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Difference between revisions of "User:Ninnin/Sandbox/1"
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{{CombatPortal}} | {{CombatPortal}} | ||
− | + | The main goal of the game is to sunk Abyssals. Abyssals are sunk by doing '''Damage''' to them. This page lists all the applicable formulas and mechanics that affect the calculation of '''Damage'''. The formulas presented on this page are still subject to change as more testing is done. | |
− | This page lists all the applicable | ||
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|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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=Damage Formula= | =Damage Formula= | ||
+ | The '''Damage''' is the reduction of '''HP''' {{HP}} caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defence power of the target. | ||
− | <math>\text{Damage} = \biggl \lfloor \biggl ( | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
− | + | !Damage Formula | |
+ | |- | ||
+ | | | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Damage} = \biggl \lfloor \biggl ( \text{Atk}_\text{post-cap} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor </math> | ||
+ | |} | ||
With: | With: | ||
− | * <math>\text{Atk}_\text{cap}</math> the | + | * <math>\text{Atk}_\text{post-cap}</math> the final attack power of the assailant after the cap and all the modifers have been applied, |
− | + | * <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target, | |
− | + | * <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier. | |
− | + | |} | |
− | * | ||
− | |||
− | |||
− | |||
− | * <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=Defense Power= | =Defense Power= | ||
+ | Defence power represent the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element. | ||
− | <math>\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}</math> | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
+ | !Defence Formula | ||
+ | |- | ||
+ | | | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}</math> | ||
+ | |} | ||
− | * <math>\text{Armor}</math> is the armor of the target including all equipment and upgrade bonuses. | + | With: |
+ | * <math>\text{Armor}</math> is the armor {{Armor}} of the target including all equipment and upgrade bonuses. | ||
* <math>\text{Armor}_\text{rand}</math> is a random number between <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math> | * <math>\text{Armor}_\text{rand}</math> is a random number between <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math> | ||
** Note that it is inclusive, meaning it can also output <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math> | ** Note that it is inclusive, meaning it can also output <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math> | ||
Line 44: | Line 43: | ||
** ''See [[#Anti-Submarine Warfare|ASW ]] for details on ASW armor penetration,'' | ** ''See [[#Anti-Submarine Warfare|ASW ]] for details on ASW armor penetration,'' | ||
** Some [[#Debuffs|debuffs]] may include armor penetration. | ** Some [[#Debuffs|debuffs]] may include armor penetration. | ||
+ | |- | ||
+ | | | ||
+ | '''Note:''' | ||
+ | * The range of armor values is uniformly distributed, every armor roll has the same chance of occurring. | ||
+ | |} | ||
+ | |||
+ | For short, defensive power randomly varies between '''1.3''' x{{Armor}} and '''0.7''' x{{Armor}}. | ||
+ | |||
+ | =Attacks Power= | ||
+ | |||
+ | Attack power represent the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul: | ||
+ | #'''Basic | ||
+ | #*Generally calculated from the relevent stats of the ship using different formula according to the type of attack and the phase of battle | ||
+ | #'''Pre-cap | ||
+ | #*The basic attack go through different modifiers | ||
+ | #'''Cap | ||
+ | #* If the attack si superior to a cap it's reduced | ||
+ | #'''Post-cap | ||
+ | #*These modifiers are more potent because they are not limited by the cap | ||
+ | |||
+ | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | ||
+ | !colspan=2|Attack Step Formulas | ||
+ | |- | ||
+ | !width=20px|<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Pre-cap</div> | ||
+ | | | ||
+ | |||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Atk}_\text{pre-cap} = \text{Atk}_\text{base} \times \text{Mod}_\text{pre-cap}</math> | ||
+ | |} | ||
− | + | With: | |
+ | * <math>\text{Atk}_\text{base}</math> is the basic attack power of the relevant attack. | ||
+ | * <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable. | ||
+ | |- | ||
+ | !<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Cap</div> | ||
+ | | | ||
+ | The attack is then capped as follows: | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\text{Atk}_\text{pre-cap} - \text{Cap}} </math> | ||
+ | |} | ||
+ | With: | ||
+ | * <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase. | ||
− | ''' | + | {|class="wikitable" |
− | * The | + | !colspan=2|<math>Cap</math> |
+ | |- | ||
+ | !Attack Type!!Cap | ||
+ | |- | ||
+ | |Support Expeditions||rowspan=3|170 | ||
+ | |- | ||
+ | |ASW | ||
+ | |- | ||
+ | |Airstrike | ||
+ | |- | ||
+ | |Opening Torpedo Salvo||rowspan=2|180 | ||
+ | |- | ||
+ | |Closing Torpedo Salvo | ||
+ | |- | ||
+ | |LBAS||rowspan=2|220 <ref>https://twitter.com/Divinity_123/status/1651948848351158273</ref> | ||
+ | |- | ||
+ | |Day shelling | ||
+ | |- | ||
+ | |Night battle||360 | ||
+ | |} | ||
+ | <references/> | ||
+ | |- | ||
+ | !<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Post-cap</div> | ||
+ | | | ||
+ | Capped attack is then modified by post-cap modifiers: | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Atk}_\text{post-cap} = \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times_\downarrow \text{Crit}</math> | ||
+ | |} | ||
+ | |||
+ | With: | ||
+ | * <math>\text{Atk}_\text{cap}</math> the '''Cap Adjusted Attack Power''', | ||
+ | * <math>\text{Mod}_\text{spotting}</math> the bonus from [[#Artillery_Spotting|artillery spotting]], | ||
+ | * <math>\text{Mod}_\text{CVCI} </math> the bonus from [[#Carrier_Cut-In_Attacks|carrier cut-ins]], | ||
+ | * <math>\text{Mod}_\text{AP}</math> the bonus from [[#Armor-Piercing_Modifier|AP shells]], | ||
+ | ** The value is rounded down after applying <math>\text{Mod}_\text{AP}</math> only if the target is able to take extra damage from AP shells, even if <math>\text{Mod}_\text{AP}</math> is '''1''' due to the attacker not having AP shells. | ||
+ | * <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable, | ||
+ | * <math>\text{Crit}</math> the '''[[#Critical Strikes|critical strike]]''' modifier, | ||
+ | ** The value is rounded down after applying <math>\text{Crit}</math> only if the attack is critical. | ||
+ | |} | ||
− | =Basic Attack Power Formulas= | + | ==Basic Attack Power Formulas== |
− | The following formulas | + | The following section details the differents formulas to calculate <math>\text{Atk}_\text{base}</math>. As the formula depend of the type of attacksand the combat phase. |
− | + | Below are the common variables used in all accuracy formulas: | |
− | * <math>\text{FP}</math> is the | + | * <math>\text{FP}</math> is the '''Firepower''' {{Firepower}} of the ship including equipment. |
− | * <math>\text{TP}</math> is the | + | * <math>\text{TP}</math> is the '''Torpedo''' {{Torpedo}} of the ship including equipment or the torpedo of a plane. |
− | * <math>\text{ASW}</math> is the | + | * <math>\text{ASW}</math> is the '''Anti-submarine''' {{ASW}} of the ship or equipment. |
− | * <math>\text{DB}</math> is the | + | * <math>\text{DB}</math> is the '''Dive bombing''' {{Dive}} of the plane. |
* <math>\bigstar</math> is the upgrade bonus of the equipment. | * <math>\bigstar</math> is the upgrade bonus of the equipment. | ||
** See [[Improvement]] or [https://akashi-list.me/ Akashi List] for upgrade bonus values. | ** See [[Improvement]] or [https://akashi-list.me/ Akashi List] for upgrade bonus values. | ||
* <math>\text{Plane}_\text{Count}</math> is the remaining amount of planes in a slot, performing the attack. | * <math>\text{Plane}_\text{Count}</math> is the remaining amount of planes in a slot, performing the attack. | ||
+ | * <math>\text{Mod}_\text{CF}</math> is the combined fleet modifier based on the tables below: | ||
+ | |||
+ | <tabber> | ||
+ | |-|Combined vs Single= | ||
+ | {|class="wikitable" style="text-align:center; width:980px" | ||
+ | !width=26%|Combat Phase | ||
+ | !width=14%|Forces | ||
+ | !width=20%|Carrier Task Force | ||
+ | !width=20%|Surface Task Force | ||
+ | !width=20%|Transport Escort Force | ||
+ | |- | ||
+ | |rowspan=2|Main Fleet Shelling | ||
+ | |Allies|| {{color|green|+2}}|| {{color|green|+10}}|| {{color|red|-5}} | ||
+ | |- | ||
+ | |Enemy|| {{color|green|+10}}|| {{color|green|+5}}|| {{color|green|+10}} | ||
+ | |- | ||
+ | |rowspan=2|Escort Fleet Shelling | ||
+ | |Allies|| {{color|green|+10}}|| {{color|red|-5}}|| {{color|green|+10}} | ||
+ | |- | ||
+ | |Enemy|| {{color|green|+5}}|| {{color|red|-5}}|| {{color|green|+5}} | ||
+ | |- | ||
+ | |rowspan=2|Torpedo | ||
+ | |Allies|| {{color|red|-5}}|| {{color|red|-5}}|| -{{color|red|-5}} | ||
+ | |- | ||
+ | |Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} | ||
+ | |} | ||
+ | |||
+ | |-|Combined vs Combined= | ||
+ | {|class="wikitable" style="text-align:center; width:980px" | ||
+ | !width=26%|Combat Phase | ||
+ | !width=14%|Forces | ||
+ | !width=20%|Carrier Task Force | ||
+ | !width=20%|Surface Task Force | ||
+ | !width=20%|Transport Escort Force | ||
+ | |- | ||
+ | |rowspan=2|Main Fleet Shelling | ||
+ | | Allies|| {{color|green|+2}}|| {{color|green|+2}}|| {{color|red|-5}} | ||
+ | |- | ||
+ | | Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} | ||
+ | |- | ||
+ | |rowspan="2"|Escort Fleet Shelling | ||
+ | | Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} | ||
+ | |- | ||
+ | | Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} | ||
+ | |- | ||
+ | |rowspan="2"|Torpedo | ||
+ | |Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} | ||
+ | |- | ||
+ | |Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} | ||
+ | |} | ||
+ | |||
+ | |-|Single vs Combined= | ||
+ | {|class="wikitable" style="text-align:center; width:980px" | ||
+ | !width=26%|Combat Phase | ||
+ | !width=14%|Forces | ||
+ | !width=60%|Bonus | ||
+ | |- | ||
+ | |rowspan=2|Vs Main Fleet | ||
+ | |Allies||{{color|green|+5}} | ||
+ | |- | ||
+ | |Enemy||{{color|green|+10}} | ||
+ | |- | ||
+ | |rowspan=2|Vs Escort | ||
+ | |Allies||{{color|green|+5}} | ||
+ | |- | ||
+ | |Enemy||{{color|red|-5}} | ||
+ | |- | ||
+ | |rowspan=2|Torpedo | ||
+ | |Allies||{{color|green|+10}} | ||
+ | |- | ||
+ | |Enemy||{{color|green|+10}} | ||
+ | |} | ||
+ | </tabber> | ||
+ | |||
===Airstrike=== | ===Airstrike=== | ||
− | |||
− | <math>\text{ | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
+ | !Airstrike Attack Formula | ||
+ | |- | ||
+ | | | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Atk}_\text{base airstrike} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Plane}_\text{Count}} + 25 \biggr)</math> | ||
+ | |} | ||
+ | with: | ||
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details. | * <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
− | !colspan=2|Type | + | !colspan=4|<math>\text{Type}</math> |
+ | |- | ||
+ | !colspan=2|Plane Type | ||
!Multiplier | !Multiplier | ||
!Notes | !Notes | ||
|- | |- | ||
− | | {{BluePlane}} | + | | {{BluePlane}} || [[Torpedo Bomber]]s || 0.8x or 1.5x |
− | | [[Torpedo Bomber]]s | ||
− | | 0.8x or 1.5x | ||
| The multiplier is chosen randomly.<br>The chance is roughly 50%. | | The multiplier is chosen randomly.<br>The chance is roughly 50%. | ||
|- | |- | ||
− | | {{RedPlane}}<br>{{SPB}} | + | | {{RedPlane}}<br>{{SPB}} || [[Dive Bomber]]s<br>[[SPB|Seaplane Bombers]] || 1.0x || |
− | | [[Dive Bomber]]s<br>[[SPB|Seaplane Bombers]] | ||
− | | 1.0x | ||
− | | | ||
|- | |- | ||
− | |rowspan=2| {{JetFighterBomber2}}<br>{{JetFighterBomber1}} | + | |rowspan=2| {{JetFighterBomber2}}<br>{{JetFighterBomber1}} || [[Jets]]<br>(During jet assault) || 1.0x || |
− | | [[Jets]]<br>(During jet assault) | ||
− | | 1.0x | ||
− | | | ||
|- | |- | ||
− | | [[Jets]]<br>(During normal bombing) | + | | [[Jets]]<br>(During normal bombing) || 0.7071x || |
− | | 0.7071x | ||
− | | | ||
|} | |} | ||
+ | |- | ||
+ | | | ||
+ | This applies to [[Jet Assault]]s and [[Airstrike]]s. | ||
;Notes | ;Notes | ||
* Airstrike power is calculated independently for each equipment slot on the carrier. | * Airstrike power is calculated independently for each equipment slot on the carrier. | ||
* The firepower of the carrier does not affect airstrike power. | * The firepower of the carrier does not affect airstrike power. | ||
− | |||
* The power is calculated '''after''' the air combat and anti-air fire phases which means bombers getting shot down will affect the final calculation. | * The power is calculated '''after''' the air combat and anti-air fire phases which means bombers getting shot down will affect the final calculation. | ||
* It is not affected by [[#Engagement|engagement]], [[#Formation|formation]] or [[#Damage State|damage states]]. | * It is not affected by [[#Engagement|engagement]], [[#Formation|formation]] or [[#Damage State|damage states]]. | ||
* It is affected by [[#Aerial Contact|contact]]. | * It is affected by [[#Aerial Contact|contact]]. | ||
− | + | |} | |
===Surface Shelling=== | ===Surface Shelling=== | ||
− | <math>\text{ | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
+ | !Surface Attack Formula | ||
+ | |- | ||
+ | | | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Atk}_\text{base shelling} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5</math> | ||
+ | |} | ||
+ | |- | ||
+ | | | ||
+ | This applies to most ship during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]]. | ||
'''Notes:''' | '''Notes:''' | ||
* The caliber of the gun does not affect damage. | * The caliber of the gun does not affect damage. | ||
* Abyssal installations that are not equipped with a plane that has a torpedo or dive bombing stat will use the surface shelling formula for calculating damage. | * Abyssal installations that are not equipped with a plane that has a torpedo or dive bombing stat will use the surface shelling formula for calculating damage. | ||
+ | |} | ||
− | ===Carrier Attacks=== | + | ===Carrier Shelling Attacks=== |
− | <math>\text{ | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
+ | !Carrier Shelling Attack Formula | ||
+ | |- | ||
+ | | | ||
+ | |||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Atk}_\text{base carrier shelling} = \bigl\lfloor \left( \text{FP} + \text{TP} + \bigstar + \left[ \text{DB} \times 1.3 \right] + \text{Mod}_\text{CF} \right) \times 1.5 \bigr\rfloor + 55</math> | ||
+ | |} | ||
+ | |- | ||
+ | | | ||
+ | This applies to [[carrier]]s and {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]]. | ||
'''Notes:''' | '''Notes:''' | ||
* Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats towards shelling power | * Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats towards shelling power | ||
− | |||
* If a carrier is not equipped with any torpedo or dive bombers, she will not participate in shelling. | * If a carrier is not equipped with any torpedo or dive bombers, she will not participate in shelling. | ||
** This also applies if they have lost all bombers during the aerial combat phase. | ** This also applies if they have lost all bombers during the aerial combat phase. | ||
** But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking). | ** But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking). | ||
− | * Remember that there are potentially | + | * Remember that there are potentially multiple sources of <math>\bigstar</math> bonuses. |
− | |||
− | |||
* Slot sizes and the number of remaining aircraft '''do not affect''' carrier attack power during shelling. | * Slot sizes and the number of remaining aircraft '''do not affect''' carrier attack power during shelling. | ||
* Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet. | * Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet. | ||
* Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage. | * Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage. | ||
* Planes are '''not shot down''' when a carrier participates in shelling | * Planes are '''not shot down''' when a carrier participates in shelling | ||
+ | |} | ||
===Torpedo Attacks=== | ===Torpedo Attacks=== | ||
− | |||
+ | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | ||
+ | !Torpedo Attack Formula | ||
+ | |- | ||
+ | | | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Atk}_\text{base torpedo} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5</math> | ||
+ | |} | ||
+ | |- | ||
+ | | | ||
Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]]. | Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]]. | ||
;Notes | ;Notes | ||
* Submarines and Abyssal installations cannot be targeted by torpedoes. | * Submarines and Abyssal installations cannot be targeted by torpedoes. | ||
− | ** If the only available targets are submarines | + | ** If the only available targets are submarines, the attack will trigger but always miss. |
+ | **If the only available targets are installations, the attack will not trigger. | ||
* A ship must have a base torpedo stat of more than 0 to perform torpedo attacks. | * A ship must have a base torpedo stat of more than 0 to perform torpedo attacks. | ||
+ | |} | ||
===Anti-Submarine Warfare=== | ===Anti-Submarine Warfare=== | ||
+ | |||
{{details|Anti-Submarine Warfare}} | {{details|Anti-Submarine Warfare}} | ||
{{:Anti-Submarine Warfare}} | {{:Anti-Submarine Warfare}} | ||
===Surface Night Battle=== | ===Surface Night Battle=== | ||
− | |||
− | * <math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered: | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
− | ** '''5''' for | + | !Night Attack Formula |
− | ** '''7''' for | + | |- |
+ | | | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact}</math> | ||
+ | |} | ||
+ | |||
+ | With: | ||
+ | * <math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered. The value depend of the '''Accuracy''' {{Hit}}: | ||
+ | ** '''5''' for 1 {{Hit}}, | ||
+ | ** '''7''' for 2 {{Hit}}. | ||
+ | |- | ||
+ | | | ||
+ | This applies to most ships during [[Night Battle]]. | ||
;Notes | ;Notes | ||
* Night battle is unaffected by engagement. | * Night battle is unaffected by engagement. | ||
− | ** Exceptions | + | ** Exceptions is [[Special Attacks]]. |
− | |||
* [[Graf Zeppelin]], [[Saratoga|Base Saratoga]], {{Class|Taiyou|Kai Ni}}, [[Kaga Kai Ni Go]], and [[Ark Royal|Ark Royal (with Swordfish)]] use the surface night battle formula if they are not performing a carrier night attack. | * [[Graf Zeppelin]], [[Saratoga|Base Saratoga]], {{Class|Taiyou|Kai Ni}}, [[Kaga Kai Ni Go]], and [[Ark Royal|Ark Royal (with Swordfish)]] use the surface night battle formula if they are not performing a carrier night attack. | ||
* In night battle versus Abyssal installations, '''the torpedo stat is ignored'''. | * In night battle versus Abyssal installations, '''the torpedo stat is ignored'''. | ||
** This also means any upgrade bonuses to torpedo power is ignored. | ** This also means any upgrade bonuses to torpedo power is ignored. | ||
+ | |} | ||
===Carrier Night Air Attacks=== | ===Carrier Night Air Attacks=== | ||
− | |||
− | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | |
+ | !Carrier Night Air Attack Formula | ||
+ | |- | ||
+ | | | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \sum_\text{All Night Planes} \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{Night Plane Bonus}</math> | ||
+ | |} | ||
+ | |||
+ | With: | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Night Plane Bonus} = \mathrm{A} \times \text{Plane}_\text{Count} + \mathrm{B} \times \left( \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right) \times \sqrt{\text{Plane}_\text{Count}} + \sqrt{\bigstar}</math> | ||
+ | |} | ||
− | |||
* <math>\mathrm{A}</math> is: | * <math>\mathrm{A}</math> is: | ||
Line 170: | Line 370: | ||
**'''0.45''' for [[Night Plane]]s, | **'''0.45''' for [[Night Plane]]s, | ||
**'''0.3''' for {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}, {{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|text=Zero FB Iwai}} and {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Suisei Photobomb}}. | **'''0.3''' for {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}, {{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|text=Zero FB Iwai}} and {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Suisei Photobomb}}. | ||
+ | |- | ||
+ | | | ||
+ | This applies to {{Category:Night Carriers}} | ||
;Notes | ;Notes | ||
− | |||
− | |||
− | |||
* Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped. | * Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped. | ||
** Night fighters are still needed to trigger the attack. | ** Night fighters are still needed to trigger the attack. | ||
Line 185: | Line 385: | ||
** This also means that any [[Visible Bonus]] from Planes is also ignored. | ** This also means that any [[Visible Bonus]] from Planes is also ignored. | ||
*** The [[Visible Bonus]]es given by the [[SDP+]] are whoever counted here. | *** The [[Visible Bonus]]es given by the [[SDP+]] are whoever counted here. | ||
− | + | |} | |
===Anti-Installation Attacks=== | ===Anti-Installation Attacks=== | ||
+ | {{details|Anti-Installation}} | ||
Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears. | Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears. | ||
− | |||
− | =Attack Power | + | ==Support Expedition Attack Power Formula== |
+ | [[Support expedition]] attack formula are close but not the same as combat formula. They also are affected by less modifiers. | ||
− | + | ===Shelling Support=== | |
+ | Basic attack power is calculated in the same way as normal for surface ships and carriers except that firepower is reduced by 1. | ||
− | == | + | ===Airstrike Support=== |
− | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | |
− | + | !Airstrike Support Attack Formula | |
− | {|class="wikitable" | ||
− | !Attack | ||
|- | |- | ||
− | | | + | | |
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Airstrike Support} = \biggl\lfloor \biggl\{ \text{Type} \times \bigl( \left( \text{DB or TP} \right) \times \sqrt{\text{Count}_\text{Plane}} + 3 \bigr) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35</math> | ||
+ | |} | ||
|- | |- | ||
− | | | + | | |
+ | ;Note | ||
+ | * The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>. | ||
+ | * <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes. | ||
+ | ** <math>1.0</math> for dive bombers and seaplane bombers. | ||
+ | ** Either <math>0.8</math> or <math>1.5</math> for torpedo bombers. | ||
+ | * The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''. | ||
+ | |} | ||
+ | |||
+ | ===Anti-Submarine Support=== | ||
+ | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | ||
+ | !Anti-Submarine Support Attack Formula | ||
|- | |- | ||
− | | | + | | |
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{ASW Support} = \biggl\lfloor \biggl\{ \bigl(\text{ASW} \times \sqrt{\text{Count}_\text{Plane}} + 3 \bigr) \times \left(0.9 + \text{Rand} \right) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35</math> | ||
+ | |} | ||
+ | With: | ||
+ | * <math>\text{Rand}</math> is a random number from 0 to 0.75 inclusive. | ||
+ | * The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''. | ||
+ | * The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>. | ||
|- | |- | ||
− | | | + | | |
+ | ;Notes | ||
+ | * Because slot size matters, carriers make much better ASW support ships than light carriers. | ||
+ | * It has a chance of triggering at every node so consider the enemy compositions of all nodes when running ASW support to help with submarine nodes. | ||
+ | ** A full ASW support setup that runs into enemy airpower will get destroyed. | ||
+ | * Because even the autogyros and liaison aircraft participate in aerial combat, they can be shot down. | ||
+ | * It can be useful for chipping down submarines to reduce the number of opening and closing torpedoes faced by the fleet. | ||
+ | |} | ||
+ | |||
+ | ===Long Range Torpedo Support=== | ||
+ | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | ||
+ | !Long Range Torpedo Attack Formula | ||
|- | |- | ||
− | | | + | | |
− | |- | + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
− | | | + | |valign="center"| <math>So useless nobody bothered to note the formula (TT-TT)</math> |
− | | | + | |} |
− | |||
− | |||
− | |||
|} | |} | ||
+ | ==LBAS Attack Power Formulas== | ||
+ | {{details|LBAS}} | ||
+ | |||
+ | =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. | |
− | |||
− | |||
− | |||
==Pre-cap Modifiers== | ==Pre-cap Modifiers== | ||
+ | |||
===Engagement=== | ===Engagement=== | ||
− | + | {{details|Engagement}} | |
− | {|class="wikitable" style="text-align:center | + | {|class="wikitable" style="text-align:center" |
!Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} | !Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} | ||
|- | |- | ||
|Crossing the T ('''{{color|green|Advantage}}''')<br>{{Nihongo|T字戦有利|''T Ji-sen Yuuri''}} | |Crossing the T ('''{{color|green|Advantage}}''')<br>{{Nihongo|T字戦有利|''T Ji-sen Yuuri''}} | ||
|{{color|green|'''Green T'''}} | |{{color|green|'''Green T'''}} | ||
− | | | + | |1.2||15%||15% |
|- | |- | ||
|Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}} | |Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}} | ||
|'''Parallel''' | |'''Parallel''' | ||
− | | | + | |1.0||45%||45% |
|- | |- | ||
|Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}} | |Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}} | ||
|'''Head-on''' | |'''Head-on''' | ||
− | | | + | |0.8||30%||40% |
|- | |- | ||
|Crossing the T ('''{{color|red|Disadvantage}}''')<br>{{Nihongo|T字戦不利|''T Ji-sen Furi''|}} | |Crossing the T ('''{{color|red|Disadvantage}}''')<br>{{Nihongo|T字戦不利|''T Ji-sen Furi''|}} | ||
|{{color|red|'''Red T'''}} | |{{color|red|'''Red T'''}} | ||
− | | | + | |0.6||10%||0% |
|} | |} | ||
Line 253: | Line 484: | ||
===Formation=== | ===Formation=== | ||
− | + | {{details|Formation}} | |
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!colspan=5|Formation Attack Power Modifiers | !colspan=5|Formation Attack Power Modifiers | ||
|- | |- | ||
− | !Formation | + | !Formation!!Shelling!!Torpedo!!ASW!!Night Battle |
− | !Shelling | ||
− | !Torpedo | ||
− | !ASW | ||
− | !Night Battle | ||
|- | |- | ||
− | |Line Ahead<br> | + | |Line Ahead<br>単縦陣 ''Tanjuu-jin'' |
− | | | + | |1.0||1.0||{{color|red|0.6}}||1.0 |
− | | | ||
− | | | ||
− | | | ||
|- | |- | ||
− | | Double Line<br> | + | | Double Line<br>複縦陣 ''Fukujuu-jin'' |
− | | | + | |{{color|red|0.8}}||{{color|red|0.8}}||{{color|red|0.8}}||1.0 |
− | | | ||
− | | | ||
− | | | ||
|- | |- | ||
− | | Diamond<br> | + | | Diamond<br>輪形陣 ''Rinkei-jin'' |
− | | | + | |{{color|red|0.7}}||{{color|red|0.7}}||{{color|green|1.2}}||1.0 |
− | | | ||
− | | | ||
− | | | ||
|- | |- | ||
− | | Echelon<br> | + | | Echelon<br>梯形陣 ''Teikei-jin'' |
− | | | + | |{{color|red|0.75}}||{{color|red|0.6}}||{{color|red|1.1}}||1.0 |
− | | | ||
− | | | ||
− | | | ||
|- | |- | ||
− | | Line Abreast<br> | + | | Line Abreast<br>単横陣 ''Tan'ou-jin'' |
− | | | + | |{{color|red|0.6}}||{{color|red|0.6}}||{{color|green|1.3}}||1.0 |
− | | | ||
− | | | ||
− | | | ||
|- | |- | ||
− | |rowspan=2|Vanguard | + | |rowspan=2|Vanguard<br>警戒陣|''Keikai-jin'' |
− | | | + | |{{color|red|0.5}}||1.0||1.0||{{color|red|0.5}} |
− | | | ||
− | |||
− | |||
|- | |- | ||
− | | | + | |1.0||1.0||{{color|red|0.6}}||1.0 |
− | | | ||
− | | | ||
− | | | ||
|} | |} | ||
<references/> | <references/> | ||
{{clear}} | {{clear}} | ||
+ | |||
+ | The following tab resume when engament and formation are effective: | ||
+ | {|class="wikitable" style="text-align:center" | ||
+ | !rowspan=2|Modifier!!rowspan=2|LBAS!!rowspan=2|Airstrike!!colspan=3|Support!!colspan=2|Shelling!!rowspan=2|Torpedo!!rowspan=2|ASW!!rowspan=2|Night Battle | ||
+ | |- | ||
+ | !Shelling!!Aerial!!Torpedo!!Surface!!Carrier | ||
+ | |- | ||
+ | !Engagement | ||
+ | |❌||✔️||✔️||❌||✔️||✔️||✔️||✔️||❌||{{Tooltip|❌*|Except SPecial attacks}} | ||
+ | |- | ||
+ | !Formation | ||
+ | |❌||❌||✔️||❌||✔️||✔️||✔️||✔️||✔️||✔️ | ||
+ | |} | ||
===Damage State=== | ===Damage State=== | ||
Line 316: | Line 535: | ||
|- | |- | ||
|{{TextGlow|'''Not Damaged'''|black|text-colour=lime|glow-size=2px}} | |{{TextGlow|'''Not Damaged'''|black|text-colour=lime|glow-size=2px}} | ||
− | |rowspan=2| | + | |rowspan=2| 1.0||rowspan=2| 1.0||rowspan=2| 1.0 |
|- | |- | ||
|{{TextGlow|'''Lightly Damaged (小破)'''|black|text-colour=yellow|glow-size=2px}} | |{{TextGlow|'''Lightly Damaged (小破)'''|black|text-colour=yellow|glow-size=2px}} | ||
|- | |- | ||
|style="color:orange"|'''Moderately Damaged (中破) | |style="color:orange"|'''Moderately Damaged (中破) | ||
− | | | + | | 0.7|| 0.8|| 0.7 |
|- | |- | ||
|style="color:red"|'''Heavily Damaged (大破) | |style="color:red"|'''Heavily Damaged (大破) | ||
− | | | + | | 0.4|| 0|| 0.4 |
|} | |} | ||
Line 331: | Line 550: | ||
** It will affect carrier attacks in the shelling phase. | ** It will affect carrier attacks in the shelling phase. | ||
− | ===Night Battle | + | ===Night Battle Cut-In=== |
+ | {{details|Night Cut-In}} | ||
+ | |||
Night Cut-Ins will apply extra modifiers if triggered. | Night Cut-Ins will apply extra modifiers if triggered. | ||
− | + | ||
+ | {| | ||
+ | |- style="vertical-align:top" | ||
+ | | | ||
+ | {|class="wikitable" style="text-align:center" | ||
+ | !colspan=4|<math>\text{Mod}_\text{CI}</math> | ||
+ | |- | ||
+ | !colspan=4|"New" Cut-ins | ||
+ | |- | ||
+ | !Attack Type | ||
+ | !Prerequisites | ||
+ | !Notes | ||
+ | !Damage<br>Modifier | ||
+ | |- | ||
+ | !style="background-color:#ff7f50; color:black" rowspan=14|Destroyer Cut-ins | ||
+ | |rowspan=6|{{TorpedoWeapon}}{{RedGunLight}}{{Surface Radar}} | ||
+ | | | ||
+ | |1.3 | ||
+ | |- | ||
+ | |With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}} | ||
+ | |{{tooltip|1.625|1.3 x 1.25}} | ||
+ | |- | ||
+ | |With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}} | ||
+ | |{{tooltip|1.706|1.3 x 1.25 x 1.05}} | ||
+ | |- | ||
+ | |With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}} | ||
+ | |{{tooltip|1.820|1.3 x 1.4}} | ||
+ | |- | ||
+ | |With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}} | ||
+ | |{{tooltip|1.911|1.3 x 1.4 x 1.05}} | ||
+ | |- | ||
+ | |With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}} | ||
+ | |{{tooltip|2.002|1.3 x 1.4 x 1.1}} | ||
+ | |- | ||
+ | |rowspan=6|{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}} | ||
+ | | | ||
+ | |1.2 | ||
+ | |- | ||
+ | |With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}} | ||
+ | |{{tooltip|1.5|1.2 x 1.25}} | ||
+ | |- | ||
+ | |With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}} | ||
+ | |{{tooltip|1.575|1.2 x 1.25 x 1.05}} | ||
+ | |- | ||
+ | |With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}<ref name="Tash">[[Tashkent Kai]] only.</ref> | ||
+ | |{{tooltip|1.680|1.2 x 1.4}} | ||
+ | |- | ||
+ | |With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}<ref name="Tash"/> | ||
+ | |{{tooltip|1.768|1.2 x 1.4 x 1.05}} | ||
+ | |- | ||
+ | |With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}<ref name="Tash"/> | ||
+ | |{{tooltip|1.848?|1.2 x 1.4 x 1.1?}} | ||
+ | |- | ||
+ | |{{TorpedoWeapon}}{{TorpedoWeapon}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}} | ||
+ | |Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}} | ||
+ | |1.5 | ||
+ | |- | ||
+ | |{{TorpedoWeapon}}{{Drum}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}} | ||
+ | |Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}} | ||
+ | |1.3 | ||
+ | |- | ||
+ | !style="background-color:#81c784; color:black" rowspan=4|Carrier Cut-ins<ref>NB CVCI [https://twitter.com/Divinity__123/status/1481091340876369921]</ref> | ||
+ | |{{NightFighterEn}}{{NightFighterEn}}{{NightBomberEn}} | ||
+ | |rowspan=4|{{WildCard}} = {{NightFighterEn}}{{NightBomberEn}}{{NightDivebomberEn}}{{AnyBomber}} | ||
+ | |1.25 | ||
+ | |- | ||
+ | |{{NightFighterEn}}{{NightBomberEn}} | ||
+ | |1.2 | ||
+ | |- | ||
+ | |{{NightFighterEn}}{{NightDivebomberEn}}<br>'''OR'''<br>{{NightBomberEn}} {{NightDivebomberEn}} | ||
+ | |1.2 | ||
+ | |- | ||
+ | |{{NightFighterEn}}{{WildCard}}{{WildCard}} | ||
+ | |1.18 | ||
+ | |- | ||
+ | !style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins | ||
+ | |{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}{{Surface Radar}} | ||
+ | |rowspan=4| - | ||
+ | |1.36 | ||
+ | |- | ||
+ | |{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}} | ||
+ | |1.32 | ||
+ | |- | ||
+ | |{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Surface Radar}} | ||
+ | |1.28 | ||
+ | |- | ||
+ | |{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}} | ||
+ | |1.24 | ||
+ | |} | ||
+ | | | ||
+ | {|class="wikitable" style="text-align:center" | ||
+ | !colspan=3|<math>\text{Mod}_\text{CI}</math> | ||
+ | |- | ||
+ | !colspan=3|"Old" Cut-ins | ||
+ | |- | ||
+ | !Attack Type | ||
+ | !Prerequisites | ||
+ | !Accuracy<br>Modifier | ||
+ | |- | ||
+ | !style="background-color:#ff7f50; color:black"|Gun Cut-in | ||
+ | |nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}} | ||
+ | |2 | ||
+ | |- | ||
+ | !style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in | ||
+ | |{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}} | ||
+ | |1.75 | ||
+ | |- | ||
+ | !style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins | ||
+ | |{{LM Sub Torpedo}} {{SubmarineRadar}} | ||
+ | |1.75 | ||
+ | |- | ||
+ | |{{LM Sub Torpedo}} {{LM Sub Torpedo}} | ||
+ | |1.6 | ||
+ | |- | ||
+ | !style="background-color:#59f; color:black"|Torpedo Cut-in | ||
+ | |{{TorpedoWeapon}}{{TorpedoWeapon}} | ||
+ | |1.5 | ||
+ | |- | ||
+ | !style="background-color:#59f; color:black"|Mixed Torpedo Cut-in | ||
+ | |{{TorpedoWeapon}}{{RedGunHeavy}} | ||
+ | |1.3 | ||
+ | |- | ||
+ | !style="background-color:gold; color:black" rowspan=3|Double Attack | ||
+ | |{{RedGunHeavy}}{{RedGunHeavy}} | ||
+ | |rowspan=3|1.2 | ||
+ | |- | ||
+ | |{{RedGunHeavy}}{{YellowGun}} | ||
+ | |- | ||
+ | |{{YellowGun}}{{YellowGun}} | ||
+ | |} | ||
+ | |} | ||
+ | |||
+ | ===ASW Synergy=== | ||
+ | {{Equipment/ASW_Synergy|expand=true}} | ||
===Hidden Fit Bonuses=== | ===Hidden Fit Bonuses=== | ||
+ | {{details|Hidden Fit Bonuses}} | ||
+ | |||
Unlike the other pre-cap bonuses, this is just a minor additive firepower bonus added for some ships (mostly cruisers) when equipped with certain guns. | Unlike the other pre-cap bonuses, this is just a minor additive firepower bonus added for some ships (mostly cruisers) when equipped with certain guns. | ||
− | |||
==Post-cap Modifiers== | ==Post-cap Modifiers== | ||
+ | |||
===Aerial Contact=== | ===Aerial Contact=== | ||
− | + | {{details|Aerial Combat#Contact}} | |
− | During aerial combat, there is a chance for the ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the | + | During aerial combat, there is a chance for the ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the '''Accuracy''' {{Hit}} of the plane that triggered contact. |
− | {|class="wikitable" style=" | + | {|class="wikitable" style="text-align:center" |
!Accuracy {{Acc}}!!Damage Modifier | !Accuracy {{Acc}}!!Damage Modifier | ||
|- | |- | ||
− | |0|| | + | |0||1.12 |
|- | |- | ||
− | |1|| | + | |1||1.12 |
|- | |- | ||
− | |2|| | + | |2||1.17 |
|- | |- | ||
− | |3+|| | + | |3+||1.2 |
|} | |} | ||
Line 379: | Line 735: | ||
===Artillery Spotting=== | ===Artillery Spotting=== | ||
− | + | {{details|Combat/Artillery Spotting}} | |
− | {|class="wikitable" style="text-align:center | + | {|class="wikitable" style="text-align:center" |
!Attack Type | !Attack Type | ||
!Prerequisites | !Prerequisites | ||
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier | ![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier | ||
− | |||
− | |||
!Notes | !Notes | ||
|- | |- | ||
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}} | !style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}} | ||
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}} | |{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}} | ||
− | |1.35 | + | |1.35 |
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only | |rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only | ||
|- | |- | ||
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}} | !style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}} | ||
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}} | |{{RedGunHeavy}}{{RedPlane}}{{RedPlane}} | ||
− | |1.3 | + | |1.3 |
|- | |- | ||
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}} | !style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}} | ||
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}} | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}} | ||
− | |1.5 | + | |1.5 |
| | | | ||
|- | |- | ||
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}} | !style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}} | ||
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}} | |{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}} | ||
− | |1.3 | + | |1.3 |
| | | | ||
|- | |- | ||
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}} | !style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}} | ||
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}} | |{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}} | ||
− | |1.2 | + | |1.2 |
| | | | ||
|- | |- | ||
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}} | !style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}} | ||
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}} | |{{RedGunHeavy}}{{YellowGun}}{{Seaplane}} | ||
− | |1. | + | |1.1 |
| | | | ||
|- | |- | ||
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}} | !style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}} | ||
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}} | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}} | ||
− | |1. | + | |1.2 |
| | | | ||
|} | |} | ||
===Carrier Cut-In Attacks=== | ===Carrier Cut-In Attacks=== | ||
− | + | {{details|CVCI}} | |
− | {|class="wikitable" style="text-align:center | + | {|class="wikitable" style="text-align:center" |
!Attack Type | !Attack Type | ||
!Prerequisites | !Prerequisites | ||
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier | ![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier | ||
− | |||
− | |||
|- | |- | ||
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}} | !style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}} | ||
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}} | |nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}} | ||
− | |1.25 | + | |1.25 |
|- | |- | ||
− | !style="background-color:# | + | !style="background-color:#ff7f50" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}} |
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}} | |nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}} | ||
− | |1.2 | + | |1.2 |
|- | |- | ||
− | !style="background-color:# | + | !style="background-color:#59f" |{{color|black|Bomber-Attacker<br>(BA)}} |
|nowrap|{{RedPlane}}{{BluePlane}} | |nowrap|{{RedPlane}}{{BluePlane}} | ||
− | |1.15 | + | |1.15 |
|} | |} | ||
Line 453: | Line 805: | ||
** This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP. | ** This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP. | ||
− | {|class="wikitable | + | {|class="wikitable" |
!Type!!Modifier | !Type!!Modifier | ||
|- | |- | ||
Line 473: | Line 825: | ||
===Anti-Installation Equipment Modifiers=== | ===Anti-Installation Equipment Modifiers=== | ||
+ | {{details|Anti-Installation}} | ||
− | + | ===Special Attack Bonus=== | |
+ | {{details|Special Attacks}} | ||
===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 | |
{| class="wikitable" | {| class="wikitable" | ||
!Attack Type | !Attack Type | ||
Line 485: | Line 839: | ||
|- | |- | ||
|Normal | |Normal | ||
− | | | + | |1.0 |
|- | |- | ||
|Critical | |Critical | ||
− | | | + | |<math>1.5 \times \text{Mod}_\text{proficiency}</math> |
|} | |} | ||
− | + | ;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. | + | {{details|Plane Proficiency}} |
+ | |||
+ | Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier. | ||
* For '''Carrier Attacks''', they gain a '''1.2''' critical bonus multiplier for a {{Double Chevron}} plane in the top slot and an additional '''0.1''' for every other {{Double Chevron}} plane. | * For '''Carrier Attacks''', they gain a '''1.2''' critical bonus multiplier for a {{Double Chevron}} plane in the top slot and an additional '''0.1''' for every other {{Double Chevron}} plane. | ||
Line 501: | Line 857: | ||
The damage of the 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 the fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula use to determine this is: | ||
− | <math>\text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo}}{\text{Max Ammo}} \times 100 \Big\rfloor}{50}</math> | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
+ | !<math>\text{Ammo}</math> formula | ||
+ | |- | ||
+ | | | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo}}{\text{Max Ammo}} \times 100 \Big\rfloor}{50}</math> | ||
+ | |} | ||
+ | With: | ||
+ | *<math>\text{Current Ammo}</math> is the current ammo of the ship. | ||
+ | *<math>\text{Max Ammo}</math> is the max ammo of the ship (indicated under '''consuption''' on the ship info). | ||
+ | |} | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
!Remaining Ammo!!Ammo Modifier!!Notes | !Remaining Ammo!!Ammo Modifier!!Notes | ||
|- | |- | ||
− | | >50%|| | + | | >50%|| 1.0|| |
|- | |- | ||
− | | 40~49%|| | + | | 40~49%|| 0.8|| 4th Battle |
|- | |- | ||
− | | 30~39%|| | + | | 30~39%|| 0.6|| |
|- | |- | ||
− | | 20~29%|| | + | | 20~29%|| 0.4|| 5th Battle |
|- | |- | ||
− | | 10-19%|| | + | | 10-19%|| 0.2|| |
|- | |- | ||
− | | 0%|| 0 | + | | 0%|| 0|| 6th Battle |
|} | |} | ||
Line 525: | Line 891: | ||
* The ammunition modifier affects aerial battle. | * The ammunition modifier affects aerial battle. | ||
* Once a ship hits 0% ammo, all attacks become [[#Scratch Damage|scratch damage]]. | * Once a ship hits 0% ammo, all attacks become [[#Scratch Damage|scratch damage]]. | ||
− | |||
* Debuffs are affected by the ammunition modifier. | * Debuffs are affected by the ammunition modifier. | ||
Line 531: | Line 896: | ||
{{Anchor|Chip Damage}} | {{Anchor|Chip Damage}} | ||
===Scratch Damage=== | ===Scratch Damage=== | ||
− | If a special attack is evaded, the target's armor cannot be penetrated, or the ammo count hits 0; attacks will deal '''"scratch damage"''' instead, also called '''"chip damage"'''. | + | If a [[Cut-in]] or a [[special attack]] is evaded, the target's armor cannot be penetrated, or the ammo count hits 0; attacks will deal '''"scratch damage"''' instead, also called '''"chip damage"'''. |
*Scratch damage is dealt as a percentage of remaining HP calculated using the following formula: | *Scratch damage is dealt as a percentage of remaining HP calculated using the following formula: | ||
− | <math>\text{scratch} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math> | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
− | + | !Scratch Damage formula | |
− | * <math>\text{HP}_\text{current}</math> is the current HP of the target. | + | |- |
+ | | | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math> | ||
+ | |} | ||
+ | With: | ||
+ | * <math>\text{HP}_\text{current}</math> is the current '''HP''' {{HP}} of the target. | ||
* <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 possible scratch damage <math>\text{HP}_\text{current} \times 0.14 - 0.08</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.06</math> | + | Therefore the maximum possible scratch damage <math>\text{HP}_\text{current} \times 0.14 - 0.08</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.06</math>. |
* 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 scratch damage. | ** This means the target's HP cannot be reduced to 0 by scratch damage. | ||
+ | |- | ||
+ | | | ||
+ | ;Friendly Fleet | ||
+ | A [[Friendly Fleet]] cannot kill the last ship of the opposing fleet it will dealt special scratch damage instead. | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5</math> | ||
+ | |} | ||
+ | |} | ||
+ | * Scratch damage is generally between '''6-14% of current HP'''. | ||
+ | {{color|red|'''The target's HP cannot be reduced to 0 (and therefore sunk) by scratch damage.'''}} | ||
===PT Imps=== | ===PT Imps=== | ||
Line 565: | Line 946: | ||
When a ship in the fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead. | When a ship in the 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 | ||
− | * The ship must not be heavily damaged nor red morale at the start of the battle. | + | * The ship must not be {{color|red|'''heavily damaged (大破)'''}} nor {{color|red|'''red morale}}[[File:Battle Card Status Heavy Fatigue Face.png]] 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. | ||
− | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | |
− | <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math> | + | !Overkill formula |
− | + | |- | |
− | * <math>\text{HP}_\text{current}</math> is the current HP of the ship. | + | | |
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math> | ||
+ | |} | ||
+ | With: | ||
+ | * <math>\text{HP}_\text{current}</math> is the current '''HP''' {{HP}} of the 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>. | + | 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>. |
+ | |} | ||
+ | Overkill protection will take off between '''50-80% of the ship's current HP'''. | ||
'''Important Information''' | '''Important Information''' | ||
Line 580: | Line 968: | ||
*** The most pronounced effects of overkill protection occur at low HP | *** The most pronounced effects of overkill protection occur at low HP | ||
*** It is also the primary means of surviving a hit they fail to evade | *** It is also the primary means of surviving a hit they fail to evade | ||
− | *** For example, a 32HP DD has a 15.5% chance of being heavily | + | *** For example, a 32HP DD has a 15.5% chance of being {{color|red|'''heavily damaged (大破)'''}} by a BB hime, while a 31 HP DD has just a 6.5% chance |
*** This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha | *** This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha | ||
** Odd numbered HP is better when overkill protection is triggered. This is because the damage calculations round down, reducing the likelihood of being knocked down to heavy damage. | ** Odd numbered HP is better when overkill protection is triggered. This is because the damage calculations round down, reducing the likelihood of being knocked down to heavy damage. | ||
** This mechanism is most applicable to ships '''at full HP'''. Once a ship starts taking damage, the utility of overkill protection diminishes | ** This mechanism is most applicable to ships '''at full HP'''. Once a ship starts taking damage, the utility of overkill protection diminishes | ||
− | * | + | * Generally ships with HP that is divisible by 4 have worse survivability. |
=Other Information= | =Other Information= | ||
{{Mechanics}} | {{Mechanics}} | ||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] |
Revision as of 21:47, 6 August 2023
The main goal of the game is to sunk Abyssals. Abyssals are sunk by doing Damage to them. This page lists all the applicable formulas and mechanics that affect the calculation of Damage. The formulas presented on this page are still subject to change as more testing is done.
Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] or marked with [math]\displaystyle{ \downarrow }[/math] are rounded down.
- For example, [math]\displaystyle{ \lfloor 4.2 \rfloor = 4 }[/math].
- [math]\displaystyle{ 4.2 \times_\downarrow 1.5 = \lfloor 4.2 \times 1.5 \rfloor = \lfloor 6.3 \rfloor = 6 }[/math], but [math]\displaystyle{ 4.2 \times_\downarrow 1 = 4.2 }[/math] (by definition, [math]\displaystyle{ \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]\displaystyle{ \times_\downarrow }[/math] is used when the round down applies only when the modifier is applied.
Damage Formula
The Damage is the reduction of HP caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defence power of the target.
Damage Formula | |
---|---|
With:
|
Defense Power
Defence power represent the ability of a ship to resist damage. It's calculated from the Armor plus a random element.
For short, defensive power randomly varies between 1.3 x and 0.7 x.
Attacks Power
Attack power represent the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul:
- Basic
- Generally calculated from the relevent stats of the ship using different formula according to the type of attack and the phase of battle
- Pre-cap
- The basic attack go through different modifiers
- Cap
- If the attack si superior to a cap it's reduced
- Post-cap
- These modifiers are more potent because they are not limited by the cap
Attack Step Formulas | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pre-cap
|
With:
| |||||||||||||||||
Cap
|
The attack is then capped as follows:
With:
| |||||||||||||||||
Post-cap
|
Capped attack is then modified by post-cap modifiers:
With:
|
Basic Attack Power Formulas
The following section details the differents formulas to calculate [math]\displaystyle{ \text{Atk}_\text{base} }[/math]. As the formula depend of the type of attacksand the combat phase.
Below are the common variables used in all accuracy formulas:
- [math]\displaystyle{ \text{FP} }[/math] is the Firepower of the ship including equipment.
- [math]\displaystyle{ \text{TP} }[/math] is the Torpedo of the ship including equipment or the torpedo of a plane.
- [math]\displaystyle{ \text{ASW} }[/math] is the Anti-submarine of the ship or equipment.
- [math]\displaystyle{ \text{DB} }[/math] is the Dive bombing of the plane.
- [math]\displaystyle{ \bigstar }[/math] is the upgrade bonus of the equipment.
- See Improvement or Akashi List for upgrade bonus values.
- [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the remaining amount of planes in a slot, performing the attack.
- [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] is the combined fleet modifier based on the tables below:
Combat Phase | Forces | Carrier Task Force | Surface Task Force | Transport Escort Force |
---|---|---|---|---|
Main Fleet Shelling | Allies | +2 | +10 | -5 |
Enemy | +10 | +5 | +10 | |
Escort Fleet Shelling | Allies | +10 | -5 | +10 |
Enemy | +5 | -5 | +5 | |
Torpedo | Allies | -5 | -5 | --5 |
Enemy | -5 | -5 | -5 |
Combat Phase | Forces | Carrier Task Force | Surface Task Force | Transport Escort Force |
---|---|---|---|---|
Main Fleet Shelling | Allies | +2 | +2 | -5 |
Enemy | +10 | +10 | +10 | |
Escort Fleet Shelling | Allies | -5 | -5 | -5 |
Enemy | -5 | -5 | -5 | |
Torpedo | Allies | +10 | +10 | +10 |
Enemy | +10 | +10 | +10 |
Combat Phase | Forces | Bonus |
---|---|---|
Vs Main Fleet | Allies | +5 |
Enemy | +10 | |
Vs Escort | Allies | +5 |
Enemy | -5 | |
Torpedo | Allies | +10 |
Enemy | +10 |
Airstrike
Airstrike Attack Formula | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
with:
| ||||||||||||||||||||||||
This applies to Jet Assaults and Airstrikes.
|
Surface Shelling
Surface Attack Formula | |
---|---|
| |
This applies to most ship during the shelling phase. Notes:
|
Carrier Shelling Attacks
Carrier Shelling Attack Formula | |
---|---|
| |
This applies to carriers and Hayasui Kai/Yamashio Maru Kai during the shelling phase. Notes:
|
Torpedo Attacks
Torpedo Attack Formula | |
---|---|
| |
Torpedo Attacks only include the Opening Torpedo Salvo and Closing Torpedo Salvo.
|
Anti-Submarine Warfare
- For more information on this topic, see Anti-Submarine Warfare.
The stats used to calculate damage against submarines is the ASW.
- When contributing to ASW power, Base ASW is square rooted, while equipment ASW is multiplied by 1.5.
- Anti-submarine weaponry is therefore the primary source of ASW damage, with the base ship ASW playing a very minor role damage-wise.
- However, base ship ASW is the primary determinant of whether a ship can reach 100 total ASW to perform "Opening ASW" (OASW) attacks.
- Unlike shelling, ASW damage is capped at 170.
ASW attacks have different modifiers gained from Formations,
- Line Abreast is the main ASW formation, with a 1.3x damage modifier,
- Cruising Formation 1 is the main ASW formation for Combined Fleets, with a 1.3x damage modifier.
Anti-Submarine Formula | |||||||||
---|---|---|---|---|---|---|---|---|---|
| |||||||||
|
Surface Night Battle
Night Attack Formula | |
---|---|
With:
| |
This applies to most ships during Night Battle.
|
Carrier Night Air Attacks
Carrier Night Air Attack Formula | ||
---|---|---|
With:
| ||
This applies to Night Carriers (CVN) are CV/CVL capable of Carrier Night Air Attacks without needing a NOAP
|
Anti-Installation Attacks
- For more information on this topic, see Anti-Installation.
Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears.
Support Expedition Attack Power Formula
Support expedition attack formula are close but not the same as combat formula. They also are affected by less modifiers.
Shelling Support
Basic attack power is calculated in the same way as normal for surface ships and carriers except that firepower is reduced by 1.
Airstrike Support
Airstrike Support Attack Formula | |
---|---|
| |
|
Anti-Submarine Support
Anti-Submarine Support Attack Formula | |
---|---|
With:
| |
|
Long Range Torpedo Support
Long Range Torpedo Attack Formula | |
---|---|
|
LBAS Attack Power Formulas
- For more information on this topic, see LBAS.
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.
Pre-cap Modifiers
Engagement
- For more information on this topic, see Engagement.
Form | Common name | Damage Modifier | Chance | Chance with Saiun |
---|---|---|---|---|
Crossing the T (Advantage) T字戦有利 (T Ji-sen Yuuri?) |
Green T | 1.2 | 15% | 15% |
Parallel Engagement 同航戦 (Doukousen?) |
Parallel | 1.0 | 45% | 45% |
Head-on Engagement 反航戦 (Hankousen?) |
Head-on | 0.8 | 30% | 40% |
Crossing the T (Disadvantage) T字戦不利 (T Ji-sen Furi?) |
Red T | 0.6 | 10% | 0% |
- Engagement modifier affects the Shelling Phase, as well as the Battle Openings, the Closing Torpedo Salvo, and Support Expeditions.
- All engagement forms affect both sides equally, including Green T and Red T.
- The exception are ASW and some Special Attacks.
- Night Battle and Aerial Combat are not affected by engagement.
Formation
- For more information on this topic, see Formation.
Formation Attack Power Modifiers | ||||
---|---|---|---|---|
Formation | Shelling | Torpedo | ASW | Night Battle |
Line Ahead 単縦陣 Tanjuu-jin |
1.0 | 1.0 | 0.6 | 1.0 |
Double Line 複縦陣 Fukujuu-jin |
0.8 | 0.8 | 0.8 | 1.0 |
Diamond 輪形陣 Rinkei-jin |
0.7 | 0.7 | 1.2 | 1.0 |
Echelon 梯形陣 Teikei-jin |
0.75 | 0.6 | 1.1 | 1.0 |
Line Abreast 単横陣 Tan'ou-jin |
0.6 | 0.6 | 1.3 | 1.0 |
Vanguard 警戒陣|Keikai-jin |
0.5 | 1.0 | 1.0 | 0.5 |
1.0 | 1.0 | 0.6 | 1.0 |
The following tab resume when engament and formation are effective:
Modifier | LBAS | Airstrike | Support | Shelling | Torpedo | ASW | Night Battle | |||
---|---|---|---|---|---|---|---|---|---|---|
Shelling | Aerial | Torpedo | Surface | Carrier | ||||||
Engagement | ❌ | ✔️ | ✔️ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌* |
Formation | ❌ | ❌ | ✔️ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Damage State
Damage State | Shelling | Torpedo | ASW |
---|---|---|---|
Not Damaged | 1.0 | 1.0 | 1.0 |
Lightly Damaged (小破) | |||
Moderately Damaged (中破) | 0.7 | 0.8 | 0.7 |
Heavily Damaged (大破) | 0.4 | 0 | 0.4 |
- Notes
- Damage state does not affect aerial combat.
- It will affect carrier attacks in the shelling phase.
Night Battle Cut-In
- For more information on this topic, see Night Cut-In.
Night Cut-Ins will apply extra modifiers if triggered.
|
|
ASW Synergy
ASW Damage Synergy | |||
---|---|---|---|
Small Small Sonars | |||
Large Large Sonars | |||
DCP Depth Charge Projectors (DCP) | AP AP | ||
DCR Depth Charge (Racks) (DCR) | AP AP AP AP AP | ||
Other ASW Mortars | |||
ASW Damage Modifiers: [math]\displaystyle{ \text{Mod}_\text{synergy} = {Mod}_\text{1} \times {Mod}_\text{2} }[/math] | |||
[math]\displaystyle{ {Mod}_\text{1} }[/math] | + (Any Sonar + Any Depth Charge) |
1.15 | |
[math]\displaystyle{ {Mod}_\text{2} }[/math] | DCP + DCR and NO Small | 1.1 | |
Small + DCP + DCR | 1.25 | ||
Examples | |||
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] | Small + DCP + DCR | 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math] | |
Large + DCP + DCR | 1.265[math]\displaystyle{ 1.15 \times 1.1 }[/math] | ||
Armor Penetration | |||
Indepentant of synergies, some equipment provides additional armor penetration to ASW attacks.
The flat armor penetration value is calculated as follows:
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Hidden Fit Bonuses
- For more information on this topic, see Hidden Fit Bonuses.
Unlike the other pre-cap bonuses, this is just a minor additive firepower bonus added for some ships (mostly cruisers) when equipped with certain guns.
Post-cap Modifiers
Aerial Contact
- For more information on this topic, see Aerial Combat#Contact.
During aerial combat, there is a chance for the ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the Accuracy of the plane that triggered contact.
Accuracy | Damage Modifier |
---|---|
0 | 1.12 |
1 | 1.12 |
2 | 1.17 |
3+ | 1.2 |
Airstrike Special Bonus
There's a bonus when attacking certain Princess and Demon-type enemies during airstrike. The multiplier is chosen randomly between two values. The chance is roughly 50%.
[math]\displaystyle{ \text{Mod}_\text{boss} }[/math][3] | ||
---|---|---|
Boss (ID) | Low mod | High mod |
PT Imp (1637-1640) | 0.5 | 0.8 |
BB Hime (1557) | 1.4? | 2.2? |
Summer BB Hime (1696-1698) | ? | ? |
CV Hime (1586) | 1.7? | 2.2? |
CV Hime B (2105-2108) | 1.7? | 2.2? |
- ↑ 1.0 1.1 1.2 Tashkent Kai only.
- ↑ NB CVCI [1]
- ↑ https://twitter.com/Divinity_123/status/1659942254671216642
Artillery Spotting
- For more information on this topic, see Combat/Artillery Spotting.
Attack Type | Prerequisites | Post-cap Damage Modifier |
Notes |
---|---|---|---|
Main Zuiun Cut-in (Zuiun CI) |
1.35 | Ise-class Kai Ni only | |
Main Suisei Cut-in (Suisei CI) |
1.3 | ||
Main AP Shell Cut-in (APCI) |
1.5 | ||
Secondary AP Shell Cut-in (Sec APCI) |
1.3 | ||
Secondary Radar Cut-in (Radar CI) |
1.2 | ||
Secondary Cut-in (Sec CI) |
1.1 | ||
Double Attack (DA) |
1.2 |
Carrier Cut-In Attacks
- For more information on this topic, see CVCI.
Attack Type | Prerequisites | Post-cap Damage Modifier |
---|---|---|
Fighter-Bomber-Attacker (FBA) |
1.25 | |
Bomber-Bomber-Attacker (BBA) |
1.2 | |
Bomber-Attacker (BA) |
1.15 |
Armor-Piercing Modifier
During day combat, certain enemy ships take extra damage from AP Shells
.
- The bonus only applies against FBB, BB, BBV, CV, CVB, CA, and CAV.
- This includes Installations.
- This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP.
Type | Modifier |
---|---|
1.08 | |
1.10 | |
1.15 | |
1.15 |
- Note
- It is unadvisable to run any of the other setups beyond the most basic Gun+AP, as the other setups will interfere with artillery spotting and give worse bonuses.
Anti-Installation Equipment Modifiers
- For more information on this topic, see Anti-Installation.
Special Attack Bonus
- For more information on this topic, see Special Attacks.
Critical Strikes
For more details on how critical chance is calculated, please see Accuracy, Evasion and Criticals.
- Normal Criticals
Attack Type | Modifier |
---|---|
Normal | 1.0 |
Critical | [math]\displaystyle{ 1.5 \times \text{Mod}_\text{proficiency} }[/math] |
- Plane Proficiency Critical Modifier
- For more information on this topic, see Plane Proficiency.
Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier.
- For Carrier Attacks, they gain a 1.2 critical bonus multiplier for a ❱❱ plane in the top slot and an additional 0.1 for every other ❱❱ plane.
- For example, a carrier with two max proficiency planes (with one in the top slot) would get a critical bonus of: (1.2 + 0.1) x 1.5 = 1.95.
- For Carrier Cut-In Attacks, they gain a 1.106 bonus when a ❱❱ plane is selected to participate in the attack and an additional +0.15 if one of the selected planes is in the top slot.
Ammunition Modifier
The damage of the fleet is reduced once their ammunition falls below 50%. This modifier cannot go above 1. The formula use to determine this is:
[math]\displaystyle{ \text{Ammo} }[/math] formula | |
---|---|
With:
|
Remaining Ammo | Ammo Modifier | Notes |
---|---|---|
>50% | 1.0 | |
40~49% | 0.8 | 4th Battle |
30~39% | 0.6 | |
20~29% | 0.4 | 5th Battle |
10-19% | 0.2 | |
0% | 0 | 6th Battle |
- The battle number indicated in the notes assumes only normal surface engagements. Engaging in night battles and other special engagements can change that number.
- Whatever ammunition modifier applies in day battle carries over to night battle.
- Maelstroms that reduce ammunition also count towards this modifier.
- Using Underway Replenishment is a way to medigate ammo penalties.
- The ammunition modifier affects aerial battle.
- Once a ship hits 0% ammo, all attacks become scratch damage.
- Debuffs are affected by the ammunition modifier.
Miscellaneous Damage Modifiers
Scratch Damage
If a Cut-in or a special attack is evaded, the target's armor cannot be penetrated, or the ammo count hits 0; attacks will deal "scratch damage" instead, also called "chip damage".
- Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:
Scratch Damage formula | |
---|---|
With:
Therefore the maximum possible scratch damage [math]\displaystyle{ \text{HP}_\text{current} \times 0.14 - 0.08 }[/math] and the minimum damage is [math]\displaystyle{ \text{HP}_\text{current} \times 0.06 }[/math].
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A Friendly Fleet cannot kill the last ship of the opposing fleet it will dealt special scratch damage instead.
|
- Scratch damage is generally between 6-14% of current HP.
The target's HP cannot be reduced to 0 (and therefore sunk) by scratch damage.
PT Imps
Anti-PT boat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
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[edit] |
Historical Bonus
On almost every Event map, as well as some regular maps (7-4 & 7-5 so far), certain ships, types of ships, equipment, or types of equipment will bring bonuses.
- Those bonuses are most of the time raw damage multipliers, and sometimes, accuracy bonuses.
- Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected.
- Bonuses may be applicable to some part of a map only, such as specific phases of nodes.
This mechanic is here to encourage the use of "historically significant fleets and setups".
- By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable.
Debuffs
Debuffs are a special case that only applies during events. Certain event maps have debuff mechanics that require meeting certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armor or a post-cap damage modifier for the fleet.
Notes:
- Debuffs are affected by the remaining ammo modifier.
Overkill Protection
When a ship in the 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 not be heavily damaged (大破) nor red morale at the start of the battle.
- If the ship has red morale, she will just have her HP reduced to 1.
Overkill formula | |
---|---|
With:
Therefore, the maximum damage from overkill protection is [math]\displaystyle{ \text{HP}_\text{current} \times 0.8 - 0.3 }[/math] and the minimum damage is [math]\displaystyle{ \text{HP}_\text{current} \times 0.5 }[/math]. |
Overkill protection will take off between 50-80% of the ship's current HP.
Important Information
- In general:
- Overkill protection is most applicable to DDs.
- The most pronounced effects of overkill protection occur at low HP
- It is also the primary means of surviving a hit they fail to evade
- For example, a 32HP DD has a 15.5% chance of being heavily damaged (大破) by a BB hime, while a 31 HP DD has just a 6.5% chance
- This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha
- Odd numbered HP is better when overkill protection is triggered. This is because the damage calculations round down, reducing the likelihood of being knocked down to heavy damage.
- This mechanism is most applicable to ships at full HP. Once a ship starts taking damage, the utility of overkill protection diminishes
- Overkill protection is most applicable to DDs.
- Generally ships with HP that is divisible by 4 have worse survivability.
Other Information
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