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Difference between revisions of "User:Ninnin/Sandbox/1"
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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 defense power of the target. | 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 defense power of the target. | ||
− | + | {{Formula | |
− | + | |Title=Damage Formula | |
− | + | |Math=\text{Damage} = \biggl \lfloor \biggl ( \text{Atk}_\text{post-cap} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor | |
− | | | + | |Var=<math>\text{Atk}_\text{post-cap}</math> the final attack power of the assailant after the cap and all the modifiers have been applied, described below, |
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* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target, | * <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= | ||
Defense power represents the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element. | Defense power represents the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element. | ||
− | {| | + | {{Formula |
− | + | |Title=Defence Formula | |
− | | | + | |Math=\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen} |
− | + | |Var=<math>\text{Armor}</math> the armor {{Armor}} of the target including all equipment and upgrade bonuses, | |
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* <math>\text{Armor}_\text{rand}</math> a random number between <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math>, | * <math>\text{Armor}_\text{rand}</math> 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> | ||
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** ''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. | ||
− | + | |Notes=The range of armor values is uniformly distributed, every armor roll has the same chance of occurring. | |
− | + | }} | |
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For short, defensive power randomly varies between '''1.3''' x{{Armor}} and '''0.7''' x{{Armor}}. | For short, defensive power randomly varies between '''1.3''' x{{Armor}} and '''0.7''' x{{Armor}}. | ||
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===Airstrike=== | ===Airstrike=== | ||
− | {| | + | {{Formula |
− | + | |Title=Airstrike Attack Formula | |
− | | | + | |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) |
− | + | |Var=<math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details. | |
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− | + | {{{!}}class="wikitable" style="text-align:center" | |
− | + | !colspan=4{{!}}<math>\text{Type}</math> | |
− | + | {{!}}- | |
− | + | !colspan=2{{!}}Plane Type | |
− | !colspan=4 | ||
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− | !colspan=2 | ||
!Multiplier | !Multiplier | ||
!Notes | !Notes | ||
− | + | {{!}}- | |
− | + | {{!}} {{BluePlane}} {{!}}{{!}} [[Torpedo Bomber]]s {{!}}{{!}} 0.8x or 1.5x | |
− | + | {{!}} The multiplier is chosen randomly.<br>The chance is roughly 50%. | |
− | + | {{!}}- | |
− | + | {{!}} {{RedPlane}}<br>{{SPB}} {{!}}{{!}} [[Dive Bomber]]s<br>[[SPB|Seaplane Bombers]] {{!}}{{!}} 1.0x {{!}}{{!}} | |
− | + | {{!}}- | |
− | + | {{!}}rowspan=2{{!}} {{JetFighterBomber2}}<br>{{JetFighterBomber1}} {{!}}{{!}} [[Jets]]<br>(During jet assault) {{!}}{{!}} 1.0x {{!}}{{!}} | |
− | + | {{!}}- | |
− | + | {{!}} [[Jets]]<br>(During normal bombing) {{!}}{{!}} 0.7071x {{!}}{{!}} | |
− | + | {{!}}} | |
− | | | + | |Notes=Airstrike power is calculated independently for each equipment slot on the carrier. |
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* 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]]. | ||
− | + | This applies to [[Jet Assault]]s and [[Airstrike]]s. | |
+ | }} | ||
===Surface Shelling=== | ===Surface Shelling=== | ||
− | {| | + | {{Formula |
− | + | |Title=Surface Attack Formula | |
− | | | + | |Math=\text{Atk}_\text{base shelling} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5 |
− | + | |Notes=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. | |
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This applies to most ships during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]]. | This applies to most ships during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]]. | ||
− | + | }} | |
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===Carrier Shelling Attacks=== | ===Carrier Shelling Attacks=== | ||
− | + | {{Formula | |
− | + | |Title=Carrier Shelling Attack Formula | |
− | + | |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 | |
− | | | + | |Notes=Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power |
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* 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. | ||
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* 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. |
− | |} | + | This applies to [[carrier]]s and {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]]. |
+ | }} | ||
===Torpedo Attacks=== | ===Torpedo Attacks=== | ||
− | {| | + | {{Formula |
− | + | |Title=Torpedo Attack Formula | |
− | | | + | |Math=\text{Atk}_\text{base torpedo} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5 |
− | + | |Var= | |
− | + | |Notes=Torpedoes cannot target submarines and Abyssal installations. | |
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** If the only available targets are submarines, the attack will trigger but always miss. | ** 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. | **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. | ||
− | + | Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]]. | |
+ | }} | ||
===Anti-Submarine Warfare=== | ===Anti-Submarine Warfare=== | ||
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===Surface Night Battle=== | ===Surface Night Battle=== | ||
− | {| | + | {{Formula |
− | + | |Title=Night Attack Formula | |
− | | | + | |Math=\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact} |
− | + | |Var=<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}}: | |
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** '''5''' for 1 {{Hit}}, | ** '''5''' for 1 {{Hit}}, | ||
** '''7''' for 2 {{Hit}}. | ** '''7''' for 2 {{Hit}}. | ||
− | | | + | |Notes=Night battle is unaffected by engagement. |
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** Exceptions is [[Special Attacks]]. | ** 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. | ||
− | + | This applies to most ships during [[Night Battle]]. | |
+ | }} | ||
===Carrier Night Air Attacks=== | ===Carrier Night Air Attacks=== | ||
− | {| | + | {{Formula |
− | + | |Title=Carrier Night Air Attack Formula | |
− | | | + | |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} |
− | + | |Var=<math>\text{Night Plane Bonus}</math> being: | |
− | + | {{{!}}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> | |
− | + | {{!}}} | |
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* <math>\mathrm{A}</math> is: | * <math>\mathrm{A}</math> is: | ||
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**'''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}}. | ||
− | | | + | |Notes=Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped. |
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** Night fighters are still needed to trigger the attack. | ** Night fighters are still needed to trigger the attack. | ||
* Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse. | * Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse. | ||
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** 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. | ||
− | |} | + | This applies to [[Combat/Night_Battle#Carrier_Night_Attacks|carrier nigth air attack]] |
+ | }} | ||
===Anti-Installation Attacks=== | ===Anti-Installation Attacks=== | ||
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===Airstrike Support=== | ===Airstrike Support=== | ||
− | {| | + | {{Formula |
− | + | |Title=Airstrike Support Attack Formula | |
− | | | + | |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 |
− | + | |Notes=The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>. | |
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* <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes. | * <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes. | ||
** <math>1.0</math> for dive bombers and seaplane bombers. | ** <math>1.0</math> for dive bombers and seaplane bombers. | ||
** Either <math>0.8</math> or <math>1.5</math> for torpedo 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'''. | * The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''. | ||
− | + | }} | |
===Anti-Submarine Support=== | ===Anti-Submarine Support=== | ||
− | {| | + | {{Formula |
− | + | |Title=Anti-Submarine Support Attack Formula | |
− | | | + | |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 |
− | + | |Var=<math>\text{Rand}</math> a random number from 0 to 0.75 inclusive. | |
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* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''. | * 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>. | * 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. |
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* 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. | * 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. | ** 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. | * 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. | * 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=== | ===Long Range Torpedo Support=== | ||
− | {| | + | {{Formula |
− | + | |Title=Long-Range Torpedo Attack Formula | |
− | | | + | |Math=So useless nobody bothered to note the formula (TT-TT) |
− | + | |Var= | |
− | + | |Notes= | |
− | + | }} | |
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− | |} | ||
==LBAS Attack Power Formulas== | ==LBAS Attack Power Formulas== | ||
{{details|LBAS}} | {{details|LBAS}} | ||
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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%. | 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%. | ||
− | {|class="wikitable mw-collapsible | + | {|class="wikitable mw-collapsible" |
!colspan=3|<math>\text{Mod}_\text{boss}</math><ref>https://twitter.com/Divinity_123/status/1659942254671216642</ref> | !colspan=3|<math>\text{Mod}_\text{boss}</math><ref>https://twitter.com/Divinity_123/status/1659942254671216642</ref> | ||
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=Ammunition Modifier= | =Ammunition Modifier= | ||
The damage of the fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula used 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 used to determine this is: | ||
− | + | {{Formula | |
− | + | |Title=<math>\text{Ammo}</math> formula | |
− | + | |Math=\text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo} }{\text{Max Ammo} } \times 100 \Big\rfloor}{50} | |
− | | | + | |Var=<math>\text{Current Ammo}</math> the current ammo of the ship. |
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*<math>\text{Max Ammo}</math> the max ammo of the ship (indicated under '''consuption''' on the ship info). | *<math>\text{Max Ammo}</math> the max ammo of the ship (indicated under '''consuption''' on the ship info). | ||
− | |} | + | |Notes= |
+ | }} | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
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* Debuffs are affected by the remaining ammo modifier. | * Debuffs are affected by the remaining ammo modifier. | ||
− | =Overkill Protection= | + | =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. | 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 {{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. | * 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. | ||
− | {| | + | |
− | + | {{Formula | |
− | | | + | |Title=Overkill formula |
− | + | |Math=\text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 | |
− | + | |Var=<math>\text{HP}_\text{current}</math> is the current '''HP''' {{HP}} of the ship. | |
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* <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> | ||
+ | |Notes=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>. | ||
+ | }} | ||
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Overkill protection will take off between '''50-80% of the ship's current HP'''. | Overkill protection will take off between '''50-80% of the ship's current HP'''. | ||
Revision as of 11:06, 7 August 2023
The main goal of the game is to sink 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 defense power of the target.
Damage Formula | |
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Defense Power
Defense power represents 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 represents 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 relevant 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 is 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 | ||||||||||||||||||
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Pre-cap
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Cap
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The attack is then capped as follows:
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Post-cap
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Capped attack is then modified by post-cap modifiers:
With:
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Basic Attack Power Formulas
The following section details the different formulas to calculate [math]\displaystyle{ \text{Atk}_\text{base} }[/math]. As the formula depends on the type of attacks and 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 | ||||||||||||||||||||||||
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This applies to Jet Assaults and Airstrikes. |
Surface Shelling
Surface Attack Formula | |
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This applies to most ships during the shelling phase. |
Carrier Shelling Attacks
Carrier Shelling Attack Formula | |
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This applies to carriers and Hayasui Kai/Yamashio Maru Kai during the shelling phase. |
Torpedo Attacks
Torpedo Attack Formula | |
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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 | |||||||||
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Surface Night Battle
Night Attack Formula | |
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This applies to most ships during Night Battle. |
Carrier Night Air Attacks
Carrier Night Air Attack Formula | ||
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This applies to carrier nigth air attack |
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 formulas are close but not the same as combat formulas. They also are affected by fewer 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 | |
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Anti-Submarine Support
Anti-Submarine Support Attack Formula | |
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Long Range Torpedo Support
Long-Range Torpedo Attack Formula | |
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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 engagement 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.
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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 used to determine this is:
[math]\displaystyle{ \text{Ammo} }[/math] formula | |
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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 | |
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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, dealing special scratch damage instead.
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- 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 parts 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 | |
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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 are divisible by 4 have worse survivability.
See Also
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