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Difference between revisions of "Damage Calculations"

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<math>\mathrm{A} \times \text{Count}_\text{plane} + \mathrm{B} \times \left[ \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right] \times \sqrt{\text{Count}_\text{plane}} + \sqrt{\bigstar}</math>
 
<math>\mathrm{A} \times \text{Count}_\text{plane} + \mathrm{B} \times \left[ \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right] \times \sqrt{\text{Count}_\text{plane}} + \sqrt{\bigstar}</math>
  
* <math>\mathrm{A}</math> is 3 for '''[[:Category:Night Planes|night planes]]'''; and 0 for '''[[:Category:Swordfish|Swordfish]], [[Zero Fighter Type 62 (Fighter-bomber/Iwai Squadron)]] and [[Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)]]
+
* <math>\mathrm{A}</math> is 3 for '''[[:Category:Night Planes|night planes]]'''; and 0 for '''[[:Category:Swordfish|Swordfish]], [[Zero Fighter Type 62 (Fighter-bomber/Iwai Squadron)]] and [[Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)]]'''
 
* <math>\mathrm{B}</math> is 0.45 for night planes and 0.3 for Swordfish, Type 62 Iwai and Photobomb Suisei.
 
* <math>\mathrm{B}</math> is 0.45 for night planes and 0.3 for Swordfish, Type 62 Iwai and Photobomb Suisei.
  

Revision as of 04:26, 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{Night Battle Power} = \text{FP} + \text{TRP} + \bigstar + \text{Contact}_\text{NB} }[/math]

  • [math]\displaystyle{ \text{Contact}_\text{NB} }[/math] is the Night Battle Contact constant of +5 if triggered.

Important Notes

  • Night battle is unaffected by engagement.
  • If a night battle special attack is evaded, chip damage is applied instead.
  • Graf Zeppelin, Base Saratoga, Taiyou Kai Ni, Ark Royal (with Swordfish use the surface night battle formula if they are not performing a carrier night attack.
  • In night battle versus Abyssal installations, the torpedo stat is not counted.
    • This also means any upgrade bonuses to torpedo power is ignored.

Carrier Night Attacks

[math]\displaystyle{ \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]

Where, the Night Plane Bonus is:

[math]\displaystyle{ \mathrm{A} \times \text{Count}_\text{plane} + \mathrm{B} \times \left[ \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right] \times \sqrt{\text{Count}_\text{plane}} + \sqrt{\bigstar} }[/math]

Important Notes

  • Carriers must be equipped with a Night Operation Aviation Personnel or Night Operation Aviation Personnel + Skilled Deckhands in addition to night attack capable planes in order to perform carrier night attacks.
  • If the carrier night attack is evaded, it deals chip damage instead.
  • Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
    • You still need night fighters to trigger the attack.
  • Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse.
    • Armoured 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 (includes upgrade bonuses from night capable planes).
    • This means any other stats and upgrade bonuses from equipment like guns and non-night capable planes are ignored.

Anti-Installation Attacks

[math]\displaystyle{ \text{Anti-Installation Power} = \text{Atk} \times \text{Mod}_\text{A} + \text{Mod}_\text{B} }[/math]

  • [math]\displaystyle{ \text{Atk} }[/math] is the basic attack power of shelling, carrier attacks, night battle or carrier night attacks with the torpedo stat ignored.
  • [math]\displaystyle{ \text{Mod}_\text{A} }[/math] are the multiplicative anti-installation bonuses. See below for details.
  • [math]\displaystyle{ \text{Mod}_\text{B} }[/math] are the additive anti-installation bonuses. See below for details
Multiplicative Bonuses
Equipment Name Artillery Imp Isolated Island Demon Soft-Skinned[1]
Single Multiple Single Multiple Single Multiple
Anti-Aircraft Shells - 1.75 2.5
Armour-Piercing Shells 1.85 - -
WG42 (Wurfgerät 42) 1.6 2.72 1.4 2.1 1.3 1.82
Shipborne Model Type 4 20cm Anti-ground Rocket Launcher 1.5 2.7 1.3 2.145 1.25 1.875
Mortars 1.3 1.95 1.2 1.68 1.2 1.56
Landing Crafts 1.8 1.8 1.4
Toku Daihatsu-class Landing Craft 1.15 1.15 1.15
Daihatsu-class Landing Craft (Type 89 Medium Tanks & Marines) 1.5 2.1 1.2 1.68 1.5 1.95
Toku Daihatsu Landing Craft + 11th Tank Regiment 1.8 1.8 1.8
Landing Craft Upgrade Bonus [math]\displaystyle{ 1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{50} }[/math]
Type 2 Ka-Mi Tank 2.4 3.24 2.4 3.24 1.5 1.8
Tank Upgrade Bonus [math]\displaystyle{ 1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{30} }[/math]
Dive Bombers[2] 1.4 1.4 -
Seaplane Bombers

Seaplane Fighters

1.5 - 1.2
Destroyers

Light Cruisers

1.4 - -
  1. Supply Depot Princess, Harbor Princess and Northern Princess.
  2. Only certain dive bombers are able to attack installations in shelling.
Additive Bonuses
Equipment Name Number Equipped
1 2 3 4
WG42 (Wurfgerät 42) 75 110 140 160
Shipborne Model Type 4 20cm Anti-ground Rocket Launcher 55 115 ?? ??
Type 2 12cm Mortar Kai 30 55 75 ??
Type 2 12cm Mortar Kai (Concentrated Deployment) 60 110 ?? ??
Toku Daihatsu Landing Craft + 11th Tank Regiment 25 - - -
  • Question marks indicate values that haven't been tested.

Important Notes

  • For the Toku Daihatsu, T98+Marines and 11th Tank Regiment, they get both the regular Daihatsu bonus and their own special bonus.
  • All multipliers used in determining anti-installation power are pre-cap.
  • The amount of multipliers available make even low firepower ships like destroyers viable anti-installation ships.

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