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Enemy Abyssal fleets always succeed in Detection. PVP opponents however may fail detection, and therefore not launch planes in Aerial Combat.
 
Enemy Abyssal fleets always succeed in Detection. PVP opponents however may fail detection, and therefore not launch planes in Aerial Combat.
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{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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!Detection
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|-
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|
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{{color|red|These formulas are taken from the Vita version and has not been tested, it may be outdated.}}
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The success chance of detection is calculated by the following formula:
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<math>\text{Success Rate}_\text{%} = \frac{\lfloor \text{Detection}_\text{power} + 1 \rfloor}{20}</math>
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<math>\text{Detection}_\text{power} = \sum^{\text{All Ships}} \frac{\text{LoS}_\text{ship} + \text{LoS}_\text{Equipment}}{\text{Mod}_\text{order}} + \text{Mod}_\text{NbShip} - 20 + \lfloor \sqrt{10 \times \text{Recon}_\text{power}} \rfloor</math>
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With:
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* <math>\text{LoS}_\text{Ship}</math> the base {{LOS}} of the ship.
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* <math>\text{LoS}_\text{Equipment}</math> the sum of the {{LOS}} of all equipment of the ship.
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*<math>\text{Mod}_\text{order}</math> depends on the ship position in the fleet:
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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!colspan=2|<math>\text{Mod}_\text{order}</math>
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|-
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!Position
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!Modifier
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|-
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|1||2
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|-
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|2||5
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|-
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|3~6||8
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|}
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*<math>\text{Mod}_\text{NbShip}</math> depends on the number of ships in the fleet:
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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!colspan=2|<math>\text{Mod}_\text{NbShip}</math>
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|-
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!Number of Ships
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!Modifier
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|-
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|1~2||0
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|-
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|3||1
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|-
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|4||2
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|-
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|5||3
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|-
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|6||4
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|}
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* <math>\text{Recon}_\text{power} = \sum^{\text{All Recon}}\big( \text{Plane}_\text{Count} + \text{Mod}_\text{proficiency} \big) + \text{Mod}_\text{Carrier}</math>
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With:
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:* <math>\text{Plane}_\text{Count}</math> is the plane slots for planes that participate in Detection.
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:* <math>\text{Mod}_\text{proficiency}</math> the plane [[proficiency]] bonus (not applied if <math>\text{Plane}_\text{Count}</math> is '''0'''):
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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!colspan=3|<math>{Mod}_\text{proficiency}</math>
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|-
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!Plane Rank
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!Modifier
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|-
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|''(blank)''
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|rowspan=2|0
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|-
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|style="color:blue; text-shadow: 0 0 5px blue"|'''|
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|-
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|style="color:blue; text-shadow: 0 0 5px blue"|'''<nowiki>||</nowiki>
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|rowspan=2|5
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|-
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|style="color:blue; text-shadow: 0 0 5px blue"|'''<nowiki>|||</nowiki>
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|-
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|style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\
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|rowspan=3|15
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|-
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|style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\\\
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|-
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|style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\\\\\
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|-
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|{{Double Chevron}}
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|30
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|}
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:* <math>\text{Mod}_\text{Carrier}</math> depends on the number of Carriers in the fleet:
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:** '''+30''' for the first carrier and '''+10''' for each additional carrier.
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|-
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|
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Recons are shot down (each recon slot loses a random number between '''0-2''') if <math>\text{Shotdown}_\text{val} \le 0</math> with:
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<math>\text{Shotdown}_\text{val} = \text{Recon}_\text{power} - \lfloor \text{Def}_\text{fighter} \times \text{Rand} \rfloor</math>
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With:
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* <math>\text{Def}_\text{fighter} = f(\sum^{\text{All Fighters}} \text{Plane}_\text{Count})</math> with:
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**<math>\text{Plane}_\text{Count}</math> the plane counts of the '''opposing''' fleet
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**<math>f(x)</math> a function defined as:
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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!<math>x</math>
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!<math>f(x)</math>
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|-
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|<math>0<x \le 30</math>
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|<math>1+x/9</math>
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|-
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|<math>30<x \le 120</math>
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|<math>2+x/20</math>
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|-
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|<math>120<x</math>
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|<math>6+(x-120)/40</math>
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|}
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*<math>\text{Rand}</math> is a random value between 1.0 and 1.4.
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|}
    
=Engagement=
 
=Engagement=
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{|class="wikitable" style="text-align:center; margin:auto"
 
{|class="wikitable" style="text-align:center; margin:auto"
!Form
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!Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|link=C6N|text=Saiun}}
!Common name
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!Damage Modifier
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!Chance
   
|-
 
|-
 
|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'''}}
|120%
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|120%||15%||15%
|15%
   
|-
 
|-
 
|Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}}
 
|Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}}
 
|'''Parallel'''
 
|'''Parallel'''
|100%
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|100%||45%||45%
|45%
   
|-
 
|-
 
|Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}}
 
|Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}}
 
|'''Head-on'''
 
|'''Head-on'''
|80%
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|80%||30%||40%
|30%
   
|-
 
|-
 
|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'''}}
|60%
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|60%||10%||0%
|10%
   
|}
 
|}
   −
* Engagement modifier affects all aspects of Shelling Phases, as well as the Battle Opening and Closing Torpedo Salvos.  
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* Engagement modifier affects the [[Shelling]] Phase, as well as the [[Battle Opening]]s, the [[Closing Torpedo Salvo]], and [[Support Expedition]]s.  
* All engagement forms affect both sides equally, including crossing the T (Advantage or Disadvantage).
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** All engagement forms '''affect both sides equally''', including {{color|green|'''Green T'''}} and {{color|red|'''Red T'''}}.
* Equipping a {{YellowPlane}}{{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''' engagements instead.
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** The exception are [[ASW]] and some [[Special Attacks]].
** This mechanic does not work if the Saiun is in a zero plane slot.
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* [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''.
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* Equipping a {{YellowPlane}}{{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|link=C6N|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''' engagements instead.
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** This mechanic does not work if the Saiun is in a zero plane slot or on "air nodes".
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** It can be useful to not take a Saiun in order to get more Red T, as it can also hamper the enemy from damaging the fleet.
    
=Shelling Phase=
 
=Shelling Phase=
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** Armored Aircraft Carriers (CVB) are only unable to shell when {{color|red|'''heavily damaged (大破)'''}} instead.
 
** Armored Aircraft Carriers (CVB) are only unable to shell when {{color|red|'''heavily damaged (大破)'''}} instead.
 
* Aircraft Carriers will not attack if they have no bombers or the equipped bombers' slots are reduced to 0 during the sortie.
 
* Aircraft Carriers will not attack if they have no bombers or the equipped bombers' slots are reduced to 0 during the sortie.
* Ships that are able to attack submarines are '''forced''' to attack submarines as long there's at least one submarine alive.
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* Ships that are able to attack submarines are '''forced''' to attack submarines as long there is at least one submarine alive (''see [[Anti-Submarine Warfare#Attack Behavior|here]]).
 
** Exceptions being [[Suzuya Kou Kai Ni]] and [[Kumano Kou Kai Ni]].
 
** Exceptions being [[Suzuya Kou Kai Ni]] and [[Kumano Kou Kai Ni]].
 
* Ships may perform special attacks denominated '''[[Artillery Spotting]]''' and '''[[Special Attacks]]''', if applicable.
 
* Ships may perform special attacks denominated '''[[Artillery Spotting]]''' and '''[[Special Attacks]]''', if applicable.
   −
The firing order is defined when each of the Shelling Phase subphases starts, and will skip over sunk and retreated ships, or ships that have no means of attacking under any circumstances, such as a carrier with no bombers ''equipped'', a submarine, or a Wa-Class Transport Ship, for example.
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The firing order is defined when each of the Shelling Phase subphases starts, and skips over ships unable to attack, such as damaged/deplaned carriers, or sunk/[[Evacuation|evacuated]] ships.
    
If a ship would normally be able to attack but currently is unable to, such as a carrier that is {{color|orange|'''moderately damaged (中破)'''}} or lost all its equipped bombers, their turn will still be accounted for in the turn order. Ships that are unable to attack during their turn or sink before their turn will still take actionless turns.
 
If a ship would normally be able to attack but currently is unable to, such as a carrier that is {{color|orange|'''moderately damaged (中破)'''}} or lost all its equipped bombers, their turn will still be accounted for in the turn order. Ships that are unable to attack during their turn or sink before their turn will still take actionless turns.
    
==First Shelling Phase==
 
==First Shelling Phase==
*In this phase, both fleets will take turns shelling the opposing fleet, with the turn order defined by each ship's [[Range]] {{range}} stat. It is possible to increase a ship's range with proper equipment.
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*In this phase, both fleets will take turns shelling the opposing fleet, with the [[Shooting Order]] defined by each ship's [[Range]] {{range}} stat. It is possible to increase a ship's range with proper equipment.
 
*The shelling order is '''Longest''' > '''Very Long''' > '''Long''' > '''Medium''' > '''Short''' > '''None'''.
 
*The shelling order is '''Longest''' > '''Very Long''' > '''Long''' > '''Medium''' > '''Short''' > '''None'''.
 
**If two or more ships tie for range, the order between them is random.
 
**If two or more ships tie for range, the order between them is random.
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**Unlike the other ranges, Longest does not have a proper in-game icon and so is just displayed as "Very Long".
 
**Unlike the other ranges, Longest does not have a proper in-game icon and so is just displayed as "Very Long".
 
*"None" range is mostly reserved for Abyssal Aircraft Carriers and Transport Ships.
 
*"None" range is mostly reserved for Abyssal Aircraft Carriers and Transport Ships.
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===Smoke Screen===
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{{Category:Smoke Generators}}
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Effects may be updated in a later update.
    
==Second Shelling Phase==
 
==Second Shelling Phase==
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=Closing Torpedo Salvo=
 
=Closing Torpedo Salvo=
   −
After the Shelling Phase, any ship with a {{Torpedo}} torpedo stat higher than 0 that is no more than {{color|gold|'''lightly damaged (小破)'''}} will fire a Closing Torpedo. Each torpedo will target a surface ship at random and all torpedoes will strike both sides at the same time. After the Closing Torpedo Salvo, the Day Battle is over.
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After the Shelling Phase, any ship with a base {{Torpedo}} torpedo stat higher than 0 that is no more than {{color|gold|'''lightly damaged (小破)'''}} will fire a Closing Torpedo. Each torpedo will target a surface ship at random and all torpedoes will strike both sides at the same time. After the Closing Torpedo Salvo, the Day Battle is over.
 
* Submarines and Installations cannot be targeted.
 
* Submarines and Installations cannot be targeted.
 
* Ships must have a base {{Torpedo}} stat greater than 0 to attack. {{Torpedo}} stats from equipment do not count.
 
* Ships must have a base {{Torpedo}} stat greater than 0 to attack. {{Torpedo}} stats from equipment do not count.
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