Line 540: |
Line 540: |
| | | |
| <u>Condition</u>: If your pre-cap attack power exceeds: | | <u>Condition</u>: If your pre-cap attack power exceeds: |
− | * '''150''' for Day Battle | + | * '''150''' for Day Battle, |
− | * '''300''' for Night Battle | + | * '''300''' for Night Battle, ''or'' |
− | * '''100''' for Anti-sub attacks | + | * '''100''' for Anti-submarine attacks, |
− | The Attack Power Cap will be activated, nerfing the effectiveness of your pre-cap attack power. The calculation is:
| + | then the Attack Power Cap will kick-in, reducing attack power. The calculation is: |
| | | |
| <math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>, Where x represents the attack power cap. | | <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 basic 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''', while [[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. |
| | | |
| ===<u>Post-Cap Modifiers</u>=== | | ===<u>Post-Cap Modifiers</u>=== |