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Fixing hyperlinks and minor edits
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* [http://kancolle.wikia.com/wiki/Combat#Ship.27s_Health_Modifier Health Modifier]
 
* [http://kancolle.wikia.com/wiki/Combat#Ship.27s_Health_Modifier Health Modifier]
 
* [http://kancolle.wikia.com/wiki/Combat#Plane_Scaling Plane Scaling] (Opening air strike only)
 
* [http://kancolle.wikia.com/wiki/Combat#Plane_Scaling Plane Scaling] (Opening air strike only)
* [[Combat#Combat Equipment Setups|Night Special Attack Modifier]]
+
* [http://kancolle.wikia.com/wiki/Combat#Night_Special_Attack_Modifier_.28Cut-In_and_Double_Attack.29 Night Special Attack Modifier]
 
Effects from the modifiers are multiplied cumulatively.
 
Effects from the modifiers are multiplied cumulatively.
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|}
 
|}
   −
[[File:night_cut_in.png|thumb|An example of a cut-in]]
+
Applied on bombers during the opening air strike. These are the random numbers multiplied to the plane's bombing attack power.
   −
Applied on bombers during the opening air strike. These are the random numbers multiplied to the plane's bombing attack power.
         +
==== Night Special Attack Modifier ====
 +
[[File:night_cut_in.png|thumb|An example of a cut-in]]
 +
[http://kancolle.wikia.com/wiki/Combat#Night_Battle_Special_Attacks Certain Equipment setups] have a chance to trigger special attacks at night, giving boost to both attack power and accuracy. This stage is usually the most rewarding / dangerous because both sides have drastically increased attack power.
   −
==== Night Special Attack Modifier (Cut-In and Double Attack) ====
+
The ship must be able to participate in the night battle in order to trigger the special attacks.
[[Combat#Combat Equipment Setups|Certain Equipment setups]] have a chance to cause special attacks at night, causing 20-100% more damage. This stage is usually the most rewarding / dangerous because both sides have drastically increased attack power.
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* '''300 '''for Night Battle
 
* '''300 '''for Night Battle
 
* '''100 '''for Anti-sub attacks
 
* '''100 '''for Anti-sub attacks
The Attack Power Cap will be activated, the value of which is represented below as <math>x</math>
+
The Attack Power Cap will be activated, nerfing the effectiveness of your pre-cap attack power. The calculation is:
   −
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>
+
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>, Where x represents the attack power cap.
   −
Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap'''. [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the inclusion of torpedo to firepower for the attack power calculation.
+
Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the inclusion of torpedo to firepower for the basic attack power calculation.
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Currently, the post-cap modifiers are from:
 
Currently, the post-cap modifiers are from:
* [http://kancolle.wikia.com/wiki/Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29 Artillery Spotting] (aka. Day time special attacks)
+
* [http://kancolle.wikia.com/wiki/Combat#Artillery_Spotting Artillery Spotting] (aka. Day time special attacks)
 
* [http://kancolle.wikia.com/wiki/Combat#Critical_Modifier Critical Damage]
 
* [http://kancolle.wikia.com/wiki/Combat#Critical_Modifier Critical Damage]
 
* [http://kancolle.wikia.com/wiki/Combat#Contact Contact] (Opening air strike)
 
* [http://kancolle.wikia.com/wiki/Combat#Contact Contact] (Opening air strike)
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==== Artillery Spotting ====
 
==== Artillery Spotting ====
[http://kancolle.wikia.com/wiki/Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29 Certain equipment setups] provide a chance to trigger special attacks during day battle, causing 10%~50% more damage. The damage modifiers are applied after the cap. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting.
+
[http://kancolle.wikia.com/wiki/Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29 Certain equipment setups] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavy armor targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting.
          
====Critical Modifier====
 
====Critical Modifier====
 +
Most forms of attack (Torpedo, Shelling, Anti-Submarine, Preemptive Bombing) have a chance to crit the target. The damage modifier applies after the cap.
 
{| class="article-table" style="height: 100px; width: 200px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" style="height: 100px; width: 200px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
|-
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*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
 
*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
 
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
 
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
 +
 +
    
===<u>Remaining Ammo Modifier</u>===
 
===<u>Remaining Ammo Modifier</u>===
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! scope="col" style="text-align:center;" |[http://kancolle.wikia.com/wiki/Artillery_Spotting#The_Trigger_Chance_of_Artillery_Spotting:_.28Beta_ver..29 Trigger Chance]
 
! scope="col" style="text-align:center;" |[http://kancolle.wikia.com/wiki/Artillery_Spotting#The_Trigger_Chance_of_Artillery_Spotting:_.28Beta_ver..29 Trigger Chance]
 
|-
 
|-
| style="background-color: #59F;" |<font color=#FFF>'''Double Attack'''</font>
+
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
 
|Any auxiliary equipment
 
|Any auxiliary equipment
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|'''~50%'''
 
|'''~50%'''
 
|-
 
|-
| style="background-color: #59F;" |<font color=#FFF>'''Double Attack'''</font>
+
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
 
| {{Template:Radar}}
 
| {{Template:Radar}}
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|Additional ~20%
 
|Additional ~20%
 
|-
 
|-
| style="background-color: #7B5;" |<font color=#FFF>'''Mixed Attack (AP)'''</font>
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| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (AP)'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:RedAmmo}}
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:RedAmmo}}
 
| -
 
| -
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|'''~70%''' (Total)
 
|'''~70%''' (Total)
 
|-
 
|-
| style="background-color: #7B5;" |<font color=#FFF>'''Mixed Attack (Sec.Gun)'''</font>
+
| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (Sec.Gun)'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:YellowGun}}
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:YellowGun}}
 
| -
 
| -
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===Night Battle Special Attacks===
 
===Night Battle Special Attacks===
Night battle special attacks are less demanding, but more reliable and powerful than artillery spotting in the day.  
+
Night battle special attacks allow your ship to double attack (DA) and cut-in (CI) at night. These special attacks are less demanding on the conditions, but more reliable and powerful than artillery spotting in the day.  
    
'''Requirement'''
 
'''Requirement'''
* Non aircraft carriers (CV or CVL)
   
* Not in heavily damaged (大破) state
 
* Not in heavily damaged (大破) state
 
* Certain equipment setup (see below)
 
* Certain equipment setup (see below)
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* When your set up fulfills the prerequisite for multiple attack modes, the one closer to the bottom of the list will be considered.
 
* When your set up fulfills the prerequisite for multiple attack modes, the one closer to the bottom of the list will be considered.
 
* If two simultaneous / consecutive attacks are made, the total damage is displayed together but the Damage Cap (and Enemy Armor reduction) is applied separately to each attack.
 
* If two simultaneous / consecutive attacks are made, the total damage is displayed together but the Damage Cap (and Enemy Armor reduction) is applied separately to each attack.
 +
* When either DA or CI is not triggered by chance, the ship will just do a normal single attack.
     
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