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Anti-Submarine Warfare
- Submarine are immune by air and torpedo attack.
- They cannot be targeted by normal shellign attack
- They can only be damaged by ASW attacks
- They cannot be sink at night in single fleet, only a combine fleet can.
- Friendly Fleet can sink submarine (at night)
- The exception being the night battle node
- ASW attacks is the only to have a damage modifier above 1 with some formation(Diamond, Echelon, Line-Abreast)
LBAS
Support
OASW
- Ever ship that can attack submarine can under some condition perform an Opening ASW attack
- this is very important for multiple reason:
- this add an ASW attack
- this allow to sink Submarien before they do O-torp
- this allow to kill the sub before other ship not equiped with ASw set-up target it
- this is very important for multiple reason:
Shelling
- Ship that can target submarine will prioritize the submarine
- Kumano and Suzuya being the exception
Ship type | Specific ship | Condition | Day Battle | Night Battle |
---|---|---|---|---|
All | All[1] | at least 1 base ASW | prioritize SS | |
AV CAV BBV LHA | All | Bomber +1 | prioritize SS | Don't attack SS |
CVL+Kaga Kai Ni Go | All[2] | no more than moderately damaged (中破) have an attack aircraft with +1[3] |
prioritize SS | Nigth Air Attack cannot target SS |
Suzuya Kou Kai Ni Kumano Kou Kai Ni |
prioritize surface target | |||
Taiyou-class Kai Ni Kaga Kai Ni Go |
prioritize SS | Nigth Air Attack will prioritize surface target[4] Nigth Shelling prioritize SS | ||
Gambier Bay Mk.II | prioritize SS | prioritize SS with night air attack |
- ↑ include Hayasui and Yamashio Maru with no equiped
- ↑ include Hayasui and Yamashio Maru with equiped
- ↑ a 0 attack plane paired with a rotorcraft or a patrol plane do work
- ↑ In abscnece of surface target will do a night shelling against SS
Damage calculation
Anti-Submarine Warfare
[math]\displaystyle{ \text{ASW Power} = \left( 2\sqrt{\text{ASW}_\text{ship}} + 1.5\text{ASW}_\text{equip} + \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.
Ship Type Constant | |
---|---|
Constant | Ship Types |
13 | Coastal Defence Ships (DE) Destroyers (DD) Light Cruisers (CL/CT) Oilers (AO) (without aircraft equipped) |
8 | Aviation Cruisers (CAV) Aviation Battleships (BBV) Seaplane Tenders (AV) Light Carriers (CVL) Landing Ships (LHA) Oilers (AO) (with aircraft equipped) |
- [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] is the synergy multiplier bonus from using certain combinations of ASW equips. See below for details.
ASW Damage Synergy | |||
---|---|---|---|
Small Small Sonars | |||
Large Large Sonars | |||
DCP Depth Charge Projectors (DCP) | AP AP | ||
DCR Depth Charge (Racks) (DCR) | AP AP AP AP AP | ||
Other ASW Mortars | |||
ASW Damage Modifiers: [math]\displaystyle{ \text{Mod}_\text{synergy} = {Mod}_\text{1} \times {Mod}_\text{2} }[/math] | |||
[math]\displaystyle{ {Mod}_\text{1} }[/math] | + (Any Sonar + Any Depth Charge) |
1.15 | |
[math]\displaystyle{ {Mod}_\text{2} }[/math] | DCP + DCR and NO Small | 1.1 | |
Small + DCP + DCR | 1.25 | ||
Examples | |||
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] | Small + DCP + DCR | 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math] | |
Large + DCP + DCR | 1.265[math]\displaystyle{ 1.15 \times 1.1 }[/math] | ||
Armor Penetration | |||
Indepentant of synergies, some equipment provides additional armor penetration to ASW attacks.
The flat armor penetration value is calculated as follows:
|
- The bonuses do not stack, meaning only the highest possible bonus applies.
- The exception is when using the special depth charge projectors detailed above.
- Multiple equipment 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.
Notes:
- When contributing to ASW power, Base ASW is square rooted, while equipment ASW is multiplied by 1.5
- ASW equipment is therefore the primary source of ASW damage, with base ASW playing a very minor role.
- However, base ASW is the primary determinant of whether a ship can reach 100 total ASW to perform opening ASW attacks.
- Submarines cannot take more than scratch damage at night (and therefore cannot be sunk).
- The exception to this rule is when a battle starts at night, or when 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 (OASW).
- As performing an opening attack effectively doubles the damage output, reaching this OASW threshold is in general more important than tacking on additional synergy.
Synergy
ASW Damage Synergy | |||
---|---|---|---|
Small Small Sonars | |||
Large Large Sonars | |||
DCP Depth Charge Projectors (DCP) | AP AP | ||
DCR Depth Charge (Racks) (DCR) | AP AP AP AP AP | ||
Other ASW Mortars | |||
ASW Damage Modifiers: [math]\displaystyle{ \text{Mod}_\text{synergy} = {Mod}_\text{1} \times {Mod}_\text{2} }[/math] | |||
[math]\displaystyle{ {Mod}_\text{1} }[/math] | + (Any Sonar + Any Depth Charge) |
1.15 | |
[math]\displaystyle{ {Mod}_\text{2} }[/math] | DCP + DCR and NO Small | 1.1 | |
Small + DCP + DCR | 1.25 | ||
Examples | |||
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] | Small + DCP + DCR | 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math] | |
Large + DCP + DCR | 1.265[math]\displaystyle{ 1.15 \times 1.1 }[/math] | ||
Armor Penetration | |||
Indepentant of synergies, some equipment provides additional armor penetration to ASW attacks.
The flat armor penetration value is calculated as follows:
|
LBAS
See LBAS page
OASW
See OASW