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| ==Page 11 Info== | | ==Page 11 Info== |
− | Accuracy term = ((1.5*√Luck + 2*√Level + Equipment base accuracy + Base accuracy + Equipment upgrade accuracy bonus) * Morale modifier * Formation modifier + Fit modifier) * Daytime special attack modifier * AP shell modifier | + | Accuracy term = ((1.5*√Luck + 2*√Level + Equipment base accuracy + Base accuracy + Equipment upgrade accuracy bonus) * Morale modifier * Formation modifier + Fit modifier) * Daytime special attack modifier * AP shell modifier<br> |
| Base accuracy is 90 for shelling support, and 69 otherwise. | | Base accuracy is 90 for shelling support, and 69 otherwise. |
| | | |
− | Daytime special attack modifiers: | + | Daytime special attack modifiers:<br> |
− | Red/red/recon (double attack): x1.1 | + | Red/red/recon (double attack): x1.1<br> |
− | Red/yellow/recon: x1.3 | + | Red/yellow/recon: x1.3<br> |
− | Red/yellow/recon/radar: x1.5 | + | Red/yellow/recon/radar: x1.5<br> |
− | Red/yellow/AP shell/recon: x1.3 | + | Red/yellow/AP shell/recon: x1.3<br> |
| Red/red/AP shell/recon: x1.2 | | Red/red/AP shell/recon: x1.2 |
| | | |
− | AP shell modifiers: | + | AP shell modifiers:<br> |
| Affects CA(V)s, BB(V)s, CVs (including all installations) | | Affects CA(V)s, BB(V)s, CVs (including all installations) |
| | | |
− | Red/yellow/radar/AP: x1.3 | + | Red/yellow/radar/AP: x1.3<br> |
− | Red/radar/AP: x1.25 | + | Red/radar/AP: x1.25<br> |
− | Red/yellow/AP: x1.2 | + | Red/yellow/AP: x1.2<br> |
| Red/AP: x1.1 | | Red/AP: x1.1 |
| | | |
− | Evasion term = E((Base evasion + 2*√Luck) * Formation modifier) - Fuel penalty | + | Evasion term = E((Base evasion + 2*√Luck) * Formation modifier) - Fuel penalty<br> |
| Other factors like flagship protection have not been taken into account. | | Other factors like flagship protection have not been taken into account. |
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− | Attack process is as follows: | + | Attack process is as follows:<br> |
− | First calculate hit rate. | + | First calculate hit rate.<br> |
− | Then calculate crit rate. | + | Then calculate crit rate.<br> |
− | Then calculate if the attack crits. | + | Then calculate if the attack crits.<br> |
| If it does not crit, calculate if the attack connects. | | If it does not crit, calculate if the attack connects. |
| + | |
| + | ==Page 12 Info== |
| + | |
| + | Air battle stage 1: |
| + | Calculate fighter power |
| + | Air supremacy: merits = 1<br> |
| + | Air superiority: merits = 3<br> |
| + | Air parity: merits = 5<br> |
| + | Air incapability: merits = 7<br> |
| + | Air denial: merits = 10<br> |
| + | |
| + | Own loss random value:randScale( merits / 3 ) + merits / 4, where randScale( merits / 3 ) gives 0 to 100 * merits/3, in steps of 10<br> |
| + | Enemy loss random value: rand(11 - merits + 1) * 0.35 + rand(11 - merits + 1) * 0.65) (use your own merits value rather than the enemy's)<br> |
| + | |
| + | num2 = ⌊Plane slot count * Loss randomvalue/10⌋<br> |
| + | If num2 ≥ Plane slot count, the slot has been wiped.<br> |
| + | |
| + | 100/3 + 1/4<br> |
| + | 0-2,0-11<br> |
| + | |
| + | Look at the last row of pic related. AACI has a 50% chance of shooting down extra planes. Extra planes shot down = Multiplier * (ship AA + fleet AA) * other modifiers |
| + | |
| + | Vita only has 13 types of AACI in it. |
| + | |
| + | Note: Mertis are like a value |