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|-
 
|-
 
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
 
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
! scope="col" |<center>'''Basic Attack Power<br />x<br />Pre-Cap Modifiers'''</center>
+
! scope="col" |<center>'''[http://kancolle.wikia.com/wiki/Combat#Basic_Attack_Power Basic Attack Power]<br />x<br />[http://kancolle.wikia.com/wiki/Combat#Pre-Cap_Modifiers Pre-Cap Modifiers]'''</center>
 
! scope="col" |x
 
! scope="col" |x
! scope="col" |<center>'''Post-Cap Modifiers'''</center>
+
! scope="col" |<center>'''[http://kancolle.wikia.com/wiki/Combat#Post-Cap_Modifiers Post-Cap Modifiers]'''</center>
 
! scope="col" | -
 
! scope="col" | -
 
! scope="col" |<center>'''Enemy Armor'''</center>
 
! scope="col" |<center>'''Enemy Armor'''</center>
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! 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;" |<center>'''Remaining Ammo Modifier'''</center>
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! colspan="7" rowspan="1" scope="col" style="text-align:center;" |<center>'''[http://kancolle.wikia.com/wiki/Combat#Remaining_Ammo_Modifier Remaining Ammo Modifier]'''</center>
 
|-
 
|-
 
| colspan="8" |Notes:
 
| colspan="8" |Notes:
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*''If the result is less than 1, it becomes scratch damage, which does 6-14% of current target HP, rounded down (can be rounded to 0).''
 
*''If the result is less than 1, it becomes scratch damage, which does 6-14% of current target HP, rounded down (can be rounded to 0).''
*''If [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modified -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]]''
+
*'''''If the pre-cap damage''' (Basic Attack Power x Pre-Cap Modifiers)''' exceeds a <u>certain cap value</u>, [[Combat#Attack power cap .28applies after pre-cap modifiers.29|it will be modified]].'''''
 
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
 
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
 
|}
 
|}
      −
===Basic Attack Power===
+
===<u>Basic Attack Power</u>===
 
{| class="article-table article-table-selected" style="width:754px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table article-table-selected" style="width:754px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
|-
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===Pre-Cap Modifiers===
+
===<u>Pre-Cap Modifiers</u>===
 
+
These are the factors directly applied to your ship's attack power.
====Formation Modifier====
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* [[Combat#Formation Selection|Formation Modifier]]
 
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* [[Combat#Engagement Form Modifier|Engagement Modifier]]
The Base Attack Power is multiplied by the damage modifier from the selected [[Combat#Formation Selection|Formation]].
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* [http://kancolle.wikia.com/wiki/Combat#Ship.27s_Health_Modifier Health Modifier]
 
+
* [http://kancolle.wikia.com/wiki/Combat#Plane_Scaling Plane Scaling (Opening air strike only)]
 
+
* [http://kancolle.wikia.com/wiki/Combat#Night_Special_Attack_Modifier_.28Cut-In_and_Double_Attack.29 Night Special Attack Modifier (DA & CI)]
 
+
Effects from the modifiers are multiplied cumulatively.
====Engagement Modifier====
  −
 
  −
The Attack power is then multiplied by the damage modifier from the [[Combat#Engagement Form Modifier|Engagement Form]].
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| style="text-align:center;" |40%
 
| style="text-align:center;" |40%
 
|}
 
|}
This modifier does not affect Aerial Combat.
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These modifiers do not affect Aerial Combat.
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|This value is fixed, regardless the situation.
 
|This value is fixed, regardless the situation.
 
|-
 
|-
|Torpedo Fighters
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|Torpedo Bombers
 
|0.8 or 1.5
 
|0.8 or 1.5
 
|About 50% chance of either modifier.
 
|About 50% chance of either modifier.
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[[File:night_cut_in.png|thumb|An example of a cut-in]]
 
[[File:night_cut_in.png|thumb|An example of a cut-in]]
 +
 +
Applied on bombers during the opening air strike. These are the random numbers multiplied to the plane's bombing damage.
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===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
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===<u>Attack Power Cap</u>===
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>:
+
Applies after all the pre-cap modifiers. This is a soft limit on how much damage could be dealt onto the enemy.
 +
 
 +
<u>Condition</u>: If your pre-cap damage exceeds:
 +
* '''150 '''for Day Battle
 +
* '''300 '''for Night Battle
 +
* '''100 '''for Anti-sub attacks
 +
The Attack Power Cap will be activated, the value of which is represented below as <math>x</math>
    
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>
 
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>
   −
Daytime Attack Cap often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] when possible to increase damage. [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap and the inclusion of torpedo to firepower for attack power calculation.
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Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap'''. [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the inclusion of torpedo to firepower for the attack power calculation.
         −
===Post-Cap Modifiers===
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===<u>Post-Cap Modifiers</u>===
    
====Artillery Spotting====
 
====Artillery Spotting====
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