math> is the bonus from [[Damage_Calculations#Carrier_Cut-In_Attacks|carrier cut-ins]].
−
* <math>\text{Mod}_\text{AP}</math> is the bonus from having [[Damage_Calculations#Armour-Piercing_Modifier|an AP shell equipped]], if applicable.
+
* <math>\text{Mod}_\text{AP}</math> is the bonus from having [[Damage_Calculations#Armor-Piercing_Modifier|an AP shell equipped]], if applicable.
* <math>\text{Mod}_\text{post}</math> is any remaining '''[[#Post-cap Corrections|post-cap modifiers]]''' that are applicable.
* <math>\text{Mod}_\text{post}</math> is any remaining '''[[#Post-cap Corrections|post-cap modifiers]]''' that are applicable.
* <math>\text{Crit}</math> is the '''[[#Critical Strikes|critical strike]]''' modifier.
* <math>\text{Crit}</math> is the '''[[#Critical Strikes|critical strike]]''' modifier.
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=Defense Power=
=Defense Power=
−
<math>\text{DEF} = \left( \text{Armour} \times 0.7 + \text{Armour}_\text{rand} \times 0.6 \right) - \text{Pen}</math>
+
<math>\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\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{Armor}</math> is the armor 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>
+
* <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{Armour}\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 armour penetration mechanic like [[Damage_Calculations#Debuffs|debuffs]] or the depth charge penetration for ASW.
+
* <math>\text{Pen}</math> is any applicable armor penetration mechanic like [[Damage_Calculations#Debuffs|debuffs]] or the depth charge penetration for ASW.
** {{Equipment/Link|Type 95 Depth Charge}}: <math>\text{Pen} = 1</math>
** {{Equipment/Link|Type 95 Depth Charge}}: <math>\text{Pen} = 1</math>
** {{Equipment/Link|Type 2 Depth Charge}}: <math>\text{Pen} = 2</math>
** {{Equipment/Link|Type 2 Depth Charge}}: <math>\text{Pen} = 2</math>
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** The formula is <math>\text{Pen}_\text{DC} = \sqrt{\text{ASW}_\text{equip}-2} + \text{Mod}_\text{ship}</math>
** 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.
+
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:'''
'''Note:'''
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** The exception to this rule is when a battle starts at night, or when in a combined fleet
** 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 Anti-Submarine Warfare]] (OASW).
* It is possible to perform opening ASW attacks when certain conditions are achieved. For more details, please see [[Opening Anti-Submarine Warfare]] (OASW).
−
** As performing an opening attack effectively doubles your damage output, reaching this OASW threshold is in general more important than tacking on additional synergy.
+
** As performing an opening attack effectively doubles the damage output, reaching this OASW threshold is in general more important than tacking on additional synergy.
===Surface Night Battle===
===Surface Night Battle===
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* If the carrier night attack is evaded, it deals [[Damage Calculations#Chip Damage|chip damage]] instead.
* If the carrier night attack is evaded, it deals [[Damage Calculations#Chip Damage|chip damage]] instead.
* Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
* Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
−
** You still need night fighters 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.
−
** Armoured carriers are only disabled at heavy damage.
+
** Armored carriers are only disabled at heavy damage.
** Carriers that can use the night battle shelling formula will use that instead if moderately damaged.
** 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 formula '''only takes into account the base stats of the carrier and night attack capable planes equipped'''.
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'''Important Notes'''
'''Important Notes'''
* Any excess firepower above this cap is square rooted. Please see the [[Damage Calculations#Damage Formula|damage formula]] for how it is applied.
* Any excess firepower above this cap is square rooted. Please see the [[Damage Calculations#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 your attack power.
+
* It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce the attack power.
==Pre-cap Modifiers==
==Pre-cap Modifiers==
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'''Notes'''
'''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.
+
* It is useful in some situations to not take the Saiun in order to get Crossing the T (Disadvantage). This is because it can also hamper the enemy from damaging the fleet.
====Formation====
====Formation====
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For more details please see [[Aerial Combat#Contact|Aerial Combat]].
For more details please see [[Aerial Combat#Contact|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.
+
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.
{|class="wikitable" style="margin:auto; text-align:center"
{|class="wikitable" style="margin:auto; text-align:center"
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|}
|}
−
* 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.
+
* 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 the better attack bonuses.
* The bonus applies when attacking battleships (including aviation), heavy cruisers (including aviation), carriers, and installations.
* 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 air-defense bosses are exempt.
** 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 air-defense bosses are exempt.
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=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 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>
<math>\text{Ammo} = \dfrac{\text{Remaining Ammo %}}{50}</math>
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* The low ammo penalty can be counteracted with the [[Maritime Resupply]] item. Please see the page for more details.
* 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.
* The ammunition modifier affects aerial battle.
−
* Once you hit 0% ammo, all attacks become [[Damage_Calculations#Chip_Damage|chip damage]].
+
* Once a ship hits 0% ammo, all attacks become [[Damage_Calculations#Chip_Damage|chip damage]].
* Chip damage is unaffected by the ammunition modifier.
* Chip damage is unaffected by the ammunition modifier.
* Debuffs are affected by the ammunition modifier.
* Debuffs are affected by the ammunition modifier.
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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 your fleet.
+
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.
'''Important Notes'''
'''Important Notes'''
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=Overkill Protection=
=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.
+
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 heavily damaged nor red morale at the start of the battle.
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<math>\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math>
<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{current}</math> is the current 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>
−
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 your ship's current HP'''.
+
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'''.
'''Important Information'''
'''Important Information'''