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*Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.
 
*Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.
 
*Certain Combinations of weapon equipment ([[List of Main Guns by stats|Main Guns]], [[List of Secondary Guns by stats|Secondary Guns]], [[List of Torpedoes by stats|Torpedoes]]) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
 
*Certain Combinations of weapon equipment ([[List of Main Guns by stats|Main Guns]], [[List of Secondary Guns by stats|Secondary Guns]], [[List of Torpedoes by stats|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(green), Torpedo Bulges, and Midget-subs) will not affect the combination.
+
**Auxiliary equipment (e.g [[List of Radars by stats|RADAR]], [[List of Anti-Submarine Equipment by stats|SONAR]], [[List of Anti-Submarine Equipment by stats|Depth Charge]]s, Searchlights, Turbines, Special ammunition, [[List of Anti-Air Guns by stats|Pure AA Equipment]], Torpedo Bulges, and [[Type A Ko-hyoteki|Midget-sub]]s) 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 Shell]]s and [[Searchlight]]. [[Type 98 Recon Seaplane (Night Scout)]] is also an option.
 
*If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as [[Star Shell]]s and [[Searchlight]]. [[Type 98 Recon Seaplane (Night Scout)]] is also an option.
 
*Formation bonuses and penalties apply in night battles, but Engagement Forms do not. (Exception: In Nodes that begin with a Night Battle, an Engagement Form is rolled invisibly, the multiplier for which is applied to Anti-Submarine damage only.)<br />
 
*Formation bonuses and penalties apply in night battles, but Engagement Forms do not. (Exception: In Nodes that begin with a Night Battle, an Engagement Form is rolled invisibly, the multiplier for which is applied to Anti-Submarine damage only.)<br />
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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 modifed -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]]''
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*''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]]''
 
*''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.''
 
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|-
 
|-
 
|Anti-sub warfare
 
|Anti-sub warfare
|Bonus * (Ship ASW / 5) + 2 * Equipment ASW + Type)
+
|Bonus * ((Ship ASW / 5) + 2 * Equipment ASW + Type)
 
|Type: 25 if Sonar/Depth Charge (DD, CL), 10 if aircraft (CVL, CAV, BBV)
 
|Type: 25 if Sonar/Depth Charge (DD, CL), 10 if aircraft (CVL, CAV, BBV)
 
Bonus: 1.15 if both Sonar and Depth Charge are equipped, 1.0 otherwise.
 
Bonus: 1.15 if both Sonar and Depth Charge are equipped, 1.0 otherwise.
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|
 
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* According to wikiwiki, multiple SONAR/Depth charges do not boost the Synergy (i.e. 2 of each still makes the synergy 1.15)
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* According to wikiwiki, multiple SONAR/Depth charges do not boost the ASW Bonus (i.e. 2 of each still makes the bonus 1.15)
 +
 
 
===Pre-Cap Modifiers===
 
===Pre-Cap Modifiers===
    
====Formation Modifier====
 
====Formation Modifier====
   −
The Base Attack Power is multiplied by the damage modifier from the selected Formation.
+
The Base Attack Power is multiplied by the damage modifier from the selected [[Combat#Formation Selection|Formation]].
    
====Engagement Modifier====
 
====Engagement Modifier====
   −
The Attack power is then multiplied by the damage modifier from the Engagement form.
+
The Attack power is then multiplied by the damage modifier from the [[Combat#Engagement Form Modifier|Engagement Form]].
    
====Ship's Health Modifier====
 
====Ship's Health Modifier====
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==== Night Special Attack Modifier (Cut-In and Double Attack) ====
 
==== Night Special Attack Modifier (Cut-In and Double Attack) ====
Certain Equipment setups have a chance to cause special attacks at night, causing 20-100% more damage. Detailed set ups and damage modifiers can be found in the Combat Equipment Setups below. In Night Combat, the damage modifiers from the special attack type are applied before the cap.
+
Certain Equipment setups have a chance to cause special attacks at night, causing 20-100% more damage. Detailed set ups and damage modifiers can be found in the [[Combat#Combat Equipment Setups|Combat Equipment Setup]]s below. In Night Combat, the damage modifiers from the special attack type are applied before the cap.
    
===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
 
===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
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<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_.28Post-Cap_Modifier.29|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.
+
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.
    
===Post-Cap Modifiers===
 
===Post-Cap Modifiers===
   −
==== Day Special Attack Modifier (Cut-In and Double Attack) ====
+
====Artillery Spotting====
Certain Equipment setups have a chance to cause special daytime Artillery Spotting attacks, dealing 10-50%. Detailed set ups and damage modifiers can be found in the Combat Equipment Setups below. For Artillery Spotting, the damage modifiers from the special attack type are applied after the cap.
+
Certain Equipment setups have a chance to cause special daytime Artillery Spotting attacks, dealing 10-50%. Detailed set ups and damage modifiers can be found in the [[Combat#Combat Equipment Setups|Combat Equipment Setup]]s below. For Artillery Spotting, the damage modifiers from the special attack type are applied after the cap.
   −
====Critical Modifier (Post-Cap Modifier)====
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====Critical Modifier====
 
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**More air control than Air Denial
 
**More air control than Air Denial
 
**At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
 
**At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
***Seaplane bombers, Type 3 Spotter, and Ka-type Autogyros cannot perform contact.
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***Seaplane bombers, [[Type 3 Spotter/Liaison (ASW)|Type 3 Spotter]], and [[Ka-type_Observation_Autogyro|Ka-type Autogyro]]s 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.
 
**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):
 
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
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'''Notes'''
 
'''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.
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*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|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.
 
*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.
  
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