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Conditions for the attack power cap to activate: [Basic attack power x Pre-cap modifiers] exceeds '''150 for day''' battle, '''300 for night''' battle, and '''100 for anti-sub''' attacks.<br />This is the attack power cap, and it's represented below by <math>x</math>:
 
Conditions for the attack power cap to activate: [Basic attack power x Pre-cap modifiers] exceeds '''150 for day''' battle, '''300 for night''' battle, and '''100 for anti-sub''' attacks.<br />This is the attack power cap, and it's represented below by <math>x</math>:
   −
<math>Attack Power After Caps = x + \sqrt {Pre Cap Attack Power - x}</math>
+
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>
    
What we can draw from this is that during the day, firepower or torpedo stats above 150 have the possibility of breaking the cap immediately and thus becoming nerfed.  Best to use that extra red gun on Yamato or torp on Kitakami Kai 2 on something else.
 
What we can draw from this is that during the day, firepower or torpedo stats above 150 have the possibility of breaking the cap immediately and thus becoming nerfed.  Best to use that extra red gun on Yamato or torp on Kitakami Kai 2 on something else.
Anonymous user

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