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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.'''
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'''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>.
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* <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).
    
=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.
      
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'''.
      
<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.
      
=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>
      
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.
      
'''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.
      
<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>
      
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'''.
      
'''Important Information'''
 
'''Important Information'''
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