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Difference between revisions of "Damage Calculations"

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* The [[Type 3 Depth Charge Launcher (Concentrated Deployment)]], [[Prototype 15cm Nonuple ASW Rocket Launcher]], [[Type 2 12cm Mortar Kai]] and [[Type 2 12cm Mortar Kai (Concentrated Deployment)]] '''do not''' count as depth charge projectors for the DC+DCP+Sonar synergy bonus.  
 
* The [[Type 3 Depth Charge Launcher (Concentrated Deployment)]], [[Prototype 15cm Nonuple ASW Rocket Launcher]], [[Type 2 12cm Mortar Kai]] and [[Type 2 12cm Mortar Kai (Concentrated Deployment)]] '''do not''' count as depth charge projectors for the DC+DCP+Sonar synergy bonus.  
 
** They '''do''' still count for the DCP+Sonar synergy bonus.
 
** They '''do''' still count for the DCP+Sonar synergy bonus.
** Because they do not count, the DCP+Sonar bonus with these equipments stack with the other DC+DCP+Sonar bonus.
+
** Because they do not count, the DCP+Sonar bonus with these equips stack with the other DC+DCP+Sonar bonus.
 +
** This is only possible with a '''ship that has 4 equipment slots'''.
  
 
'''Important Notes'''
 
'''Important Notes'''

Revision as of 01:04, 30 August 2019

Damage Formula

[math]\displaystyle{ \text{Damage} = \left [ \left [ \left [ \text{Atk}_\text{cap} \times \text{Mod}_\text{post}\right]\times \text{Crit}\right]-\text{Armour}\right]\times \text{Ammo} }[/math]

  • [math]\displaystyle{ \text{Atk}_\text{cap} }[/math] is the Cap Adjusted Attack Power
  • [math]\displaystyle{ \text{Mod}_\text{post} }[/math] is any post-cap modifiers that are applicable.
  • [math]\displaystyle{ \text{Crit} }[/math] is the critical strike modifier.
  • [math]\displaystyle{ \text{Ammo} }[/math] is the remaining ammunition modifier.
  • [math]\displaystyle{ \text{Armour} }[/math] is the armour of the target.

Where, Cap Adjusted Attack Power is Basic Attack Power that has been adjusted by applying the damage cap.

[math]\displaystyle{ \text{Atk}_\text{cap} = \text{Cap} + \sqrt{\left [ \text{Atk}_\text{basic} \times \text{Mod}_\text{pre}\right]-\text{Cap}} }[/math]

  • [math]\displaystyle{ \text{Cap} }[/math] is the damage cap relevant to the phase.
  • [math]\displaystyle{ \text{Atk}_\text{basic} }[/math] is the basic attack power of the relevant attack.
  • [math]\displaystyle{ \text{Mod}_\text{pre} }[/math] is any pre-cap modifiers that are applicable.

Important Notes

  • Pre- and post-cap multipliers are multiplicative.
  • Results are rounded down to the nearest whole number. I.e. 4.2 → 4.

Basic Attack Power Formulas

The following formulas only apply to single fleets. Please see Combined Fleet, Land-Based Air Squadron and Support Expeditions for more details.

Important Notes

  • Please see Akashi List for upgrade bonus values.
  • [math]\displaystyle{ \text{FP} }[/math] is the firepower of the ship including equipment.
  • [math]\displaystyle{ \text{TRP} }[/math] is the torpedo power of the ship including equipment or plane.
  • [math]\displaystyle{ \text{ASW} }[/math] is the anti-submarine power of the ship or equipment.
  • [math]\displaystyle{ \text{DB} }[/math] is the dive bombing power of the plane.
  • [math]\displaystyle{ \bigstar }[/math] is the upgrade bonus of the equipment.

Bombing

This applies to both jet assaults and airstrikes.

[math]\displaystyle{ \text{Bombing Power} = \text{Type} \times \left[ \left[ \left[ \text{DB}\ OR\ \text{TRP} + \bigstar \right] \times \sqrt{\text{Count}_\text{Plane}}\right] + 25\right] }[/math]

  • [math]\displaystyle{ \text{Type} }[/math] is a multiplier based on the type of the plane. See below for details.
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the number of planes performing the attack.
Type Multiplier Notes
Torpedo Bombers 0.8x or 1.5x The multiplier is chosen randomly. The chance is roughly 50%.
Dive Bombers

Seaplane Bombers
Fighter Bombers

1.0x
Jets

(During jet assault)

1.0x
Jets

(During normal bombing)

0.7071x

Important Notes

  • Bombing power is calculated independently for each equipment slot on the carrier.
  • The firepower of the carrier does not affect bombing power.
  • The power is calculated after the air combat and anti-air fire phases which means bombers getting shot down will affect the final calculation.
  • It is not affected by engagement, formation or damage states.
  • It is affected by contact.

Surface Shelling

[math]\displaystyle{ \text{Shelling Power} = \text{FP} + \bigstar + 5 }[/math]

Important Notes

  • The caliber of the gun does not affect 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.

Carrier Attacks

[math]\displaystyle{ \text{Power}_\text{carrier} = \left[ \text{FP} + \text{TRP} + \bigstar + \left[ \text{DB} \times 1.3 \right] \times 1.5 \right] + 55 }[/math]

Important Notes

  • Slot sizes and remaining plane count does not affect carrier attack power during shelling.
  • If a carrier is not equipped with any torpedo or dive bombers, she will not participate in shelling.
    • This also applies if they have lost all bombers during the aerial combat phase.
  • Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet.
  • Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage.

Torpedo Attacks

[math]\displaystyle{ \text{Torpedo Power} = \text{TRP} + \bigstar + 5 }[/math]

Important Notes

  • Submarines and Abyssal installations cannot be targeted by torpedoes.
    • If the only available targets are submarines or installations, the attack will trigger but always miss.
  • A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.

Anti-Submarine Warfare

[math]\displaystyle{ \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]\displaystyle{ \text{Type}_\text{ship} }[/math] is a constant depending on the type of the ship performing the attack. See below for details.
  • [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] is the synergy multiplier bonus from using certain combinations of ASW equips. See below for details.
Ship Type Constant
Constant Ship Types
13 Destroyer Escorts, Destroyers, Light Cruisers, Oilers (without seaplane bombers, torpedo bombers or rotary-wing aircraft equiped)
8 Aviation Cruisers, Aviation Battleships, Seaplane Tenders, Light Carriers, Landing Ships, Oilers (with seaplane bombers, torpedo bombers or rotary-wing aircraft equiped)
ASW Synergy Bonus
Equipment Combination Bonus
Depth Charge + Depth Charge Projector + Sonar 1.4375x
Depth Charge Projector + Sonar 1.15x
Depth Charge + Sonar 1.15x
Depth Charge + Depth Charge Projector 1.1x

Important Notes

  • ASW power is heavily influenced by equipment ASW.
    • Having better ASW equipment is better than increasing ship ASW.
  • Accuracy during night battles is abysmal making it impossible to damage submarines at night.
    • This does not apply to night battles 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.
    • You should prioritise reaching OASW thresholds over synergy bonuses.

Surface Night Battle

  • [math]\displaystyle{ \text{} }[/math]

Carrier Night Attacks

  • [math]\displaystyle{ \text{} }[/math]

Anti-Installation Attacks

  • [math]\displaystyle{ \text{} }[/math]

Attack Power Corrections

Attack Power Cap

Pre-cap Corrections

Engagement

Formation

Damage State

Night Battle Special Attacks

Carrier Night Attacks

Gun Fit Bonuses

Post-cap Corrections

Aerial Contact

Artillery Spotting

Carrier Cut-In Attacks

Anti-Installation Equipment Modifiers

Critical Strikes

Ammunition Modifier

Miscellaneous Damage Modifiers

Chip Damage

Debuffs

Armour