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==Introduction==
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=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.
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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).
 
* <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==
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=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>
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* <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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==Defense Power==
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=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>
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* 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.
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==Basic Attack Power Formulas==
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=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.
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* 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.
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==Attack Power Corrections==
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=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.  
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===Attack Power Cap===
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==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.
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* 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.
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===Pre-cap Modifiers===
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==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]].
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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.
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===Post-cap Modifiers===
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==Post-cap Modifiers==
====Aerial Contact====
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===Aerial Contact===
 
For more details please see [[Aerial Combat#Contact|Aerial Combat]].
 
For more details please see [[Aerial Combat#Contact|Aerial Combat]].
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|}
 
|}
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====Artillery Spotting====
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===Artillery Spotting===
 
For more details, please see [[Artillery Spotting]]
 
For more details, please see [[Artillery Spotting]]
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|}
 
|}
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====Carrier Cut-In Attacks====
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===Carrier Cut-In Attacks===
 
For more details, please see [[Carrier Cut-In Attacks]].
 
For more details, please see [[Carrier Cut-In Attacks]].
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|}
 
|}
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====Armour-Piercing Modifier====
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===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.
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** 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.
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====Anti-Installation Equipment Modifiers====
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===Anti-Installation Equipment Modifiers===
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Multiplicative Bonuses
 
|+Multiplicative Bonuses
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* 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.
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===Critical Strikes===
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=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]].
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====Normal Criticals====
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===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
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|}
 
|}
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====Plane Proficiency Critical Modifier====
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===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]]
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* 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.
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==Ammunition Modifier==
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=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:
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* Debuffs are affected by the ammunition modifier.
 
* Debuffs are affected by the ammunition modifier.
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==Miscellaneous Damage Modifiers==
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=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:
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* Debuffs are affected by the remaining ammo modifier.
 
* Debuffs are affected by the remaining ammo modifier.
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==Overkill Protection==
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=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
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* 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.
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==Other Information==
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=Other Information=
 
{{Mechanics}}
 
{{Mechanics}}
 
[[zh:战斗]]
 
[[zh:战斗]]
 
[[Category:Game Mechanics]]
 
[[Category:Game Mechanics]]
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