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− Success increases hit rate and evasion.
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− | style="white-space: nowrap;"|Moderate damage (中破)+
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− <p style="margin-bottom:1em;color:rgb(0,0,0);">Damage =</p>+
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− ! colspan="8" scope="col"|<span style="color:rgb(0,0,0);font-weight:bold;">if it isn't damaged by this formula, or becomes very little damage, it becomes scratch damage, maximum about 10% of enemy current HP (needs verification)</span>+
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− '''Note: if [<span style="color:rgb(0,0,0);">Basic attack power x </span><span style="color:rgb(0,0,0);">Pre-cap modifiers] exceeds a certain cap, it will be modifed -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]] </span>'''
− {| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 500px;"
− |-
− ! scope="col" style="white-space:nowrap;"|
− <u>Basic Attack Power for the formula above</u>
− Aerial combat<br />Basic attack power =<br />(attack type modifier, see below) × [(Aircraft's divebomb or torp stat) × √(number of planes) + 25]<br />Dive Bombers/Seaplane bombers: attack type modifier = 1<br />Torpedo Bombers: attack type modifier = 0.8 or 1.5 with a 50/50 chance according to wikiwiki<br />Additional notes on bombing in the textdump below....
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− Shelling for carrier-type vessels<br />Basic attack power = (Firepower + Torpedo) × 1.5 + aircraft divebomb stat × 2 + 55
− Torpedo/Preemptive Torpedo<br />Basic attack power = Torpedo + 5+
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− Anti-sub warfare<br />Basic attack power = (ASW stat when naked / 5, rounded down) + ASW stat of equipment × 2 + 25<br />Note: This applies to DDs and CLs during the day; CVL anti-sub attacks and night anti-sub attacks are still under investigation.
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− Night Battle<br />Basic attack power = Firepower + Torpedo
− |}
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− ! scope="col"|+
− <p style="margin-top:1em;margin-bottom:1em;color:rgb(0,0,0);">Attack type modifier is categorized as follow: (this is the scaling on type of planes)</p>
− <p style="color:rgb(0,0,0);">Dive Bombers/Seaplane bombers are fixed at 100%.</p>+
− <p style="color:rgb(0,0,0);">Torpedo Fighters' scaling is at 80% (0.8) or 150% (1.5). According to wikiwiki, it's a 50/50 regarding which scaling is used.</p>+
− <p style="color:rgb(0,0,0);">種別倍率 × (機体の雷装or爆装 × √搭載数 + 25)</p>+
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− <p style="color:rgb(0,0,0);">Scaling of planes * (Total 雷装/爆装 * √(Plane Capacity) + 25)</p>+
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− </p>
− <p style="color:rgb(0,0,0);">In the wikiwiki, the portion here:</p>+
− <p style="color:rgb(0,0,0);">※ 以上の計算式は「制空権確保」時のものであるため、それ以外の状況では異なる可能性がある。</p>+
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− <p style="color:rgb(0,0,0);">航空戦でのダメージは各スロットの機体性能と搭載数から個々に計算されており、空母の火力値は攻撃力に影響しない。 搭載数はリアルタイムに反映されており、雷撃・爆撃の前に艦載機が撃ち落とされた場合は、そのぶん攻撃力が減少する。 航空戦ではキャップ前補正(陣形補正、交戦形態補正、損傷補正)を受けない。 防御側の対空はダメージに直接は影響しない。ただし敵艦載機を撃ち落とすことによって搭載数を減少させたり、回避率に影響している可能性はある。</p>
− <p style="color:rgb(0,0,0);">装甲の堅い敵に艦攻が有効なのは、倍率150%の攻撃があるためである。ただしこの倍率は80%の場合もあり、攻撃力は安定しない。</p>+
− <p style="color:rgb(0,0,0);">航空戦では互いの艦上戦闘機による制空権の判定が行われ、(被)撃墜数などに大きく影響する。 制空権の影響を大きく受けるのが艦攻で、艦爆は比較的受ける影響が少ないと言われている。</p>+
− <p style="color:rgb(0,0,0);">Apparently this is calculation's accuracy can only be justified when you managed to get air superiority, aka "制空権確保".</p>+
− <p style="color:rgb(0,0,0);">As we all know, damage during "Air Combat" phase is only affected by plane capacity and the type of planes you have. The "Firepower" stats doesn't affect anything during this phase.</p>+
− <p style="color:rgb(0,0,0);">Seems like AA also does not affect the damage during Air Combat directly, just that it is possible that the more planes you shoot down, the higher chance you get to evade the bombings.</p>+
− <p style="color:rgb(0,0,0);">Then there's the part whereby it informs us that it's effective against ships with high armor due to the possibility of having a 1.5(150%) scaling during the bombing.</p>+
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− <p style="color:rgb(0,0,0);">And as we all know, air superiority is also determined by how many planes were shot down and the side without air superiority will be doing considerably less damage on bombing. (Wording doesn't include torpedo, so I'm not sure whether they're including both bombing and torpedo as one category)</p>
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− |<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>+
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− | colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
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− <p style="text-align: center;">No{{YellowGun}}or{{TorpedoWeapon}}equipped</p>
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− <p style="text-align: center;">No{{TorpedoWeapon}}equipped</p>+
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− <p style="text-align: center;">No{{YellowGun}}or{{TorpedoWeapon}}equipped</p>
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− <p style="font-size:13px;">2 consecutive attacks at 120%. Always procs, compared to cut-ins which proc only by chance and is affected by the luck stat. ''(Japanese wikis confirm that Yukikaze has a greater chance of doing cut-ins than Shimakaze)''</p>+
− ===Ship's health modifier (counts as a pre-cap modifier)===
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Redesigning the page for better page flow, data organization and readability. It was extremely poor in design, and extremely hard to be read along, leave alone to be understood. Removing all excessive useless HTML codes as well for easier editing.
==Combat stages==
==Combat Stages==
{| border="0" cellpadding="1" cellspacing="1" class="article-table"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:100%;"
|-
|-
! scope="col"|Stage
! scope="col"|Stage
|-
|-
|Detection
|Detection
|
|Requires planes or high detection stat.
Requires planes or high detection stat.
Success increases hit rate and evasion.<br/>
Failure decreases hit rate, evasion, and leaves you unable to participate in air combat phase.
Failure decreases hit rate, evasion, and leaves you unable to participate in air combat phase.
|-
|-
|-
|-
|Night Combat
|Night Combat
|Attacks occur in lineup order from top to bottom, alternating between sides.
|Attacks occur in lineup order from top to bottom, alternating between sides. Must not have taken more than moderate damage to participate.
|}
|}
==Effects of ship damage==
==Effects of Ship Damage==
Amount of damage on a ship will affect its performance.
Amount of damage on a ship will affect its performance.
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 600px; height: 100px;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%; height: 100px;"
|Minor damage (小破) or less
|Minor damage (小破) or less
|No effect on performance
|No effect on performance
|-
|-
|Moderate damage (中破)
|Attack power, accuracy, and evasion are slightly decreased
|Attack power, accuracy, and evasion are slightly decreased
|-
|-
==Factors involved in damage calculation==
==Factors Involved in Damage Calculation==
===MAIN FORMULA (work in progress):===
===Main Formula (work in progress):===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 650px; height: 225px;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
|-
|-
! rowspan="3" scope="col" style="white-space:nowrap;"|
! rowspan="3" scope="col" style="white-space:nowrap;"|
'''Damage ='''
! scope="col" style="width:120px;"|<span style="color:rgb(0,0,0);font-weight:bold;">Basic attack power x<br />Pre-cap modifiers</span>
! scope="col"|<center>'''Basic Attack Power<br/>x<br />Pre-Cap Modifiers</center>
! scope="col"|x
! scope="col"|x
! scope="col"|<span style="color:rgb(0,0,0);font-weight:bold;">critical modifier</span>
! scope="col"|<center>'''Critical Modifier'''</center>
! scope="col"| -
! scope="col"|-
! scope="col"|<span style="color:rgb(0,0,0);font-weight:bold;">enemy armor</span>
! scope="col"|<center>'''Enemy Armor'''</center>
! scope="col"|x
! scope="col"|x
! scope="col"|<span style="color:rgb(0,0,0);font-weight:bold;">random number between 2/3 ~ 4/3</span>
! scope="col"|<center>'''Random Number<br/>(between 2/3 ~ 4/3)'''</center>
|-
|-
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|x
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|x
|-
|-
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|<span style="color:rgb(0,0,0);font-weight:bold;">Remaining ammo modifier</span>
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|<center>'''Remaining Ammo Modifier'''</center>
|-
|-
| colspan="8" |Notes:
*''If it isn't damaged by this formula, or becomes very little damage, it becomes scratch damage, maximum about 10% of enemy current HP (needs verification).''
*''If [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modifed -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]]''
|}
|}
Shelling for all vessels except carriers<br />Basic attack power = Firepower + 5
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 100%;"
|-
! scope="col"|Type
! scope="col"|Basic Attack Power
! scope="col"|Notes
|-
|Aerial combat
|Attack Type Modifier (see below) × [(Aircraft's divebomb or torp stat) × √(number of planes) + 25]
|*Dive Bombers/Seaplane bombers: attack type modifier = 1
*Torpedo Bombers: attack type modifier = 0.8 or 1.5 with a 50/50 chance according to wikiwiki
|-
|Shelling (except Carriers)
|Basic attack power = Firepower + 5
|
|-
|Shelling (Carrier only)
|Basic attack power = (Firepower + Torpedo) × 1.5 + aircraft divebomb stat × 2 + 55
|
|-
|Torpedo/Preemptive Torpedo
|Basic attack power = Torpedo + 5
|
|-
|Anti-sub warfare
|Basic attack power = (ASW stat when naked / 5, rounded down) + ASW stat of equipment × 2 + 25
|This applies to DDs and CLs during the day; CVL anti-sub attacks and night anti-sub attacks are still under investigation.
|-
|Night Battle
|Basic attack power = Firepower + Torpedo
|
|}
====Attack Type Modifier (Plane Scaling)====
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 500px;"
|-
|-
|''Dive Bombers/Seaplane bombers are fixed at 100%.''
''Torpedo Fighters' scaling is at 80% (0.8) or 150% (1.5). According to wikiwiki, it's a 50/50 regarding which scaling is used.''
''種別倍率 × (機体の雷装or爆装 × √搭載数 + 25)''
''Scaling of planes * (Total 雷装/爆装 * √(Plane Capacity) + 25)''
|}
In the wikiwiki, the portion here:
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
|-
|''※ 以上の計算式は「制空権確保」時のものであるため、それ以外の状況では異なる可能性がある。''
''航空戦でのダメージは各スロットの機体性能と搭載数から個々に計算されており、空母の火力値は攻撃力に影響しない。 搭載数はリアルタイムに反映されており、雷撃・爆撃の前に艦載機が撃ち落とされた場合は、そのぶん攻撃力が減少する。 航空戦ではキャップ前補正(陣形補正、交戦形態補正、損傷補正)を受けない。 防御側の対空はダメージに直接は影響しない。ただし敵艦載機を撃ち落とすことによって搭載数を減少させたり、回避率に影響している可能性はある。''
''装甲の堅い敵に艦攻が有効なのは、倍率150%の攻撃があるためである。ただしこの倍率は80%の場合もあり、攻撃力は安定しない。''
''航空戦では互いの艦上戦闘機による制空権の判定が行われ、(被)撃墜数などに大きく影響する。 制空権の影響を大きく受けるのが艦攻で、艦爆は比較的受ける影響が少ないと言われている。''
|}
Apparently this is calculation's accuracy can only be justified when you managed to get air superiority, aka "制空権確保".
As we all know, damage during "Air Combat" phase is only affected by plane capacity and the type of planes you have. The "Firepower" stats doesn't affect anything during this phase.
Seems like AA also does not affect the damage during Air Combat directly, just that it is possible that the more planes you shoot down, the higher chance you get to evade the bombings.
Then there's the part whereby it informs us that it's effective against ships with high armor due to the possibility of having a 150% scaling during the bombing.
And as we all know, air superiority is also determined by how many planes were shot down and the side without air superiority will be doing considerably less damage on bombing. (Wording doesn't include torpedo, so I'm not sure whether they're including both bombing and torpedo as one category)
===Formation Modifier (Pre-Cap Modifier)===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
===Formation modifier (counts as a pre-cap modifier)===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
|-
|-
! scope="col" style="text-align:center;"|Formation
! scope="col" style="text-align:center;"|Formation
! scope="col" style="text-align:center;"|Formation Icon
! scope="col" style="text-align:center;"|Modifier
! scope="col" style="text-align:center;"|Modifier
! scope="col" style="text-align:center;"|Modifier when attacking subs
! scope="col" style="text-align:center;"|Modifier when attacking subs
|-
|-
|Line Ahead
| Line Ahead
| {{LineAhead}}
| style="text-align:center;"|100%
| style="text-align:center;"|100%
| style="text-align:center;"|45%
| style="text-align:center;"|45%
|-
|-
|Double Line
| Double Line
| {{DoubleLine}}
| style="text-align:center;"|80%
| style="text-align:center;"|80%
| style="text-align:center;"|60%
| style="text-align:center;"|60%
|-
|-
|<span style="line-height:20px;">Diamond</span>
| Diamond
| {{Diamond}}
| style="text-align:center;"|70%
| style="text-align:center;"|70%
| style="text-align:center;"|90%
| style="text-align:center;"|90%
|-
|-
|Echelon
| Echelon
| {{Echelon}}
| style="text-align:center;"|60%
| style="text-align:center;"|60%
| style="text-align:center;"|75%
| style="text-align:center;"|75%
|-
|-
|Line Abreast
| Line Abreast
| {{LineAbreast}}
| style="text-align:center;"|60%
| style="text-align:center;"|60%
| style="text-align:center;"|100%
| style="text-align:center;"|100%
|}
|}
Night battle and air combat are not affected by formation choice<span style="font-size:11px;line-height:0px;">.</span>
Night battle and air combat are not affected by formation choice.
===Engagement form modifer <span style="font-weight:bold;">(counts as a pre-cap modifier)</span>===
===Engagement Form Modifer (Pre-Cap Modifier)===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 400px;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
|-
|-
! scope="col" style="text-align:center;"|Form
! scope="col" style="text-align:center;"|Form
*Note that T adavantage/disadvantage is applied to BOTH side somehow. Possibly a bug or design flaw.
*Note that T adavantage/disadvantage is applied to BOTH side somehow. Possibly a bug or design flaw.
====Side note: Illustration of engagement forms====
====Engagement Forms====
'''Parallel Engagement'''
====='''Parallel Engagement'''=====
The course of the player's fleet and the enemy fleet are the same.
The course of the player's fleet and the enemy fleet are the same.
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 300px;"
|Fleet A
|Fleet A
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|-
|-
|Fleet B
|Fleet B
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|}
|}
'''Head-on Engagement'''
====='''Head-on Engagement'''=====
The course of the player's fleet and the enemy fleet are opposite each other.
The course of the player's fleet and the enemy fleet are opposite each other.
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 300px;"
|Fleet A
|Fleet A
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
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|Fleet B
|Fleet B
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
|←
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
|←
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
|←
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
|←
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
|←
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">←</span>
|←
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|}
'''Crossing the T'''
====='''Crossing the T'''=====
The course of the player's fleet and the enemy fleet are perpendicular to each other (that's 90 degrees, which results in a T figure). A fleet is in disadvantage if it is coming from <span style="color:rgb(34,34,34);font-family:arial;line-height:normal;text-align:justify;">「|」</span>direction, and is in advantage it is is coming from <span style="color:rgb(34,34,34);font-family:arial;line-height:normal;text-align:justify;">「―」direction.</span>
The course of the player's fleet and the enemy fleet are perpendicular to each other (that's 90 degrees, which results in a T figure). A fleet is in disadvantage if it is coming from「|」direction, and is in advantage it is is coming from「―」direction.
(Historically, the point of this was for the <span style="color:rgb(34,34,34);font-family:arial;line-height:normal;text-align:justify;">「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)</span>
(Historically, the point of this was for the「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="height: 100px; width: 200px;"
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 300px;"
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;">→</span>
|→
|→
|→
| colspan="2" rowspan="7" style="text-align:center;"|<center>'''OR'''</center>
|←
|←
|←
|←
|←
|←
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
|-
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
|-
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
|-
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
|-
|-
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="2" rowspan="1" style="text-align:center;"|<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:12px;line-height:15px;text-align:center;">↑</span>
| style="text-align:center;"|
|-
|-
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|}
==Night combat==
==Night Combat==
*Night battle damage depends on either the Firepower or Torpedo (or both!) stats for attack power, depending on the specific attack type. Consequently, DDs, CLs, CLTs and CAs have drastically increase strength at night.
*Night battle damage depends on either the Firepower or Torpedo (or both!) stats for attack power, depending on the specific attack type. Consequently, DDs, CLs, CLTs and CAs have drastically increase strength at night.
*<span style="line-height:20px;color:rgb(0,0,0);">Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.</span>
*Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.>
*Main Gun = {{Template:RedGunMedium}}Red guns or 10cm High-angle Gun
*Main Gun = {{Template:RedGunMedium}}Red guns or 10cm High-angle Gun
*Secondary (Sub) Gun = {{Template:YellowGun}}Yellow guns / 12.7cm High-angle Gun / 8cm High-angle Gun
*Secondary (Sub) Gun = {{Template:YellowGun}}Yellow guns / 12.7cm High-angle Gun / 8cm High-angle Gun
===Table of night battle attack types===
===Night Battle Attack Types===
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 500px;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 100%;"
|-
|-
! scope="col"|Type
! scope="col"|Type
|}
|}
====Cut-in equipment setups====
====Cut-in Equipment Setups====
NOTE: These are only a few examples. See the above table.
NOTE: These are only a few examples. See the above table.
{| class="wikitable"
{| class="wikitable" style="width: 100%;"
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}3 main guns
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}3 main guns
| rowspan="5"|
| rowspan="5"|
| colspan="1" rowspan="2" style="text-align: center;"|One{{YellowGun}}also equippable
| colspan="1" rowspan="2" style="text-align: center;"|One{{YellowGun}}also equippable
|-
|-
|
| style="text-align: center;"|No{{YellowGun}}or{{TorpedoWeapon}}equipped
|}
|}
====Double-attack equipment setups====
====Double-attack Equipment Setups====
NOTE: These are only a few examples. See the above table.
NOTE: These are only a few examples. See the above table.
{| class="wikitable"
{| class="wikitable" style="width: 100%;"
| style="text-align: center;"|{{RedGunMedium}}1 main gun
| style="text-align: center;"|{{RedGunMedium}}1 main gun
| rowspan="4" style="text-align: center;"|
| rowspan="4" style="text-align: center;"|
| style="text-align: center;"|
| style="text-align: center;"|
|-
|-
|
| style="text-align: center;"|No{{TorpedoWeapon}}equipped
| style="text-align: center;"|No{{YellowGun}}or{{TorpedoWeapon}}equipped
|
| style="text-align: center;"|One{{TorpedoWeapon}}also equippable
| style="text-align: center;"|One{{TorpedoWeapon}}also equippable
|}
|}
===Night battle special attack modifier (counts as a pre-cap modifier)===
===Night Battle Special Attack Modifier (Pre-Cap Modifier)===
====<span style="font-size:14px;">Cut-in attack</span>====
====Cut-in attack====
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 500px;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 100%;"
|-
|-
! scope="col"|Weapon Type
! scope="col"|Weapon Type
|175%
|175%
|}
|}
====Double attack====
====Double Attack====
Two consecutive attacks at 120%. Always procs, compared to cut-ins which proc only by chance and is affected by the luck stat. ''(Japanese wikis confirm that Yukikaze has a greater chance of doing cut-ins than Shimakaze)''
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
===Ship's Health Modifier (Pre-Cap Modifier)===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
|-
|-
! scope="col" style="text-align:center;"|Damage
! scope="col" style="text-align:center;"|Damage
| style="text-align:center;"|40%
| style="text-align:center;"|40%
|}
|}
Modifier does not affect aerial attacks.
===Attack power cap (applies after all pre-cap modifiers)===
===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
Conditions for the attack power cap to activate: [Basic attack power x Pre-cap modifiers] exceeds '''150 for day''' battle, '''300 for night''' battle, and '''100 for anti-sub''' attacks.<br />This is the attack power cap, and it's represented below by <math>x</math>:
Conditions for the attack power cap to activate: [Basic attack power x Pre-cap modifiers] exceeds '''150 for day''' battle, '''300 for night''' battle, and '''100 for anti-sub''' attacks.<br />This is the attack power cap, and it's represented below by <math>x</math>:
What we can draw from this is that during the day, firepower or torpedo stats above 150 have the possibility of breaking the cap immediately and thus becoming nerfed. Best to use that extra red gun on Yamato or torp on Kitakami Kai 2 on something else.
What we can draw from this is that during the day, firepower or torpedo stats above 150 have the possibility of breaking the cap immediately and thus becoming nerfed. Best to use that extra red gun on Yamato or torp on Kitakami Kai 2 on something else.
===Critical modifier===
===Critical Modifier===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 300px;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 100%;"
|-
|-
! scope="col"|Attack Type
! scope="col"|Attack Type
|}
|}
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40.''' (If, on the other hand, the critical message appeared when the damage dealt was less than 40, then it was a critical hit.)
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40.''' (If, on the other hand, the critical message appeared when the damage dealt was less than 40, then it was a critical hit.)
===Remaining ammo modifier===
===Remaining Ammo Modifier===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 400px;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 400px;"
|-
|-
|-
|-
|0 ammo bar
|0 ammo bar
| style="text-align:center;"|<span style="font-size:12px;line-height:normal;">Scratch Damage</span>
| style="text-align:center;"|Scratch Damage
|}
|}
*Amount of ammunition also affects aircraft carrier damage.
*Amount of ammunition also affects aircraft carrier damage.
*To prevent the the loss of firepower, avoid night battles and whirlpools on the way.
*To prevent the the loss of firepower, avoid night battles and whirlpools on the way.
==Victory conditions==
==Victory Conditions==
;Perfect S
;Perfect S
*No damage taken, all enemy ships sunk.
*No damage taken, all enemy ships sunk.