Line 1: |
Line 1: |
− | =Introduction= | + | ==Introduction== |
| | | |
| 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. |
Line 8: |
Line 8: |
| * <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). | | * <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== |
| | | |
| <math>\text{Damage} = \biggl \lfloor \biggl ( \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{CVCI} \times_\downarrow \text{Crit} \times \text{Mod}_\text{post} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor </math> | | <math>\text{Damage} = \biggl \lfloor \biggl ( \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{CVCI} \times_\downarrow \text{Crit} \times \text{Mod}_\text{post} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor </math> |
Line 29: |
Line 29: |
| * <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. |
| | | |
− | =Defense Power= | + | ==Defense Power== |
| | | |
| <math>\text{DEF} = \left( \text{Armour} \times 0.7 + \text{Armour}_\text{rand} \times 0.6 \right) - \text{Pen}</math> | | <math>\text{DEF} = \left( \text{Armour} \times 0.7 + \text{Armour}_\text{rand} \times 0.6 \right) - \text{Pen}</math> |
Line 47: |
Line 47: |
| * The range of armour values is uniformly distributed, every armour roll has the same chance of occurring. | | * The range of armour values is uniformly distributed, every armour roll has the same chance of occurring. |
| | | |
− | =Basic Attack Power Formulas= | + | ==Basic Attack Power Formulas== |
| + | |
| The following formulas only apply to single fleets. Please see [[Combined Fleet#Basic Attack Power|Combined Fleet]], [[Land-Based Air Squadron#Bombing Power|Land-Based Air Squadron]] and [[Expeditions#Support Expeditions|Support Expeditions]] for more details. | | The following formulas only apply to single fleets. Please see [[Combined Fleet#Basic Attack Power|Combined Fleet]], [[Land-Based Air Squadron#Bombing Power|Land-Based Air Squadron]] and [[Expeditions#Support Expeditions|Support Expeditions]] for more details. |
| | | |
Line 444: |
Line 445: |
| * The amount of multipliers available make even low firepower ships like destroyers capable of hitting the daytime damage cap. | | * The amount of multipliers available make even low firepower ships like destroyers capable of hitting the daytime damage cap. |
| | | |
− | =Attack Power Corrections= | + | ==Attack Power Corrections== |
| | | |
| After calculating the basic attack power of the attack being made, it is then adjusted based on various factors. Attack power modifiers can be split into pre- and post-cap modifiers. Post-cap modifiers are more powerful to have because they aren't reduced by the cap. | | After calculating the basic attack power of the attack being made, it is then adjusted based on various factors. Attack power modifiers can be split into pre- and post-cap modifiers. Post-cap modifiers are more powerful to have because they aren't reduced by the cap. |
| | | |
− | ==Attack Power Cap== | + | ===Attack Power Cap=== |
| | | |
| The attack power cap varies depending on the phase of combat it is in. | | The attack power cap varies depending on the phase of combat it is in. |
Line 459: |
Line 460: |
| * It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce your attack power. | | * It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce your attack power. |
| | | |
− | ==Pre-cap Modifiers== | + | ===Pre-cap Modifiers=== |
| ====Engagement==== | | ====Engagement==== |
| For more details on engagement, please see [[Combat#Engagement_Form|Engagement Form]]. | | For more details on engagement, please see [[Combat#Engagement_Form|Engagement Form]]. |
Line 767: |
Line 768: |
| Unlike the other pre-cap bonuses, this is just an additive firepower bonus added for light cruisers and Italian heavy cruisers when equipped with certain guns. The bonus is minor, please refer to the [[Gun_Fit_Bonuses#Medium_Caliber_Guns_Firepower_Bonus|gun fit bonuses]] for more details. | | Unlike the other pre-cap bonuses, this is just an additive firepower bonus added for light cruisers and Italian heavy cruisers when equipped with certain guns. The bonus is minor, please refer to the [[Gun_Fit_Bonuses#Medium_Caliber_Guns_Firepower_Bonus|gun fit bonuses]] for more details. |
| | | |
− | ==Post-cap Modifiers== | + | ===Post-cap Modifiers=== |
− | ===Aerial Contact=== | + | ====Aerial Contact==== |
| For more details please see [[Aerial Combat#Contact|Aerial Combat]]. | | For more details please see [[Aerial Combat#Contact|Aerial Combat]]. |
| | | |
Line 791: |
Line 792: |
| |} | | |} |
| | | |
− | ===Artillery Spotting=== | + | ====Artillery Spotting==== |
| For more details, please see [[Artillery Spotting]] | | For more details, please see [[Artillery Spotting]] |
| | | |
Line 832: |
Line 833: |
| |} | | |} |
| | | |
− | ===Carrier Cut-In Attacks=== | + | ====Carrier Cut-In Attacks==== |
| For more details, please see [[Carrier Cut-In Attacks]]. | | For more details, please see [[Carrier Cut-In Attacks]]. |
| | | |
Line 863: |
Line 864: |
| |} | | |} |
| | | |
− | ===Armour-Piercing Modifier=== | + | ====Armour-Piercing Modifier==== |
| During day combat, certain enemy ships take extra damage from armour-piercing shells. | | During day combat, certain enemy ships take extra damage from armour-piercing shells. |
| | | |
Line 897: |
Line 898: |
| ** It also applies to demon, princess, water demon and imp enemies that are classified as one of the above. This means that destroyer, light cruiser seaplane tender and air-defense bosses are exempt. | | ** It also applies to demon, princess, water demon and imp enemies that are classified as one of the above. This means that destroyer, light cruiser seaplane tender and air-defense bosses are exempt. |
| | | |
− | ===Anti-Installation Equipment Modifiers=== | + | ====Anti-Installation Equipment Modifiers==== |
| {| class="wikitable" | | {| class="wikitable" |
| |+Multiplicative Bonuses | | |+Multiplicative Bonuses |
Line 977: |
Line 978: |
| * The amount of multipliers available make even low firepower ships like destroyers viable anti-installation ships. | | * The amount of multipliers available make even low firepower ships like destroyers viable anti-installation ships. |
| | | |
− | =Critical Strikes= | + | ===Critical Strikes=== |
| For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]]. | | For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]]. |
| | | |
− | ===Normal Criticals=== | + | ====Normal Criticals==== |
| {| class="wikitable" | | {| class="wikitable" |
| !style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Attack Type | | !style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Attack Type |
Line 993: |
Line 994: |
| |} | | |} |
| | | |
− | ===Plane Proficiency Critical Modifier=== | + | ====Plane Proficiency Critical Modifier==== |
| Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier. For more details, please see [[Plane Proficiency#Critical Bonus|Plane Proficiency]] | | Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier. For more details, please see [[Plane Proficiency#Critical Bonus|Plane Proficiency]] |
| | | |
Line 1,000: |
Line 1,001: |
| * For '''[[Carrier_Cut-In_Attacks]]''', they gain a <math>1.106</math> bonus when a <span style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00;">>></span> plane is selected to participate in the attack and an additional <math>+0.15</math> if one of the selected planes is in the top slot. | | * For '''[[Carrier_Cut-In_Attacks]]''', they gain a <math>1.106</math> bonus when a <span style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00;">>></span> plane is selected to participate in the attack and an additional <math>+0.15</math> if one of the selected planes is in the top slot. |
| | | |
− | =Ammunition Modifier= | + | ==Ammunition Modifier== |
| | | |
| The damage of your fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula use to determine this is: | | The damage of your fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula use to determine this is: |
Line 1,046: |
Line 1,047: |
| * Debuffs are affected by the ammunition modifier. | | * Debuffs are affected by the ammunition modifier. |
| | | |
− | =Miscellaneous Damage Modifiers= | + | ==Miscellaneous Damage Modifiers== |
| ===Chip Damage=== | | ===Chip Damage=== |
| In the event that a special attack is evaded, you are unable to penetrate the target's armour or your ammunition hits 0; attacks will deal chip damage instead. Chip damage is dealt as a percentage of remaining HP calculated using the following formula: | | In the event that a special attack is evaded, you are unable to penetrate the target's armour or your ammunition hits 0; attacks will deal chip damage instead. Chip damage is dealt as a percentage of remaining HP calculated using the following formula: |
Line 1,066: |
Line 1,067: |
| * Debuffs are affected by the remaining ammo modifier. | | * Debuffs are affected by the remaining ammo modifier. |
| | | |
− | =Overkill Protection= | + | ==Overkill Protection== |
| + | |
| When a ship in your fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead. | | When a ship in your fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead. |
| * The ship must be the flagship OR | | * The ship must be the flagship OR |
Line 1,090: |
Line 1,092: |
| * As a rule, ships with HP that is divisible by 4 have worse survivability. | | * As a rule, ships with HP that is divisible by 4 have worse survivability. |
| | | |
− | =Other Information= | + | ==Other Information== |
| {{Mechanics}} | | {{Mechanics}} |
| [[zh:战斗]] | | [[zh:战斗]] |
| [[Category:Game Mechanics]] | | [[Category:Game Mechanics]] |