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Line 776: |
Line 776: |
| ;Plane Proficiency Critical Modifier | | ;Plane Proficiency Critical Modifier |
| {{details|Plane Proficiency}} | | {{details|Plane Proficiency}} |
− |
| |
− | Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier.
| |
− |
| |
− | * For '''Carrier Attacks''', they gain a '''1.2''' critical bonus multiplier for a {{Double Chevron}} plane in the top slot and an additional '''0.1''' for every other {{Double Chevron}} plane.
| |
− | ** For example, a carrier with two max proficiency planes (with one in the top slot) would get a critical bonus of: '''(1.2 + 0.1) x 1.5 = 1.95'''.
| |
− | * For '''[[#Carrier_Cut-In_Attacks|Carrier Cut-In Attacks]]''', they gain a '''1.106''' bonus when a {{Double Chevron}} plane is selected to participate in the attack and an additional '''+0.15''' if one of the selected planes is in the top slot.
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− |
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| | | |
| =Ammunition Modifier= | | =Ammunition Modifier= |
The main goal of the game is to sink Abyssals. Abyssals are sunk by doing Damage to them. This page lists all the applicable formulas and mechanics that affect the calculation of Damage.
Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] or marked with [math]\displaystyle{ \downarrow }[/math] are rounded down.
- For example, [math]\displaystyle{ \lfloor 4.2 \rfloor = 4 }[/math].
- [math]\displaystyle{ 4.2 \times_\downarrow 1.5 = \lfloor 4.2 \times 1.5 \rfloor = \lfloor 6.3 \rfloor = 6 }[/math], but [math]\displaystyle{ 4.2 \times_\downarrow 1 = 4.2 }[/math] (by definition, [math]\displaystyle{ \times_\downarrow }[/math] is then a non-commutative non-associative operator, it is assumed to be left-associative with lower priority than the usual multiplication operator).
- [math]\displaystyle{ \times_\downarrow }[/math] is used when the round down applies only when the modifier is applied.
Damage Formula
The Damage is the reduction of HP caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defense power of the target.
Damage Formula
|
[math]\displaystyle{ \text{Damage} = \biggl \lfloor \biggl ( \text{Atk}_\text{post-cap} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor }[/math]
|
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the final attack power of the assailant after the cap and all the modifiers have been applied, described below,
- [math]\displaystyle{ \text{DEF} }[/math] the defensive power of the target,
- [math]\displaystyle{ \text{Ammo} }[/math] the remaining ammunition modifier.
|
- Notes
- If [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] is inferior to [math]\displaystyle{ \text{DEF} }[/math] or if [math]\displaystyle{ \text{Ammo}=0 }[/math] then the attacks will deal "scratch damage".
|
Defense Power
Defense power represents the ability of a ship to resist damage. It's calculated from the Armor plus a random element.
Defence Formula
|
[math]\displaystyle{ \text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen} }[/math]
|
- With
- [math]\displaystyle{ \text{Armor} }[/math] the armor of the target including all equipment and upgrade bonuses,
- [math]\displaystyle{ \text{Armor}_\text{rand} }[/math] a random number between [math]\displaystyle{ 0 }[/math] and [math]\displaystyle{ \lfloor\text{Armor}\rfloor - 1 }[/math],
- Note that it is inclusive, meaning it can also output [math]\displaystyle{ 0 }[/math] and [math]\displaystyle{ \lfloor\text{Armor}\rfloor - 1 }[/math]
- [math]\displaystyle{ \text{Pen} }[/math] any applicable armor penetration mechanic:
- See ASW for details on ASW armor penetration,
- Some debuffs may include armor penetration.
|
- Notes
- The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.
|
For short, defensive power randomly varies between 1.3 x and 0.7 x.
Attacks Power
Attack power represents the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul:
- Basic
- Generally calculated from the relevant stats of the ship using different formulas according to the type of attack and the phase of battle
- Pre-cap
- The basic attack goes through different modifiers
- Cap
- If the attack is superior to a cap it's reduced
- Post-cap
- These modifiers are more potent because they are not limited by the cap
Attack Step Formulas
|
Pre-cap
|
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \text{Atk}_\text{base} \times \text{Mod}_\text{pre-cap} }[/math]
|
- With
- [math]\displaystyle{ \text{Atk}_\text{base} }[/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.
|
Cap
|
The attack is then capped as follows:
[math]\displaystyle{ \text{Atk}_\text{cap} = \text{Cap} + \sqrt{\text{Atk}_\text{pre-cap} - \text{Cap}} }[/math]
|
- With
- [math]\displaystyle{ \text{Cap} }[/math] is the damage cap relevant to the phase.
[math]\displaystyle{ Cap }[/math]
|
Attack Type |
Cap
|
Support Expeditions |
170
|
ASW
|
Airstrike
|
Opening Torpedo Salvo |
180
|
Closing Torpedo Salvo
|
LBAS |
220 [1]
|
Day shelling
|
Night battle |
360
|
|
Post-cap
|
Capped attack is then modified by post-cap modifiers:
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times_\downarrow \text{Crit} }[/math]
|
- With
- [math]\displaystyle{ \text{Atk}_\text{cap} }[/math] the Cap Adjusted Attack Power,
- [math]\displaystyle{ \text{Mod}_\text{spotting} }[/math] the bonus from artillery spotting,
- [math]\displaystyle{ \text{Mod}_\text{CVCI} }[/math] the bonus from carrier cut-ins,
- [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] the bonus from AP shells,
- The value is rounded down after applying [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] only if the target is able to take extra damage from AP shells, even if [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] is 1 due to the attacker not having AP shells.
- [math]\displaystyle{ \text{Mod}_\text{post} }[/math] any remaining post-cap modifiers that are applicable,
- [math]\displaystyle{ \text{Crit} }[/math] the critical modifier,
- The value is rounded down after applying [math]\displaystyle{ \text{Crit} }[/math] only if the attack is critical.
|
Basic Attack Power Formulas
The following section details the different formulas to calculate [math]\displaystyle{ \text{Atk}_\text{base} }[/math]. As the formula depends on the type of attacks and the combat phase.
Below are the common variables used in all accuracy formulas:
- [math]\displaystyle{ \text{FP} }[/math] is the Firepower of the ship including equipment.
- [math]\displaystyle{ \text{TP} }[/math] is the Torpedo of the ship including equipment or the torpedo of a plane.
- [math]\displaystyle{ \text{ASW} }[/math] is the Anti-submarine of the ship or equipment.
- [math]\displaystyle{ \text{DB} }[/math] is the Dive bombing of the plane.
- [math]\displaystyle{ \bigstar }[/math] is the upgrade bonus of the equipment.
- [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] is the remaining amount of planes in a slot, performing the attack.
- [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] is the combined fleet modifier based on the tables below:
Combat Phase
|
Forces
|
Carrier Task Force
|
Surface Task Force
|
Transport Escort Force
|
Main Fleet Shelling
|
Allies |
+2 |
+10 |
-5
|
Enemy |
+10 |
+5 |
+10
|
Escort Fleet Shelling
|
Allies |
+10 |
-5 |
+10
|
Enemy |
+5 |
-5 |
+5
|
Torpedo
|
Allies |
-5 |
-5 |
--5
|
Enemy |
-5 |
-5 |
-5
|
Combat Phase
|
Forces
|
Carrier Task Force
|
Surface Task Force
|
Transport Escort Force
|
Main Fleet Shelling
|
Allies |
+2 |
+2 |
-5
|
Enemy |
+10 |
+10 |
+10
|
Escort Fleet Shelling
|
Allies |
-5 |
-5 |
-5
|
Enemy |
-5 |
-5 |
-5
|
Torpedo
|
Allies |
+10 |
+10 |
+10
|
Enemy |
+10 |
+10 |
+10
|
Combat Phase
|
Forces
|
Bonus
|
Vs Main Fleet
|
Allies |
+5
|
Enemy |
+10
|
Vs Escort
|
Allies |
+5
|
Enemy |
-5
|
Torpedo
|
Allies |
+10
|
Enemy |
+10
|
Airstrike
The damage from airstrikes is calculated independently for each plane slot and mainly depends on the stats of the plane and the current plane count of the slot.
Surface Shelling
The surface shelling damage stems directly from the Firepower of the ship.
Surface Attack Formula
|
[math]\displaystyle{ \text{Atk}_\text{base shelling} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5 }[/math]
|
|
- 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.
This applies to most ships during the shelling phase.
|
Carrier Shelling Attacks
Unlike during airstrikes, carrier shelling does not depend on the plane slot and instead combines the stat of the carrier and all planes equipped to one attack.
Carrier Shelling Attack Formula
|
[math]\displaystyle{ \text{Atk}_\text{base carrier shelling} = \bigl\lfloor \left( \text{FP} + \text{TP} + \bigstar + \left[ \text{DB} \times 1.3 \right] + \text{Mod}_\text{CF} \right) \times 1.5 \bigr\rfloor + 55 }[/math]
|
|
- Notes
- Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
- 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.
- But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking).
- Remember that there are potentially multiple sources of [math]\displaystyle{ \bigstar }[/math] bonuses.
- Slot sizes and the number of remaining aircraft do not affect carrier attack power during shelling.
- 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.
- Planes are not shot down when a carrier participates in shelling.
This applies to carriers and Hayasui Kai/Yamashio Maru Kai during the shelling phase.
|
Torpedo Attacks
Torpedo damage stems directly from the Torpedo of the ship.
Torpedo Attack Formula
|
[math]\displaystyle{ \text{Atk}_\text{base torpedo} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5 }[/math]
|
|
- Notes
- Torpedoes cannot target submarines and Abyssal installations.
- If the only available targets are submarines, the attack will trigger but always miss.
- If the only available targets are installations, the attack will not trigger.
- A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
Torpedo Attacks only include the Opening Torpedo Salvo and Closing Torpedo Salvo.
|
Anti-Submarine Warfare
The stats used to calculate damage against submarines is the ASW.
- When contributing to ASW power, Base ASW is square rooted, while equipment ASW is multiplied by 1.5.
- Anti-submarine weaponry is therefore the primary source of ASW damage, with the base ship ASW playing a very minor role damage-wise.
- However, base ship ASW is the primary determinant of whether a ship can reach 100 total ASW to perform "Opening ASW" (OASW) attacks.
- Unlike shelling, ASW damage is capped at 170.
ASW attacks have different modifiers gained from Formations,
Anti-Submarine Formula
|
[math]\displaystyle{ \text{Atk}_\text{base ASW} = \left( 2\sqrt{\text{ASW}_\text{ship} } + 1.5 \times \bigg[ \sum_\text{All Equipment} (\text{ASW}_\text{equip} + \uparrow \text{ASW}_\text{fit bonus} ) \bigg] + \bigstar + \text{Type}_\text{ship} \right) \times \text{Mod}_\text{synergy} }[/math]
|
- With
- [math]\displaystyle{ \text{ASW}_\text{equip} }[/math] is the stat of anti-submarine equipment and attack planes.
- This means that the stat is not included in the calculation for the following equipment types:
- [math]\displaystyle{ \uparrow \text{ASW}_\text{fit bonus} }[/math] unlike [math]\displaystyle{ \text{ASW}_\text{equip} }[/math] this is the from Fit Bonuses of all equipment.
- [math]\displaystyle{ \text{Type}_\text{ship} }[/math] a constant depending on the type of the ship performing the attack. See below for details.
Ship Type Constant
|
Ship Types
|
[math]\displaystyle{ \text{Type}_\text{ship} }[/math]
|
Coastal Defense Ships (DE) Destroyers (DD) Light Cruisers (CL/CT) Oilers (AO) (without carrier bomber)
|
13
|
Aviation Cruisers (CAV) Aviation Battleships (BBV) Seaplane Tenders (AV) Light Carriers (CVL) Landing Ships (LHA) Oilers (AO) (with carrier bomber)
|
8
|
- [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] the synergy multiplier bonus from using certain combinations of ASW equips (see below).
|
- Notes
- The bonuses do not stack, meaning only the highest possible bonus applies.
- The exception is the depth charge penetration detailed above.
- Multiple equipments of the same type still only apply the bonus once.
- There is an accuracy bonus as well but it is small. Stacking sonars will give a bigger accuracy bonus.
|
Surface Night Battle
Night battle damage stems directly from the sum of Firepower and Torpedo of the ship.
Carrier Night Air Attacks
The carrier night air attack damage calculation is complex but for short only take the stat of the night plane.
Carrier Night Air Attack Formula
|
[math]\displaystyle{ \text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \sum_\text{All Night Planes} \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{Night Plane Bonus} }[/math]
|
- With
- [math]\displaystyle{ \text{Night Plane Bonus} }[/math] being:
[math]\displaystyle{ \text{Night Plane Bonus} = \mathrm{A} \times \text{Plane}_\text{Count} + \mathrm{B} \times \left( \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right) \times \sqrt{\text{Plane}_\text{Count}} + \sqrt{\bigstar} }[/math]
|
- [math]\displaystyle{ \mathrm{A} }[/math] is:
- [math]\displaystyle{ \mathrm{B} }[/math] is:
|
- Notes
- Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
- Night fighters are still needed to trigger the attack.
- Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse.
- Armored carriers are only disabled at heavy damage.
- Carriers that can use the night battle shelling formula will use that instead if moderately damaged.
- The formula only takes into account the base stats of the carrier and night attack capable planes equipped.
- The Improvement stats are not taken into account.
- This means any other stats and upgrade bonuses from equipment like guns and non-night-capable planes are ignored.
- This also means that any Visible Bonus from Planes is also ignored.
This applies to carrier nigth air attack
|
Anti-Installation Attacks
Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears.
Support Expedition Attack Power Formula
Support Expedition attack formulas are close but not the same as combat formulas. They also are affected by fewer modifiers.
Shelling Support
Basic attack power is calculated in the same way as normal for surface ships and carriers except that firepower is reduced by 1.
Airstrike Support
Airstrike Support Attack Formula
|
[math]\displaystyle{ \text{Airstrike Support} = \biggl\lfloor \biggl\{ \text{Type} \times \bigl( \left( \text{DB or TP} \right) \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35 }[/math]
|
|
- Notes
- The damage cap of 170 is applied to the result between [math]\displaystyle{ \{ \ \} }[/math].
- [math]\displaystyle{ \text{Type} }[/math] is the bomber's type modifier, similar to airstrikes.
- [math]\displaystyle{ 1.0 }[/math] for dive bombers and seaplane bombers.
- Either [math]\displaystyle{ 0.8 }[/math] or [math]\displaystyle{ 1.5 }[/math] for torpedo bombers.
- The critical modifier and the 1.35x airstrike support modifier are both post-cap.
|
Anti-Submarine Support
Anti-Submarine Support Attack Formula
|
[math]\displaystyle{ \text{ASW Support} = \biggl\lfloor \biggl\{ \bigl(\text{ASW} \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \times \left(0.9 + \text{Rand} \right) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35 }[/math]
|
- With
- [math]\displaystyle{ \text{Rand} }[/math] a random number from 0 to 0.75 inclusive.
- The critical modifier and the 1.35x airstrike support modifier are both post-cap.
- The damage cap of 170 is applied to the result between [math]\displaystyle{ \{ \ \} }[/math].
|
- Notes
- Because slot size matters, carriers make much better ASW support ships than light carriers.
- It has a chance of triggering at every node so consider the enemy compositions of all nodes when running ASW support to help with submarine nodes.
- A full ASW support setup that runs into enemy airpower will get destroyed.
- Because even the autogyros and liaison aircraft participate in aerial combat, they can be shot down.
- It can be useful for chipping down submarines to reduce the number of opening and closing torpedoes faced by the fleet.
|
Long Range Torpedo Support
Long-Range Torpedo Attack Formula
|
[math]\displaystyle{ \text{Atk}_\text{base torpedo support} = \text{TP} + 8 }[/math]
|
- With
- For this formula it's unknown if [math]\displaystyle{ \text{TP} }[/math] include fit bonus or not.
|
- Notes
- Do not bother using this type of support, since it is by design inferior to the other ones.
|
LBAS Attack Power Formulas
For more information on this topic, see
LBAS.
Anti-Ship
|
Pre-cap
|
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \biggl\lfloor \text{Mod}_\text{type} \times \Big( \big( \text{Mod}_\text{Sp1} \times \text{TP/DB} + \bigstar + \text{Mod}_\text{Sp2} \big) \times \sqrt{1.8 \times \text{Plane}_\text{Count}} + 25 \Big) \times \text{Mod}_\text{Sp3} \times \text{Mod}_\text{LBR} \biggr\rfloor }[/math]
|
- With
- [math]\displaystyle{ \text{TP/DB} }[/math] the:
- [math]\displaystyle{ \bigstar }[/math] the Improvement bonuses of the equipment.
- Pre-cap modifiers
- [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] the curent planes count in the slot.
- It will be 18 (only 9 for LB Heavy Bombers) for fully resupplied bases on their 1st attack.
- [math]\displaystyle{ \text{Mod}_\text{type} }[/math] the type modifier:
- [math]\displaystyle{ \text{Mod}_\text{Sp1}, \text{Mod}_\text{Sp2}, \text{Mod}_\text{Sp3} }[/math] the special modifiers for #LBAS Special Bombers on certain targets,
- For other planes or against other targets, is 1 for Sp1 & Sp3, and 0 for Sp2.
- [math]\displaystyle{ \text{Mod}_\text{LBR} }[/math] the bonus for having a land-based recon LB present in the base.
|
Post-cap
|
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \biggl\lfloor \text{Atk}_\text{cap} \biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{CF} \times \text{Mod}_\text{historical} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{balloon} \times_\downarrow \text{Mod}_\text{crit} }[/math]
|
- Post-cap modifiers
- [math]\displaystyle{ \text{Mod}_\text{Contact} }[/math] the contact bonus. Please see Contact for more details on the bonus.
- [math]\displaystyle{ \text{Mod}_\text{LBB} }[/math] being 1.8 for LB Attackers, and 1.0 otherwise.
- [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] the bonus when attacking combined fleets. It is 1.1 against combined fleets and 1.0 otherwise.
- [math]\displaystyle{ \text{Mod}_\text{historical} }[/math] being the event historical bonuses.
- [math]\displaystyle{ \text{Mod}_\text{boss} }[/math] a bonus when attacking certain Princess and Demon-type enemies. The multiplier is chosen randomly between two values. The chance is roughly 50%.
- [math]\displaystyle{ \text{Mod}_\text{balloon} }[/math] being the effect of the deployed Barrage Balloons on both side:
Balloon Effects
|
|
1 |
2 |
3
|
Allied LBAS Damage
|
Allied balloons [3]
|
1.02 |
1.04 |
1.06
|
Enemy balloons [4]
|
0.95 |
0.90 |
0.85
|
- [math]\displaystyle{ \text{Mod}_\text{crit} }[/math] the critical multiplier of 1.5,
[5]
|
Anti-Installation
|
Pre-cap
|
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \bigg\lfloor \text{Mod}_\text{type} \times \Big( \big( {\color{tomato}\text{Mod}_\text{SpInst1}} \times \text{TP/DB} + \bigstar \big) \times \sqrt{1.8 \times \text{Plane}_\text{Count}} + 25 \Big) \times \text{Mod}_\text{Sp3} \times \text{Mod}_\text{LBR} \bigg\rfloor }[/math]
|
- With
|
Post-cap
|
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \biggl\lfloor \text{Atk}_\text{cap} \biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{CF} \times \text{Mod}_\text{historical} \times \text{Mod}_\text{balloon} \times {\color{tomato}\text{Mod}_\text{Inst}} \times_\downarrow \text{Mod}_\text{crit} }[/math]
|
- Other variables are the same as for anti-ship.
- [math]\displaystyle{ {\color{tomato}\text{Mod}_\text{Inst}} }[/math] is the anti-installation bonus, the multiplier is chosen randomly between two values. The chance is roughly 50%. see here for more details:
[math]\displaystyle{ {\color{tomato}\text{Mod}_\text{Inst}} }[/math][6]
|
Installation (ID)
|
Airstrike
|
LBAS
|
Rate Low/High
|
Low mod |
High mod |
Low mod |
High mod
|
Artillery Imp (1665-1667)
|
1.1? |
1.7? |
1.6 |
2.5 |
50% / 50%
|
Pillbox Imp (2178,2179,2196,2197)
|
1.2? |
1.6? |
1.5 |
2.2 |
50% / 50%
|
Anti-Air Guns Imp (2180,2181)
|
|
1.3 |
1.6 |
?
|
Pillbox Princess (2188-2191)
|
1.5 |
1.9 |
1.4 |
1.8 |
?
|
"Old" Supply Depot Princesses (1653-1658)
|
1.5
|
2.4
|
1.7 |
3.5
|
50% / 50%
|
"New" Supply Depot Princesses (B, C, D, ...) (ID>1658)
|
|
Harbour Summer/Holiday Princess (1699-1704,2023-2028,2243-2245)
|
1.2 |
1.4 |
1.2 |
1.5 |
?
|
Isolated Island Princess (1671-1672)
|
|
1.5? |
2.0 |
?
|
|
ASW
|
Pre-cap
|
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \Big\lfloor \left( \big( \text{ASW} + \bigstar \big) \times \sqrt{1.8 \times \text{Plane Count}} + 25 \right) \times \text{Mod}_\text{ASW} \times \text{Mod}_\text{LBR} \Big\rfloor }[/math]
|
- With
- [math]\displaystyle{ \text{ASW} }[/math] the ASW stat of the plane.
- [math]\displaystyle{ \text{Mod}_\text{ASW} }[/math] a random number based on the base ASW of the plane. It is between:
- 0.35 and 0.8 for 7-9 ASW planes.
- 0.7 and 1.0 for 10+ ASW planes.
|
Post-cap
|
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \bigg\lfloor\text{Atk}_\text{cap} \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \bigg\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} }[/math]
|
- Other variables are the same as for anti-ship.
|
- Note
- Only "ASW Planes" (7+ ASW) are able to perform ASW attacks.
- If no aircraft in the base can perform ASW attacks, the base will not show at submarine-only nodes.
|
- Notes
- Unlike carrier airstrikes, the 1.2x critical proficiency bonus applies to each slot independently.
- Jet Assault use the airstrike formula even on land base.
Attack Power Corrections
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.
Pre-cap Modifiers
Engagement
For more information on this topic, see
Engagement.
Form |
Common name |
Damage Modifier |
Chance |
Chance with Saiun
|
Crossing the T (Advantage) T字戦有利 (T Ji-sen Yuuri, T字戦有利?)
|
Green T
|
1.2 |
15% |
15%
|
Parallel Engagement 同航戦 (Doukousen, 同航戦?)
|
Parallel
|
1.0 |
45% |
45%
|
Head-on Engagement 反航戦 (Hankousen, 反航戦?)
|
Head-on
|
0.8 |
30% |
40%
|
Crossing the T (Disadvantage) T字戦不利 (T Ji-sen Furi, T字戦不利?)
|
Red T
|
0.6 |
10% |
0%
|
Formation
For more information on this topic, see
Formation.
Formation Attack Power Modifiers
|
Formation |
Shelling |
Torpedo |
ASW |
Night Battle
|
Line Ahead
|
1.0 |
1.0 |
0.6 |
1.0
|
Double Line
|
0.8 |
0.8 |
0.8 |
1.0
|
Diamond
|
0.7 |
0.7 |
1.2 |
1.0
|
Echelon
|
0.75 |
0.6 |
1.1 |
1.0
|
Line Abreast
|
0.6 |
0.6 |
1.3 |
1.0
|
Vanguard
|
0.5 |
1.0 |
1.0 |
0.5
|
1.0 |
1.0 |
0.6 |
1.0
|
The following tab resume when engagement and formation are effective:
Modifier |
LBAS |
Airstrike |
Support |
Shelling |
Torpedo |
ASW |
Night Battle
|
Shelling |
Aerial |
Torpedo |
Surface |
Carrier
|
Engagement
|
❌ |
✔️ |
✔️ |
❌ |
✔️ |
✔️ |
✔️ |
✔️ |
❌ |
❌*
|
Formation
|
❌ |
❌ |
✔️ |
❌ |
✔️ |
✔️ |
✔️ |
✔️ |
✔️ |
✔️
|
Damage State
Damage State
|
Shelling
|
Torpedo
|
ASW
|
Not Damaged
|
1.0 |
1.0 |
1.0
|
Lightly Damaged (小破)
|
Moderately Damaged (中破)
|
0.7 |
0.8 |
0.7
|
Heavily Damaged (大破)
|
0.4 |
0 |
0.4
|
- Notes
- Damage state does not affect aerial combat.
- It will affect carrier attacks in the shelling phase.
Night Battle Cut-In
Night Cut-Ins will apply extra modifiers if triggered.
|
[math]\displaystyle{ \text{Mod}_\text{CI} }[/math]
|
"Old" Cut-ins
|
Attack Type
|
Prerequisites
|
Accuracy Modifier
|
Gun Cut-in
|
|
2
|
Mixed Gun Cut-in
|
|
1.75
|
Submarine Cut-ins
|
Sub_LM
|
1.75
|
Sub_LM Sub_LM
|
1.6
|
Torpedo Cut-in
|
|
1.5
|
Mixed Torpedo Cut-in
|
|
1.3
|
Double Attack
|
|
1.2
|
|
|
|
ASW Synergy
Hidden Fit Bonuses
Unlike the other pre-cap bonuses, this is just a minor additive firepower bonus added for some ships (mostly cruisers) when equipped with certain guns.
Post-cap Modifiers
Aerial Contact
During aerial combat, there is a chance for the ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the Accuracy of the plane that triggered contact.
Accuracy |
Damage Modifier
|
0 |
1.12
|
1 |
1.12
|
2 |
1.17
|
3+ |
1.2
|
Airstrike Special Bonus
There's a bonus when attacking certain Princess and Demon-type enemies during airstrike. The multiplier is chosen randomly between two values. The chance is roughly 50%.
Artillery Spotting
Attack Type
|
Prerequisites
|
Post-cap Damage Modifier
|
Notes
|
Main Zuiun Cut-in (Zuiun CI)
|
|
1.35
|
Ise-class Kai Ni only
|
Main Suisei Cut-in (Suisei CI)
|
|
1.3
|
Main AP Shell Cut-in (APCI)
|
|
1.5
|
|
Secondary AP Shell Cut-in (Sec APCI)
|
|
1.3
|
|
Secondary Radar Cut-in (Radar CI)
|
|
1.2
|
|
Secondary Cut-in (Sec CI)
|
|
1.1
|
|
Double Attack (DA)
|
|
1.2
|
|
Carrier Cut-In Attacks
For more information on this topic, see
CVCI.
Attack Type
|
Prerequisites
|
Post-cap Damage Modifier
|
Fighter-Bomber-Attacker (FBA)
|
|
1.25
|
Bomber-Bomber-Attacker (BBA)
|
|
1.2
|
Bomber-Attacker (BA)
|
|
1.15
|
If a CVCI attack is evaded, it will deal Scratch Damage instead.
Armor-Piercing Modifier
During day combat, certain enemy ships take extra damage from AP Shells
.
- The bonus only applies against FBB, BB, BBV, CV, CVB, CA, and CAV.
- This includes Installations.
- This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP.
Type |
Modifier
|
|
1.08
|
|
1.10
|
|
1.15
|
|
1.15
|
- Note
- It is unadvisable to run any of the other setups beyond the most basic Gun+AP, as the other setups will interfere with artillery spotting and give worse bonuses.
Anti-Installation Equipment Modifiers
Special Attack Bonus
Criticals
For more details on how critical chance is calculated, please see Critical.
- Normal Criticals
Attack Type
|
Modifier
|
Normal
|
1.0
|
Critical
|
[math]\displaystyle{ 1.5 \times \text{Mod}_\text{proficiency} }[/math]
|
- Plane Proficiency Critical Modifier
Ammunition Modifier
The damage of the fleet is reduced once their ammunition falls below 50%. This modifier cannot go above 1. The formula used to determine this is:
[math]\displaystyle{ \text{Ammo} }[/math] formula
|
[math]\displaystyle{ \text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo} }{\text{Max Ammo} } \times 100 \Big\rfloor}{50} }[/math]
|
- With
- [math]\displaystyle{ \text{Current Ammo} }[/math] the current ammo of the ship.
- [math]\displaystyle{ \text{Max Ammo} }[/math] the max ammo of the ship (indicated under consuption on the ship info).
|
Remaining Ammo |
Ammo Modifier |
Notes
|
>50% |
1.0 |
|
40~49% |
0.8 |
4th Battle
|
30~39% |
0.6 |
|
20~29% |
0.4 |
5th Battle
|
10-19% |
0.2 |
|
0% |
0 |
6th Battle
|
- The battle number indicated in the notes assumes only normal surface engagements. Engaging in night battles and other special engagements can change that number.
- Whatever ammunition modifier applies in day battle carries over to night battle.
- Maelstroms that reduce ammunition also count towards this modifier.
- Using Underway Replenishment is a way to medigate ammo penalties.
- The ammunition modifier affects aerial battle.
- Once a ship hits 0% ammo, all attacks become scratch damage.
- Debuffs are affected by the ammunition modifier.
Miscellaneous Damage Modifiers
Scratch Damage
In the following cases, attacks will deal "scratch damage" instead of normal ones:
- If a Cut-in or a special attack is evaded;
- The target's armor cannot be penetrated (attack inferior to eh enemy defense);
- The ammo count hits 0;
- When a single fleet attack submarine at night;
- When a Friendly Fleet attacks the last remaining ship of an enemy fleet.
Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:
Scratch Damage formula
|
[math]\displaystyle{ \text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 }[/math]
|
- With
- [math]\displaystyle{ \text{HP}_\text{current} }[/math] the current HP of the target.
- [math]\displaystyle{ \text{HP}_\text{rand} }[/math] a random HP number between 0 and [math]\displaystyle{ \text{HP}_\text{current} - 1 }[/math]
Therefore the maximum possible scratch damage [math]\displaystyle{ \text{HP}_\text{current} \times 0.14 - 0.08 }[/math] and the minimum damage is [math]\displaystyle{ \text{HP}_\text{current} \times 0.06 }[/math].
- If the target's HP is low, it is possible for the result of the formula to return a result of 0. Remember that all formulas are rounded down.
- This means the target's HP cannot be reduced to 0 by scratch damage.
|
- Friendly Fleet
A Friendly Fleet cannot kill the last ship of the opposing fleet, dealing special scratch damage instead.
[math]\displaystyle{ \text{Overkill} = \text{HP}_\text{current} \times 0.5 }[/math]
|
|
- Scratch damage is generally between 6-14% of current HP.
The target's HP cannot be reduced to 0 (and therefore sunk) by scratch damage.
PT Imps
Anti-PT boat
|
Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
- All ship types suffer a severe accuracy and firepower penalty against PT boats.
- Attacking them with larger guns is not very effective, smaller guns being recommended instead.
- Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
|
The Attack formula against PT boats:[2][3]
- Jet Assault & Airstrike
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]
- LBAS[4]
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]
- Shelling
- [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]
- Opening & Closing Torpedo Salvos
- [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]
- Night Battle
- Night Battle data are unclear yet.
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
|
Accuracy formula against PT boats
|
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
- PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
- Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
- [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion described bellow,
- The main Accuracy modifiers are
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
- [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
- [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.
|
Amagiri Kai Ni/D has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.
- DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
- The PT boat targeting rate is 100% for all affected ships [9].
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
Ship Type |
[math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
|
DD & DE |
1.0
|
CL, CLT, & CT |
0.82
|
All other types |
0.7
|
- Notes
- It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
- Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
- Combining equipment is recommended to see significant boosts to accuracy.
- The Ka-Tsu Tanks
bonus does not stack with the Armed Boats ones.
- Using other setups improving accuracy is also advisable:
|
|
[edit]
|
Historical Bonus
On almost every Event map, as well as some regular maps (7-4 & 7-5 so far), certain ships, types of ships, equipment, or types of equipment will bring bonuses.
- Those bonuses are most of the time raw damage multipliers, and sometimes, accuracy bonuses.
- Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected.
- Bonuses may be applicable to some parts of a map only, such as specific phases of nodes.
This mechanic is here to encourage the use of "historically significant fleets and setups".
- By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable.
Debuffs are a special case that only applies during events. Certain event maps have debuff mechanics that require meeting certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armor or a post-cap damage modifier for the fleet.
Notes:
- Debuffs are affected by the remaining ammo modifier.
Overkill Protection
When a ship in the fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead.
- The ship must be the flagship OR
- The ship must not be heavily damaged (大破) nor red morale at the start of the battle.
- If the ship has red morale, she will just have her HP reduced to 1.
Overkill formula
|
[math]\displaystyle{ \text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 }[/math]
|
- With
- [math]\displaystyle{ \text{HP}_\text{current} }[/math] is the current HP of the ship.
- [math]\displaystyle{ \text{HP}_\text{rand} }[/math] is a random HP number between 0 and [math]\displaystyle{ \text{HP}_\text{current} - 1 }[/math]
|
- Notes
- Therefore, the maximum damage from overkill protection is [math]\displaystyle{ \text{HP}_\text{current} \times 0.8 - 0.3 }[/math] and the minimum damage is [math]\displaystyle{ \text{HP}_\text{current} \times 0.5 }[/math].
|
Overkill protection will take off between 50-80% of the ship's current HP .
- Important Information
- In general:
- Overkill protection is most applicable to DDs.
- The most pronounced effects of overkill protection occur at low HP
- It is also the primary means of surviving a hit they fail to evade
- For example, a 32HP DD has a 15.5% chance of being heavily damaged (大破) by a BB Hime, while a 31 HP DD has just a 6.5% chance
- This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha
- Odd-numbered HP is better when overkill protection is triggered. This is because the damage calculations round down, reducing the likelihood of being knocked down to heavy damage.
- This mechanism is most applicable to ships at full HP. Once a ship starts taking damage, the utility of overkill protection diminishes
- Generally ships with HP that are divisible by 4 have worse survivability.
See Also