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{{CombatPortal}}
 
{{CombatPortal}}
The main goal of the game is to sunk Abyssals. Abyssals are sunk by doing '''Damage''' to them. This page lists all the applicable formulas and mechanics that affect the calculation of '''Damage'''.  The formulas presented on this page are still subject to change as more testing is done.
+
The main goal of the game is to sink Abyssals. Abyssals are sunk by doing '''Damage''' to them. This page lists all the applicable formulas and mechanics that affect the calculation of '''Damage'''.  The formulas presented on this page are still subject to change as more testing is done.
   −
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].'''
+
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].
    
* For example, <math>\lfloor 4.2 \rfloor = 4</math>.
 
* For example, <math>\lfloor 4.2 \rfloor = 4</math>.
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=Damage Formula=
 
=Damage Formula=
The '''Damage''' is the reduction of '''HP''' {{HP}} caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defence power of the target.
+
The '''Damage''' is the reduction of '''HP''' {{HP}} caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defense power of the target.
    
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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|}
 
|}
 
With:
 
With:
* <math>\text{Atk}_\text{post-cap}</math> the final attack power of the assailant after the cap and all the modifers have been applied,
+
* <math>\text{Atk}_\text{post-cap}</math> the final attack power of the assailant after the cap and all the modifiers have been applied,
 
* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target,
 
* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target,
 
* <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier.
 
* <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier.
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=Defense Power=
 
=Defense Power=
Defence power represent the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element.
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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.
    
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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=Attacks Power=
 
=Attacks Power=
   −
Attack power represent the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul:
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Attack power represents the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul:
 
#'''Basic
 
#'''Basic
#*Generally calculated from the relevent stats of the ship using different formula according to the type of attack and the phase of battle
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#*Generally calculated from the relevant stats of the ship using different formula according to the type of attack and the phase of battle
 
#'''Pre-cap
 
#'''Pre-cap
 
#*The basic attack go through different modifiers
 
#*The basic attack go through different modifiers
 
#'''Cap
 
#'''Cap
#* If the attack si superior to a cap it's reduced
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#* If the attack is superior to a cap it's reduced
 
#'''Post-cap
 
#'''Post-cap
 
#*These modifiers are more potent because they are not limited by the cap
 
#*These modifiers are more potent because they are not limited by the cap
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|}
 
|}
   −
With:
+
;With
 
* <math>\text{Atk}_\text{base}</math> is the basic attack power of the relevant attack.
 
* <math>\text{Atk}_\text{base}</math> is the basic attack power of the relevant attack.
 
* <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable.
 
* <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable.
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|valign="center"| <math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\text{Atk}_\text{pre-cap} - \text{Cap}} </math>
 
|valign="center"| <math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\text{Atk}_\text{pre-cap} - \text{Cap}} </math>
 
|}
 
|}
With:
+
;With
 
* <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase.
 
* <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase.
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==Basic Attack Power Formulas==
 
==Basic Attack Power Formulas==
The following section details the differents formulas to calculate <math>\text{Atk}_\text{base}</math>. As the formula depend of the type of attacksand the combat phase.
+
The following section details the different formulas to calculate <math>\text{Atk}_\text{base}</math>. As the formula depends on the type of attacks and the combat phase.
    
Below are the common variables used in all accuracy formulas:
 
Below are the common variables used in all accuracy formulas:
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===Airstrike===
 
===Airstrike===
   
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Airstrike Attack Formula
 
!Airstrike Attack Formula
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|}
 
|}
   −
with:
+
;With
 
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
 
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
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===Surface Shelling===
 
===Surface Shelling===
   
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Surface Attack Formula
 
!Surface Attack Formula
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|-
 
|-
 
|
 
|
This applies to most ship during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
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This applies to most ships during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
   −
'''Notes:'''
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;Notes
 
* The caliber of the gun does not affect damage.
 
* 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.
 
* 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.
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This applies to [[carrier]]s and {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
 
This applies to [[carrier]]s and {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
   −
'''Notes:'''
+
;Notes
* Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats towards shelling power
+
* Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
 
* 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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===Torpedo Attacks===
 
===Torpedo Attacks===
   
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Torpedo Attack Formula
 
!Torpedo Attack Formula
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;Notes
 
;Notes
* Submarines and Abyssal installations cannot be targeted by torpedoes.
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* Torpedoes cannot target submarines and Abyssal installations.
 
** If the only available targets are submarines, the attack will trigger but always miss.
 
** If the only available targets are submarines, the attack will trigger but always miss.
 
**If the only available targets are installations, the attack will not trigger.
 
**If the only available targets are installations, the attack will not trigger.
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===Surface Night Battle===
 
===Surface Night Battle===
   
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Night Attack Formula
 
!Night Attack Formula
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===Carrier Night Air Attacks===
 
===Carrier Night Air Attacks===
   
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Carrier Night Air Attack Formula
 
!Carrier Night Air Attack Formula
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|}
 
|}
   −
With:
+
;With
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 
|valign="center"|  <math>\text{Night Plane Bonus} = \mathrm{A} \times \text{Plane}_\text{Count} + \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{Plane}_\text{Count}} + \sqrt{\bigstar}</math>
 
|valign="center"|  <math>\text{Night Plane Bonus} = \mathrm{A} \times \text{Plane}_\text{Count} + \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{Plane}_\text{Count}} + \sqrt{\bigstar}</math>
 
|}
 
|}
      
* <math>\mathrm{A}</math> is:
 
* <math>\mathrm{A}</math> is:
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==Support Expedition Attack Power Formula==
 
==Support Expedition Attack Power Formula==
[[Support expedition]] attack formula are close but not the same as combat formula. They also are affected by less modifiers.
+
[[Support expedition]] attack formulas are close but not the same as combat formulas. They also are affected by fewer modifiers.
    
===Shelling Support===
 
===Shelling Support===
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|-
 
|-
 
|
 
|
;Note
+
;Notes
 
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
 
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
 
* <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes.
 
* <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes.
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===Long Range Torpedo Support===
 
===Long Range Torpedo Support===
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
!Long Range Torpedo Attack Formula
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! Long-Range Torpedo Attack Formula
 
|-
 
|-
 
|
 
|
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{{clear}}
 
{{clear}}
   −
The following tab resume when engament and formation are effective:
+
The following tab resume when engagement and formation are effective:
 
{|class="wikitable" style="text-align:center"
 
{|class="wikitable" style="text-align:center"
 
!rowspan=2|Modifier!!rowspan=2|LBAS!!rowspan=2|Airstrike!!colspan=3|Support!!colspan=2|Shelling!!rowspan=2|Torpedo!!rowspan=2|ASW!!rowspan=2|Night Battle
 
!rowspan=2|Modifier!!rowspan=2|LBAS!!rowspan=2|Airstrike!!colspan=3|Support!!colspan=2|Shelling!!rowspan=2|Torpedo!!rowspan=2|ASW!!rowspan=2|Night Battle
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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 the fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula used to determine this is:
    
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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|
 
|
 
;Friendly Fleet
 
;Friendly Fleet
A [[Friendly Fleet]] cannot kill the last ship of the opposing fleet it will dealt special scratch damage instead.
+
A [[Friendly Fleet]] cannot kill the last ship of the opposing fleet, dealing special scratch damage instead.
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 
|valign="center"|  <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5</math>
 
|valign="center"|  <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5</math>
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*Those bonuses are most of the time raw damage multipliers, and sometimes, accuracy bonuses.
 
*Those bonuses are most of the time raw damage multipliers, and sometimes, accuracy bonuses.
 
*Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected.
 
*Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected.
*Bonuses may be applicable to some part of a map only, such as specific phases of nodes.
+
*Bonuses may be applicable to some parts of a map only, such as specific phases of nodes.
    
This mechanic is here to encourage the use of "historically significant fleets and setups".
 
This mechanic is here to encourage the use of "historically significant fleets and setups".
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*** The most pronounced effects of overkill protection occur at low HP  
 
*** 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
 
*** 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 {{color|red|'''heavily damaged (大破)'''}} by a BB hime, while a 31 HP DD has just a 6.5% chance
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*** For example, a 32HP DD has a 15.5% chance of being {{color|red|'''heavily damaged (大破)'''}} 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
 
*** 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.
+
** 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
 
** This mechanism is most applicable to ships '''at full HP'''. Once a ship starts taking damage, the utility of overkill protection diminishes
* Generally ships with HP that is divisible by 4 have worse survivability.
+
* Generally ships with HP that are divisible by 4 have worse survivability.
   −
=Other Information=
+
=See Also=
 
{{Mechanics}}
 
{{Mechanics}}
[[Category:Game Mechanics]]
 
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