Damage Calculations
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 | |
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Defense Power
Defense power represents the ability of a ship to resist damage. It's calculated from the Armor plus a random element.
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 | ||||||||||||||||||
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Pre-cap
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Cap
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The attack is then capped as follows:
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Post-cap
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Capped attack is then modified by post-cap modifiers:
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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.
- See Improvement or Akashi List for upgrade bonus values.
- [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 |
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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 |
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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 |
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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.
Airstrike Attack Formula | ||||||||||||||||||||||||
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This applies to Jet Assaults and Airstrikes. |
Surface Shelling
The surface shelling damage stems directly from the Firepower of the ship.
Surface Attack Formula | |
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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 | |
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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 | |
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Torpedo Attacks only include the Opening Torpedo Salvo and Closing Torpedo Salvo. |
Anti-Submarine Warfare
- For more information on this topic, see 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,
- Line Abreast is the main ASW formation, with a 1.3x damage modifier,
- Cruising Formation 1 is the main ASW formation for Combined Fleets, with a 1.3x damage modifier.
Anti-Submarine Formula | |||||||||
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Surface Night Battle
Night battle damage stems directly from the sum of Firepower and Torpedo of the ship.
Night Attack Formula | |
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This applies to most ships during Night Battle. |
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 | ||
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This applies to carrier nigth air attack |
Anti-Installation Attacks
- For more information on this topic, see Anti-Installation.
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 | |
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Anti-Submarine Support
Anti-Submarine Support Attack Formula | |
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Long Range Torpedo Support
Long-Range Torpedo Attack Formula | |
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LBAS Attack Power Formulas
- For more information on this topic, see LBAS.
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Pre-cap
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Post-cap
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Pre-cap
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Post-cap
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ASW | ||
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Pre-cap
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Post-cap
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- 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 |
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Crossing the T (Advantage) T字戦有利 (T Ji-sen Yuuri?) |
Green T | 1.2 | 15% | 15% |
Parallel Engagement 同航戦 (Doukousen?) |
Parallel | 1.0 | 45% | 45% |
Head-on Engagement 反航戦 (Hankousen?) |
Head-on | 0.8 | 30% | 40% |
Crossing the T (Disadvantage) T字戦不利 (T Ji-sen Furi?) |
Red T | 0.6 | 10% | 0% |
- Engagement modifier affects the Shelling Phase, as well as the Battle Openings, the Closing Torpedo Salvo, and Support Expeditions.
- All engagement forms affect both sides equally, including Green T and Red T.
- The exception are ASW and some Special Attacks.
- Night Battle and Aerial Combat are not affected by engagement.
Formation
- For more information on this topic, see Formation.
Formation Attack Power Modifiers | ||||
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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 | |||
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Shelling | Aerial | Torpedo | Surface | Carrier | ||||||
Engagement | ❌ | ✔️ | ✔️ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌* |
Formation | ❌ | ❌ | ✔️ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Damage State
Damage State | Shelling | Torpedo | ASW |
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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
- For more information on this topic, see Night Cut-In.
Night Cut-Ins will apply extra modifiers if triggered.
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ASW Synergy
ASW Damage Synergy | |||
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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:
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Hidden Fit Bonuses
- For more information on this topic, see 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
- For more information on this topic, see Aerial Combat#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 |
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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%.
[math]\displaystyle{ \text{Mod}_\text{boss} }[/math][3] | ||
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Boss (ID) | Low mod | High mod |
PT Imp (1637-1640) | 0.5 | 0.8 |
BB Hime (1557) | 1.4? | 2.2? |
Summer BB Hime (1696-1698) | ? | ? |
CV Hime (1586) | 1.7? | 2.2? |
CV Hime B (2105-2108) | 1.7? | 2.2? |
- ↑ 1.0 1.1 1.2 Tashkent Kai only.
- ↑ NB CVCI [1]
- ↑ https://twitter.com/Divinity_123/status/1659942254671216642
Artillery Spotting
- For more information on this topic, see Combat/Artillery Spotting.
Attack Type | Prerequisites | Post-cap Damage Modifier |
Notes |
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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 |
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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
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- 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 |
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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
- For more information on this topic, see Anti-Installation.
Special Attack Bonus
- For more information on this topic, see Special Attacks.
Criticals
For more details on how critical chance is calculated, please see Critical.
- Normal Criticals
Attack Type | Modifier |
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Normal | 1.0 |
Critical | [math]\displaystyle{ 1.5 \times \text{Mod}_\text{proficiency} }[/math] |
- Plane Proficiency Critical Modifier
- For more information on this topic, see 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 ❱❱ plane in the top slot and an additional 0.1 for every other ❱❱ 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, they gain a 1.106 bonus when a ❱❱ plane is selected to participate in the attack and an additional +0.15 if one of the selected planes is in the top slot.
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 | |
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Remaining Ammo | Ammo Modifier | Notes |
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>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 | |
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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].
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A Friendly Fleet cannot kill the last ship of the opposing fleet, dealing special scratch damage instead.
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- 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
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Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack ) are "very small and fast".
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
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[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
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 | |
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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
- Overkill protection is most applicable to DDs.
- Generally ships with HP that are divisible by 4 have worse survivability.