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| * Hit rate has an effective '''minimum of 11%''' and a '''maximum of 97%'''. | | * Hit rate has an effective '''minimum of 11%''' and a '''maximum of 97%'''. |
| * Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate. | | * Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate. |
− | * The effect of sparkle is reduce the closer '''Hit rate''' is to the caps. | + | * The effect of sparkle is reduced the closer '''Hit rate''' is to the caps. |
| | | |
| ==Critical Hit Rate== | | ==Critical Hit Rate== |
− | '''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending of the attack type. | + | '''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type. |
| | | |
| {|class="wikitable mw-collapsible mw-collapsed" width="100%" | | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
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| |0 | | |0 |
| |- | | |- |
− | |Night Battle<ref>Carreir Night Air Attack (NB CVCI) use the night battle Mod.</ref> | + | |Night Battle<ref>Carrier Night Air Attacks (NB CVCI) use the night battle Mod.</ref> |
| |<math>1.5 + \text{Const}_\text{contact}</math> | | |<math>1.5 + \text{Const}_\text{contact}</math> |
| |- | | |- |
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| | | |
| ===Damage Animations=== | | ===Damage Animations=== |
− | When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damages): | + | When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damage): |
| * {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}} (no damage), | | * {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}} (no damage), |
| * {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}} (normal damage) | | * {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}} (normal damage) |
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| *This causes that displayed critical hits are rarely true critical hits, and misses are rarely true misses. | | *This causes that displayed critical hits are rarely true critical hits, and misses are rarely true misses. |
| | | |
− | The displayed damage status is as followed: | + | The displayed damage status is as follows: |
| {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center" | | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center" |
| !colspan=2|Display Behavior | | !colspan=2|Display Behavior |
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| |Combined Fleet Cruising Formation 4||1.1||1.2||?||1.1 | | |Combined Fleet Cruising Formation 4||1.1||1.2||?||1.1 |
| |} | | |} |
− | * <math>\text{Mod}_\text{vanguard}</math> an accuracy malus when the opposite fleet is in Vanguard formation. See ''[[#Vanguard Formation|below]]'' for more details. | + | * <math>\text{Mod}_\text{vanguard}</math> is an accuracy malus when the opposite fleet is in Vanguard formation. See ''[[#Vanguard Formation|below]]'' for more details. |
| ** It is still unknown if this affects night battles, airstrikes, ASW, or LBAS. | | ** It is still unknown if this affects night battles, airstrikes, ASW, or LBAS. |
| | | |
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| | | | | |
| {|class="wikitable" | | {|class="wikitable" |
− | ! CFT Main|| CTF Escort | + | ! CTF Main|| CTF Escort |
| |- | | |- |
| | 88|| 65 | | | 88|| 65 |
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| |} | | |} |
| |- | | |- |
− | | '''Combind Main'''|| 90|| 8 | + | | '''Combined Main'''|| 90|| 88 |
| |- | | |- |
| | '''Combined Escort'''|| 75|| 75 | | | '''Combined Escort'''|| 75|| 75 |
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| | '''Single Fleet'''|| 85||85 | | | '''Single Fleet'''|| 85||85 |
| |- | | |- |
− | | '''Combind Main'''|| ?|| ? | + | | '''Combined Main'''|| ?|| ? |
| |- | | |- |
| | '''Combined Escort'''|| ?|| ? | | | '''Combined Escort'''|| ?|| ? |
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| ;Notes | | ;Notes |
| * The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test, | | * The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test, |
− | * Using [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate fuel penalties, | + | * Using [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties, |
| * Because of the evasion cap, trying to increase evasion above 65 has negligible effects, | | * Because of the evasion cap, trying to increase evasion above 65 has negligible effects, |
− | * As most ships are capable of reaching 65 {{Evasion}}, trying to increase evasion using pre-cap means, has little to no effect, this includes: | + | * As most ships are capable of reaching 65 {{Evasion}}, trying to increase evasion using pre-cap means has little to no effect, this includes: |
| ** Increasing the {{Evasion}} (e.g. with boilers, even if improved), | | ** Increasing the {{Evasion}} (e.g. with boilers, even if improved), |
− | ** [[Modernization#Luck Modernization|Luckmoding]] {{Luck}}, | + | ** [[Modernization#Luck Modernization|Luckmodding]] {{Luck}}, |
− | ** Choosing a weaker formation with an evasion bonus (excepted for [[Vanguard]]). | + | ** Choosing a weaker formation with an evasion bonus (except for [[Vanguard]]). |
− | * Historical evasion exist but is not measured due to the limited-time nature of events. | + | * Historical evasion exists but is not measured due to the limited-time nature of events. |
| | | |
| ='''Special Cases'''= | | ='''Special Cases'''= |
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| | | |
| ==Arctic Map Bonuses== | | ==Arctic Map Bonuses== |
− | On all "arctic maps", namely all [[World 3]] maps, as well a some [[Event]] maps, the {{ArmorEquipment}} {{Equipment/Link|Arctic Camouflage (+ Arctic Equipment)}} gives: | + | On all "arctic maps", namely all [[World 3]] maps, as well as some [[Event]] maps, the {{ArmorEquipment}} {{Equipment/Link|Arctic Camouflage (+ Arctic Equipment)}} gives: |
| *3 Armor {{Armor}} (non-stacking), | | *3 Armor {{Armor}} (non-stacking), |
| *Some Evasion {{Evasion}}. | | *Some Evasion {{Evasion}}. |