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10 bytes removed ,  9 years ago
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<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>===
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