Combat

Revision as of 14:17, 7 November 2013 by >Pagoda Bridge (→‎Effects of ship damage)

Combat Stages

Stage Notes
Detection

Requires planes or high detection stat.

Success increases hit rate and evasion.

Failure leaves you unable to participate in air combat phase.

Air Combat
Supporting Fire Map 5, requires sortie support expedition.
Opening Torpedo Salvo Requires midget subs or submarines over level 10
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, 姫, 戦鬼, or 戦姫.
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.

Night Combat Attacks

  • Night battle damage depends on either the Firepower or Torpedo (or both!) stats for attack power, depending on the specifc attack type.  Consequently, DDs, CLs, CL(t)s and CAs have drastically increase strength at night.
  • Any vessel at night must not have taken more than moderate (orange) damage before nighttime 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
  • You can add other equipment like radar, turbines, special ammo, or repair teams to remaining empty slots on a ship; these equipment types will not affect the combination.

Examples of cut-in attack equipment setups

   3 main guns   2 main guns  1 main gun
  Just 2 torpedos
+ +
  1 sub gun  1 torpedo One also equippable

No or equipped

Examples of double attack equipment setups

 1 main gun   2 main guns   2 sub guns
+
 1 or more sub guns

No equipped

No or equipped

One also equippable

Complete night battle attack type table

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.

Special night battle attack damage

Cut-in attacks

Weapon Type Magnification
2 torpedos The 2 consecutive attacks - total 150%
1 main gun, 1 torpedo The 2 consecutive attacks - total 130%
3 main guns 200%
2 main guns, 1 secondary gun 175%

Double attacks

2 consecutive attack - total 120%. Always procs while cut-ins are only by chance and also affected by luck stat. (Japanese wiki confirmed that Yukikaze has a more chance of doing cut-ins than Shimakaze)

Effects of ship damage

Amount of damage on a ship will affect its performarnce.

Minor Damage (小破, yellow) No effect on performance
Moderate damage (中破, orange) Attack power, accuracy, and evasion are slightly decreased
Heavy damage (大破, red) Attack power, accuracy, and evasion are considerably decreased

Effect of a ship's damage on its own attack power

Damage Attack modified by...
Minor damage (小破, yellow) or less 100%
Moderate damage (中破, orange) 70%
Heavy damage (大破, red) 40%

Magnification does not affect plane attacks (needs confirmation because I'm not sure about google translate. Here's the link http://wikiwiki.jp/kancolle/?%C0%EF%C6%AE%A4%CB%A4%C4%A4%A4%A4%C6#lfa4fc2d)

Other elements that involved in the calculation of damage

Attack Formation

Formation Attack modified by...
Line Ahead 100%
Double Line 80%
Diamond 70%
Echelon 60%
Line Abreast 60%

Night battle and air combat are not affected by formation choice. (source?)

Engagement forms

Form Attack modified by...
Parallel Engagement (同航戦) 100%
Head-on Engagement (反航戦) 80%
Crossing the T (Advantage) (T字戦有利 green text) 120%
Crossing the T (Disadvantage) (T字戦不利 red text) 60%

Night battle and air combat are not affected by egagement form. (source?)

NOTE that these attack modifiers affect both your fleet and the enemy fleet.

Crossing the T (Disadvantage) is avoided by equipping a Saiun (Carrier-Based Recon plane).

Illustration of 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.)

Critical Attack damage

Attack Type Attack modified by...
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.)

Amount of Ammunition Remaining (unconfirmed)

Ammunition Amount Magnification
5 or more ammo bar 100%
4 ammo bar 80%
3 ammo bar  60%
2 ammo bar 40%
1 ammo bar 20%
0 ammo bar Only Kasudame カスダメのみ

(Help: Confirmation needed if the wiki is indeed saying ammo bar. And what are game eyes? And what is Only Kasudame? Here's the link)

Magnification also affect air warfare. 

Magnification is the same for day and night battle of the battle.

User Amanies is asking for help: Everything is taken from here. Some sections weren't added because I felt that the google translation wasn't accurate (or I didn't understand it at all).

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.
    • Sink 4 of 6, 3 of 5, 2 of 4, 2 of 3, or 1 of 2.
B (Tactical Victory)
  • Enemy 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, 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.
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.
  • Friendly ship sunk while not meeting any victory conditions.
  • No damage done to enemy, while taking over a certain amount.