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| 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 | | {{Formula |
− | |Title=Defence Formula | + | |Title=Defense Formula |
| |Math=\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen} | | |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, | | |Var=<math>\text{Armor}</math> the armor {{Armor}} of the target including all equipment and upgrade bonuses, |
| + | **This stat is be directly affected by [[#Debuffs|Debuffs]] when applicable. |
| * <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> |
| * <math>\text{Pen}</math> any applicable armor penetration mechanic: | | * <math>\text{Pen}</math> any applicable armor penetration mechanic: |
| ** ''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.
| |
| |Notes=The range of armor values is uniformly distributed, every armor roll has the same chance of occurring. | | |Notes=The range of armor values is uniformly distributed, every armor roll has the same chance of occurring. |
| }} | | }} |
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| !colspan=2|Attack Step Formulas | | !colspan=2|Attack Step Formulas |
| |- | | |- |
− | !width=20px|<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Pre-cap</div> | + | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div> |
| | | | | |
| | | |
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| * <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable. | | * <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> | + | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Cap</div> |
| | | | | |
| The attack is then capped as follows: | | The attack is then capped as follows: |
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| <references/> | | <references/> |
| |- | | |- |
− | !<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Post-cap</div> | + | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Post-cap</div> |
| | | | | |
| Capped attack is then modified by post-cap modifiers: | | Capped attack is then modified by post-cap modifiers: |
| {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | | {|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> | + | |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 \text{Mod}_\text{balloon S} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times \text{Mod}_\text{balloon N} \times_\downarrow \text{Crit}</math> |
| |} | | |} |
| | | |
− | With: | + | ;With |
| * <math>\text{Atk}_\text{cap}</math> the '''Cap Adjusted Attack Power''', | | * <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{spotting}</math> the bonus from [[#Artillery_Spotting|artillery spotting]], |
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| * <math>\text{Mod}_\text{AP}</math> the bonus from [[#Armor-Piercing_Modifier|AP shells]], | | * <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. | | ** 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{balloon}</math> the bonus from [[#Barrage Balloon Modifier|barrage balloons]]. The position of the modifier in the formula depend of the type of attack: |
| + | **<math>\text{Mod}_\text{balloon S}</math> is the position for artillery spotting, CVCI and special attacks, |
| + | **<math>\text{Mod}_\text{balloon N}</math> is the position for normal attacks. |
| * <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable, | | * <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable, |
| * <math>\text{Crit}</math> the '''[[#Criticals|critical]]''' modifier, | | * <math>\text{Crit}</math> the '''[[#Criticals|critical]]''' modifier, |
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| | Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} | | | Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} |
| |- | | |- |
− | |rowspan="2"|Escort Fleet Shelling | + | |rowspan=2|Escort Fleet Shelling |
| | Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} | | | Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} |
| |- | | |- |
| | Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} | | | Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}} |
| |- | | |- |
− | |rowspan="2"|Torpedo | + | |rowspan=2|Torpedo |
| |Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} | | |Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}} |
| |- | | |- |
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| |Notes=The caliber of the gun does not affect damage. | | |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. | | * 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. |
− | This applies to most ships during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]]. | + | This applies to most ships during the [[Shelling]] phase (unless it is an ASW attack). |
| }} | | }} |
| | | |
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| |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=\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 | | |Notes=Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power |
| + | * <math>TP</math> is the sum of all torpedo stat from {{BluePlane}} [[Torpedo Bomber]]s including [[Fit Bonus]]. |
| * 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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| * 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]]. | + | This applies to [[carrier]]s during the [[Shelling]] phase (unless it is an ASW attack). |
| + | *This also applies {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} if they carry at least 1 bomber {{AnyBomber}}. |
| + | *This does not apply to other ship types, such as the {{Class|Ise|Kai Ni}}, and [[Kumano Maru Kai]]. |
| }} | | }} |
| | | |
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| | | |
| ==Support Expedition Attack Power Formula== | | ==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. | + | [[Support Expedition]] attack formulas are close but not the same as combat formulas. They also are only affected by the following modifiers: |
| + | *[[#Engagement|Engagement]] |
| + | *[[#Formation|Formation]] |
| + | *[[#Criticals|Criticals]] |
| | | |
| ===Shelling Support=== | | ===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. | + | Basic attack power is calculated in the same way as normal for [[#Surface_Shelling|surface ships]] and carriers except that firepower is reduced by 1. |
| | | |
| ===Airstrike Support=== | | ===Airstrike Support=== |
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| ** 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'''. |
| + | *Is not affected by [[#Formation|formation]] like normal airstrike. |
| + | *The [[proficiency]] has '''no effect''' on this support. |
| }} | | }} |
| | | |
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| {{details|LBAS}} | | {{details|LBAS}} |
| {{:LBAS}} | | {{:LBAS}} |
| + | |
| =Attack Power Corrections= | | =Attack Power Corrections= |
| | | |
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| !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}}''') |
| |{{color|green|'''Green T'''}} | | |{{color|green|'''Green T'''}} |
| |1.2||15%||15% | | |1.2||15%||15% |
| |- | | |- |
− | |Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}} | + | |Parallel Engagement |
| |'''Parallel | | |'''Parallel |
| |1.0||45%||45% | | |1.0||45%||45% |
| |- | | |- |
− | |Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}} | + | |Head-on Engagement |
| |'''Head-on | | |'''Head-on |
| |0.8||30%||40% | | |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}}''') |
| |{{color|red|'''Red T'''}} | | |{{color|red|'''Red T'''}} |
| |0.6||10%||0% | | |0.6||10%||0% |
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| ** The exception are [[ASW]] and some [[Special Attacks]]. | | ** The exception are [[ASW]] and some [[Special Attacks]]. |
| * [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''. | | * [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''. |
− |
| |
| | | |
| ===Formation=== | | ===Formation=== |
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| |- | | |- |
| | Echelon | | | Echelon |
− | |{{color|red|0.75}}||{{color|red|0.6}}||{{color|red|1.1}}||1.0 | + | |{{color|red|0.75}}||{{color|red|0.6}}||{{color|green|1.1}}||1.0 |
| |- | | |- |
| | Line Abreast | | | Line Abreast |
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| |- | | |- |
| |1.0||1.0||{{color|red|0.6}}||1.0 | | |1.0||1.0||{{color|red|0.6}}||1.0 |
| + | |} |
| + | |
| + | Combined Fleets have special formations that differ from the standard single fleet [[formation]]s. The following formations can be selected. |
| + | |
| + | {|class="wikitable" style="text-align:center" |
| + | !width=270px|Formation |
| + | !Formation Icon |
| + | !Fleet |
| + | !Shelling<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref> |
| + | !Torpedo |
| + | !ASW |
| + | !Night |
| + | !width=320px|Notes |
| + | |- |
| + | |rowspan=2|'''Cruising Formation 1 (ASW Alert)<br>第一警戒航行序列(対潜警戒)''' |
| + | |rowspan=2|{{CruisingForm1}} |
| + | |Main |
| + | |0.8 <!--Shelling DMG main--> |
| + | | - |
| + | |1.3 <!--ASW DMG main--> |
| + | | - |
| + | |rowspan=2|Moderate shelling and torpedo accuracy. |
| + | Similar to Line Abreast. |
| + | |- |
| + | |Escort |
| + | |0.8 <!--Shelling DMG escort--> |
| + | |0.7 <!--Torpedo DMG escort--> |
| + | |1.3 <!--ASW DMG escort--> |
| + | |? <!--Night DMG escort--> |
| + | |- |
| + | |rowspan=2|'''Cruising Formation 2 (Forward Alert)<br>第二警戒航行序列(前方警戒)''' |
| + | |rowspan=2|{{CruisingForm2}} |
| + | |Main |
| + | |1.0 <!--Shelling DMG main--> |
| + | | - |
| + | |1.1 <!--ASW DMG main--> |
| + | | - |
| + | |rowspan=2|Higher shelling and torpedo accuracy than Formation 1. |
| + | Similar to Double Line without the accuracy bonus. |
| + | |- |
| + | |Escort |
| + | |1.0 <!--Shelling DMG escort--> |
| + | |0.9 <!--Torpedo DMG escort--> |
| + | |1.1 <!--ASW DMG escort--> |
| + | |? <!--Night DMG escort--> |
| + | |- |
| + | |rowspan=2|'''Cruising Formation 3 (Ring Formation)<br>第三警戒航行序列(輪形陣)''' |
| + | |rowspan=2|{{CruisingForm3}} |
| + | |Main |
| + | |0.7 <!--Shelling DMG main--> |
| + | | - |
| + | |1.0 <!--ASW DMG main--> |
| + | | - |
| + | |rowspan=2|Requires 5 or more ships in the 2nd fleet. Very low shelling and torpedo accuracy. |
| + | Similar to Diamond. |
| + | |- |
| + | |Escort |
| + | |0.7 <!--Shelling DMG escort--> |
| + | |0.6 <!--Torpedo DMG escort--> |
| + | |1.0 <!--ASW DMG escort--> |
| + | |? <!--Night DMG escort--> |
| + | |- |
| + | |rowspan=2|'''Cruising Formation 4 (Battle Formation)<br>第四警戒航行序列(戦闘隊形)''' |
| + | |rowspan=2|{{CruisingForm4}} |
| + | |Main |
| + | |1.1 <!--Shelling DMG main--> |
| + | | - |
| + | |0.7 <!--ASW DMG main--> |
| + | | - |
| + | |rowspan=2|Requires 4 or more ships in the 2nd fleet. Highest shelling and torpedo accuracy. |
| + | Similar to Line Ahead. |
| + | |- |
| + | |Escort |
| + | |1.1 <!--Shelling DMG escort--> |
| + | |1.0 <!--Torpedo DMG escort--> |
| + | |0.7 <!--ASW DMG escort--> |
| + | |? <!--Night DMG escort--> |
| |} | | |} |
| <references/> | | <references/> |
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| |- | | |- |
| !Engagement | | !Engagement |
− | |❌||✔️||✔️||❌||✔️||✔️||✔️||✔️||❌||{{Tooltip|❌*|Except SPecial attacks}} | + | |❌||✔️||✔️||❌||✔️||✔️||✔️||✔️||❌||{{Tooltip|❌*|Except Special attacks}} |
| |- | | |- |
| !Formation | | !Formation |
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| |} | | |} |
| | | |
| + | ;Note |
| + | *If one of the fleet si a combined one then the formation modifier become '''1''' for the support. |
| | | |
| ===Damage State=== | | ===Damage State=== |
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| !Attack Type | | !Attack Type |
| !Prerequisites | | !Prerequisites |
− | !Accuracy<br>Modifier | + | !Damage<br>Modifier |
| |- | | |- |
| !style="background-color:#ff7f50; color:black"|Gun Cut-in | | !style="background-color:#ff7f50; color:black"|Gun Cut-in |
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| |} | | |} |
| |} | | |} |
− |
| |
| | | |
| ===ASW Synergy=== | | ===ASW Synergy=== |
| {{Equipment/ASW_Synergy|expand=true}} | | {{Equipment/ASW_Synergy|expand=true}} |
| + | |
| + | |
| + | ===Special Attack Bonus=== |
| + | {{details|Special Attacks}} |
| + | The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle. |
| | | |
| | | |
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| {{details|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== |
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| ;Note | | ;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. | | *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. |
| + | *This modifier doesn't affect support shelling. |
| + | |
| + | |
| + | ===Barrage Balloon Modifier=== |
| + | {{Category:Barrage Balloons}} |
| | | |
| | | |
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| ===Special Attack Bonus=== | | ===Special Attack Bonus=== |
| {{details|Special Attacks}} | | {{details|Special Attacks}} |
− | | + | The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle. |
| | | |
| ===Criticals=== | | ===Criticals=== |
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| ;Plane Proficiency Critical Modifier | | ;Plane Proficiency Critical Modifier |
| {{details|Plane Proficiency}} | | {{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 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|Carrier Cut-In Attacks]]''', they gain a '''1.106''' bonus when a {{Double Chevron}} 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= | | =Ammunition Modifier= |
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| A [[Friendly Fleet]] cannot kill the last ship of the opposing fleet, dealing special scratch damage instead. | | A [[Friendly Fleet]] cannot kill the last ship of the opposing fleet, dealing special scratch damage instead. |
| {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | | {|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> | + | |valign="center"| <math>\text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.5</math> |
| |} | | |} |
| |} | | |} |
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| *By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable. | | *By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable. |
| | | |
− | ===[[Debuffs]]=== | + | ===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. | + | Debuffs are a special case that only applies during [[events]]. |
| | | |
− | '''Notes:''' | + | Certain event maps have debuff mechanics that require completing certain gimmicks once Last Dance is reached, in order to trigger the boss or boss' fleet debuff. |
− | * Debuffs are affected by the remaining ammo modifier. | + | *See ''[[Debuffs|here]]'' for more details on past event debuffs. |
| + | Debuffs can be either: |
| + | *A reduction to the enemy's [[#Defense Power|armor]] {{Armor}}, |
| + | *A post-cap damage modifier for the attacking fleet (probably cases of miss interpretation of armor reductions). |
| | | |
| =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. |
| | | |