Combat
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
- Night battle damage depends on either the Firepower or Torpedo (or both!) stats for attack power, depending on the specific attack type. Consequently, DDs, CLs, CLTs and CAs have drastically increase 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, and special ammunition) will not affect the combination.
Table of 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
3 main guns | 2 main guns | 1 main gun | |||
Just 2 torpedos | |||||
+ | + | ||||
1 sub gun | 1 torpedo | One also equippable | |||
Double-attack equipment setups
1 main gun | 2 main guns | 2 sub guns | ||
+ | ||||
1 or more sub guns | ||||
|
One also equippable |
Damage calculation
Cut-in
Weapon Type | Modifier |
---|---|
2 torpedoes | 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-attack
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 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 |
On attack power
Damage | Modifier |
---|---|
Minor damage (小破) or less | 100% |
Moderate damage (中破) | 70% |
Heavy damage (大破) | 40% |
Modifier does not affect plane attacks (needs confirmation, because I'm not sure about google translate. source: wikiwiki)
Factors involved in damage calculation
MAIN FORMULA (work in progress):
Quote by Onnasis:
Damage = |
Basic attack power x uncorrected cap | x | corrected critical | - | enemy armor | x | random number between 2/3 ~ 4/3 |
---|---|---|---|---|---|---|---|
x | |||||||
corrected ammo | |||||||
if it isn't damaged by this formula, or becomes very little damage, it becomes scratch damage, maximum about 10% of enemy current HP (need verification) |
Quote by Hakoniwa:
Attack power Aerial combat Basic attack power = 種別倍率 × (機体の雷装or爆装 × √搭載数 + 25)
Shelling for all vessels except carriers Basic attack power = Firepower + 5 砲撃戦
Shelling for carrier-type vessels Basic attack power = (Firepower + Torpedo) × 1.5 + 爆装 × 2 + 55 雷撃戦、開幕雷撃 Torpedo/Preemptive Torpedo Basic attack power = Torpedo + 5 対潜攻撃
Anti-sub warfare Basic attack power = floor(素の対潜 / 5) + 装備対潜 × 2 + 25 夜戦 Night Battle Basic attack power = Firepower + Torpedo |
---|
Formation
Formation | Modifier |
---|---|
Line Ahead | 100% |
Double Line | 80% |
Diamond | 70% |
Echelon | 60% |
Line Abreast | 60% |
Night battle and air combat are not affected by formation choice.wikiwiki
Engagement forms
Form | Modifier |
---|---|
Parallel Engagement (同航戦) | 100% |
Head-on Engagement (反航戦) | 80% |
Crossing the T (Advantage) (T字戦有利) | 120% |
Crossing the T (Disadvantage) (T字戦不利) | 60% |
- Night battle and air combat are not affected by engagement form.
- The engagement form attack modifier affect both your fleet and the enemy fleet.
- Crossing the T (Disadvantage) can be avoided by equipping a 彩雲 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
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.)
Fuel and ammo (unconfirmed)
Remaining Ammunition | Modifier |
---|---|
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 | Scratch Damage |
- Amount of ammunition also affects the aircraft carriers damage.
- Ships which has low fuel and/or ammo remaining has higher chance of getting heavily damaged.
- Night battle When entering on night battle,the amount of ammunition is same after the day battle.
- On the 5th round of the battle (nodes i guess) damage are minimized and on 6th round there will be no chance of winning, therefore the recommended boss node battle will be 4th round.
- To prevent the the loss of firepower, avoid night battles and whirlpools on the way.
note: this is a rough translation,edit it when you're good with english. - Kurisu022"
(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.