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Overhaul Part 1: All mentions of the word "damage" have been checked and replaced with "power" where appropriate
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==Formation Selection==
 
==Formation Selection==
With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage and hit rate.
+
With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship firepower and hit rate.
 
*Combined fleet uses a different set of formations unless it is a night battle only node. Click [[Combined Fleet#Fleet Formations|here]] for details.
 
*Combined fleet uses a different set of formations unless it is a night battle only node. Click [[Combined Fleet#Fleet Formations|here]] for details.
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! scope="col" style="text-align:center; width:310px;" |Formation
 
! scope="col" style="text-align:center; width:310px;" |Formation
 
! scope="col" style="text-align:center; width:69px;" |Formation Icon
 
! scope="col" style="text-align:center; width:69px;" |Formation Icon
! scope="col" style="text-align:center; width:64px;" |Surface Damage Modifier
+
! scope="col" style="text-align:center; width:64px;" |Surface Firepower Modifier
! scope="col" style="text-align:center; width:64px;" |Anti-sub Damage Modifier
+
! scope="col" style="text-align:center; width:64px;" |Anti-sub Power Modifier
 
! scope="col" style="text-align:center; width:64px;" |Anti-air Modifier
 
! scope="col" style="text-align:center; width:64px;" |Anti-air Modifier
 
! scope="col" style="text-align:center; width:68px;" |Day Shelling Hit Rate
 
! scope="col" style="text-align:center; width:68px;" |Day Shelling Hit Rate
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| style="text-align:center;" |Medium
 
| style="text-align:center;" |Medium
 
|}
 
|}
*The surface damage modifier applies to both shelling and torpedo attacks, but does not affect Aerial Combat or Anti-Submarine attacks.
+
*The surface firepower modifier applies to both shelling and torpedo attacks, but does not affect Aerial Combat or Anti-Submarine attacks.
 
*Diamond Formation is only selectable as a formation with 5+ ships.
 
*Diamond Formation is only selectable as a formation with 5+ ships.
 
*'''Flagship protection''' is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack instead.
 
*'''Flagship protection''' is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack instead.
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|-
 
|-
 
! scope="col" style="text-align:center; width:200px;" |Form
 
! scope="col" style="text-align:center; width:200px;" |Form
! scope="col" style="text-align:center; width:100px;" |Damage Modifier
+
! scope="col" style="text-align:center; width:100px;" |Firepower Modifier
 
! scope="col" style="text-align:center; width:100px;" |Chance
 
! scope="col" style="text-align:center; width:100px;" |Chance
 
! scope="col" style="text-align:center; width:100px;" |Chance with [[Saiun]]
 
! scope="col" style="text-align:center; width:100px;" |Chance with [[Saiun]]
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Closing torpedo salvo can be launched even if no torpedoes are equipped.<br>
 
Closing torpedo salvo can be launched even if no torpedoes are equipped.<br>
 
Ships that are either installation (example: [[Airfield Princess]]) or submerged (example: submarines) will not be the target of these attacks.<br>
 
Ships that are either installation (example: [[Airfield Princess]]) or submerged (example: submarines) will not be the target of these attacks.<br>
If enemy has only submarines in moderate damage or worse, the phase still occur, but no torpedoes will launch.
+
If enemy has only submarines which have been moderately damaged or worse, the phase still occurs, but no torpedoes will be launched.
 
*Chitose and Chiyoda cannot participate in this phase if they're not remodeled.
 
*Chitose and Chiyoda cannot participate in this phase if they're not remodeled.
 
*If a ship has innate torpedo value of 0, it cannot participate in this phase even if it otherwise would be able to. In this case, increasing its innate value either by Leveling Up and/or modernization will enable it to participate.
 
*If a ship has innate torpedo value of 0, it cannot participate in this phase even if it otherwise would be able to. In this case, increasing its innate value either by Leveling Up and/or modernization will enable it to participate.
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==Night Combat==
 
==Night Combat==
*Night battle damage depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
+
*Night battle power depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
*Any vessel at night must not be heavily damaged (red) before attacking in order to participate in night battle.
+
*Any vessel at night must not be heavily damaged (red) in order to attack in night battle.
 
*Certain combination of weapon equipment ([[List of Main Guns by stats|Main Guns]], [[List of Secondary Guns by stats|Secondary Guns]], [[List of Torpedoes by stats|Torpedoes]]) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
 
*Certain combination of weapon equipment ([[List of Main Guns by stats|Main Guns]], [[List of Secondary Guns by stats|Secondary Guns]], [[List of Torpedoes by stats|Torpedoes]]) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
 
:*Auxiliary equipment (e.g [[List of Radars by stats|RADAR]], [[List of Anti-Submarine Equipment by stats|SONAR]], [[List of Anti-Submarine Equipment by stats|Depth Charges]], Searchlights, Turbines, Special ammunition, [[List of Anti-Air Guns by stats|Pure AA Equipment]], Torpedo Bulges, and [[Type A Ko-hyoteki|Midget-subs]]) will not affect the combination.
 
:*Auxiliary equipment (e.g [[List of Radars by stats|RADAR]], [[List of Anti-Submarine Equipment by stats|SONAR]], [[List of Anti-Submarine Equipment by stats|Depth Charges]], Searchlights, Turbines, Special ammunition, [[List of Anti-Air Guns by stats|Pure AA Equipment]], Torpedo Bulges, and [[Type A Ko-hyoteki|Midget-subs]]) will not affect the combination.
 
*If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as [[Star Shell]]s and [[Searchlight]]. [[Type 98 Recon Seaplane (Night Scout)]] is also an option.
 
*If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as [[Star Shell]]s and [[Searchlight]]. [[Type 98 Recon Seaplane (Night Scout)]] is also an option.
 
*Damage against submarines is greatly reduced during regular Night Battles (to scratch damage).
 
*Damage against submarines is greatly reduced during regular Night Battles (to scratch damage).
*Formation damage modifiers do not apply in Night Battle (always 100% for regular shelling).
+
*Formation power modifiers do not apply in Night Battle (always 100% for regular shelling).
:*Nodes begin with Night Battle and in [[Combined Fleet]] Night Battle, Formation anti-sub damage modifiers apply.
+
:*For nodes which initially begin at night, or in [[Combined Fleet]] situations, Formation anti-sub power modifiers apply, and subs may be damaged as though it was day.
::*The Engagement Form is not explicitly shown in Night Battle nodes, but the modifier will apply.
+
::*Engagement Forms are not explicitly shown in Night Battle nodes, but the modifier will apply.
*The animation for ships equipped with 2 different torpedoes may be different but the damage output is still the same.
+
*The animation for ships equipped with 2 different torpedoes may be different but the power output is still the same.
:*A [[Prototype FaT Type 95 Oxygen Torpedo Kai]] + [[61cm Quint (Oxygen) Torpedo Mount]] will show a cut-in animation of FaT+Quint+Quint and if equipped the other way around, the cut-in animation will show Quint+FaT+FaT. However, both animation produces the same damage output.
+
:*E.g. A [[Prototype FaT Type 95 Oxygen Torpedo Kai]] + [[61cm Quint (Oxygen) Torpedo Mount]] will show a cut-in animation of FaT+Quint+Quint and if equipped the other way around, Quint+FaT+FaT, both animations produce the same power output.
    
==Damage Calculations==
 
==Damage Calculations==
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|√(Base Ship ASW) × 2 + Equipment ASW × 1.5 + Effective Bonus (ASW) + Ship Class Constant
 
|√(Base Ship ASW) × 2 + Equipment ASW × 1.5 + Effective Bonus (ASW) + Ship Class Constant
 
|Ship Class Constant: 13 for DD/CL/CLT, 8 for CAV/BBV/AV/CVL/LHA
 
|Ship Class Constant: 13 for DD/CL/CLT, 8 for CAV/BBV/AV/CVL/LHA
*ASW stat for recon planes and radars are not counted at all for ASW damage.
+
*ASW stat for recon planes and radars are not counted at all for ASW firepower.
 
*Even if sonars, depth charges, and other equipments with +ASW values are equipped, if the ship's innate ASW is 0 and no seaplane bomber, [[Ka-type Observation Autogyro|autogyro]], or [[Type 3 Spotter/Liaison (ASW)|ASW liaison]] equipped, the ship will not carry out ASW. (Example: Ooyodo, Chitose, Chiyoda, BBVs)
 
*Even if sonars, depth charges, and other equipments with +ASW values are equipped, if the ship's innate ASW is 0 and no seaplane bomber, [[Ka-type Observation Autogyro|autogyro]], or [[Type 3 Spotter/Liaison (ASW)|ASW liaison]] equipped, the ship will not carry out ASW. (Example: Ooyodo, Chitose, Chiyoda, BBVs)
 
|-
 
|-
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|Firepower + Torpedo + Effective Bonus (Firepower) + Effective Bonus (Torpedo)
 
|Firepower + Torpedo + Effective Bonus (Firepower) + Effective Bonus (Torpedo)
 
|This is the formula for all ships participating in night combat (including [[Standard Carrier Wo-Class#Flagship|Standard Carrier Wo-Class Flagship]] and [[Light Carrier Nu-Class#Flagship|Light Carrier Nu-Class Flagship]]).
 
|This is the formula for all ships participating in night combat (including [[Standard Carrier Wo-Class#Flagship|Standard Carrier Wo-Class Flagship]] and [[Light Carrier Nu-Class#Flagship|Light Carrier Nu-Class Flagship]]).
*Formation Damage Modifier and Engagement Form Modifier does not apply (exception: ASW damage in a Night Battle Only node applies both).
+
*Formation power Modifier and Engagement Form Modifier does not apply, with the exception of ASW power in a Night Battle only node.
 
|-
 
|-
 
|VS Regular Installation
 
|VS Regular Installation
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===<u>Pre-Cap Modifiers</u>===
 
===<u>Pre-Cap Modifiers</u>===
 
These are the factors directly applied to your ship's attack power.
 
These are the factors directly applied to your ship's attack power.
* [[#Formation Selection|Formation Modifier]] (see "Damage modifier")
+
* [[#Formation Selection|Formation Modifier]] (see "Firepower modifier")
 
* [[#Engagement Form Modifier|Engagement Modifier]]
 
* [[#Engagement Form Modifier|Engagement Modifier]]
 
* [[#Ship.27s Health Modifier|Health Modifier]]
 
* [[#Ship.27s Health Modifier|Health Modifier]]
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! scope="col" style="text-align:center;" |Damage
+
! scope="col" style="text-align:center;" |Attack Power
 
! scope="col" style="text-align:center;" |Modifier
 
! scope="col" style="text-align:center;" |Modifier
 
|-
 
|-
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|style="text-align:center;"|Special Attack <br/>(Double Attack and Cut-In Attack)
 
|style="text-align:center;"|Special Attack <br/>(Double Attack and Cut-In Attack)
 
|style="text-align:center;"|120% for Double Attack. <br/>Varies for Cut-In Attack depending on type. <br/>See [[#Night Battle Special Attacks|here]] for details.
 
|style="text-align:center;"|120% for Double Attack. <br/>Varies for Cut-In Attack depending on type. <br/>See [[#Night Battle Special Attacks|here]] for details.
|style="text-align:center;"|Any misses on Cut-In Attack and Double Attack becomes scratch damage instead.<br>Damage cap applied to each attack separately for Double Attack and Cut-In Attacks that calculates damage twice (such as Torpedo Cut-In).
+
|style="text-align:center;"|Any misses on Cut-In Attack and Double Attack becomes scratch damage instead.<br> Firepower cap applied to each attack separately for Double Attack and Cut-In Attacks that calculates power twice (such as Torpedo Cut-In).
 
|-
 
|-
 
|style="text-align:center;"|Normal
 
|style="text-align:center;"|Normal
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<u>Condition</u>: If your Attack Power Before Cap exceeds:
 
<u>Condition</u>: If your Attack Power Before Cap exceeds:
* '''150''' for Day Battle,  
+
* '''180''' for Day Battle,  
 
* '''300''' for Night Battle, ''or''
 
* '''300''' for Night Battle, ''or''
 
* '''100''' for Anti-submarine attacks,
 
* '''100''' for Anti-submarine attacks,
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Daytime Attack Cap (150) often makes it important to utilize [[#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power.
 
Daytime Attack Cap (150) often makes it important to utilize [[#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power.
   −
===<u>Critical Modifier</u>===
+
===<u>Post-Cap Modifiers</u>===
All attacks have a chance to be a critical hit (although bombing during aerial battle has significantly lower chance to do so). The damage modifier applies after the cap.
+
In firepower calculations, Post-cap modifiers apply''''' after the cap''''', but '''''before enemy armor reduction'''''. They are therefore effective ways to boost your damage output, especially against heavily armored enemies who may have significantly more than 180 armor.
 +
 
 +
Currently, the post-cap modifiers are from:
 +
* [[Combat#Critical Modifier|Critical Hits]]
 +
* [[Combat#Contact|Contact]] (Opening air strike)
 +
* [[Combat#Artillery_Spotting|Artillery Spotting]] (a.k.a. Day time special attacks)
 +
* [[Combat#AP Shell|AP Shell]]
 +
 
 +
===Critical Modifier===
 +
All attacks have a chance to be a critical hit (although bombing during aerial battle has significantly lower chance to do so), thus gaining a power boost of 50%.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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* If an attack is determined to be a critical hit, the attack cannot be evaded (the evasion check happens after the critical hit check).
 
* If an attack is determined to be a critical hit, the attack cannot be evaded (the evasion check happens after the critical hit check).
 
* A rounding-off takes place after Critical Modifier is calculated, prior to calculating the other Post-Cap Modifiers shown below.
 
* A rounding-off takes place after Critical Modifier is calculated, prior to calculating the other Post-Cap Modifiers shown below.
  −
===<u>Post-Cap Modifiers</u>===
  −
In damage calculation, Post-cap modifiers apply''''' after the cap''''', but '''''before enemy armor reduction'''''. Thus they are very effective approach to boost your damage output (esp. against heavy armor enemies).
  −
  −
Currently, the post-cap modifiers are from:
  −
* [[Combat#Contact|Contact]] (Opening air strike)
  −
* [[Combat#Artillery_Spotting|Artillery Spotting]] (a.k.a. Day time special attacks)
  −
* [[Combat#AP Shell|AP Shell]]
      
====Contact====
 
====Contact====
*Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
+
*Contact takes place during the Aerial Combat phase. It increases bombing power for all allied bombers.
 
*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
 
*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
 
*Trigger conditions:
 
*Trigger conditions:
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| style="text-align:center;" |~50%
 
| style="text-align:center;" |~50%
 
|}
 
|}
=====Contact Damage Modifier=====
+
=====Contact Power Modifier=====
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
+
*The power increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
 
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
! scope="col" style="text-align:center;" |Damage<br />Modifier
+
! scope="col" style="text-align:center;" |Power<br />Modifier
 
|-
 
|-
 
| style="text-align:center;" | +0
 
| style="text-align:center;" | +0
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|}
 
|}
   −
=====Notes=====
  −
*{{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.
      
====Artillery Spotting====
 
====Artillery Spotting====
[[Artillery Spotting#Equipment Setups|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 heavily armored targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting; it does not benefit certain ships (such as [[Tenryuu]]) due to their carry capacity of 0, and it will not trigger if all the seaplanes are shot down (more commonly seen when seaplane bombers are used in cases of CAV/BBV).
+
[[Artillery Spotting#Equipment Setups|Certain equipment setups]] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. All ships require at least 1 seaplane that is not a seaplane fighter to perform Artillery Spotting.  Ships that have carry capacities of 0 (e.g. [[Yuubari]] and [[Tenryuu]]) cannot perform these attacks, artillery spotted attacks are also impossible if all seaplanes on a ship have been shot down (Most often seen when seaplane bombers are used in small slots on CA's or CAVs).
    
====AP Shell====
 
====AP Shell====
When either [[Type 91 AP Shell]] or [[Type 1 AP Shell]] is equipped alongside a large caliber gun, damage against certain ship classes are increase. The effect works also for enemies in [[Exercises (PvP)]].<br/>
+
When either a [[Type 91 AP Shell]] or a [[Type 1 AP Shell]] is equipped alongside a large caliber gun, power against certain ship classes are increased. The effect works also for enemies in [[Exercises (PvP)]].<br/>
Eligible targets in which this bonus applies are BB, FBB, BBV, CA, CV, Demon (''Oni''), Princess (''Hime''), Fortress. Demon (''Oni'') and Princess (''Hime'') include the subtypes of [[Southern War Demon|War Demon]] (''War Oni'') and  [[Southern War Princess|War Princess]] (''War Hime'') as well as Installation-type enemies, but may exclude [[Destroyer Princess]] and [[Light Cruiser Demon]].
+
 
Unknown whether the bonus applies to armored carrier ([[Taihou]]) or CAV.
+
Eligible targets to whom this bonus applies are:
 +
* (F)BB(V)s
 +
* CA(V)s
 +
* CV(B)s
 +
* All land installations
 +
* All Bosses who are one of the above (鬼、姫、水鬼…) <ref>For example, there is no bonus against Destroyer Princess, or Air Defense Princess, as they are classified as Destroyers</ref>
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! colspan="3" scope="col" style="text-align:center;" |Equip Combination
 
! colspan="3" scope="col" style="text-align:center;" |Equip Combination
! scope="col" style="text-align:center;" |Modifier
+
! scope="col" style="text-align:center;" |Power Modifier
 
! scope="col" style="text-align:center;" |Notes
 
! scope="col" style="text-align:center;" |Notes
 
|-
 
|-
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::*At 1 HP, any further hits will become misses.
 
::*At 1 HP, any further hits will become misses.
 
*For flagships, as well as ships with 20 morale or more (''i.e.'' not red face):
 
*For flagships, as well as ships with 20 morale or more (''i.e.'' not red face):
:*If the incoming damage is greater than or equal to current HP, it is instead reduced to 50%-79% of current HP, rounded down.
+
:*If the incoming damage is greater than or equal to current HP, it is instead reduced to 50%-79% of current HP (see formula for exact mechanics of how this is calculated), rounded down.
 
::*For attacks with multiple hits (such as night battle torpedo cut-in attacks), each hit is calculated separately (and reduced if appropriate).
 
::*For attacks with multiple hits (such as night battle torpedo cut-in attacks), each hit is calculated separately (and reduced if appropriate).
   Line 729: Line 734:  
! scope="col" style="text-align:center;" |Prerequisite
 
! scope="col" style="text-align:center;" |Prerequisite
 
! scope="col" style="text-align:center;" |Notes on the Remaining Slots
 
! scope="col" style="text-align:center;" |Notes on the Remaining Slots
! scope="col" style="text-align:center;" |Damage Modifier
+
! scope="col" style="text-align:center;" |Power Modifier
 
! scope="col" style="text-align:center;" |Trigger Chance
 
! scope="col" style="text-align:center;" |Trigger Chance
 
|-
 
|-
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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 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 attacks are made, the total damage is displayed together but the power 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.
 
* When either DA or CI is not triggered by chance, the ship will just do a normal single attack.
    
====Night Double Attack Chance====
 
====Night Double Attack Chance====
Has a very high (~99%) and relatively consistent activation chance. <s>Activation rate decreases with damage states</s> (source required), but is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.
+
Has a very high (~99%) and relatively consistent activation chance, and is not dependent on luck. This typically results in more consistent and higher average damage output than cut-in setups for ships with normal luck values.
    
====Night Cut-in chance====
 
====Night Cut-in chance====
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| style="text-align:right;" | -10
 
| style="text-align:right;" | -10
 
|}
 
|}
* According to [https://8b40eaa819a95ca736613ae455c69f1cb3424509.googledrive.com/host/0B80mPtzxVnOddUtjcUtyN09XUVk/cutin.html various reports], the exact values of ''flagship'' and ''minor damage'' modifiers are still in controversy. The mean values are shown in brackets, with deviation of +/- 5.
      
===Anti-Sub Warfare===
 
===Anti-Sub Warfare===
Any enemy submarines will force Destroyers, Light Cruisers, and Torpedo Cruisers to target them. Cut-In and Double Attacks are ignored. In normal Night Battles, ASW damage is scratch damage only. In battles starting at night, Formation Modifiers apply.
+
Any enemy submarines will force Destroyers, Light Cruisers, and Torpedo Cruisers to target them. Cut-In and Double Attacks are ignored. In normal Night Battles, all ASW attacks result in scratch damage only. In battles starting at night, Formation Modifiers will apply.
   −
As of June 30, 2016, Destroyers, Light Cruisers, Torpedo Cruisers and Training Cruisers can now perform a preemptive Anti-Submarine Attack on enemy submarines. [[Isuzu#Second Upgrade|Isuzu Kai Ni]] can do preemptive attacks unconditionally; other light cruisers as well as destroyers, torpedo cruisers and training cruisers need to have an equipped sonar in addition to have at least 100 ASW (counting equipment stat adjustments but not improvement through [[Akashi's Improvement Arsenal]]).
+
As of June 30, 2016, Destroyers, Light Cruisers, Torpedo Cruisers and Training Cruisers can now perform a preemptive Anti-Submarine Attack on enemy submarines. [[Isuzu#Second Upgrade|Isuzu Kai Ni]] can do preemptive attacks unconditionally; other light cruisers as well as destroyers, torpedo cruisers and training cruisers need to have an equipped sonar in addition to 100 nominal ASW (counting equipment stat adjustments but not improvement through [[Akashi's Improvement Arsenal]]).
 
  −
Other ships that are good choices for preemptive attacks are:
  −
*[[Jintsuu#Second Upgrade|Jintsuu Kai Ni]] for high base ASW and firepower
  −
*[[Yuubari]] due to having 4 slots allowing for more ASW equipment.
  −
*[[Abukuma#Second Upgrade|Abukuma Kai Ni]] for high base ASW. It may be necessary to give up preemptive torpedo strike to enable her for preemptive ASW.
  −
*[[Naka#Second Upgrade|Naka Kai Ni]], [[Kinu]], and [[Yura]] for higher than average base ASW values
      
=== Common Setups ===
 
=== Common Setups ===
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|Auxiliary
 
|Auxiliary
 
<!-- | - -->
 
<!-- | - -->
|[[12.7cm Twin Mount Type-B Kai 2]] can be substituted for [[10cm Twin High-angle Mount]]s, and are especially effective after being improved and equipped onto a high-firepower destroyer like [[Yuudachi]] or [[Ayanami]]. Otherwise, [[10cm Twin High-angle Mount]]s or [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]]s are preferred for their fleet AA defense modifier, though the latter is difficult to obtain.
+
|[[12.7cm Twin Mount Type-B Kai 2]] can be substituted for [[10cm Twin High-angle Mount]]s, and are especially effective after being improved and equipped onto a high-repower destroyer like [[Yuudachi]] or [[Ayanami]]. Otherwise, [[10cm Twin High-angle Mount]]s or [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director]]s are preferred for their fleet AA defense modifier, though the latter is difficult to obtain.
 
|-
 
|-
 
|High-Luck Night Battle
 
|High-Luck Night Battle
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|{{TorpedoWeapon}}Torpedo<br>''or'' Auxiliary
 
|{{TorpedoWeapon}}Torpedo<br>''or'' Auxiliary
 
<!-- | - -->
 
<!-- | - -->
| Auxiliary equipments typically are equipped on destroyers; however, luck-based destroyers benefits the most from adding an additional torpedo to their equipment in terms of night battle damage output.. Candidates for night battle cut-ins without [[Maruyu|luck modernization]] include: [[Yukikaze]], [[Hatsushimo]], [[Shigure]], [[Ayanami]], and [[Ushio]].
+
| Auxiliary equipments typically are equipped on destroyers; however, luck-based destroyers benefits the most from adding an additional torpedo to their equipment in terms of night battle damage output. Candidates for night battle cut-ins without [[Maruyu|luck modernization]] include (in order of descending luck), [[Yukikaze]], [[Hatsushimo]], [[Shigure]], and [[Ayanami].
 
|-
 
|-
 
|Anti-Sub Warfare
 
|Anti-Sub Warfare
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|{{Radar}}<br>Anti-Air RADAR<br>''or''<br>{{GreenGunDP}}High-angle Gun
 
|{{Radar}}<br>Anti-Air RADAR<br>''or''<br>{{GreenGunDP}}High-angle Gun
 
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|Using an Air RADAR increases the effect of the Anti-Air Cut-In at the cost of night battle damage (cannot perform double attack with only 1 gun equipped).  
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|Using an Air RADAR increases the effect of the Anti-Air Cut-In at the cost of night battle damage output (cannot perform double attack with only 1 gun equipped).  
 
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!Ship-Specific Armaments
 
!Ship-Specific Armaments
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|{{AntiAircraftFireDirector}}<br>Anti-Aircraft Fire Director
 
|{{AntiAircraftFireDirector}}<br>Anti-Aircraft Fire Director
 
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|Ships boasting both high luck and AA can also be outfitted for mixed cut-ins instead of torpedo to better utilize their AA capability at the cost of lower effectiveness of the cut-in attack (both chance-to-activate and damage).
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|Ships with both high luck and AA can also be outfitted to carry both an AACI and a mixed night-cut in. The cut-in attack, relative to a torpedo CI, has both lower chance-to-activate and power, and is in general an extremely poor choice.
 
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|[[Akizuki]]/[[Teruzuki]]
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|[[Category:Akizuki_Class|Akizuki-Class Destroyers]]
 
|{{GreenGunDP}}<br>High-angle Gun
 
|{{GreenGunDP}}<br>High-angle Gun
 
|{{GreenGunDP}}<br>High-angle Gun
 
|{{GreenGunDP}}<br>High-angle Gun
 
|{{Radar}}Anti-Air RADAR
 
|{{Radar}}Anti-Air RADAR
 
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|[[Akizuki]] and [[Teruzuki]] can perform anti-air cut-ins without a fire director; they only need either two high-angle guns or a high-angle gun and an AA RADAR.
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|[[Category:Akizuki_Class|Akizuki-Class Destroyers]] can perform anti-air cut-ins without a fire director; they only need either two high-angle guns or a high-angle gun and an AA RADAR.
 
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:* For fleets without air power, one [[List_of_Main_Guns_by_stats#Medium_Guns|medium main gun]] and two [[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mounts]] ({{RedGunMedium}}{{YellowGun}}{{YellowGun}}) will maximize firepower while maintaining double attacks in Night Battle.
 
:* For fleets without air power, one [[List_of_Main_Guns_by_stats#Medium_Guns|medium main gun]] and two [[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mounts]] ({{RedGunMedium}}{{YellowGun}}{{YellowGun}}) will maximize firepower while maintaining double attacks in Night Battle.
 
::*Yuubari (and [[Ooyodo]] in cases where she is not equipped with a recon plane) can elect to use {{RedGunMedium}}{{YellowGun}}{{YellowGun}}{{YellowGun}} or {{YellowGun}}{{YellowGun}}{{YellowGun}}{{YellowGun}}.
 
::*Yuubari (and [[Ooyodo]] in cases where she is not equipped with a recon plane) can elect to use {{RedGunMedium}}{{YellowGun}}{{YellowGun}}{{YellowGun}} or {{YellowGun}}{{YellowGun}}{{YellowGun}}{{YellowGun}}.
:* The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a {{TorpedoWeapon}}[[Type A Ko-hyoteki]] (to enable opening torpedo strikes). To diversify their damage output, typically two medium main guns and/or [[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mounts]] are equipped to increase shelling damage and enable Night Battle Double Attacks ({{RedGunMedium}}{{YellowGun}}{{TorpedoWeapon}}).
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:* The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a {{TorpedoWeapon}}[[Type A Ko-hyoteki]] (to enable opening torpedo strikes).
::* Before a Torpedo Cruiser's final remodel, due to limited slots it's advisable to use [[Type A Ko-hyoteki]] and a torpedo ({{TorpedoWeapon}}{{TorpedoWeapon}}) to make the most of their preemptive attack.
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:**In most cases, they should be equipped with two main guns to utilize double attacks at night ({{RedGunMedium}}{{RedGunMedium}} {{TorpedoWeapon}}).
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* '''Heavy Cruisers'''/'''Aviation Cruisers'''
 
* '''Heavy Cruisers'''/'''Aviation Cruisers'''
 
:* Heavy Cruisers see the introduction of 4 slot setups after remodeling and all of them feature the ability to launch seaplanes for artillery spotting. While they are still limited to the Medium main guns, their higher firepower and armor can make them solid combatants when Battleships are unavailable or overkill.
 
:* Heavy Cruisers see the introduction of 4 slot setups after remodeling and all of them feature the ability to launch seaplanes for artillery spotting. While they are still limited to the Medium main guns, their higher firepower and armor can make them solid combatants when Battleships are unavailable or overkill.
 
:* The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Seaplane}}) which provides day and night double attack potential.
 
:* The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Seaplane}}) which provides day and night double attack potential.
 
:* Certain Event bosses take additional damage when a ship is equipped with [[Type 3 Shell]]s. ({{RedGunMedium}}{{RedGunMedium}}{{GreenAmmo}}{{Seaplane}})
 
:* Certain Event bosses take additional damage when a ship is equipped with [[Type 3 Shell]]s. ({{RedGunMedium}}{{RedGunMedium}}{{GreenAmmo}}{{Seaplane}})
:* Heavy cruisers [[Myoukou]] and [[Prinz Eugen]] have high base luck, allowing reliable torpedo or mixed cut-ins at night. {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{TorpedoWeapon}}, is recommended for day-time artillery spotting and potent mixed cut-ins at night.
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:* Heavy cruisers [[Myoukou]] and [[Prinz Eugen]] have high base luck, allowing reliable torpedo cut-ins at night.  
:* Aviation Cruisers can use seaplane bombers instead of regular recon seaplanes; they also can equip [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase their attack range and damage.
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:* Aviation Cruisers can use seaplane bombers instead of regular recon seaplanes; they also can equip [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase their attack range and firepower.
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* '''Battleships'''
 
* '''Battleships'''
 
:* Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
 
:* Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
:* The Armor Piercing Shells that battleships have access to allows for the highly effective 2 Main gun, AP Shell, Seaplane setup ({{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}}) which has a more effective Artillery Spotting Cut-In, while providing better stats than secondary guns.
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:* The Armor Piercing Shells that battleships have access to allows for the highly effective 2 Main gun, AP Shell, Seaplane setup ({{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}}) which allows both a 150%x1 AP Shell CI and a 120%x2 double attack
:* Note: Official tweets state that overuse of cannons larger than what a BB is meant for will make it "overweight" and incur a "minor" accuracy penalty. (''I.e.'' Too many 46cm or even 41cm cannons on Fast Battleships such as Kongou-class and Bismarck.)
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:* As with Heavy Cruisers, the [[Type 3 Shell]] setup ({{RedGunHeavy}}{{RedGunHeavy}}{{GreenAmmo}}{{Seaplane}}) is effective against certain installation-type/land base enemies.
:* As with Heavy Cruisers, the [[Type 3 Shell]] setup ({{RedGunHeavy}}{{RedGunHeavy}}{{GreenAmmo}}{{Seaplane}}) is effective against installation-type/land base enemies.
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* '''Carriers'''
 
* '''Carriers'''
:* Planes. Enough Fighters to achieve Air Superiority or Supremacy, fill out with Torpedo Bombers on larger slots for preemptive bombing damage and/or Dive Bombers on smaller slots for shelling damage.
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:* Planes. Carriers should almost always carry enough fighters to achieve Air Superiority or Supremacy, then fill out with Torpedo Bombers on larger slots for airstrike power, or in rare cases, Dive Bombers on smaller slots for shelling power.
:* Torpedo Bombers and Dive Bombers are roughly equivalent to each other. While Torpedo Bombers have the advantage in the preemptive aerial bombing, their damage are dependent on number of surviving planes, making air superiority very important for them. In cases where Air Superiority is not feasible, using more Dive Bombers may prove more effective.
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:* Torpedo Bombers are in general, vastly superior to Dive Bombers. They have far more utility in airstrikes, while the  
:* It is possible to equip [[List of Secondary Guns by stats|Secondary Guns]] like the [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] or the special [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase the carrier's range and put it higher in the Range Order shelling phase, which can be very useful for prioritizing the CV(L) damage when in a DD heavy fleet.
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:* To save bauxite (especially in exercises against other fleets), a combination of two [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] and/or [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] with a [[Saiun]] and a single bomber in the 4th slot can allow powerful shelling attacks at the cost of opening airstrike potency ({{YellowGun}}{{YellowGun}}{{YellowPlane}}{{RedPlane}}).
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:* It is possible to equip [[List of Secondary Guns by stats|Secondary Guns]] like the [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] or the special [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase the carrier's range and put it higher in the Range Order shelling phase, which can be useful to allow the CV(L) to go first in fleets with medium-short range ships.
::*This, however, has the downside that when the bomber is completely shot down, the carrier becomes unable to attack. This is a dilemma in maps where enemy fleets boast strong anti-air abilities ([[Light Cruiser Tsu-Class#Elite|CL Tsu-class Elite]] comes to mind).
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::*When all bombers on a carrier have been shot down, the carrier becomes unable to attack. This is especially visible in against enemies with strong AA, such as the [[Light Cruiser Tsu-Class#Elite|Tsu-class Elite]].
    
===Full Setup List===
 
===Full Setup List===
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