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| This page lists all the applicable damage formulas for a '''single fleet'''. Special cases like [[Combined_Fleet#Damage_Calculations|Combined Fleet]]s and [[Land-Based_Air_Squadron#Attack_Power|Land-Based Air Squadron]]s have their own adjustments to the standard damage formulas. Please see those pages for further details. | | This page lists all the applicable damage formulas for a '''single fleet'''. Special cases like [[Combined_Fleet#Damage_Calculations|Combined Fleet]]s and [[Land-Based_Air_Squadron#Attack_Power|Land-Based Air Squadron]]s have their own adjustments to the standard damage formulas. Please see those pages for further details. |
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− | '''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are rounded down.''' | + | '''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].''' |
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| + | * For example, <math>\lfloor 4.2 \rfloor = 4</math>. |
| + | * <math>4.2 \times_\downarrow 1.5 = \lfloor 4.2 \times 1.5 \rfloor = \lfloor 6.3 \rfloor = 6</math>, '''but''' <math>4.2 \times_\downarrow 1 = 4.2</math> (by definition, <math>\times_\downarrow</math> is then a non-commutative non-associative operator, it is assumed to be left-associative with lower priority than the usual multiplication operator). |
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| =Damage Formula= | | =Damage Formula= |
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| * <math>\text{Ammo}</math> is the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier. | | * <math>\text{Ammo}</math> is the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier. |
| * <math>\text{DEF}</math> is the '''[[#Defensive Power|defensive power]]''' of the target. | | * <math>\text{DEF}</math> is the '''[[#Defensive Power|defensive power]]''' of the target. |
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| Where, Cap Adjusted Attack Power is Basic Attack Power that has been adjusted by applying the '''[[#Attack Power Cap|damage cap]]'''. '''This only applies if the calculated pre-cap attack power is above the damage cap'''. | | Where, Cap Adjusted Attack Power is Basic Attack Power that has been adjusted by applying the '''[[#Attack Power Cap|damage cap]]'''. '''This only applies if the calculated pre-cap attack power is above the damage cap'''. |
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| <math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\left ( \text{Atk}_\text{basic} \times \text{Mod}_\text{pre}\right)-\text{Cap}} </math> | | <math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\left ( \text{Atk}_\text{basic} \times \text{Mod}_\text{pre}\right)-\text{Cap}} </math> |
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| * <math>\text{Atk}_\text{basic}</math> is the '''[[#Basic Attack Power Formulas|basic attack power]] of the relevant attack. | | * <math>\text{Atk}_\text{basic}</math> is the '''[[#Basic Attack Power Formulas|basic attack power]] of the relevant attack. |
| * <math>\text{Mod}_\text{pre}</math> is any '''[[#Pre-cap Corrections|pre-cap modifiers]] that are applicable. | | * <math>\text{Mod}_\text{pre}</math> is any '''[[#Pre-cap Corrections|pre-cap modifiers]] that are applicable. |
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− | '''Important Notes'''
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− | * Pre- and post-cap multipliers are multiplicative.
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− | * Results are '''rounded down''' to the nearest whole number. I.e. 4.2 → 4.
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| =Defense Power= | | =Defense Power= |
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| ** There is an additional 1 penetration if the depth charge is equipped on a [[:Category:Destroyer_Escorts|destroyer escort]]. | | ** There is an additional 1 penetration if the depth charge is equipped on a [[:Category:Destroyer_Escorts|destroyer escort]]. |
| ** The formula is <math>\text{Pen}_\text{DC} = \sqrt{\text{ASW}_\text{equip}-2} + \text{Mod}_\text{ship}</math> | | ** The formula is <math>\text{Pen}_\text{DC} = \sqrt{\text{ASW}_\text{equip}-2} + \text{Mod}_\text{ship}</math> |
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| Therefore, the '''maximum armour value''' <math>\text{Armour} \times 1.3 - 0.6</math> and the '''minimum armour value''' is <math>\text{Armour} \times 0.7</math>. This makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour. | | Therefore, the '''maximum armour value''' <math>\text{Armour} \times 1.3 - 0.6</math> and the '''minimum armour value''' is <math>\text{Armour} \times 0.7</math>. This makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour. |
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| '''Important Notes''' | | '''Important Notes''' |
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| * The ship must not be heavily damaged and red morale at the start of the battle. | | * The ship must not be heavily damaged and red morale at the start of the battle. |
| ** If the ship has red morale, she will just have her HP reduced to 1. | | ** If the ship has red morale, she will just have her HP reduced to 1. |
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| <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math> | | <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math> |
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| * <math>\text{HP}_\text{current}</math> is the current HP of your ship. | | * <math>\text{HP}_\text{current}</math> is the current HP of your ship. |
| * <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math> | | * <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math> |
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| Therefore, the maximum damage from overkill protection is <math>\text{HP}_\text{current} \times 0.8 - 0.3</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.5</math>. Meaning overkill protection will take off between '''50-80% of your ship's current HP'''. | | Therefore, the maximum damage from overkill protection is <math>\text{HP}_\text{current} \times 0.8 - 0.3</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.5</math>. Meaning overkill protection will take off between '''50-80% of your ship's current HP'''. |
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| '''Important Information''' | | '''Important Information''' |