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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 | + | |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, |
| + | **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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| !colspan=2|Attack Step Formulas | | !colspan=2|Attack Step Formulas |
| |- | | |- |
− | !width=20px|<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Pre-cap</div> | + | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div> |
| | | | | |
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| * <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. |
| |- | | |- |
− | !<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Cap</div> | + | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Cap</div> |
| | | | | |
| The attack is then capped as follows: | | The attack is then capped as follows: |
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| <references/> | | <references/> |
| |- | | |- |
− | !<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Post-cap</div> | + | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Post-cap</div> |
| | | | | |
| Capped attack is then modified by post-cap modifiers: | | Capped attack is then modified by post-cap modifiers: |
| {|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{Atk}_\text{post-cap} = \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times_\downarrow \text{Crit}</math> | + | |valign="center"| <math>\text{Atk}_\text{post-cap} = \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times \text{Mod}_\text{balloon S} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times \text{Mod}_\text{balloon N} \times_\downarrow \text{Crit}</math> |
| |} | | |} |
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| * <math>\text{Mod}_\text{AP}</math> the bonus from [[#Armor-Piercing_Modifier|AP shells]], | | * <math>\text{Mod}_\text{AP}</math> the bonus from [[#Armor-Piercing_Modifier|AP shells]], |
| ** The value is rounded down after applying <math>\text{Mod}_\text{AP}</math> only if the target is able to take extra damage from AP shells, even if <math>\text{Mod}_\text{AP}</math> is '''1''' due to the attacker not having AP shells. | | ** The value is rounded down after applying <math>\text{Mod}_\text{AP}</math> only if the target is able to take extra damage from AP shells, even if <math>\text{Mod}_\text{AP}</math> is '''1''' due to the attacker not having AP shells. |
| + | *<math>\text{Mod}_\text{balloon}</math> the bonus from [[#Barrage Balloon Modifier|barrage balloons]]. The position of the modifier in the formula depend of the type of attack: |
| + | **<math>\text{Mod}_\text{balloon S}</math> is the position for artillery spotting, CVCI and special attacks, |
| + | **<math>\text{Mod}_\text{balloon N}</math> is the position for normal attacks. |
| * <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable, | | * <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable, |
| * <math>\text{Crit}</math> the '''[[#Criticals|critical]]''' modifier, | | * <math>\text{Crit}</math> the '''[[#Criticals|critical]]''' modifier, |
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| | Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} | | | Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} |
| |- | | |- |
− | |rowspan="2"|Escort Fleet Shelling | + | |rowspan=2|Escort Fleet Shelling |
| | Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} | | | Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} |
| |- | | |- |
| | Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} | | | Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} |
| |- | | |- |
− | |rowspan="2"|Torpedo | + | |rowspan=2|Torpedo |
| |Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} | | |Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} |
| |- | | |- |
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| |Notes=The caliber of the gun does not affect damage. | | |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. | | * 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. |
− | This applies to most ships during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]]. | + | This applies to most ships during the [[Shelling]] phase (unless it is an ASW attack). |
| }} | | }} |
| | | |
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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 |
| + | * <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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| * Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage. | | * 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. | | * Planes are '''not shot down''' when a carrier participates in shelling. |
− | 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 during the [[Shelling]] phase (unless it is an ASW attack). |
| + | *This also applies {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} if they carry at least 1 bomber {{AnyBomber}}. |
| + | *This does not apply to other ship types, such as the {{Class|Ise|Kai Ni}}, and [[Kumano Maru Kai]]. |
| }} | | }} |
| | | |
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| |- | | |- |
| | Echelon | | | Echelon |
− | |{{color|red|0.75}}||{{color|red|0.6}}||{{color|red|1.1}}||1.0 | + | |{{color|red|0.75}}||{{color|red|0.6}}||{{color|green|1.1}}||1.0 |
| |- | | |- |
| | Line Abreast | | | Line Abreast |
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| !Attack Type | | !Attack Type |
| !Prerequisites | | !Prerequisites |
− | !Accuracy<br>Modifier | + | !Damage<br>Modifier |
| |- | | |- |
| !style="background-color:#ff7f50; color:black"|Gun Cut-in | | !style="background-color:#ff7f50; color:black"|Gun Cut-in |
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| |} | | |} |
| |} | | |} |
− |
| |
| | | |
| ===ASW Synergy=== | | ===ASW Synergy=== |
| {{Equipment/ASW_Synergy|expand=true}} | | {{Equipment/ASW_Synergy|expand=true}} |
| + | |
| + | |
| + | ===Special Attack Bonus=== |
| + | {{details|Special Attacks}} |
| + | 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}} |
| | | |
− | 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. | + | 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}} |
− | | + | 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. |
| | | |
− | ===[[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 the fleet. | + | Debuffs are a special case that only applies during [[events]]. |
| | | |
− | '''Notes:''' | + | 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. | + | *See ''[[Debuffs|here]]'' for more details on past event debuffs. |
| + | Debuffs can be either: |
| + | *A reduction to the enemy's [[#Defense Power|armor]] {{Armor}}, |
| + | *A post-cap damage modifier for the attacking fleet (probably cases of miss interpretation of armor reductions). |
| | | |
| =Overkill Protection= | | =Overkill Protection= |