Damage Calculations
Damage Formula
[math]\displaystyle{ \text{Damage} = \left [ \left [ \left [ \text{Atk}_\text{cap} \times \text{Mod}_\text{post}\right]\times \text{Crit}\right]-\text{Armour}\right]\times \text{Ammo} }[/math]
- [math]\displaystyle{ \text{Atk}_\text{cap} }[/math] is the Cap Adjusted Attack Power
- [math]\displaystyle{ \text{Mod}_\text{post} }[/math] is any post-cap modifiers that are applicable.
- [math]\displaystyle{ \text{Crit} }[/math] is the critical strike modifier.
- [math]\displaystyle{ \text{Ammo} }[/math] is the remaining ammunition modifier.
- [math]\displaystyle{ \text{Armour} }[/math] is the armour of the target.
Where, Cap Adjusted Attack Power is Basic Attack Power that has been adjusted by applying the damage cap.
[math]\displaystyle{ \text{Atk}_\text{cap} = \text{Cap} + \sqrt{\left [ \text{Atk}_\text{basic} \times \text{Mod}_\text{pre}\right]-\text{Cap}} }[/math]
- [math]\displaystyle{ \text{Cap} }[/math] is the damage cap relevant to the phase.
- [math]\displaystyle{ \text{Atk}_\text{basic} }[/math] is the basic attack power of the relevant attack.
- [math]\displaystyle{ \text{Mod}_\text{pre} }[/math] is any pre-cap modifiers that are applicable.
Important Notes
- Pre- and post-cap multipliers are multiplicative.
- Results are rounded down to the nearest whole number. I.e. 4.2 → 4.
Basic Attack Power Formulas
The following formulas only apply to single fleets. Please see Combined Fleet, Land-Based Air Squadron and Support Expeditions for more details.
Important Notes
- Please see Akashi List for upgrade bonus values.
- [math]\displaystyle{ \text{FP} }[/math] is the firepower of the ship including equipment.
- [math]\displaystyle{ \text{TRP} }[/math] is the torpedo power of the ship including equipment or plane.
- [math]\displaystyle{ \text{ASW} }[/math] is the anti-submarine power of the ship or equipment.
- [math]\displaystyle{ \text{DB} }[/math] is the dive bombing power of the plane.
- [math]\displaystyle{ \bigstar }[/math] is the upgrade bonus of the equipment.
Bombing
This applies to both jet assaults and airstrikes.
[math]\displaystyle{ \text{Bombing Power} = \text{Type} \times \left[ \left[ \left[ \text{DB}\ OR\ \text{TRP} + \bigstar \right] \times \sqrt{\text{Count}_\text{Plane}}\right] + 25\right] }[/math]
- [math]\displaystyle{ \text{Type} }[/math] is a multiplier based on the type of the plane. See below for details.
- [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the number of planes performing the attack.
Type | Multiplier | Notes |
---|---|---|
Torpedo Bombers | 0.8x or 1.5x | The multiplier is chosen randomly. The chance is roughly 50%. |
Dive Bombers Seaplane Bombers |
1.0x | |
Jets (During jet assault) |
1.0x | |
Jets (During normal bombing) |
0.7071x |
Important Notes
- Bombing power is calculated independently for each equipment slot on the carrier.
- The firepower of the carrier does not affect bombing power.
- The power is calculated after the air combat and anti-air fire phases which means bombers getting shot down will affect the final calculation.
- It is not affected by engagement, formation or damage states.
- It is affected by contact.
Surface Shelling
[math]\displaystyle{ \text{Shelling Power} = \text{FP} + \bigstar + 5 }[/math]
Important Notes
- The caliber of the gun does not affect damage.
- Abyssal installations that are not equipped with a plane that has a torpedo or dive bombing stat will use the surface shelling formula for calculating damage.
Carrier Attacks
[math]\displaystyle{ \text{Power}_\text{carrier} = \left[ \text{FP} + \text{TRP} + \bigstar + \left[ \text{DB} \times 1.3 \right] \times 1.5 \right] + 55 }[/math]
Important Notes
- Slot sizes and remaining plane count does not affect carrier attack power during shelling.
- If a carrier is not equipped with any torpedo or dive bombers, she will not participate in shelling.
- This also applies if they have lost all bombers during the aerial combat phase.
- Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet.
- Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage.
Torpedo Attacks
[math]\displaystyle{ \text{Torpedo Power} = \text{TRP} + \bigstar + 5 }[/math]
Important Notes
- Submarines and Abyssal installations cannot be targeted by torpedoes.
- If the only available targets are submarines or installations, the attack will trigger but always miss.
- A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
Anti-Submarine Warfare
[math]\displaystyle{ \text{ASW Power} = \left[ \sqrt{\text{ASW}_\text{ship}} \times 2 + \text{ASW}_\text{equip} \times 1.5 + \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.
- [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] is the synergy multiplier bonus from using certain combinations of ASW equips. See below for details.
Constant | Ship Types |
---|---|
13 | Destroyer Escorts, Destroyers, Light Cruisers, Oilers (without seaplane bombers, torpedo bombers or rotary-wing aircraft equiped) |
8 | Aviation Cruisers, Aviation Battleships, Seaplane Tenders, Light Carriers, Landing Ships, Oilers (with seaplane bombers, torpedo bombers or rotary-wing aircraft equiped) |
Equipment Combination | Bonus |
---|---|
Depth Charge + Depth Charge Projector + Sonar | 1.4375x |
Depth Charge Projector + Sonar | 1.15x |
Depth Charge + Sonar | 1.15x |
Depth Charge + Depth Charge Projector | 1.1x |
- The bonuses do not stack.
- The exception is when using the special depth charge projectors detailed below.
- There is an accuracy bonus as well but it is small. Stacking sonars will give a bigger accuracy bonus.
- The breakdown of equipment types are:
- Sonars: Type 93 SONAR, Type 3 SONAR, Type 0 Passive SONAR, Type 4 SONAR, Type124 ASDIC, Type144/147 ASDIC, HF/DF + Type144/147 ASDIC
- Depth Charge Projectors: Type 94 Depth Charge Launcher, Type 3 Depth Charge Launcher
- Depth Charges: Type 95 Depth Charge, Type 2 Depth Charge
- The Type 3 Depth Charge Launcher (Concentrated Deployment), Prototype 15cm Nonuple ASW Rocket Launcher, Type 2 12cm Mortar Kai and Type 2 12cm Mortar Kai (Concentrated Deployment) do not count as depth charge projectors for the DC+DCP+Sonar synergy bonus.
- They do still count for the DCP+Sonar synergy bonus.
- Because they do not count, the DCP+Sonar bonus with these equips stack with the other DC+DCP+Sonar bonus.
- This is only possible with a ship that has 4 equipment slots.
Important Notes
- ASW power is heavily influenced by equipment ASW.
- Having better ASW equipment is better than increasing ship ASW.
- Accuracy during night battles is abysmal making it impossible to damage submarines at night.
- This does not apply to night battles 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.
- You should prioritise reaching OASW thresholds over synergy bonuses.
Surface Night Battle
[math]\displaystyle{ \text{Night Battle Power} = \text{FP} + \text{TRP} + \bigstar + \text{Contact}_\text{NB} }[/math]
- [math]\displaystyle{ \text{Contact}_\text{NB} }[/math] is the Night Battle Contact constant of +5 if triggered.
Important Notes
- Night battle is unaffected by engagement.
- If a night battle special attack is evaded, chip damage is applied instead.
- Graf Zeppelin, Base Saratoga, Taiyou Kai Ni, Ark Royal (with Swordfish use the surface night battle formula if they are not performing a carrier night attack.
- In night battle versus Abyssal installations, the torpedo stat is not counted.
- This also means any upgrade bonuses to torpedo power is ignored.
Carrier Night Attacks
[math]\displaystyle{ \text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \sum{\text{Night Plane Bonus}} }[/math]
Where, the Night Plane Bonus is:
[math]\displaystyle{ \mathrm{A} \times \text{Count}_\text{plane} + \mathrm{B} \times \left[ \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right] \times \sqrt{\text{Count}_\text{plane}} + \sqrt{\bigstar} }[/math]
- [math]\displaystyle{ \mathrm{A} }[/math] is 3 for night planes; and 0 for Swordfish, Zero Fighter Type 62 (Fighter-bomber/Iwai Squadron) and Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)
- [math]\displaystyle{ \mathrm{B} }[/math] is 0.45 for night planes and 0.3 for Swordfish, Type 62 Iwai and Photobomb Suisei.
Important Notes
- Carriers must be equipped with a Night Operation Aviation Personnel or Night Operation Aviation Personnel + Skilled Deckhands in addition to night attack capable planes in order to perform carrier night attacks.
- Exceptions to this are Saratoga Mk.II and Akagi Kai Ni E that only need night attack capable planes.
- If the carrier night attack is evaded, it deals chip damage instead.
- Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
- You still need night fighters to trigger the attack.
- Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse.
- Armoured carriers are only disabled at heavy damage.
- Carriers that can use the night battle shelling formula will use that instead if moderately damaged.
- The formula only takes into account the base stats of the carrier and night attack capable planes equipped (includes upgrade bonuses from night capable planes).
- This means any other stats and upgrade bonuses from equipment like guns and non-night capable planes are ignored.
Anti-Installation Attacks
- [math]\displaystyle{ \text{} }[/math]