Combat

Revision as of 11:46, 18 January 2014 by >Ethrundr (→‎Victory Conditions)

Combat Stages

Stage Notes
Detection Requires planes or high detection stat.
Success increases hit rate and evasion.
Failure prevents participation of allied planes in the aerial combat phase.
Aerial Combat Requires any type of plane equipped as equipment on either side. Aerial Combat effect explained below.
Supporting Fire Map 5, requires sortie support expedition.
Opening Torpedo Salvo Requires torpedo cruisers, seaplane tenders or submarines equipped with midget subs ( 甲標的 甲 Type A Kou-hyouteki).
Submarines with level 10 or higher can shoot the opening torpedo by themselves without having to equip midget subs.
Shelling, 1st Round (Range Order) Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase.
Shelling, 2nd Round (Lineup Order) Only occurs when one or both sides has a battleship, or the enemy contains one of the special ship classes: 鬼 (Oni, Ogress), 姫 (Hime, Princess), 戦鬼 (Senki, Battle Ogress), or 戦姫 (Senki. Battle Princess).
Torpedo Salvo Must not have taken more than light damage to participate.
Night Combat Attacks occur in lineup order from top to bottom, alternating between sides. Must not have taken more than moderate damage to participate.

Effects of Ship Damage

Amount of damage on a ship will affect its performance.

Minor damage (小破) or less No effect on performance
Moderate damage (中破) Attack power, accuracy, and evasion are slightly decreased
Heavy damage (大破) Attack power, accuracy, and evasion are significantly decreased

Aerial Combat

Aerial Combat Stages

Stage Notes
Fighter Combat Battle for air supremacy by fighter planes
Anti-bomber Combat Number of bombers shot down by fighters is affected by the result of the previous phase
Whole Fleet Anti-air Defense Chance to trigger for ships equipped with 46cm Main Cannons, High-angle Cannons, or Type 3 Shell
Individual Ship Anti-air Defense Triggered for ships equipped with Anti-air guns (Machine Guns, Rocket Launcher), and also flagship
Bombing See Damage Calculation for details

Fighter Combat

[math]\displaystyle{ \text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number fighters in slot}} \times \text {Plane anti-air bonus} \text{)} }[/math]

Fighter planes, fighter-bombers, and Zuiun participate in Fighter Combat.

The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:

Fighter Power (FP) Result Notes Text Display
FP ≥ 3*Enemy FP Air Supremacy Few allied planes shot down.
Always displayed when the enemy fleet has 0 fighters.
制空権確保!
Seikuuken Kakuho!
3*Enemy FP > FP ≥ 1.5*Enemy FP Air Superiority Some planes lost. 航空優勢! Koukuu Yuusei!
1.5*Enemy FP > FP ≥ 2/3*Enemy FP Air Parity About equal losses on both sides. No text displayed
2/3*Enemy FP > FP ≥ 1/3*Enemy FP Air Incapability Many planes lost. 制空権喪失! Seikuuken Soushitsu!
FP ≤ 1/3*Enemy FP Air Denial 制空権喪失! Seikuuken Soushitsu!
  • This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
  • Even if allied planes secure air supremacy, planes can still be lost due to the subsequent anti-air defense stages.


Enemy Ship Fighter Power

Enemy Ship Type Fighter Power
Nu-class Light Carrier 8
Elite Nu-class Light Carrier 24
Wo-class Standard Carrier 10
Elite Wo-class Standard Carrier 27
Flagship Wo-class Standard Carrier 28

Damage Calculation

Main Formula

Damage =

Basic Attack Power
x
Pre-Cap Modifiers
x
Critical Modifier
-
Enemy Armor
x
Random Number
(between 2/3 ~ 4/3)
x
Remaining Ammo Modifier
Notes:


  • If it isn't damaged by this formula, or becomes very little damage, it becomes scratch damage, maximum about 10% of enemy current HP (needs verification).
  • If [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modifed -- see below
  • This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.


Basic Attack Power

Type Basic Attack Power Notes
Aerial Combat Attack Type Modifier (see below) × [(Aircraft's divebomb or torp stat) × √(number of planes) + 25]
Shelling (except Carriers) Firepower + 5
Shelling (Carrier only) (Firepower + Torpedo) × 1.5 + Dive Bomber Stat × 2 + 55
Torpedo/Preemptive Torpedo Torpedo + 5
Anti-sub warfare (Original ASW [1] / 5, rounded down) + Equipment's ASW [2] × 2 + 25 This applies to DDs and CLs during the day; CVL anti-sub attacks and night anti-sub attacks are still under investigation.
Night Battle Firepower + Torpedo


Attack Type Modifier (Plane Scaling)

Type Attack Type Modifier Notes
Dive Bombers, Seaplane Bombers 1 This value is fixed, regardless the situation.
Torpedo Fighters 0.8 or 1.5 Calculation:
Plane Scaling * [(torp stat + divebomb stat) * √(Plane Capacity) + 25] [3]

Formation Modifier (Pre-Cap Modifier)

Formation Formation Icon Modifier Modifier when attacking subs
Line Ahead (単縦陣 Tanjuujin)
 
100% 45%
Double Line (複縦陣 Hukujuujin)
 
80% 60%
Diamond (輪形陣 Rinkeijin)
 
70% 90%
Echelon (梯形陣 Teikeijin)
 
60% 75%
Line Abreast (単横陣 Tan-oujin)
 
60% 100%

Night battle and air combat are not affected by formation choice.

Engagement Form Modifer (Pre-Cap Modifier)

Form Modifier
Parallel Engagement (同航戦 Doukousen) 100%
Head-on Engagement (反航戦 Hankousen) 80%
Crossing the T (Advantage) (T字戦有利 T ji sen Yuuri) 120%
Crossing the T (Disadvantage) '(T字戦不利' T ji sen Huri) 60%
  • Night battle and air combat are not affected by engagement form.
  • The engagement form attack modifier affects both your fleet and the enemy fleet.
    • This also applied for the Crossing the T (both Advantage or Disadvantage) modifier. It may be a bug or a design flaw.
  • Crossing the T (Disadvantage) can be avoided by equipping a  彩雲 Saiun (Carrier-based recon plane).


Engagement Forms

Parallel Engagement

The course of the player's fleet and the enemy fleet are the same.

Fleet A
Fleet B


Head-on Engagement

The course of the player's fleet and the enemy fleet are opposite each other.

Fleet A
Fleet B


Crossing the T

The course of the player's fleet and the enemy fleet are perpendicular to each other (that's 90 degrees, which results in a T figure).  A fleet is in disadvantage if it is coming from「|」direction, and is in advantage it is is coming from「―」direction.

(Historically, the point of this was for the「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)

OR

Night Combat

  • Night battle damage depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
  • Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.>
  • Main Gun =  Red guns or 10cm High-angle Gun
  • Secondary (Sub) Gun =  Yellow guns / 12.7cm High-angle Gun / 8cm High-angle Gun
  • Auxiliary equipment (e.g radar, turbine, special ammunition, pure AA equipment(green), and mini-sub) will not affect the combination.


Night Battle Attack Types

Type Main Secondary Torpedo Notes
Cut-In 2+ Torpedo Attack
3+ Shelling
2 1+
1-2 1 Combined Attack
Double Attack 2 0 0
1 1+ 0
0 2+ 0-1 Secondary Gun Double-Attack, Torpedo doesn't fire
Single Attack Results from failing to meet equipment requirements, or other attacks random chance at failing.  Fires with gun or torpedo in highest equipment slot.
Anti-Submarine Any enemy submarines will force Destroyers and Light Cruisers to target them.  Cut-In and Double Attacks are ignored.


Cut-in Equipment Setups

NOTE: These are only a few examples.  See the above table.

   3 main guns    2 main guns   1 main gun
   Just 2 torpedos
+ +
No   or   equipped   1 sub gun   1 torpedo One   also equippable

Double-attack Equipment Setups

NOTE: These are only a few examples.  See the above table.

  1 main gun    2 main guns    2 or more sub guns
+
 1 or more sub guns
No   equipped No   or   equipped One   also equippable

Full List

Equipment Type
  Single Attack
  Single Attack
  Single Attack
    Double Attack
    Double Attack
    Cut-in (Mixed)
    Double Attack
    Single Attack
    Cut-in (Torpedo)
      Cut-in (Gun)
      Cut-in (Gun)
      Double Attack
      Cut-in (Mixed)
      Cut-in (Torpedo)
      Cut-in (Mixed)
      Double Attack
      Double Attack
      Cut-in (Torpedo)
      Cut-in (Torpedo)
        Cut-in (Gun)
        Cut-in (Gun)
        Cut-in (Gun)
        Double Attack
        Cut-in (Gun)
        Cut-in (Torpedo)
        Cut-in (Torpedo)
        Cut-in (Gun)
        Cut-in (Mixed)
        Cut-in (Torpedo)
        Double Attack
        Double Attack
        Cut-in (Torpedo)
        Cut-in (Torpedo)
        Cut-in (Torpedo)

Night Battle Special Attack Modifier (Pre-Cap Modifier)

Cut-in attack

Weapon Type Modifier
2 torpedoes 2 consecutive attacks at 150%
1 main gun, 1 torpedo 2 consecutive attacks at 130%
3 main guns 200%
2 main guns, 1 secondary gun 175%

(Japanese wikis confirm that Yukikaze has a greater chance of doing cut-ins than Shimakaze)

Cut-in chance can be approximated with: (Ship Luck + 20) [%]

Double Attack

Two consecutive attacks at 120%. Almost always procs, compared to cut-ins which proc only by chance and is affected by the luck stat. 

Ship's Health Modifier (Pre-Cap Modifier)

Damage Modifier
Minor damage (小破 Syouha) or less 100%
Moderate damage (中破 Chuuha) 70%
Heavy damage (大破 Taiha) 40%

Modifier does not affect aerial attacks.

Attack Power Cap (Applies After All Pre-Cap Modifiers)

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.
This is the attack power cap, and it's represented below by [math]\displaystyle{ x }[/math]:

[math]\displaystyle{ \text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x} }[/math]

What we can draw from this is that during the day, firepower or torpedo stats above 150 have the possibility of breaking the cap immediately and thus becoming nerfed.  Best to use that extra red gun on Yamato or torp on Kitakami Kai 2 on something else.


Critical Modifier

Attack Type Modifier
Normal Attack 100%
Critical Hit 150%

It should be noted that the critical message always appears when damage dealt is greater than or equal to 40. (If, on the other hand, the critical message appeared when the damage dealt was less than 40, then it was a critical hit.)

Remaining Ammo Modifier

Remaining Ammunition Modifier
5 or more   bar 100%
4   bar 80% - 90%
3   bar  60% - 70%
2   bar 40% - 50%
1   bar 20% - 30%
0   bar Scratch Damage (1% - 5%)
  • One bar of   will be used each time the ship enters shelling mode. The bar will be decreased for all ship in the fleet, regardless if they shoot or not.
    • For the Torpedo Salvo session, there will be no ammunition decrease. This also applied for the opening Torpedo Salvo.
      • This is not applied to Submarines, which their torpedo attack will also decrease their ammunition by 1 bar for each torpedo.
    • When entering night battle, the amount of ammunition on a vessel is same as after the day battle. However, on night battle, the one that have their ammunition reduced only those who fires.
    • The default ammo usage for each battle is 2 bars. In case your ship consume less than 2 bars in a battle, they'll get 2 bars decrease after the battle ends.
  • Amount of ammunition also affects aircraft carrier damage.
  • Ships which are low on fuel and/or ammo remaining have higher chance of getting heavily damaged.
  • Due to the nature that most of battles will consume 2 bars of ammunition each, on the 5th battle (nodes) in the same sortie, you'll run out of ammunition, which will ensure your loss on the next battle.
    • Make sure on every map boss battle landed on 3rd or 4th battle, since if they are on the 5th battle, your winning chance are greatly reduced.
  • To prevent the the loss of firepower while trying to reach the boss, avoid night battles and whirlpools on the way.
    • While early map's whirpool decreases your resource directly, later maps will decrease either   or   bar of your sorted fleet, which may cause disadvantages for you especially when you're low of them.
    • However, if you're only going for the experience and/or rare drops, do the night battle to gain the S victory, since S victory will give you more EXP and higher chance for rare drops.


Victory Conditions

Perfect S
  • No damage taken, all enemy ships sunk.
S (Victory)
  • All enemy ships sunk.
A (Victory)
  • No friendly ships sunk and required number of enemy ships sunk. (see below)
B (Tactical Victory)
  • Enemy flagship sunk.
    • If your flagship not sunk and enemy doesn't met the minimum sunk requirement (see below), you'll got B regardless how bad are you damaged if enemy's flagship sunk.
  • No damage taken, and enemy took over a certain amount of damage.
  • Damage gauge at least twice enemy damage gauge.
  • Friendly ship sunk, specified number of enemy ships sunk (see below), and damage gauge twice enemy gauge.
  • Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
C (Tactical Defeat)
  • Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
  • Damage gauge higher than enemy gauge, but not reaching twice as much.
  • Friendly ship sunk, damage gauge higher than enemy, but not twice as much.
  • Friendly flagship got heavy damage while doesn't met the conditions for A or B.
    • Even if your damage gauge is bigger then enemy, if you unable to sink their flagship while yours is heavily damaged, you'll be counted as C.
D (Defeat)
  • Enemy took less than a certain amount of damage.
    • Both sides taking 0 damage is also D.
  • Damage gauge lower than enemy gauge.
  • Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
E (Defeat)
  • Over a certain number of friendly ships sunk. (see below)
  • Friendly ship sunk while not meeting any victory conditions.
  • No damage done to enemy, while taking over a certain amount.


Notes

  • The Minimum Sunk Requirement is around 60% of your fleet, thus:
    • 4 ships out of fleet of 6
    • 3 ships out of fleet of 5
    • 3 ships out of fleet of 4
    • 2 ships out of fleet of 3
    • 1 ship out of fleet of 2
    • Heavy damage on the 1st ship out of fleet of 1
  • Victory status affects the chance of getting drops and rare drops on the specified node.
    • B victories tend to have no drops, while Perfect S has the highest chance for rare drop, however, these chance modifier are not too significant.

Additional Explanation/Details

  1. Refers to ASW stat without any equipment.
  2. Refers to the total of ASW stats that the equipment added to the ship's stats.
  3. In the wikiwiki, the portion here:
    ※ 以上の計算式は「制空権確保」時のものであるため、それ以外の状況では異なる可能性がある。

    航空戦でのダメージは各スロットの機体性能と搭載数から個々に計算されており、空母の火力値は攻撃力に影響しない。 搭載数はリアルタイムに反映されており、雷撃・爆撃の前に艦載機が撃ち落とされた場合は、そのぶん攻撃力が減少する。 航空戦ではキャップ前補正(陣形補正、交戦形態補正、損傷補正)を受けない。 防御側の対空はダメージに直接は影響しない。ただし敵艦載機を撃ち落とすことによって搭載数を減少させたり、回避率に影響している可能性はある。

    装甲の堅い敵に艦攻が有効なのは、倍率150%の攻撃があるためである。ただしこの倍率は80%の場合もあり、攻撃力は安定しない。

    航空戦では互いの艦上戦闘機による制空権の判定が行われ、(被)撃墜数などに大きく影響する。 制空権の影響を大きく受けるのが艦攻で、艦爆は比較的受ける影響が少ないと言われている。

    Apparently this is calculation's accuracy can only be justified when you managed to get air superiority, aka "制空権確保".

    As we all know, damage during "Air Combat" phase is only affected by plane capacity and the type of planes you have. The "Firepower" stats doesn't affect anything during this phase.

    Seems like AA also does not affect the damage during Air Combat directly, just that it is possible that the more planes you shoot down, the higher chance you get to evade the bombings.

    Then there's the part whereby it informs us that it's effective against ships with high armor due to the possibility of having a 150% scaling during the bombing.

    And as we all know, the side without air superiority will be doing considerably less damage on bombing. (Wording doesn't include torpedo, so I'm not sure whether they're including both bombing and torpedo as one category)

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