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| * <math>\text{Mod}_\text{spotting}</math> is the bonus from [[Damage_Calculations#Artillery_Spotting|artillery spotting]]. | | * <math>\text{Mod}_\text{spotting}</math> is the bonus from [[Damage_Calculations#Artillery_Spotting|artillery spotting]]. |
| * <math>\text{Mod}_\text{CVCI} </math> is the bonus from [[Damage_Calculations#Carrier_Cut-In_Attacks|carrier cut-ins]]. | | * <math>\text{Mod}_\text{CVCI} </math> is the bonus from [[Damage_Calculations#Carrier_Cut-In_Attacks|carrier cut-ins]]. |
− | * <math>\text{Mod}_\text{AP}</math> is the bonus from having [[Damage_Calculations#Armour-Piercing_Modifier|an AP shell equipped]], if applicable. | + | * <math>\text{Mod}_\text{AP}</math> is the bonus from having [[Damage_Calculations#Armor-Piercing_Modifier|an AP shell equipped]], if applicable. |
| * <math>\text{Mod}_\text{post}</math> is any remaining '''[[#Post-cap Corrections|post-cap modifiers]]''' that are applicable. | | * <math>\text{Mod}_\text{post}</math> is any remaining '''[[#Post-cap Corrections|post-cap modifiers]]''' that are applicable. |
| * <math>\text{Crit}</math> is the '''[[#Critical Strikes|critical strike]]''' modifier. | | * <math>\text{Crit}</math> is the '''[[#Critical Strikes|critical strike]]''' modifier. |
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| =Defense Power= | | =Defense Power= |
| | | |
− | <math>\text{DEF} = \left( \text{Armour} \times 0.7 + \text{Armour}_\text{rand} \times 0.6 \right) - \text{Pen}</math> | + | <math>\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}</math> |
| | | |
− | * <math>\text{Armour}</math> is the armour of the target including all equipment and upgrade bonuses. | + | * <math>\text{Armor}</math> is the armor of the target including all equipment and upgrade bonuses. |
− | * <math>\text{Armour}_\text{rand}</math> is a random number between <math>0</math> and <math>\lfloor\text{Armour}\rfloor - 1</math> | + | * <math>\text{Armor}_\text{rand}</math> is a random number between <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math> |
− | ** Note that it is inclusive, meaning it can also output <math>0</math> and <math>\lfloor\text{Armour}\rfloor - 1</math> | + | ** Note that it is inclusive, meaning it can also output <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math> |
− | * <math>\text{Pen}</math> is any applicable armour penetration mechanic like [[Damage_Calculations#Debuffs|debuffs]] or the depth charge penetration for ASW. | + | * <math>\text{Pen}</math> is any applicable armor penetration mechanic like [[Damage_Calculations#Debuffs|debuffs]] or the depth charge penetration for ASW. |
| ** {{Equipment/Link|Type 95 Depth Charge}}: <math>\text{Pen} = 1</math> | | ** {{Equipment/Link|Type 95 Depth Charge}}: <math>\text{Pen} = 1</math> |
| ** {{Equipment/Link|Type 2 Depth Charge}}: <math>\text{Pen} = 2</math> | | ** {{Equipment/Link|Type 2 Depth Charge}}: <math>\text{Pen} = 2</math> |
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| ** The formula is <math>\text{Pen}_\text{DC} = \sqrt{\text{ASW}_\text{equip}-2} + \text{Mod}_\text{ship}</math> | | ** The formula is <math>\text{Pen}_\text{DC} = \sqrt{\text{ASW}_\text{equip}-2} + \text{Mod}_\text{ship}</math> |
| | | |
− | Therefore, the '''maximum armour value''' <math>\text{Armour} \times 1.3 - 0.6</math> and the '''minimum armour value''' is <math>\text{Armour} \times 0.7</math>. This makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour. | + | Therefore, the '''maximum armor value''' <math>\text{Armor} \times 1.3 - 0.6</math> and the '''minimum armor value''' is <math>\text{Armor} \times 0.7</math>. This makes the maximum defensive power a target can have is '''1.3x''' armor and the lowest is '''0.7x''' armor. |
| | | |
| '''Note:''' | | '''Note:''' |
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| ** The exception to this rule is when a battle starts at night, or when in a combined fleet | | ** The exception to this rule is when a battle starts at night, or when 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]] (OASW). | | * It is possible to perform opening ASW attacks when certain conditions are achieved. For more details, please see [[Opening Anti-Submarine Warfare]] (OASW). |
− | ** As performing an opening attack effectively doubles your damage output, reaching this OASW threshold is in general more important than tacking on additional synergy. | + | ** As performing an opening attack effectively doubles the damage output, reaching this OASW threshold is in general more important than tacking on additional synergy. |
| | | |
| ===Surface Night Battle=== | | ===Surface Night Battle=== |
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| * If the carrier night attack is evaded, it deals [[Damage Calculations#Chip Damage|chip damage]] instead. | | * If the carrier night attack is evaded, it deals [[Damage Calculations#Chip Damage|chip damage]] instead. |
| * Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped. | | * Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped. |
− | ** You still need night fighters to trigger the attack. | + | ** Night fighters are still needed to trigger the attack. |
| * Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse. | | * Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse. |
− | ** Armoured carriers are only disabled at heavy damage. | + | ** Armored carriers are only disabled at heavy damage. |
| ** Carriers that can use the night battle shelling formula will use that instead if moderately damaged. | | ** 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'''. | | * The formula '''only takes into account the base stats of the carrier and night attack capable planes equipped'''. |
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| '''Important Notes''' | | '''Important Notes''' |
| * Any excess firepower above this cap is square rooted. Please see the [[Damage Calculations#Damage Formula|damage formula]] for how it is applied. | | * Any excess firepower above this cap is square rooted. Please see the [[Damage Calculations#Damage Formula|damage formula]] for how it is applied. |
− | * It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce your attack power. | + | * It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce the attack power. |
| | | |
| ==Pre-cap Modifiers== | | ==Pre-cap Modifiers== |
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| | | |
| '''Notes''' | | '''Notes''' |
− | * It is useful in some situations to not take the Saiun in order to get Crossing the T (Disadvantage). This is because it can hamper the enemy from damaging your fleet as much as it hampers yours. | + | * It is useful in some situations to not take the Saiun in order to get Crossing the T (Disadvantage). This is because it can also hamper the enemy from damaging the fleet. |
| | | |
| ====Formation==== | | ====Formation==== |
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| For more details please see [[Aerial Combat#Contact|Aerial Combat]]. | | For more details please see [[Aerial Combat#Contact|Aerial Combat]]. |
| | | |
− | During aerial combat, there is a chance for your 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. | + | 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. |
| | | |
| {|class="wikitable" style="margin:auto; text-align:center" | | {|class="wikitable" style="margin:auto; text-align:center" |
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| |} | | |} |
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− | * It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses. | + | * It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost the better attack bonuses. |
| * The bonus applies when attacking battleships (including aviation), heavy cruisers (including aviation), carriers, and installations. | | * The bonus applies when attacking battleships (including aviation), heavy cruisers (including aviation), carriers, and installations. |
| ** It also applies to demon, princess, water demon, and imp enemies that are classified as one of the above. This means that destroyer, light cruiser seaplane tender, and air-defense bosses are exempt. | | ** It also applies to demon, princess, water demon, and imp enemies that are classified as one of the above. This means that destroyer, light cruiser seaplane tender, and air-defense bosses are exempt. |
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| | | |
| =Ammunition Modifier= | | =Ammunition Modifier= |
− | | + | The damage of the fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula use to determine this is: |
− | The damage of your fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula use to determine this is: | |
| | | |
| <math>\text{Ammo} = \dfrac{\text{Remaining Ammo %}}{50}</math> | | <math>\text{Ammo} = \dfrac{\text{Remaining Ammo %}}{50}</math> |
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| * The low ammo penalty can be counteracted with the [[Maritime Resupply]] item. Please see the page for more details. | | * The low ammo penalty can be counteracted with the [[Maritime Resupply]] item. Please see the page for more details. |
| * The ammunition modifier affects aerial battle. | | * The ammunition modifier affects aerial battle. |
− | * Once you hit 0% ammo, all attacks become [[Damage_Calculations#Chip_Damage|chip damage]]. | + | * Once a ship hits 0% ammo, all attacks become [[Damage_Calculations#Chip_Damage|chip damage]]. |
| * Chip damage is unaffected by the ammunition modifier. | | * Chip damage is unaffected by the ammunition modifier. |
| * Debuffs are affected by the ammunition modifier. | | * Debuffs are affected by the ammunition modifier. |
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| | | |
| ===[[Debuffs]]=== | | ===[[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 your fleet. | + | 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. |
| | | |
| '''Important Notes''' | | '''Important Notes''' |
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| =Overkill Protection= | | =Overkill Protection= |
− | When a ship in your fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead. | + | 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 be the flagship OR |
| * The ship must not be heavily damaged nor red morale at the start of the battle. | | * The ship must not be heavily damaged nor red morale at the start of the battle. |
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| <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math> | | <math>\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math> |
| | | |
− | * <math>\text{HP}_\text{current}</math> is the current HP of your ship. | + | * <math>\text{HP}_\text{current}</math> is the current HP of the ship. |
| * <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math> | | * <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math> |
| | | |
− | Therefore, the maximum damage from overkill protection is <math>\text{HP}_\text{current} \times 0.8 - 0.3</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.5</math>. Meaning overkill protection will take off between '''50-80% of your ship's current HP'''. | + | Therefore, the maximum damage from overkill protection is <math>\text{HP}_\text{current} \times 0.8 - 0.3</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.5</math>. Meaning overkill protection will take off between '''50-80% of the ship's current HP'''. |
| | | |
| '''Important Information''' | | '''Important Information''' |