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=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:
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If a special attack is evaded, the target's armor cannot be penetrated, or the ammo count hits 0; attacks will deal '''"chip damages"''' instead.  
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*Chip damage is dealt as a percentage of remaining HP calculated using the following formula:
    
<math>\text{Chip} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math>
 
<math>\text{Chip} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math>
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* If the target's HP is low, it is possible for the result of the formula to return a result of 0. Remember that all formulas are rounded down.
 
* If the target's HP is low, it is possible for the result of the formula to return a result of 0. Remember that all formulas are rounded down.
 
** This means the target's HP cannot be reduced to 0 by chip damage.
 
** This means the target's HP cannot be reduced to 0 by chip damage.
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===Historical Bonus===
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On almost every [[Event]] map, as well as some regular maps ([[7-4]] so far), certain ships, types of ships, equipment, or types of equipment will bring bonuses.
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*Those bonuses are most of the time raw damages multipliers, and sometimes, accuracy bonuses.
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*Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected.
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*Bonuses may be applicable to some part of a map only, such as specific phases of nodes.
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This mechanic is here to encourage the use of "historically significant fleets and setups".
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*By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable.
    
===[[Debuffs]]===
 
===[[Debuffs]]===
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