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Difference between revisions of "Combat"
(→Damage Calculations: better phrasing) |
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! colspan="2" style="text-align:center;" |Pre-Cap Attack Power = [[#Base_Attack_Power|Base Attack Power]] + Night Spotting Bonus | ! colspan="2" style="text-align:center;" |Pre-Cap Attack Power = [[#Base_Attack_Power|Base Attack Power]] + Night Spotting Bonus | ||
|- | |- | ||
− | ! colspan="2" style="text-align:center;" |Attack Power Before Cap | + | ! colspan="2" style="text-align:center;" |Attack Power Before Cap = [Pre-Cap Attack Power × [[#Pre-Cap_Modifiers|Pre-Cap Modifiers]]] |
|- | |- | ||
! rowspan="2" style="text-align:center;" |Cap-Adjusted Attack Power = | ! rowspan="2" style="text-align:center;" |Cap-Adjusted Attack Power = | ||
− | ! style=text-align:center;" | Attack Power Before Cap | + | ! style=text-align:center;" | Attack Power Before Cap, if it is less or equal to the [[#Attack Power Cap|Attack Power Cap]] |
|- | |- | ||
− | ! style=text-align:center;" | [[#Attack Power Cap|Attack Power Cap]] + √(Attack Power Before Cap | + | ! style=text-align:center;" | [[#Attack Power Cap|Attack Power Cap]] + √(Attack Power Before Cap - [[#Attack Power Cap|Attack Power Cap]]), if Attack Power Before Cap is over the [[#Attack Power Cap|Attack Power Cap]] |
|- | |- | ||
! colspan="2" style="text-align:center;" |Effective Armor = Enemy Armor × 0.7 + Random(0 ~ Enemy Armor -1) × 0.6 | ! colspan="2" style="text-align:center;" |Effective Armor = Enemy Armor × 0.7 + Random(0 ~ Enemy Armor -1) × 0.6 | ||
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Applies after the pre-cap modifiers. This is a '''soft limit''' on your effective attack power. | Applies after the pre-cap modifiers. This is a '''soft limit''' on your effective attack power. | ||
− | <u>Condition</u>: If your Attack Power Before Cap | + | <u>Condition</u>: If your Attack Power Before Cap exceeds: |
* '''150''' for Day Battle, | * '''150''' for Day Battle, | ||
* '''300''' for Night Battle, ''or'' | * '''300''' for Night Battle, ''or'' | ||
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then the Attack Power Cap will kick-in, reducing attack power. The calculation is: | then the Attack Power Cap will kick-in, reducing attack power. The calculation is: | ||
− | <math>\text {Cap-Adjusted Attack Power} = x + \sqrt {\text {Attack Power Before Cap | + | <math>\text {Cap-Adjusted Attack Power} = x + \sqrt {\text {Attack Power Before Cap} - x}</math>, where x represents the attack power cap applicable to the attack. |
Daytime Attack Cap (150) often makes it important to utilize [[#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power. | Daytime Attack Cap (150) often makes it important to utilize [[#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power. |
Revision as of 06:10, 27 June 2015
For detailed explanations on specific mechanics, see their respective pages:
Combat Stages
For most combat engagements, the battle will begin in day combat and follow the following set of stages. Several stages will not occur unless certain conditions are met.
- Combined Fleet uses a modified combat order.
- For Air Battle Only nodes (1-6 and certain event map nodes; may be a single-fleet or Combined Fleet), there is no Opening Torpedo Salvo, and Day Combat is completely replaced by a second round of Aerial Combat.
- Thus ships that cannot participate in Aerial Combat cannot attack. They can still perform Anti-Air Defense, as usual.
Stage | Notes |
---|---|
Formation Selection | With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage, hit rate, and defense. This step is skipped if you have 3 or fewer ships. |
Detection | Requires planes or high detection stat (usually from RADAR). Success increases accuracy and evasion. Failure prevents participation of allied planes in the aerial combat phase (and will result in your Air Superiority value treated as 0). If no message is shown, it is treated as a failure. |
Aerial Combat | Participants: CVLs and CVs equipped with fighter or bomber planes; BBVs, CAVs, AVs, and SSVs equipped with seaplane bombers; some enemy-specific ship classes If a side achieves Air Superiority or Supremacy in this stage, that side can use Artillery Spotting. All ships capable of launching attack or bomber planes will launch them in this stage (unless Detection is failed), regardless of current HP status. This step is skipped if there is no eligible participant. |
Opening Stages |
Supporting Fire from Sortie Support Expeditions. This has an aspect of randomness and may not trigger.
Participants: SS over level 10, ships equipped with Type A Ko-hyoteki (CLTs, Chitose, Chiyoda, SS) and enemy Battleship Re-Class Elite.
The orientation of the allied and enemy fleets is displayed. The engagement form affects both fleets equally. |
Day Combat |
Participants: All ships except SS, CVLs and CVs not carrying any bombers, and basic Transport Ship Wa-Class.
Participants: All ships except SS, CVLs and CVs not carrying any bombers, and basic Transport Ship Wa-Class.
Participants: DDs, CLs, CLTs, CAs, CAVs, Chitose, Chiyoda, SS, Bismarck drei, Battleship Re-Class, some enemy-specific ship classes; Requires current HP > 50% of Max HP and Base Torpedo Value > 0 Like the opening torpedo salvo, all participants attack simultaneously.
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Night Combat | Participants: All ships except CVLs, CVs, and basic Transport Ship Wa-Class. Enemy Standard Carrier Wo-Class and Light Carrier Nu-Class of flagship level or higher can attack at night. Requires current HP > 25% of Max HP
The first slot allied ship attacks, then the first slot enemy ship attacks, and so on. If a ship is sunk or critically damaged, the game will skip its turn.
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For certain nodes and events, combat begins in the Night Combat stage, then proceeds to Day combat if certain conditions are met.
Formation Selection
With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage and hit rate.
Formation Modifier
Formation | Formation Icon | Surface Damage Modifier | Anti-sub Damage Modifier | Anti-air Modifier | Day Shelling Hit Rate | Day Torpedo Hit Rate | Night Battle Hit Rate[1] | Flagship Protection Rate |
---|---|---|---|---|---|---|---|---|
Line Ahead 単縦陣 (Tanjuu-jin?) |
100% | 45% | 100% | Medium | High | Higher | Low | |
Double Line 複縦陣 (Fukujuu-jin?) |
80% | 60% | 120% | High[2] | Medium | Medium | Medium | |
Diamond 輪形陣 (Rinkei-jin?) |
70% | 90% | 160% | Medium | Very Low | ? | High | |
Echelon 梯形陣 (Teikei-jin?) |
60% | 75% | 100% | Medium | Low | Lower | Medium | |
Line Abreast 単横陣 (Tan'ou-jin?) |
60% | 100% | 100% | High | Very Low | Lower | Medium |
- The surface damage modifier applies to both shelling and torpedo attacks, but does not affect Aerial Combat or Anti-Submarine attacks.
- Diamond Formation is only selectable as a formation with 5+ ships.
- Flagship protection is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack instead.
- Line Ahead has the highest offensive power for surface combat. It is the default choice for encounters after the 3rd battle node to preserve firepower because of the remaining ammo penalty.
- Double Line is generally a good formation for heavy BB/CV fleets. There is a significant accuracy increase that benefits the typically lower accuracy carriers, while BB often still have enough firepower.
- Line Abreast is the best formation for anti-sub purposes.
- Echelon has not been tested extensively, but it is hypothesized to be a defensive formation for submarines.
Detection
- Fleet LOS affects Detection rate.
- Success increases fleet accuracy and evasion.
- Failure prevents participation of allied planes in the aerial combat phase.
Aerial Combat
Split into a separate page due to its length.
Opening Stages
The Opening Stages of combat proceed in order with the Supporting Expedition effect, the Opening Torpedo salvo, then the display of the engagement form
- In World 5 and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on Support Expeditions. The type of supporting fire depends on the composition of the expedition fleet.
- The Opening Torpedo Salvo is fired by Submarines over level 10, ships with the Type A Ko-hyoteki (CLTs, AVs, SS) equipped, and the Enemy Battleship Re-Class.
- Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
- Ships capable of firing in this phase will launch torpedo even if suffering moderate / heavy damage (which prevents launching torpedo during Closing Torpedo phase).
- Opening torpedoes will prioritize targeting ships that can be damaged by them. If no such target exists, the torpedo will launch but always miss.
- The Opening stages finish with the display of the Engagement form and the formation of the two fleets.
Engagement Form Modifier
Form | Damage Modifier | Chance | Chance with Saiun |
---|---|---|---|
Parallel Engagement 同航戦 (Doukousen?) |
100% | 45% | 45% |
Head-on Engagement 反航戦 (Hankousen?) |
80% | 30% | About 40% |
Crossing the T (Advantage) T字戦有利 (T Ji-sen Yuuri?) |
120% | 15% | 15% |
Crossing the T (Disadvantage) T字戦不利 (T Ji-sen Furi?) |
60% | 10% | <1% |
- All engagement forms affect both sides equally, including crossing the T (Advantage or Disadvantage).
- Regular night battle and aerial combat are not affected by engagement forms. Nodes starting with Night Combat, however, do take engagement forms into consideration (despite it not being displayed).
- Equipping a Saiun effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
- It is speculated that the Engagement form also impacts accuracy.
Day Combat
- Day Combat consists of up to 3 phases: 1st Shelling, 2nd Shelling (if applicable), Closing Torpedo
- During the first shelling stage, the order of fire is determined by the ship's range.
- Ships are arranged in order from Very Long → Long → Medium → Short → Very Short range.
- The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.
- Very Short range only exists for enemy (all variants of Light Carrier Nu-Class and Standard Carrier Wo-Class).
- Some equipments can extend the range of a ship, but in no cases will a ship's range decrease due to equipment.
- The second shelling phase (if applicable) has an initial firing order of all ships alive that are normally capable of attacking during shelling phase, alternating between sides.
- Ships unable to attack at all in the shelling phase (e.g. all submarines, basic Transport Ship Wa-Class, any carrier carrying no bombers) are not put into the shelling order (during both phases). Ships normally able to attack but rendered unable to (e.g. damaged carriers carrying bombers) will be included in the shelling order but take no action.
- CVLs and CVs must be in good or lightly damaged condition in order to participate in either shelling phases; Armored Aircraft Carriers (e.g. Taihou) may still attack while moderately damaged.
- The Closing Torpedo salvo is fired by all SS(V), DD, CL(T), CA(V), AV, Bismarck drei, and the enemy Battleship Re-Class.
- Torpedoes are fired from all ships simultaneously, and accuracy (and damage) is affected by the selected Formation type.
- Ships must not be moderately or heavily damaged to participate.
- If any ship capable of firing torpedo is alive, this phase will occur (and text shown for start of phase), but if there is no valid target, no torpedo will fire.
Night Combat
- Night battle damage depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
- Any vessel at night must not be heavily damaged (red) before attacking in order to participate in night battle.
- Certain combination of weapon equipment (Main Guns, Secondary Guns, Torpedoes) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
- Auxiliary equipment (e.g RADAR, SONAR, Depth Charges, Searchlights, Turbines, Special ammunition, Pure AA Equipment, Torpedo Bulges, and Midget-subs) will not affect the combination.
- If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as Star Shells and Searchlight. Type 98 Recon Seaplane (Night Scout) is also an option.
- Damage against submarines is greatly reduced during regular Night Battles (to scratch damage).
- Formation damage modifiers do not apply in Night Battle (always 100% for regular shelling).
- Nodes begin with Night Battle and in Combined Fleet Night Battle, Formation anti-sub damage modifiers apply.
- The Engagement Form is not explicitly shown in Night Battle nodes, but the modifier will apply.
- The animation for ships equipped with 2 different torpedoes may be different but the damage output is still the same.
- A Prototype FaT Type 95 Oxygen Torpedo Kai + 61cm Quint (Oxygen) Torpedo Mount will show a cut-in animation of FaT+Quint+Quint and if equipped the other way around, the cut-in animation will show Quint+FaT+FaT. However, both animation produces the same damage output.
Damage Calculations
Main Formula
Pre-Cap Attack Power = Base Attack Power + Night Spotting Bonus | |
---|---|
Attack Power Before Cap = [Pre-Cap Attack Power × Pre-Cap Modifiers] | |
Cap-Adjusted Attack Power = | Attack Power Before Cap, if it is less or equal to the Attack Power Cap |
Attack Power Cap + √(Attack Power Before Cap - Attack Power Cap), if Attack Power Before Cap is over the Attack Power Cap | |
Effective Armor = Enemy Armor × 0.7 + Random(0 ~ Enemy Armor -1) × 0.6 | |
Final Attack Power = [Cap-Adjusted Attack Power × Critical Modifier] × Post-Cap Modifiers | |
Damage = (Final Attack Power - Effective Armor) × Remaining Ammo Modifier | |
Notes:
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Base Attack Power
Type | Base Attack Power | Notes |
---|---|---|
Opening Air Strike | Modifier × (Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25 | Number of planes is post anti-bomber combat and fleet anti-air defense Modifier is 1.0 for dive bombers, either 0.8 or 1.5 (50% chance for either) for torpedo bombers
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Shelling (Carriers) | {[Firepower + Torpedo + Effective Bonus (Shelling) + (Dive Bomb × 1.3)] × 1.5} + 55 | This is also the formula for Land-Based Abyssal ships during shelling rounds. (Uses the standard Night Battle formula at night.) |
Shelling (Others) | Firepower + Effective Bonus (Shelling) + 5 | |
Torpedo | Torpedo + Effective Bonus (Torpedo) + 5 | Applies to both Opening and Closing Torpedo Salvo.
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Anti-sub warfare | √(Base Ship ASW) × 2 + Equipment ASW × 1.5 + Effective Bonus (ASW) + Ship Class Constant | Ship Class Constant: 13 for DD/CL/CLT, 8 for CAV/BBV/AV/CVL/LHA
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Night Battle | Firepower + Torpedo + Effective Bonus (Firepower) + Effective Bonus (Torpedo) | This is the formula for all ships participating in night combat (including Standard Carrier Wo-Class Flagship and Light Carrier Nu-Class Flagship).
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The effective bonus comes from improving equipments, see that page for details.
Pre-Cap Modifiers
These are the factors directly applied to your ship's attack power.
- Formation Modifier (see "Damage modifier")
- Engagement Modifier
- Health Modifier
- Bonus Against Installation
- ASW Synergy
- Night Attack Modifier
Effects from the modifiers are multiplied cumulatively. Formation Modifier, Engagement Modifier, and Health Modifier are applied sequentially.
Ship's Health Modifier
Damage | Modifier |
---|---|
Minor damage (小破, Shōha?) or less | 100% |
Moderate damage (中破, Chūha?) | 70% |
Heavy damage (大破, Taiha?) | 40% |
These modifiers do not affect Aerial Combat.
Bonus Against Installation
Equipped with | Modifier |
---|---|
Type 3 Shell | 250% |
WG42 (Wurfgerät 42) | ?% |
Neither | 100% |
This bonus applies against Installation-Type abyssal ships.
ASW Synergy
Equipped Both Depth Charge and Sonar? | Modifier |
---|---|
Yes | 115% |
No | 100% |
Having 2 sets of sonars and depth charges does not increase the synergy bonus.
Night Attack Modifier
Certain Equipment setups have a chance to trigger special attacks at night, giving boost to both attack power and accuracy. This stage is usually the most rewarding / dangerous because both sides have drastically increased attack power.
The ship must be able to participate in the night battle in order to trigger the special attacks.
Type | Modifier | Notes |
---|---|---|
Special Attack (Double Attack and Cut-In Attack) |
120% for Double Attack. Varies for Cut-In Attack depending on type. See here for details. |
Any misses on Cut-In Attack and Double Attack becomes scratch damage instead. Damage cap applied to each attack separately for Double Attack and Cut-In Attacks that calculates damage twice (such as Torpedo Cut-In). |
Normal | 100% | |
Anti-Submarine | 0% for regular map nodes Formation Modifier for Combined Fleet battle nodes and Night Battle nodes. |
This results in scratch damage against submarines during normal night battles. Engagement Form modifiers will apply for Combined Fleet battle nodes and Night Battle nodes. |
Attack Power Cap
Applies after the pre-cap modifiers. This is a soft limit on your effective attack power.
Condition: If your Attack Power Before Cap exceeds:
- 150 for Day Battle,
- 300 for Night Battle, or
- 100 for Anti-submarine attacks,
then the Attack Power Cap will kick-in, reducing attack power. The calculation is:
[math]\displaystyle{ \text {Cap-Adjusted Attack Power} = x + \sqrt {\text {Attack Power Before Cap} - x} }[/math], where x represents the attack power cap applicable to the attack.
Daytime Attack Cap (150) often makes it important to utilize Artillery Spotting since they boost your attack power after the cap, while Night Combat can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power.
Critical Modifier
All attacks (Torpedo, Shelling, Anti-Submarine, Preemptive Bombing) have a chance to be a critical attack. The damage modifier applies after the cap.
Attack Type | Modifier |
---|---|
Normal Attack | 100% |
Critical Hit | 150% |
It should be noted that the critical message always appears when damage dealt is greater than or equal to 40, regardless of whether the 150% modifier was applied or not. On the other hand, the critical message will never appear when damage dealt is less than or equal to 14, even if the 150% modifier was applied. In addition, despite the fact that critical modifier applies after attack cap is applied, there is another rounding off immediately after, and thus not lumped with the other Post-Cap Modifiers below.
Post-Cap Modifiers
In damage calculation, Post-cap modifiers apply after the cap, but before enemy armor reduction. Thus they are very effective approach to boost your damage output (esp. against heavy armor enemies).
Currently, the post-cap modifiers are from:
- Contact (Opening air strike)
- Artillery Spotting (a.k.a. Day time special attacks)
- AP Shell
Contact
- Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
- When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
- Trigger conditions:
- More air control than Air Denial
- At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
- Seaplane bombers, Type 3 Spotter, and Ka-type Autogyros cannot perform contact.
- It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all eligible equipped planes.
- Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
Type | Contact Rate |
---|---|
Torpedo Bomber | ~2% |
Night Scout | ~5% |
Seaplane Scout | ~20% |
Carrier Scout | ~50% |
Contact Damage Modifier
Accuracy Bonus |
Damage Modifier |
---|---|
+0 | 112% |
+1 | 112% |
+2 | 117% |
+3 | 120% |
Notes
- Type 2 Recon Aircraft is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
- With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
Artillery Spotting
Certain equipment setups provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavily armored targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting (and thus will not trigger if all the seaplanes are shot down).
AP Shell
When either Type 91 AP Shell or Type 1 AP Shell is equipped alongside a large caliber gun, damage against certain ship classes are increase. The effect works also for enemies in Exercises (PvP).
Eligible targets in which this bonus applies are BB, FBB, BBV, CA, CV, Demon (Oni), Princess (Hime), Fortress. Demon (Oni) and Princess (Hime) include the subtypes of War Demon (War Oni) and War Princess (War Hime) as well as Installation-type enemies, but may exclude Destroyer Princess and Light Cruiser Water Demon.
Unknown whether the bonus applies to armored carrier (Taihou) or CAV.
Equip Combination | Modifier | Notes | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
+ + | + | 108% | ||||||||||||||||||||||||||||||||||||||
110% | ||||||||||||||||||||||||||||||||||||||||
115% | ||||||||||||||||||||||||||||||||||||||||
+ | 114~115%? | |||||||||||||||||||||||||||||||||||||||
115~116%?
Remaining Ammo Modifier
Player Damage TakenWhile the above formulas and statements are generally true for damage taken by a player's ships, there are additional limits that apply to friendly units only.
Combat Equipment Setup
Day Battle Special Attacks (Artillery Spotting)Artillery spotting allows your ship with seaplanes to double attack (DA) and cut-in (CI) during day battle. Requirement
Set up and Attack ModesDifferent set ups provide chances to trigger various modes of attack.
Trigger Chance of Artillery Spotting
Night Battle Special AttacksNight battle special attacks allow your ship to double attack (DA) and cut-in (CI) at night. These special attacks are less demanding on the conditions, but more reliable and powerful than artillery spotting in the day. Requirement
Set up and Attack ModesDifferent set ups have chances to trigger different modes of attack. Attack modes are only determined by the prerequisite. Any auxiliary equipment (AP shell, seaplane, AA gun, etc.) can be added without changing the attack mode.
Night Double Attack ChanceHas a very high (~99%) and relatively consistent activation chance. Night Cut-in chance[math]\displaystyle{ (\text{Luck} + \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% }[/math] In the old formula, it was Luck × 0.85.
Anti-Sub WarfareAny enemy submarines will force Destroyers, Light Cruisers, and Torpedo Cruisers to target them. Cut-In and Double Attacks are ignored. In normal Night Battles, ASW damage is scratch damage only. In battles starting at night, Formation Modifiers apply. Common Setups
Full Setup List
Two SlotsThree SlotsFour SlotsVictory ConditionsDamage Gauge calculation: (Sum of enemy fleet HP reduced) / (Sum of enemy fleet HP at start of combat) × 100% In PvP, even those considered "sunk" are treated as having 1HP remaining for gauge calculation. (This is clearly visible against a submarine fleet.) Higher conditions have higher priority on this list. Unless specified, the condition assumes no friendly ship sunk.
Notes
Additional Explanation/Details
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