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{{CombatPortal}}
 
  
This page lists all the applicable damage formulas for a '''single fleet'''. Special cases like [[Combined_Fleet#Damage_Calculations|Combined Fleet]]s and [[Land-Based_Air_Squadron#Attack_Power|Land-Based Air Squadron]]s have their own adjustments to the standard damage formulas. Please see those pages for further details.
 
 
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].'''
 
 
* For example, <math>\lfloor 4.2 \rfloor = 4</math>.
 
* <math>4.2 \times_\downarrow 1.5 = \lfloor 4.2 \times 1.5 \rfloor = \lfloor 6.3 \rfloor = 6</math>, '''but''' <math>4.2 \times_\downarrow 1 = 4.2</math> (by definition, <math>\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>\times_\downarrow</math> is used when the round down applies only when the modifier is applied.
 
 
 
=Damage Formula=
 
 
<math>\text{Damage} = \biggl \lfloor \biggl ( \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} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor </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.
 
* <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier,
 
* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target.
 
 
Where, Cap Adjusted Attack Power is Basic Attack Power that has been adjusted by applying the '''[[#Attack Power Cap|damage cap]]'''. '''This only applies if the calculated pre-cap attack power is above the damage cap'''.
 
 
<math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\left ( \text{Atk}_\text{base} \times \text{Mod}_\text{pre}\right)-\text{Cap}} </math>
 
 
* <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase.
 
* <math>\text{Atk}_\text{base}</math> is the '''[[#Basic Attack Power Formulas|basic attack power]] of the relevant attack.
 
* <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable.
 
 
=Defense Power=
 
 
<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.
 
* <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>
 
* <math>\text{Pen}</math> is any applicable armor penetration mechanic:
 
** ''See [[#Anti-Submarine Warfare|ASW ]] for details on ASW armor penetration,''
 
** Some [[#Debuffs|debuffs]] may include armor penetration.
 
 
Therefore, the '''maximum armor value''' <math>\text{Armor}  \times 1.3 - 0.6</math> and the  '''minimum armor value''' is <math>\text{Armor} \times 0.7</math>. This makes the maximum defensive power a target can have is '''1.3x''' armor and the lowest is '''0.7x''' armor.
 
 
'''Note:'''
 
* The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.
 
 
=Basic Attack Power Formulas=
 
The following formulas only apply to single fleets. Please see [[Combined Fleet#Basic Attack Power|Combined Fleet]], [[Land-Based Air Squadron#Bombing Power|Land-Based Air Squadron]] and [[Expeditions#Support Expeditions|Support Expeditions]] for more details.
 
 
'''Notes:'''
 
* <math>\text{FP}</math> is the firepower {{Firepower}} of the ship including equipment.
 
* <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 anti-submarine {{ASW}} of the ship or equipment.
 
* <math>\text{DB}</math> is the dive bombing {{Dive}} of the plane.
 
* <math>\bigstar</math> is the upgrade bonus of the equipment.
 
** 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.
 
===Airstrike===
 
This applies to [[Jet Assault]]s, [[Airstrike]]s, and [[LBAS]].
 
 
<math>\text{Airstrike Power} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Plane}_\text{Count}} + 25 \biggr)</math>
 
 
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
 
 
{|class="wikitable" style="text-align:center"
 
!colspan=2|Type
 
!Multiplier
 
!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.
 
* The firepower of the carrier does not affect airstrike power.
 
* Torpedo Stat from fit does not contribute to airstrike damage
 
* 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 affected by [[#Aerial Contact|contact]].
 
* For LBAS, the stat used when calculating attack power varies based on the target. Please see [[Land-Based_Air_Squadron#Attack_Power|LBAS]] for more details.
 
 
===Surface Shelling===
 
 
<math>\text{Shelling Power} = \text{FP} + \bigstar + 5</math>
 
 
'''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.
 
 
===Carrier Attacks===
 
 
<math>\text{Power}_\text{carrier} = \bigl\lfloor \left( \text{FP} + \left(\text{TP} + \bigstar \right) + \lfloor \text{DB} \times 1.3 \rfloor + \bigstar \right) \times 1.5 \bigr\rfloor + 55 </math>
 
 
'''Notes:'''
 
* Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats towards shelling power
 
* Torpedo Stat from fit does not contribute to shelling damage
 
* 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.
 
** 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 two sources of <math>\bigstar</math> bonuses.
 
** Torpedo bomber upgrades to the torpedo stat.
 
** Secondary and machine gun upgrades to the firepower stat.
 
* 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.
 
* 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
 
 
===Torpedo Attacks===
 
<math>\text{Torpedo Power} = \text{TP} + \bigstar + 5</math>
 
 
Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]].
 
 
;Notes
 
* Submarines and Abyssal installations cannot be targeted by torpedoes.
 
** If the only available targets are submarines or installations, the attack will trigger but always miss.
 
* A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
 
 
===Anti-Submarine Warfare===
 
{{details|Anti-Submarine Warfare}}
 
{{:Anti-Submarine Warfare}}
 
 
===Surface Night Battle===
 
<math>\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact}</math>
 
 
* <math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered:
 
** '''5''' for the {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|text=Type 98 Night Recon}},
 
** '''7''' for the {{Equipment/Link|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|text=Type 0 Night Recon}} & {{Equipment/Link|Loire 130M}}.
 
 
;Notes
 
* Night battle is unaffected by engagement.
 
** Exceptions are ASW for night battle nodes and [[Special Attacks]].
 
* If a night battle special attack is evaded, [[#Scratch_Damage|scratch damage]] is applied instead.
 
* [[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'''.
 
** This also means any upgrade bonuses to torpedo power is ignored.
 
 
===Carrier Night Air Attacks===
 
<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>
 
 
Where:
 
 
<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:
 
**'''3''' for [[Night Plane]]s,
 
**'''0''' 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}}.
 
* <math>\mathrm{B}</math> is:
 
**'''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}}.
 
 
;Notes
 
* Carriers must be equipped with a [[NOAP]] or [[NOAP+]] in addition to "[[Night Plane]]s", in order to perform carrier night attacks.
 
**{{Category:Night Carriers}}
 
* If the carrier night attack is evaded, it deals [[#Scratch Damage|scratch damage]] instead.
 
* Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
 
** Night fighters are still needed to trigger the attack.
 
* Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse.
 
** Armored carriers are only disabled at heavy damage.
 
** Carriers that can use the night battle shelling formula will use that instead if moderately damaged.
 
* The formula '''only takes into account the base stats of the carrier and night attack capable planes equipped'''.
 
** The [[Improvement]] stats are not taken into account.
 
*** This means any other stats and upgrade bonuses from equipment like guns and non-night-capable planes are 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.
 
* Certain carriers (see [[#Surface_Night_Battle|here]]) are capable of performing night attacks but they '''are not''' carrier night air attacks and are just normal shelling attacks. Please see [[Night Battle#Carrier_Night_Attacks|Carrier Night Attacks]] for more details.
 
 
===Anti-Installation Attacks===
 
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.
 
*''See the [[Combat/Anti-Installation#Damage Calculation|Anti-Installation]] page for more details.
 
 
=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.
 
 
==Attack Power Cap==
 
The attack power cap varies depending on the phase of combat it is in.
 
 
{|class="wikitable"
 
!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
 
|}
 
 
;Notes
 
* Any excess attack power above this cap is square-rooted. ''See the [[#Damage Formula|damage formula]] for how it is applied.
 
* It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce the attack power.
 
<references/>
 
 
==Pre-cap Modifiers==
 
===Engagement===
 
See [[Engagement]] for more details.
 
 
{|class="wikitable" style="text-align:center; margin:auto"
 
!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''}}
 
|{{color|green|'''Green T'''}}
 
|120%||15%||15%
 
|-
 
|Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}}
 
|'''Parallel'''
 
|100%||45%||45%
 
|-
 
|Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}}
 
|'''Head-on'''
 
|80%||30%||40%
 
|-
 
|Crossing the T ('''{{color|red|Disadvantage}}''')<br>{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
 
|{{color|red|'''Red T'''}}
 
|60%||10%||0%
 
|}
 
 
* 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 {{color|green|'''Green T'''}} and {{color|red|'''Red T'''}}.
 
** The exception are [[ASW]] and some [[Special Attacks]].
 
* [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''.
 
 
===Formation===
 
See [[Formation]] for more details.
 
 
{|class="wikitable" style="text-align:center"
 
!colspan=5|Formation Attack Power Modifiers
 
|-
 
!Formation
 
!Shelling
 
!Torpedo
 
!ASW
 
!Night Battle
 
|-
 
|Line Ahead<br>{{Nihongo|単縦陣|''Tanjuu-jin''}}
 
|style="color:red"|'''100%'''
 
|style="color:red" |'''100%'''
 
|60%
 
|100%
 
|-
 
| Double Line<br>{{Nihongo|複縦陣|''Fukujuu-jin''}}
 
|80%
 
|80%
 
|80%
 
|100%
 
|-
 
| Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}}
 
|70%
 
|70%
 
|120%
 
|100%
 
|-
 
| Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}}
 
|75%
 
|60%
 
|110%
 
|100%
 
|-
 
| Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}}
 
|60%
 
|60%
 
|style="color:red" |'''130%'''
 
|100%
 
|-
 
|rowspan=2|Vanguard<ref>The direct translation of "Keikai" is "alert".</ref><br>{{Nihongo|警戒陣|''Keikai-jin''}}
 
|50%
 
|style="color:red"|'''100%'''
 
|100%
 
|50%
 
|-
 
|100%
 
|style="color:red"|'''100%'''
 
|60%
 
|100%
 
|}
 
<references/>
 
{{clear}}
 
 
===Damage State===
 
{|class="wikitable" style="text-align:center"
 
! Damage State
 
! Shelling
 
! Torpedo
 
! ASW
 
|-
 
|{{TextGlow|'''Not Damaged'''|black|text-colour=lime|glow-size=2px}}
 
|rowspan=2| 100%||rowspan=2| 100%||rowspan=2| 100%
 
|-
 
|{{TextGlow|'''Lightly Damaged (小破)'''|black|text-colour=yellow|glow-size=2px}}
 
|-
 
|style="color:orange"|'''Moderately Damaged (中破)
 
| 70%|| 80%|| 70%
 
|-
 
|style="color:red"|'''Heavily Damaged (大破)
 
| 40%|| 0%|| 40%
 
|}
 
 
;Notes
 
* Damage state does not affect aerial combat.
 
** It will affect carrier attacks in the shelling phase.
 
 
===Night Battle Special Attacks===
 
Night Cut-Ins will apply extra modifiers if triggered.
 
*''See [[Night Cut-In]] for more 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.
 
*''See [[Hidden Fit Bonuses]] for more details.
 
 
==Post-cap Modifiers==
 
===Aerial Contact===
 
For more details please see [[Aerial Combat#Contact|Aerial Combat]].
 
 
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.
 
 
{|class="wikitable" style="margin:auto; text-align:center"
 
!Accuracy {{Acc}}!!Damage Modifier
 
|-
 
|0||112%
 
|-
 
|1||112%
 
|-
 
|2||117%
 
|-
 
|3+||120%
 
|}
 
 
===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%.
 
 
{|class="wikitable mw-collapsible mw-collapsed"
 
!colspan=3|<math>\text{Mod}_\text{boss}</math><ref>https://twitter.com/Divinity_123/status/1659942254671216642</ref>
 
|-
 
!Boss (ID) !!Low mod !!High mod
 
|-
 
|{{Enemy/Link|PT Imp Pack|link=PT Imp Pack|text=PT Imp (1637-1640)}} ||0.5 ||0.8
 
|-
 
|{{Enemy/Link|Battleship Princess|text=BB Hime (1557)}} ||1.4? ||2.2?
 
|-
 
|{{Enemy/Link|Battleship Summer Princess|text= Summer BB Hime (1696-1698)}}||? ||?
 
|-
 
|{{Enemy/Link|Aircraft Carrier Princess|text=CV Hime (1586)}} ||1.7? ||2.2?
 
|-
 
|{{Enemy/Link|Aircraft Carrier Princess B|text=CV Hime B (2105-2108)}} ||1.7? ||2.2?
 
|}
 
<references/>
 
 
===Artillery Spotting===
 
For more details, please see [[Combat/Artillery Spotting#Setups and Attack Types|Artillery Spotting]]
 
 
{|class="wikitable" style="text-align:center; margin:auto"
 
!Attack Type
 
!Prerequisites
 
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
!Accuracy<br>Modifier
 
!Hits
 
!Notes
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
 
|1.35||?||1
 
|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)}}
 
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
 
|1.3||?||1
 
|-
 
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
 
|1.5||1.2||1
 
|
 
|-
 
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
 
|1.3||1.3||1
 
|
 
|-
 
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
 
|1.2||1.5||1
 
|
 
|-
 
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}
 
|1.1||1.3||1
 
|
 
|-
 
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}
 
|1.2||1.1||2
 
|
 
|}
 
 
===Carrier Cut-In Attacks===
 
For more details, please see [[Combat/Artillery Spotting#Setups and Attack Types|Carrier Cut-In Attacks]].
 
 
{|class="wikitable" style="text-align:center; margin:auto"
 
!Attack Type
 
!Prerequisites
 
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
!Accuracy<br>Modifier
 
!Hits
 
|-
 
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
 
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
 
|1.25||1.2~1.3?||1
 
|-
 
!style="background-color:#81c784" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
 
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}}
 
|1.2||1.2~1.3?||1
 
|-
 
!style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}}
 
|nowrap|{{RedPlane}}{{BluePlane}}
 
|1.15||1.2~1.3?||1
 
|}
 
 
===Armor-Piercing Modifier===
 
During day combat, certain enemy ships take extra damage from {{RedAmmo}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armor Piercing Shells}}.
 
* The bonus only applies against [[FBB]], [[BB]], [[BBV]], [[CV]], [[CVB]], [[CA]], and [[CAV]].
 
** This includes [[Installation]]s.
 
** 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" style="margin:auto"
 
!Type!!Modifier
 
|-
 
|{{RedGunHeavy}}{{RedAmmo}}
 
|1.08
 
|-
 
|{{RedGunHeavy}}{{RedAmmo}}{{Radar}}
 
|1.10
 
|-
 
|{{RedGunHeavy}}{{RedAmmo}}{{YellowGun}}
 
|1.15
 
|-
 
|{{RedGunHeavy}}{{RedAmmo}}{{YellowGun}}{{Radar}}
 
|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===
 
 
See the [[Combat/Anti-Installation#Damage Calculation|Anti-Installation]] page.
 
 
===Critical Strikes===
 
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"
 
!Attack Type
 
!Modifier
 
|-
 
|Normal
 
|100%
 
|-
 
|Critical
 
|150%
 
|}
 
 
====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. For more details, please see [[Plane Proficiency#Critical Bonus|Plane Proficiency]]
 
 
* 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=
 
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" style="text-align:center"
 
!Remaining Ammo!!Ammo Modifier!!Notes
 
|-
 
| >50%|| 100%||
 
|-
 
| 40~49%|| 80%|| 4th Battle
 
|-
 
| 30~39%|| 60%||
 
|-
 
| 20~29%|| 40%|| 5th Battle
 
|-
 
| 10-19%|| 20%||
 
|-
 
| 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 {{Supplies}} {{EquipmentLink|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|scratch damage]].
 
* Scratch damage is unaffected by the ammunition modifier.
 
* Debuffs are affected by the ammunition modifier.
 
 
=Miscellaneous Damage Modifiers=
 
{{Anchor|Chip 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"'''.
 
*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>
 
 
* <math>\text{HP}_\text{current}</math> is the current 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>
 
 
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>. Meaning scratch damage is generally between '''6-14% of current HP'''.
 
 
* 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.
 
 
===PT Imps===
 
{{Anti-PT Imp Setups|uncollapsed=true}}
 
 
===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 nor red morale at the start of the battle.
 
** If the ship has red morale, she will just have her HP reduced to 1.
 
 
<math>\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math>
 
 
* <math>\text{HP}_\text{current}</math> is the current 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>
 
 
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>. Meaning 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 damage 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
 
* As a rule, ships with HP that is divisible by 4 have worse survivability.
 
 
=Other Information=
 
{{Mechanics}}
 
[[Category:Game Mechanics]]
 

Latest revision as of 20:12, 27 September 2024