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→Fleet Anti-air Defense: Shortened some of the text in the math tag so it didn't run off the page. "Planes Shot Down" shortened to "Shot Down" (context should be clear from preceding sentence), and "Fleet Anti-air Bonus" shortened to "Fleet ...
<center><math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number fighters in slot}} \times \text {Plane anti-air bonus} \text{)}</math><ref name="FPEx">Example on how to calculate a ship's fighter power using the formula.
<center><math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number fighters in slot}} \times \text {Plane anti-air bonus} \text{)}</math><ref name="FPEx">Example on how to calculate a ship's fighter power using the formula.
Akagi Kai's fighter power (with Reppus in slot 1 and 2, Reppu Kai in slot 3, M62 in slot 4)
Akagi Kai's fighter power (with Reppus in slot 1 and 2, Reppu Kai in slot 3, M62 in slot 4)
The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:
The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:
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{| class="article-table" style="width:710px;" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="width:190px; text-align:center;" |Fighter Power
! scope="col" style="width:190px; text-align:center;" |Fighter Power
*If enemy fleet launches no fighters, while the allied fleet launches any planes, the result defaults to Air Supremacy. If both sides launch no planes, then the rest of the battle is treated the same as if Air Parity was achieved.
*If enemy fleet launches no fighters, while the allied fleet launches any planes, the result defaults to Air Supremacy. If both sides launch no planes, then the rest of the battle is treated the same as if Air Parity was achieved.
====Enemy Ship Fighter Power====
====Enemy Ship Fighter Power====
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{| class="article-table" style="width:700px;" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center; width:280px;" |Enemy Ship Type
! scope="col" style="text-align:center; width:280px;" |Enemy Ship Type
<center>
<center>
<math>\text{Planes Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air Bonus} \times \text{Formation Modifier))} \times 0.2125\text{)}</math> <math>\text{Fleet Anti-air Bonus} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)}</math>
<math>\text{Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air} \times \text{Formation Modifier))} \times 0.2125\text{)}</math> <math>\text{Fleet Anti-air} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)}</math>
</center>
</center>
"Fleet Anti-Air Bonus" is the sum of every equipment slot of every ship in the fleet (including the defending ship).
The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).
====Formation Modifiers====
====Formation Modifiers====
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{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center;" |Formation
! scope="col" style="text-align:center;" |Formation
|}
|}
====Equipment Modifiers====
====Equipment Modifiers====
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{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
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! scope="col" |Equipment Type
! scope="col" |Equipment Type
==Damage Calculation==
==Damage Calculation==
<span style="font-size:17px;font-weight:bold;">Main Formula</span>
<span style="font-size:17px;font-weight:bold;">Main Formula</span>
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! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
<span style="font-size:15px;font-weight:bold;">Basic Attack Power</span>
<span style="font-size:15px;font-weight:bold;">Basic Attack Power</span>
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{| class="article-table article-table-selected" style="width:1000px;" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center; width:210px;" |Type
! scope="col" style="text-align:center; width:210px;" |Type
====Attack Type Modifier (Plane Scaling)====
====Attack Type Modifier (Plane Scaling)====
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! scope="col" style="width:250px; text-align:center;" |Type
! scope="col" style="width:250px; text-align:center;" |Type
===Formation Modifier (Pre-Cap Modifier)===
===Formation Modifier (Pre-Cap Modifier)===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 860px;"
{| class="article-table" style="width: 860px;" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center; width:240px;" |Formation
! scope="col" style="text-align:center; width:240px;" |Formation
===Engagement Form Modifier (Pre-Cap Modifier)===
===Engagement Form Modifier (Pre-Cap Modifier)===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 400px;"
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center; width:200px;" |Form
! scope="col" style="text-align:center; width:200px;" |Form
The course of the player's fleet and the enemy fleet are the same.
The course of the player's fleet and the enemy fleet are the same.
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 300px;"
{| class="article-table" style="width: 300px;" border="0" cellpadding="1" cellspacing="1"
|Fleet A
|Fleet A
|→
|→
The course of the player's fleet and the enemy fleet are opposite each other.
The course of the player's fleet and the enemy fleet are opposite each other.
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 300px;"
{| class="article-table" style="width: 300px;" border="0" cellpadding="1" cellspacing="1"
| style="text-align:center;" |Fleet A
| style="text-align:center;" |Fleet A
| style="text-align:center;" |→
| style="text-align:center;" |→
(Historically, the point of this was for the「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)
(Historically, the point of this was for the「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 300px;"
{| class="article-table article-table-selected" style="width: 300px;" border="0" cellpadding="1" cellspacing="1"
| style="text-align:center;" |→
| style="text-align:center;" |→
| style="text-align:center;" |→
| style="text-align:center;" |→
<span style="font-size:15px;font-weight:bold;">Night Battle Attack Types</span>
<span style="font-size:15px;font-weight:bold;">Night Battle Attack Types</span>
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! scope="col" style="text-align:center;" |Type
! scope="col" style="text-align:center;" |Type
====Night Battle Special Attack Modifier (Pre-Cap Modifier)====
====Night Battle Special Attack Modifier (Pre-Cap Modifier)====
=====<span style="font-size:12px;font-weight:bold;">Cut-in Attack</span>=====
=====<span style="font-size:12px;font-weight:bold;">Cut-in Attack</span>=====
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{| class="article-table" style="height: 100px; width: 500px;" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center;" |Equipped Weapons
! scope="col" style="text-align:center;" |Equipped Weapons
'''Cut-in chance:''' (0.85 * Luck + Placement Modifier + Health Modifier + Searchlight Modifier) [%]
'''Cut-in chance:''' (0.85 * Luck + Placement Modifier + Health Modifier + Searchlight Modifier) [%]
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{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center;" |Modifier
! scope="col" style="text-align:center;" |Modifier
===Ship's Health Modifier (Pre-Cap Modifier)===
===Ship's Health Modifier (Pre-Cap Modifier)===
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! scope="col" style="text-align:center;" |Damage
! scope="col" style="text-align:center;" |Damage
===Critical Modifier (Post-Cap Modifier)===
===Critical Modifier (Post-Cap Modifier)===
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! scope="col" style="text-align:center;" |Attack Type
! scope="col" style="text-align:center;" |Attack Type
**It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all elegible equipped planes.
**It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all elegible equipped planes.
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
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{| class="article-table" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center;" |Type
! scope="col" style="text-align:center;" |Type
'''Damage Modifiers'''
'''Damage Modifiers'''
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
{| border="0" cellpadding="1" cellspacing="1" class="article-table"
{| class="article-table" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center;" |Accuracy<br />Bonus
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
===Remaining Ammo Modifier===
===Remaining Ammo Modifier===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 320px;"
{| class="article-table" style="height: 100px; width: 320px;" border="0" cellpadding="1" cellspacing="1"
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|-
! scope="col" style="text-align:center;" |Remaining Ammunition
! scope="col" style="text-align:center;" |Remaining Ammunition