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| =Damage Formula= | | =Damage Formula= |
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− | <math>\text{Damage} = \left[ \left( \left [ \text{Atk}_\text{cap} \times \text{Crit}\right]\times \text{Mod}_\text{post} -\text{DEF}\right)\times \text{Ammo}\right]</math> | + | <math>\text{Damage} = \biggl\lfloor \left( \lfloor\text{Atk}_\text{cap} \times \text{Crit}\rfloor \times \text{Mod}_\text{post} -\text{DEF}\right)\times \text{Ammo} \biggr\rfloor </math> |
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| * <math>\text{Atk}_\text{cap}</math> is the '''Cap Adjusted Attack Power''' | | * <math>\text{Atk}_\text{cap}</math> is the '''Cap Adjusted Attack Power''' |
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| * <math>\text{Armour}</math> is the armour of the target. | | * <math>\text{Armour}</math> is the armour of the target. |
− | * <math>\text{Armour}_\text{rand}</math> is a random number between 0 and <math>\text{Armour} - 1</math> | + | * <math>\text{Armour}_\text{rand}</math> is a random number between <math>0</math> and <math>\text{Armour} - 1</math> |
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| Therefore, the maximum damage percentage dealt by overkill protection is <math>\text{HP}_\text{current} \times 1.3 - 0.6</math> and the minimum percentage dealt is <math>\text{HP}_\text{current} \times 0.7</math>. his makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour. | | Therefore, the maximum damage percentage dealt by overkill protection is <math>\text{HP}_\text{current} \times 1.3 - 0.6</math> and the minimum percentage dealt is <math>\text{HP}_\text{current} \times 0.7</math>. his makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour. |
| + | |
| + | '''Important Notes''' |
| + | * Depth charges have bonus armour penetration for ASW. |
| + | ** [[Type 95 Depth Charge]]: <math>-1</math> |
| + | ** [[Type 2 Depth Charge]]: <math>-2</math> |
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| =Basic Attack Power Formulas= | | =Basic Attack Power Formulas= |
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| * <math>\bigstar</math> is the upgrade bonus of the equipment. | | * <math>\bigstar</math> is the upgrade bonus of the equipment. |
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− | ==Airstrike== | + | ===Airstrike=== |
| This applies to both [[Combat#Jet Assault|jet assaults]], [[Aerial Combat#Airstrike|airstrikes]] and [[Land-Based Air Squadron|LBAS]]. | | This applies to both [[Combat#Jet Assault|jet assaults]], [[Aerial Combat#Airstrike|airstrikes]] and [[Land-Based Air Squadron|LBAS]]. |
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| * For LBAS, the stat used when calculating attack power varies based on the target. Please see [[Land-Based_Air_Squadron#Attack_Power|LBAS]] for more details. | | * For LBAS, the stat used when calculating attack power varies based on the target. Please see [[Land-Based_Air_Squadron#Attack_Power|LBAS]] for more details. |
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− | ==Surface Shelling== | + | ===Surface Shelling=== |
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| <math>\text{Shelling Power} = \text{FP} + \bigstar + 5</math> | | <math>\text{Shelling Power} = \text{FP} + \bigstar + 5</math> |
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| * 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. | | * 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. |
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− | ==Carrier Attacks== | + | ===Carrier Attacks=== |
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| <math>\text{Power}_\text{carrier} = \left[ \text{FP} + \text{TRP} + \bigstar + \left[ \text{DB} \times 1.3 \right] \times 1.5 \right] + 55</math> | | <math>\text{Power}_\text{carrier} = \left[ \text{FP} + \text{TRP} + \bigstar + \left[ \text{DB} \times 1.3 \right] \times 1.5 \right] + 55</math> |
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| * Planes are '''not shot down''' when a carrier participates in shelling | | * Planes are '''not shot down''' when a carrier participates in shelling |
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− | ==Torpedo Attacks== | + | ===Torpedo Attacks=== |
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| <math>\text{Torpedo Power} = \text{TRP} + \bigstar + 5</math> | | <math>\text{Torpedo Power} = \text{TRP} + \bigstar + 5</math> |
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| * A ship must have a base torpedo stat of more than 0 to perform torpedo attacks. | | * A ship must have a base torpedo stat of more than 0 to perform torpedo attacks. |
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− | ==Anti-Submarine Warfare== | + | ===Anti-Submarine Warfare=== |
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| <math>\text{ASW Power} = \left[ \sqrt{\text{ASW}_\text{ship}} \times 2 + \text{ASW}_\text{equip} \times 1.5 + \bigstar + \text{Type}_\text{ship} \right] \times \text{Mod}_\text{synergy}</math> | | <math>\text{ASW Power} = \left[ \sqrt{\text{ASW}_\text{ship}} \times 2 + \text{ASW}_\text{equip} \times 1.5 + \bigstar + \text{Type}_\text{ship} \right] \times \text{Mod}_\text{synergy}</math> |
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| |- | | |- |
| |} | | |} |
| + | |
| * The bonuses do not stack. | | * The bonuses do not stack. |
| ** The exception is when using the special depth charge projectors detailed below. | | ** The exception is when using the special depth charge projectors detailed below. |
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| ** This is only possible with a '''ship that has 4 equipment slots'''. | | ** This is only possible with a '''ship that has 4 equipment slots'''. |
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− | '''Understanding the ASW Formula''' | + | '''Important Notes''' |
| * When contributing to ASW power, Base ASW is '''square rooted''', while equipment ASW is '''multiplied by 1.5''' | | * When contributing to ASW power, Base ASW is '''square rooted''', while equipment ASW is '''multiplied by 1.5''' |
| ** ASW equipment is therefore the primary source of ASW damage, with base ASW playing a very minor role | | ** ASW equipment is therefore the primary source of ASW damage, with base ASW playing a very minor role |
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| * Submarines cannot take more than scratch damage at night (and therefore cannot be sunk) | | * Submarines cannot take more than scratch damage at night (and therefore cannot be sunk) |
| ** The exception to this rule is when a battle starts at night, or when in a combined fleet | | ** The exception to this rule is when a battle starts at night, or when in a combined fleet |
− |
| |
| * It is possible to perform opening ASW attacks when certain conditions are achieved. For more details, please see [[Opening Anti-Submarine Warfare]]. | | * It is possible to perform opening ASW attacks when certain conditions are achieved. For more details, please see [[Opening Anti-Submarine Warfare]]. |
| ** As performing an opening attack effectively doubles your damage output, reaching this OASW threshold is in general more important than tacking on additional synergy | | ** As performing an opening attack effectively doubles your damage output, reaching this OASW threshold is in general more important than tacking on additional synergy |
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− | ==Surface Night Battle== | + | ===Surface Night Battle=== |
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| <math>\text{Night Battle Power} = \text{FP} + \text{TRP} + \bigstar + \text{Contact}_\text{NB}</math> | | <math>\text{Night Battle Power} = \text{FP} + \text{TRP} + \bigstar + \text{Contact}_\text{NB}</math> |
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| ** This also means any upgrade bonuses to torpedo power is ignored. | | ** This also means any upgrade bonuses to torpedo power is ignored. |
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− | ==Carrier Night Cut-In== | + | ===Carrier Night Cut-In=== |
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| <math>\text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \sum{\text{Night Plane Bonus}}</math> | | <math>\text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \sum{\text{Night Plane Bonus}}</math> |
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| * Certain carriers like [[Graf Zeppelin]], [[Taiyou|Taiyou Kai Ni]], [[Shinyou|Shinyou Kai Ni]], [[Saratoga|base Saratoga]] and [[Ark Royal]] are capable of performing night attacks but they '''are not''' carrier night cut-ins and are just normal carrier attacks. Please see [[Night Battle#Carrier_Night_Attacks|Carrier Night Attacks]] for more details. | | * Certain carriers like [[Graf Zeppelin]], [[Taiyou|Taiyou Kai Ni]], [[Shinyou|Shinyou Kai Ni]], [[Saratoga|base Saratoga]] and [[Ark Royal]] are capable of performing night attacks but they '''are not''' carrier night cut-ins and are just normal carrier attacks. Please see [[Night Battle#Carrier_Night_Attacks|Carrier Night Attacks]] for more details. |
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− | ==Anti-Installation Attacks== | + | ===Anti-Installation Attacks=== |
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| <math>\text{Anti-Installation Power} = \text{Atk} \times \text{Mod}_\text{A} + \text{Mod}_\text{B}</math> | | <math>\text{Anti-Installation Power} = \text{Atk} \times \text{Mod}_\text{A} + \text{Mod}_\text{B}</math> |
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| 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. | | 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. |
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− | ==Attack Power Cap== | + | ===Attack Power Cap=== |
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| The attack power cap varies depending on the phase of combat it is in. | | The attack power cap varies depending on the phase of combat it is in. |
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| * It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce your attack power. | | * It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce your attack power. |
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− | ==Pre-cap Modifiers== | + | ===Pre-cap Modifiers=== |
− | ===Engagement=== | + | ====Engagement==== |
| For more details on engagement, please see [[Combat#Engagement_Form|Engagement Form]]. | | For more details on engagement, please see [[Combat#Engagement_Form|Engagement Form]]. |
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| |style="text-align: center; border-style: solid; border-width: 1px;"| 15% | | |style="text-align: center; border-style: solid; border-width: 1px;"| 15% |
| |- | | |- |
− | |style="border-style: solid; border-width: 1px;"| style="white-space: nowrap;" |Crossing the T ('''<span style="color:red">Disadvantage</span>''')<br />{{Nihongo|T字戦不利|''T Ji-sen Furi''|}} | + | |style="border-style: solid; border-width: 1px;"| Crossing the T ('''<span style="color:red">Disadvantage</span>''')<br />{{Nihongo|T字戦不利|''T Ji-sen Furi''|}} |
| |style="text-align: center; border-style: solid; border-width: 1px;"| 60% | | |style="text-align: center; border-style: solid; border-width: 1px;"| 60% |
| |style="text-align: center; border-style: solid; border-width: 1px;"| 10% | | |style="text-align: center; border-style: solid; border-width: 1px;"| 10% |
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| * All engagement forms '''affect both sides equally''', including crossing the T (<span style="color:green">Advantage</span> or <span style="color:red">Disadvantage</span>). | | * All engagement forms '''affect both sides equally''', including crossing the T (<span style="color:green">Advantage</span> or <span style="color:red">Disadvantage</span>). |
| * Night battle and aerial combat are '''not affected by engagement'''. | | * Night battle and aerial combat are '''not affected by engagement'''. |
− | ** The exception to this are night battle nodes. | + | ** The exception to this are ASW and [[Nelson#Special_Mechanics|Nelson Touch]]. |
| * OASW and opening torpedoes are '''affected by engagement''' even though it is only displayed after those phases. | | * OASW and opening torpedoes are '''affected by engagement''' even though it is only displayed after those phases. |
| *Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on engagement. | | *Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on engagement. |
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| For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]]. | | For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]]. |
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− | ==Normal Criticals== | + | ===Normal Criticals=== |
| {| class="wikitable" | | {| class="wikitable" |
| !style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Attack Type | | !style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Attack Type |
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| |} | | |} |
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− | ==Plane Proficiency Critical Modifier== | + | ===Plane Proficiency Critical Modifier=== |
| Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier. For more details, please see [[Plane Proficiency#Critical Bonus|Plane Proficiency]] | | Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier. For more details, please see [[Plane Proficiency#Critical Bonus|Plane Proficiency]] |
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| =Miscellaneous Damage Modifiers= | | =Miscellaneous Damage Modifiers= |
− | ==Chip Damage== | + | ===Chip Damage=== |
| In the event that a special attack is evaded, you are unable to penetrate the target's armour or your ammunition hits 0; attacks will deal chip damage instead. Chip damage is dealt as a percentage of remaining HP calculated using the following formula: | | In the event that a special attack is evaded, you are unable to penetrate the target's armour or your ammunition hits 0; attacks will deal chip damage instead. Chip damage is dealt as a percentage of remaining HP calculated using the following formula: |
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| ** This means the target's HP cannot be reduced to 0 by chip damage. | | ** This means the target's HP cannot be reduced to 0 by chip damage. |
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− | ==Debuffs== | + | ===Debuffs=== |
− | Debuffs are a special case that only applies during events. Certain event maps have debuff mechanics that require you to meet certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armour or a post-cap damage modifier for your fleet. | + | Debuffs are a special case that only apply during events. Certain event maps have debuff mechanics that require you to meet certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armour or a post-cap damage modifier for your fleet. |
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| '''Important Notes''' | | '''Important Notes''' |