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− | ==E-1 Branch Rules== | + | =LBAS= |
− | ==Branching Table== | + | ==Basic Attack Power== |
− | {{MapBranchingTable
| + | '''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].''' |
− | |title = E-1 Branching Rules
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− | |expand = true
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− | |id = 53-1
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− | |order = B,C,E,F,G,H,K,O,O2,O4,P,Q1,S,T,V1
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− | |B -> C = * Meet '''ANY''' of the following:
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− | ** Fleet contains CV(B)
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− | ** Fleet contains SS(V)
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− | |B -> F/empty = Do not meet the requirements to go to C.
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− | |C -> F/empty = *
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− | |C -> G/empty = *
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− | |E -> D = *
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− | |E -> H = * | |
− | |F/empty -> E, J = Choose your own adventure!
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− | |G/empty -> I, K = Choose your own adventure!
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− | |H -> D = *
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− | |H -> H1 = *
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− | |K -> M = *
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− | |K -> O3 = *
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− | |O/empty -> O2, O4 = Choose your own adventure!
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− | |O2 -> O1/resource = *
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− | |O2 -> O5 = *
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− | |O4 -> P = *
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− | |O4 -> Q = *
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− | |P/empty -> Q1, R = Choose your own adventure!
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− | |Q1 -> Q2 = *
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− | |Q1 -> Q3/resource = *
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− | |S/empty -> T, U/empty = Choose your own adventure!
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− | |T -> V = *
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− | |T -> V1 = *
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− | |T -> V3 = *
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− | |V1 -> V2 = *
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− | |V1 -> V3 = *
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| | | |
− | }} | + | <math>\text{Atk}_\text{basic} = \biggl \lfloor \text{Mod}_\text{type} \times \biggl( \left( \text{DB/TP} + \bigstar \right) \times \sqrt{1.8 \times\text{Count}_\text{Plane}} + 25 \biggl) \biggl \rfloor</math> |
| | | |
| + | * <math>\text{Mod}_\text{type}</math> is the type modifier. |
| + | ** <math>0.8</math> for land-based attack aircraft. |
| + | ** <math>1.0</math> for carrier-based bombers and seaplane bombers. |
| + | ** <math>0.7071</math> for jet fighter-bombers. |
| + | * <math>\text{DB/TP}</math> is the dive bombing or torpedo stat of the plane. |
| + | ** Land-based attackers will use their '''torpedo stat''' for anti-ship. |
| + | ** Land-based attackers will use their '''dive-bombing stat''' for anti-ground. |
| + | * <math>\text{Mod}_\text{count}</math> is the plane count modifier. |
| + | ** x1.0 for heavy land-based attack aircraft. |
| + | ** x1.8 for everything else. |
| + | * <math>\text{Count}_\text{Plane}</math> is the remaining planes in the slot. |
| + | ** It will usually be <math>18</math> unless the base has been used elsewhere in the map. |
| | | |
| + | ==Final Attack Power== |
| + | Depending on the target, there are three different attack power formulas used. Please see the [[Land-Based_Air_Squadron#Plane_Stats_Summary|stats summary]] below for calculated attack power values. |
| | | |
| + | '''Anti-Ship:''' |
| + | <div class="mw-collapsible mw-collapsed"> |
| + | <math>\text{Atk}_\text{anti-ship} = \lfloor \text{Atk}_\text{basic} \rfloor \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBAA} \times \text{Mod}_\text{LBR} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{CF}</math> |
| | | |
| + | * <math>\text{Mod}_\text{crit}</math> is the critical multiplier of <math>1.5</math>. |
| + | * <math>\text{Mod}_\text{proficiency}</math> is the proficiency critical multiplier of <math>1.2</math> for maxed proficiency planes. |
| + | * <math>\times \text{Mod}_\text{Contact}</math> is the contact bonus. Please see [[Aerial_Combat#Contact_Bonus|contact]] for more details on the bonus. |
| + | * <math>\text{Mod}_\text{LBAA}</math> is the bonus for land-based attack aircraft. It is <math>1.8</math> for LBAA and <math>1.0</math> otherwise. |
| + | * <math>\text{Mod}_\text{LBR}</math> is the bonus for having a land-based reconnaissance present in the base. |
| + | ** <math>1.125</math> for [[Type 2 Land Based Reconnaissance Aircraft]]. |
| + | ** <math>1.15</math> for [[Type 2 Land-based Reconnaissance Aircraft (Skilled)]]. |
| + | * <math>\text{Mod}_\text{boss}</math> is a bonus when attacking certain Princess and Demon-type enemies. Currently the exact bonus for each boss is unknown. |
| + | * <math>\text{Mod}_\text{CF}</math> is the bonus when attacking combined fleets. It is <math>1.1</math> vs combined fleets and <math>1.0</math> otherwise. |
| + | </div> |
| | | |
| + | '''Anti-Ground:''' |
| + | <div class="mw-collapsible mw-collapsed"> |
| + | <math>\text{Atk}_\text{anti-ground} = \lbrace \left[ \lfloor \text{Atk}_\text{basic} \rfloor \times \text{Mod}_\text{AIpre} \right] \times \text{Mod}_\text{AIpost1} + \text{Mod}_\text{AIpost2} \rbrace \times \text{Mod}_\text{AIpost3} \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBAA} \times \text{Mod}_\text{LBR} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{CF}</math> |
| | | |
| + | * <math>\text{Mod}_\text{AIpre}</math> is the pre-cap anti-installation multiplier. |
| + | ** Everything before this is capped at 170. Please see [[Damage_Calculations#Damage_Formula|Damage Calculations]] for how the cap works. |
| + | ** <math>1.6</math> versus Artillery Imps |
| + | ** <math>1.18</math> versus Isolated Island Demon |
| + | * <math>\text{Mod}_\text{AIpost1}</math> is the first post-cap anti-installation multiplier. |
| + | ** <math>2.1</math> versus Supply Depot Princess |
| + | * <math>\text{Mod}_\text{AIpost2}</math> is the post-cap anti-installation additive bonus. |
| + | ** <math>100</math> versus Supply Depot Princess |
| + | * <math>\text{Mod}_\text{AIpost3}</math> is the second post-cap anti-installation multiplier. |
| + | ** <math>1.55</math> versus Artillery Imps |
| + | ** <math>1.7</math> versus Isolated Island Demon |
| + | * Other variables are the same as for anti-ship. |
| + | </div> |
| | | |
| + | '''Anti-Sub:''' |
| + | <div class="mw-collapsible mw-collapsed"> |
| + | <math>\text{Attack}_\text{anti-sub} = \left[ \left( \text{A} + \text{B} \right) \times \left( \text{ASW} \times \sqrt{1.8 \times \text{Plane Count}} + 25 \right) \right] \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBAA} \times \text{Mod}_\text{LBR}</math> |
| | | |
− | ==Phase 2: Defeat the European Princess==
| + | * <math>\text{A}</math> is a constant based on the '''base ASW''' of the plane. |
− | [[File:Summer2021E-3MapP2.png|450px|right]]
| + | ** <math>0.35</math> for 7-9 ASW. |
− | The boss is a combined fleet located at node {{MapRoute|O|red}}
| + | ** <math>0.7</math> for 10+ ASW. |
− | * This phase uses a '''Combined Fleet'''. | + | * <math>\text{B}</math> is a random number based on the '''base ASW''' of the plane. It is between <math>0</math> and: |
− | * The LBAS range to the boss at {{MapRoute|O|red}} is 5.
| + | ** <math>0.45</math> for 7-9 ASW. |
− | * Node {{MapRoute|J2|red}} features the highly dangerous '''New Submarine Princess'''.
| + | ** <math>0.3</math> for 10+ ASW. |
− | ** Bringing 2 OASW capable ships and/or a LBAS full of ASW aircraft in order to neutralize her is recommended in order to minimize early retreats. | + | * Other variables are the same as for anti-ship. |
− | ** The LBAS range for node {{MapRoute|J2|red}} is 1. | + | </div> |
− | * Node {{MapRoute|M|red}} features '''Heavy Cruiser Ne-Class''' that are capable of firing opening torpedoes on '''Hard'''. | |
− | ** The formation of this node will be locked at Line Ahead during Last Dance. | |
− | ** People are encouraged to either use [[Repair Team]] or [[Repair Goddess]] as part of the strategy. Implementing kuso strategies is also possible. There is simply no good method around this. | |
| | | |
− | This phase uses the following tag:
| + | '''Notes:''' |
| + | * All attack power '''before the critical bonus''' is capped at 170. |
| + | * Carrier-based planes and seaplane bombers also gain the anti-installation multipliers and bonuses. |
| + | * Only planes with '''7+ ASW''' are able to perform ASW attacks. |
| + | ** If no plane in the base can perform ASW attacks, the base will not show at submarine-only nodes. |
| + | * Unlike carrier airstrikes, the 1.2x critical proficiency bonus applies to each slot '''independently'''. |
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− | {{Shiplock|Summer2021EventTag4}}
| + | ==Sortie Fighter-Power== |
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− | <span style="color:red";>'''Warning:'''</span> Any '''Combined Fleet''' containing a ship tagged with {{ToolTip|'''Force H'''|{{Shiplock|Summer2021EventTag4}}}} will be forced to start at point 2, <span style="color:red";>'''regardless of difficulty'''</span>. This effectively means that any ships tagged with {{ToolTip|'''Force H'''|{{Shiplock|Summer2021EventTag4}}}} cannot be used for phases that involves either {{ToolTip|'''Force Z'''|{{Shiplock|Summer2021EventTag6}}}} or {{ToolTip|'''Force X'''|{{Shiplock|Summer2021EventTag7}}}}.
| + | Please see the [[Land-Based_Air_Squadron#Plane_Stats_Summary|stats summary]] below for calculated sortie fighter-power values. |
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− | <tabber> | + | <math>\text{Fighter-Power}_\text{sortie} = \left( \sum_{\text{All Slots}} \left[ \left(\text{AA} + 1.5 \times \text{Intercept} \right) \times \sqrt{\text{Plane Count}} + \text{Mod}_\text{Proficiency} \right] \right) \times \text{Mod}_\text{LBR}</math> |
− | |-|Carrier Task Force=
| + | |
| + | * <math>\text{AA}</math> is the Anti-Air {{AA}} stat of the plane. |
| + | * <math>\text{Intercept}</math> is the Interception {{Interception}} stat of the plane. |
| + | * <math>\text{Plane Count}</math> is the remaining planes in the slot. |
| + | ** It will usually be <math>18</math> unless the base has been used elsewhere in the map. |
| + | * <math>\text{Mod}_\text{Proficiency}</math> is the fighter-power proficiency bonus. For maxed proficiency planes it is: |
| + | ** <math>25.464</math> for land-based fighters, land-based interceptors, carrier-based fighters and seaplane fighters. |
| + | ** <math>9.464</math> for seaplane bombers. |
| + | ** <math>3.464</math> for all other planes. |
| + | * <math>\text{Mod}_\text{LBR}</math> is the land-based reconnaissance bonus. |
| + | ** <math>1.15</math> for [[Type 2 Land Based Reconnaissance Aircraft]]. |
| + | ** <math>1.18</math> for [[Type 2 Land-based Reconnaissance Aircraft (Skilled)]]. |
| + | |
| + | '''Notes:''' |
| + | * Contesting air control works exactly the same as normal aerial combat. |
| + | * A better air control state can reduce the losses taken by the LBAS. |
| + | ** It also weakens the enemy fighter-power by more. |
| + | * Be mindful not to compromise attack power by too much in order to reduce losses. Getting AD or AP is good enough. |
| + | |
| + | =Fleet Info Test= |
| {|class="wikitable" | | {|class="wikitable" |
| !colspan="3"| Fleet Info | | !colspan="3"| Fleet Info |
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| |{{MapRoute|2||J2|red|L|pink|M|red|O|red}} | | |{{MapRoute|2||J2|red|L|pink|M|red|O|red}} |
| |} | | |} |
− |
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− | * '''XX''' should either be '''FBB''', '''CVL''', '''CAV''' or '''CLT'''.
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− | * Just like Phase 1, carriers can make use of historical bonuses provided by foreign aircraft in order to deal as much damage as possible during daytime.
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− | ** This is important because carriers with the necessary aircraft are capable of defeating the boss at daytime. There are not that many ships capable of dealing decent damage during the night, assuming that the escort fleet is still alive at that point.
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− | * The submarine can help tank some of the incoming shots and improve the survival of the main fleet.
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− |
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− |
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− | |-|Surface Task Force=
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− |
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− | * '''XX''' should either be '''SS(V)''' or '''CA(V)'''.
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− | * An alternative option that doesn't capitalize on the use of historical aircraft, but chooses to conserve bauxite instead.
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− | * Due to the lack of air power, air sweeping the boss to get a favorable air state is recommended.
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− | * Among the fast battleships, only {{ShipLink|Bismarck}} and {{ShipLink|Richelieu}} have a decent historical bonus. Using STF on Hard might not be desirable due to the lack of historical bonuses.
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− |
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− | |-|Kuso strategy=
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− | <span style="color:red";>'''Warning:'''</span> Friendly ships will be sunk intentionally using this strategy.
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− | * This is done by putting fodder destroyers that were intended for modernization/scrapping in the '''escort''' in order to tank all the torpedo attacks.
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− | * This strategy is not meant for players who do not want to sink ships for whatever moral reasons.
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− |
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− | ===Option 1: Surface Task Force===
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− | Composition: '''3(F)BB(V) 1CV(B) 2XX + CL flagship with 5 fodder DDs'''
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− | * Route: {{MapRoute|2||J2|red|L|pink|M|red|O|red}}
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− | * '''XX''' cannot be (F)BB(V) or CV(L/B).
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− | * Damage output from the fleet is limited. Instead, the main source of damage comes boss support and LBAS.
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− | * This option is purely intended for chipping, so it is very unlikely that a clear will occur on harder difficulties.
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− |
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− | ===Option 2: Carrier Task Force===
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− | Composition: '''4CV(B) 2XX + CL flagship with 5 fodder DDs'''
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− | * Route: {{MapRoute|2||J2|red|L|pink|M|red|O|red}}
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− | * If '''XX''' is a (F)BB(V), then '''Fast Fleet''' becomes mandatory.
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− | ** Otherwise, using SS(V) or any other planes that can contribute to air power is recommended.
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− | * Similarly to option 1, but with the huge difference that this is actually capable of killing the boss.
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− | * The effectiveness of this strategy heavily depends on the amount of historical aircraft available.
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− | ** This also means that using carriers isn't feasible if the player lacks the historical aircraft.
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− | * This is the recommended strategy in order to defeat the boss if the player has the required aircraft. Using a traditional fleet is simply not as effective on '''Hard'''.
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− | </tabber>
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