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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=