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{{CombatPortal}}
 
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'''.
 
  
'''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=
 
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,
 
* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target,
 
* <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier.
 
|Notes=If <math>\text{Atk}_\text{post-cap}</math> is inferior to <math>\text{DEF}</math> or if <math>\text{Ammo}=0</math> then the attacks will deal "[[#Scratch Damage|scratch damage]]".
 
}}
 
 
=Defense Power=
 
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,
 
* <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>
 
* <math>\text{Pen}</math> any applicable armor penetration mechanic:
 
** ''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.
 
}}
 
 
For short, defensive power randomly varies between '''1.3''' x{{Armor}} and '''0.7''' x{{Armor}}.
 
 
=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 formulas 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
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!colspan=2|Attack Step Formulas
 
|-
 
!width=20px|<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Pre-cap</div>
 
|
 
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 
|valign="center"|  <math>\text{Atk}_\text{pre-cap} = \text{Atk}_\text{base} \times \text{Mod}_\text{pre-cap}</math>
 
|}
 
 
;With
 
* <math>\text{Atk}_\text{base}</math> is the basic attack power of the relevant attack.
 
* <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable.
 
|-
 
!<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Cap</div>
 
|
 
The attack is then capped as follows:
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 
|valign="center"| <math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\text{Atk}_\text{pre-cap} - \text{Cap}} </math>
 
|}
 
;With
 
* <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase.
 
 
{|class="wikitable"
 
!colspan=2|<math>Cap</math>
 
|-
 
!Attack Type!!Cap
 
|-
 
|Support Expeditions||rowspan=3|170
 
|-
 
|ASW
 
|-
 
|Airstrike
 
|-
 
|Opening Torpedo Salvo||rowspan=2|180
 
|-
 
|Closing Torpedo Salvo
 
|-
 
|LBAS||rowspan=2|220 <ref>https://twitter.com/Divinity_123/status/1651948848351158273</ref>
 
|-
 
|Day shelling
 
|-
 
|Night battle||360
 
|}
 
<references/>
 
|-
 
!<div style="-webkit-writing-mode:vertical-rl;-webkit-transform:rotate(180deg); text-align:left;">Post-cap</div>
 
|
 
Capped attack is then modified by post-cap modifiers:
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 
|valign="center"|  <math>\text{Atk}_\text{post-cap} = \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times_\downarrow \text{Crit}</math>
 
|}
 
 
With:
 
* <math>\text{Atk}_\text{cap}</math> the '''Cap Adjusted Attack Power''',
 
* <math>\text{Mod}_\text{spotting}</math> the bonus from [[#Artillery_Spotting|artillery spotting]],
 
* <math>\text{Mod}_\text{CVCI} </math> the bonus from [[#Carrier_Cut-In_Attacks|carrier cut-ins]],
 
* <math>\text{Mod}_\text{AP}</math> the bonus from [[#Armor-Piercing_Modifier|AP shells]],
 
** The value is rounded down after applying <math>\text{Mod}_\text{AP}</math> only if the target is able to take extra damage from AP shells, even if <math>\text{Mod}_\text{AP}</math> is '''1''' due to the attacker not having AP shells.
 
* <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable,
 
* <math>\text{Crit}</math> the '''[[#Critical Strikes|critical strike]]''' modifier,
 
** The value is rounded down after applying <math>\text{Crit}</math> only if the attack is critical.
 
|}
 
 
==Basic Attack Power Formulas==
 
The following section details the different formulas to calculate <math>\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>\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.
 
* <math>\text{Mod}_\text{CF}</math> is the combined fleet modifier based on the tables below:
 
 
<tabber>
 
|-|Combined vs Single=
 
{|class="wikitable" style="text-align:center; width:980px"
 
!width=26%|Combat Phase
 
!width=14%|Forces
 
!width=20%|Carrier Task Force
 
!width=20%|Surface Task Force
 
!width=20%|Transport Escort Force
 
|-
 
|rowspan=2|Main Fleet Shelling
 
|Allies|| {{color|green|+2}}|| {{color|green|+10}}|| {{color|red|-5}}
 
|-
 
|Enemy|| {{color|green|+10}}|| {{color|green|+5}}|| {{color|green|+10}}
 
|-
 
|rowspan=2|Escort Fleet Shelling
 
|Allies|| {{color|green|+10}}|| {{color|red|-5}}|| {{color|green|+10}}
 
|-
 
|Enemy|| {{color|green|+5}}|| {{color|red|-5}}|| {{color|green|+5}}
 
|-
 
|rowspan=2|Torpedo
 
|Allies|| {{color|red|-5}}|| {{color|red|-5}}|| -{{color|red|-5}}
 
|-
 
|Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 
|}
 
 
|-|Combined vs Combined=
 
{|class="wikitable" style="text-align:center; width:980px"
 
!width=26%|Combat Phase
 
!width=14%|Forces
 
!width=20%|Carrier Task Force
 
!width=20%|Surface Task Force
 
!width=20%|Transport Escort Force
 
|-
 
|rowspan=2|Main Fleet Shelling
 
| Allies|| {{color|green|+2}}|| {{color|green|+2}}|| {{color|red|-5}}
 
|-
 
| Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 
|-
 
|rowspan="2"|Escort Fleet Shelling
 
| Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 
|-
 
| Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 
|-
 
|rowspan="2"|Torpedo
 
|Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 
|-
 
|Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 
|}
 
 
|-|Single vs Combined=
 
{|class="wikitable" style="text-align:center; width:980px"
 
!width=26%|Combat Phase
 
!width=14%|Forces
 
!width=60%|Bonus
 
|-
 
|rowspan=2|Vs Main Fleet
 
|Allies||{{color|green|+5}}
 
|-
 
|Enemy||{{color|green|+10}}
 
|-
 
|rowspan=2|Vs Escort
 
|Allies||{{color|green|+5}}
 
|-
 
|Enemy||{{color|red|-5}}
 
|-
 
|rowspan=2|Torpedo
 
|Allies||{{color|green|+10}}
 
|-
 
|Enemy||{{color|green|+10}}
 
|}
 
</tabber>
 
 
===Airstrike===
 
The damage from airstrike is calculated independently for each plane slot and mainly depends of the stat of the plane and the plane count of the slot.
 
{{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.
 
 
{{{!}}class="wikitable" style="text-align:center"
 
!colspan=4{{!}}<math>\text{Type}</math>
 
{{!}}-
 
!colspan=2{{!}}Plane 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.
 
* 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]].
 
This applies to [[Jet Assault]]s and [[Airstrike]]s.
 
}}
 
 
===Surface Shelling===
 
The surface shelling damage stems directly from the '''Firepower''' {{Firepower}} of the ship.
 
{{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.
 
This applies to most ships during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
 
}}
 
 
===Carrier Shelling Attacks===
 
Unlike for airstrike, carrier shelling doesn't depend on the plane slot and instead combine the stat of the carrier and all planes equiped to one attack.
 
{{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
 
* 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 multiple sources of <math>\bigstar</math> bonuses.
 
* 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.
 
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 damage stems directly from the '''Torpedo''' {{Torpedo}} of the ship.
 
{{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.
 
** If the only available targets are submarines, the attack will trigger but always miss.
 
**If the only available targets are installations, the attack will not trigger.
 
* A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
 
Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]].
 
}}
 
 
===Anti-Submarine Warfare===
 
 
{{details|Anti-Submarine Warfare}}
 
{{:Anti-Submarine Warfare}}
 
 
===Surface Night Battle===
 
Night battle damage stems directly from the sum of '''Firepower''' {{Firepower}} and '''Torpedo''' {{Torpedo}} of the ship.
 
{{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}}:
 
** '''5''' for 1 {{Hit}},
 
** '''7''' for 2 {{Hit}}.
 
|Notes=Night battle is unaffected by engagement.
 
** 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.
 
* In night battle versus Abyssal installations, '''the torpedo stat 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===
 
The carrier night air attack damage calculation is complex but for short only take the stat of the night plane.
 
{{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>
 
{{!}}}
 
 
* <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=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.
 
This applies to [[Combat/Night_Battle#Carrier_Night_Attacks|carrier nigth air attack]]
 
}}
 
 
===Anti-Installation Attacks===
 
{{details|Anti-Installation}}
 
Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears.
 
 
==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===
 
{{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>.
 
* <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes.
 
** <math>1.0</math> for dive bombers and seaplane bombers.
 
** Either <math>0.8</math> or <math>1.5</math> for torpedo bombers.
 
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
 
}}
 
 
===Anti-Submarine Support===
 
{{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.
 
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
 
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
 
|Notes=Because slot size matters, carriers make much better ASW support ships than light carriers.
 
* It has a chance of triggering at every node so consider the enemy compositions of all nodes when running ASW support to help with submarine nodes.
 
** A full ASW support setup that runs into enemy airpower will get destroyed.
 
* Because even the autogyros and liaison aircraft participate in aerial combat, they can be shot down.
 
* It can be useful for chipping down submarines to reduce the number of opening and closing torpedoes faced by the fleet.
 
}}
 
 
===Long Range Torpedo Support===
 
{{Formula
 
|Title=Long-Range Torpedo Attack Formula
 
|Math=\text{Atk}_\text{base torpedo support} = \text{TP} + 8
 
|Var=For this formula it's unknown if <math>\text{TP}</math> include fit bonus or not.
 
|Notes=Do not bother using this type of support, since it is by design inferior to the other ones.
 
}}
 
 
==LBAS Attack Power Formulas==
 
{{details|LBAS}}
 
{{: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===
 
{{details|Engagement}}
 
 
{|class="wikitable" style="text-align:center"
 
!Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}}
 
|-
 
|Crossing the T ('''{{color|green|Advantage}}''')<br>{{Nihongo|T字戦有利|''T Ji-sen Yuuri''}}
 
|{{color|green|'''Green T'''}}
 
|1.2||15%||15%
 
|-
 
|Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}}
 
|'''Parallel'''
 
|1.0||45%||45%
 
|-
 
|Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}}
 
|'''Head-on'''
 
|0.8||30%||40%
 
|-
 
|Crossing the T ('''{{color|red|Disadvantage}}''')<br>{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
 
|{{color|red|'''Red T'''}}
 
|0.6||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===
 
{{details|Formation}}
 
 
{|class="wikitable" style="text-align:center"
 
!colspan=5|Formation Attack Power Modifiers
 
|-
 
!Formation!!Shelling!!Torpedo!!ASW!!Night Battle
 
|-
 
|Line Ahead<br>単縦陣 ''Tanjuu-jin''
 
|1.0||1.0||{{color|red|0.6}}||1.0
 
|-
 
| Double Line<br>複縦陣 ''Fukujuu-jin''
 
|{{color|red|0.8}}||{{color|red|0.8}}||{{color|red|0.8}}||1.0
 
|-
 
| Diamond<br>輪形陣 ''Rinkei-jin''
 
|{{color|red|0.7}}||{{color|red|0.7}}||{{color|green|1.2}}||1.0
 
|-
 
| Echelon<br>梯形陣 ''Teikei-jin''
 
|{{color|red|0.75}}||{{color|red|0.6}}||{{color|red|1.1}}||1.0
 
|-
 
| Line Abreast<br>単横陣 ''Tan'ou-jin''
 
|{{color|red|0.6}}||{{color|red|0.6}}||{{color|green|1.3}}||1.0
 
|-
 
|rowspan=2|Vanguard<br>警戒陣|''Keikai-jin''
 
|{{color|red|0.5}}||1.0||1.0||{{color|red|0.5}}
 
|-
 
|1.0||1.0||{{color|red|0.6}}||1.0
 
|}
 
<references/>
 
{{clear}}
 
 
The following tab resume when engagement and formation are effective:
 
{|class="wikitable" style="text-align:center"
 
!rowspan=2|Modifier!!rowspan=2|LBAS!!rowspan=2|Airstrike!!colspan=3|Support!!colspan=2|Shelling!!rowspan=2|Torpedo!!rowspan=2|ASW!!rowspan=2|Night Battle
 
|-
 
!Shelling!!Aerial!!Torpedo!!Surface!!Carrier
 
|-
 
!Engagement
 
|❌||✔️||✔️||❌||✔️||✔️||✔️||✔️||❌||{{Tooltip|❌*|Except SPecial attacks}}
 
|-
 
!Formation
 
|❌||❌||✔️||❌||✔️||✔️||✔️||✔️||✔️||✔️
 
|}
 
 
 
===Damage State===
 
{|class="wikitable" style="text-align:center"
 
! Damage State
 
! Shelling
 
! Torpedo
 
! ASW
 
|-
 
|{{TextGlow|'''Not Damaged'''|black|text-colour=lime|glow-size=2px}}
 
|rowspan=2| 1.0||rowspan=2| 1.0||rowspan=2| 1.0
 
|-
 
|{{TextGlow|'''Lightly Damaged (小破)'''|black|text-colour=yellow|glow-size=2px}}
 
|-
 
|style="color:orange"|'''Moderately Damaged (中破)
 
| 0.7|| 0.8|| 0.7
 
|-
 
|style="color:red"|'''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===
 
{{details|Night Cut-In}}
 
 
Night Cut-Ins will apply extra modifiers if triggered.
 
 
{|
 
|- style="vertical-align:top"
 
|
 
{|class="wikitable" style="text-align:center"
 
!colspan=4|<math>\text{Mod}_\text{CI}</math>
 
|-
 
!colspan=4|"New" Cut-ins
 
|-
 
!Attack Type
 
!Prerequisites
 
!Notes
 
!Damage<br>Modifier
 
|-
 
!style="background-color:#ff7f50; color:black" rowspan=14|Destroyer Cut-ins
 
|rowspan=6|{{TorpedoWeapon}}{{RedGunLight}}{{Surface Radar}}
 
|
 
|1.3
 
|-
 
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 
|{{tooltip|1.625|1.3 x 1.25}}
 
|-
 
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 
|{{tooltip|1.706|1.3 x 1.25 x 1.05}}
 
|-
 
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 
|{{tooltip|1.820|1.3 x 1.4}}
 
|-
 
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}
 
|{{tooltip|1.911|1.3 x 1.4 x 1.05}}
 
|-
 
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 
|{{tooltip|2.002|1.3 x 1.4 x 1.1}}
 
|-
 
|rowspan=6|{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}}
 
|
 
|1.2
 
|-
 
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 
|{{tooltip|1.5|1.2 x 1.25}}
 
|-
 
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 
|{{tooltip|1.575|1.2 x 1.25 x 1.05}}
 
|-
 
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}<ref name="Tash">[[Tashkent Kai]] only.</ref>
 
|{{tooltip|1.680|1.2 x 1.4}}
 
|-
 
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}<ref name="Tash"/>
 
|{{tooltip|1.768|1.2 x 1.4 x 1.05}}
 
|-
 
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}<ref name="Tash"/>
 
|{{tooltip|1.848?|1.2 x 1.4 x 1.1?}}
 
|-
 
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
 
|1.5
 
|-
 
|{{TorpedoWeapon}}{{Drum}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
 
|1.3
 
|-
 
!style="background-color:#81c784; color:black" rowspan=4|Carrier Cut-ins<ref>NB CVCI [https://twitter.com/Divinity__123/status/1481091340876369921]</ref>
 
|{{NightFighterEn}}{{NightFighterEn}}{{NightBomberEn}}
 
|rowspan=4|{{WildCard}} = {{NightFighterEn}}{{NightBomberEn}}{{NightDivebomberEn}}{{AnyBomber}}
 
|1.25
 
|-
 
|{{NightFighterEn}}{{NightBomberEn}}
 
|1.2
 
|-
 
|{{NightFighterEn}}{{NightDivebomberEn}}<br>'''OR'''<br>{{NightBomberEn}} {{NightDivebomberEn}}
 
|1.2
 
|-
 
|{{NightFighterEn}}{{WildCard}}{{WildCard}}
 
|1.18
 
|-
 
!style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}{{Surface Radar}}
 
|rowspan=4| -
 
|1.36
 
|-
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}
 
|1.32
 
|-
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Surface Radar}}
 
|1.28
 
|-
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}
 
|1.24
 
|}
 
|
 
{|class="wikitable" style="text-align:center"
 
!colspan=3|<math>\text{Mod}_\text{CI}</math>
 
|-
 
!colspan=3|"Old" Cut-ins
 
|-
 
!Attack Type
 
!Prerequisites
 
!Accuracy<br>Modifier
 
|-
 
!style="background-color:#ff7f50; color:black"|Gun Cut-in
 
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
 
|2
 
|-
 
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 
|1.75
 
|-
 
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
 
|{{LM Sub Torpedo}} {{SubmarineRadar}}
 
|1.75
 
|-
 
|{{LM Sub Torpedo}} {{LM Sub Torpedo}}
 
|1.6
 
|-
 
!style="background-color:#59f; color:black"|Torpedo Cut-in
 
|{{TorpedoWeapon}}{{TorpedoWeapon}}
 
|1.5
 
|-
 
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
 
|{{TorpedoWeapon}}{{RedGunHeavy}}
 
|1.3
 
|-
 
!style="background-color:gold; color:black" rowspan=3|Double Attack
 
|{{RedGunHeavy}}{{RedGunHeavy}}
 
|rowspan=3|1.2
 
|-
 
|{{RedGunHeavy}}{{YellowGun}}
 
|-
 
|{{YellowGun}}{{YellowGun}}
 
|}
 
|}
 
 
 
===ASW Synergy===
 
{{Equipment/ASW_Synergy|expand=true}}
 
 
 
===Hidden Fit Bonuses===
 
{{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.
 
 
 
==Post-cap Modifiers==
 
 
===Aerial Contact===
 
{{details|Aerial Combat#Contact}}
 
 
During aerial combat, there is a chance for the ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the '''Accuracy''' {{Hit}} of the plane that triggered contact.
 
 
{|class="wikitable" style="text-align:center"
 
!Accuracy {{Acc}}!!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%.
 
 
{|class="wikitable mw-collapsible"
 
!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===
 
{{details|Combat/Artillery Spotting}}
 
 
{|class="wikitable" style="text-align:center"
 
!Attack Type
 
!Prerequisites
 
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
!Notes
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
 
|1.35
 
|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
 
|-
 
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
 
|1.5
 
|
 
|-
 
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
 
|1.3
 
|
 
|-
 
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
 
|1.2
 
|
 
|-
 
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}
 
|1.1
 
|
 
|-
 
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}
 
|1.2
 
|
 
|}
 
 
 
===Carrier Cut-In Attacks===
 
{{details|CVCI}}
 
 
{|class="wikitable" style="text-align:center"
 
!Attack Type
 
!Prerequisites
 
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
|-
 
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
 
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
 
|1.25
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
 
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}}
 
|1.2
 
|-
 
!style="background-color:#59f" |{{color|black|Bomber-Attacker<br>(BA)}}
 
|nowrap|{{RedPlane}}{{BluePlane}}
 
|1.15
 
|}
 
If a CVCI attack is evaded, it will deal [[#Scratch Damage|scratch Damage]] instead.
 
 
 
===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"
 
!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===
 
{{details|Anti-Installation}}
 
 
 
===Special Attack Bonus===
 
{{details|Special Attacks}}
 
 
 
===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
 
|1.0
 
|-
 
|Critical
 
|<math>1.5 \times \text{Mod}_\text{proficiency}</math>
 
|}
 
 
;Plane Proficiency Critical Modifier
 
{{details|Plane Proficiency}}
 
 
Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier.
 
 
* For '''Carrier Attacks''', they gain a '''1.2''' critical bonus multiplier for a {{Double Chevron}} plane in the top slot and an additional '''0.1''' for every other {{Double Chevron}} plane.
 
** For 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 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.
 
*<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"
 
!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 {{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]].
 
* Debuffs are affected by the ammunition modifier.
 
 
=Miscellaneous Damage Modifiers=
 
{{Anchor|Chip Damage}}
 
===Scratch Damage===
 
In the following cases attacks will deal '''"scratch damage"''' instead of normal one:
 
*If a [[Cut-in]] or a [[special attack]] is evaded;
 
*The target's armor cannot be penetrated (attack inferior to eh enemy defense);
 
*The ammo count hits 0;
 
*When a single fleet attack subamrine at night;
 
*When a [[Friendly Fleet]] attack the last reamining ship of an enemy fleet.
 
 
Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Scratch Damage formula
 
|-
 
|
 
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 
|valign="center"|  <math>\text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math>
 
|}
 
;With
 
* <math>\text{HP}_\text{current}</math> the current '''HP''' {{HP}} of the target.
 
* <math>\text{HP}_\text{rand}</math> 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>.
 
 
* 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.
 
|-
 
|
 
;Friendly Fleet
 
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"
 
|valign="center"|  <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5</math>
 
|}
 
|}
 
* Scratch damage is generally between '''6-14% of current HP'''.
 
{{color|red|'''The target's HP cannot be reduced to 0 (and therefore sunk) by scratch damage.'''}}
 
 
===PT Imps===
 
{{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 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 {{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.
 
 
{{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.
 
* <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>.
 
}}
 
 
Overkill protection will take off between '''50-80% of the ship's current HP {{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 {{color|red|'''heavily damaged (大破)'''}} by a BB Hime, while a 31 HP DD has just a 6.5% chance
 
*** This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha
 
** 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
 
* Generally ships with HP that are divisible by 4 have worse survivability.
 
 
=See Also=
 
{{Mechanics}}
 

Revision as of 20:12, 27 September 2024