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| + | {{CombatPortal}} |
| | | |
| + | This page lists all the applicable damage formulas for a '''single fleet'''. Special cases like [[Combined_Fleet#Damage_Calculations|Combined Fleet]]s and [[Land-Based_Air_Squadron#Attack_Power|Land-Based Air Squadron]]s have their own adjustments to the standard damage formulas. Please see those pages for further details. |
| + | |
| + | '''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].''' |
| + | |
| + | * For example, <math>\lfloor 4.2 \rfloor = 4</math>. |
| + | * <math>4.2 \times_\downarrow 1.5 = \lfloor 4.2 \times 1.5 \rfloor = \lfloor 6.3 \rfloor = 6</math>, '''but''' <math>4.2 \times_\downarrow 1 = 4.2</math> (by definition, <math>\times_\downarrow</math> is then a non-commutative non-associative operator, it is assumed to be left-associative with lower priority than the usual multiplication operator). |
| + | **<math>\times_\downarrow</math> is used when the round down applies only when the modifier is applied. |
| + | |
| + | |
| + | =Damage Formula= |
| + | |
| + | <math>\text{Damage} = \biggl \lfloor \biggl ( \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times_\downarrow \text{Crit} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor </math> |
| + | |
| + | With: |
| + | * <math>\text{Atk}_\text{cap}</math> the '''Cap Adjusted Attack Power''', |
| + | * <math>\text{Mod}_\text{spotting}</math> the bonus from [[#Artillery_Spotting|artillery spotting]], |
| + | * <math>\text{Mod}_\text{CVCI} </math> the bonus from [[#Carrier_Cut-In_Attacks|carrier cut-ins]], |
| + | * <math>\text{Mod}_\text{AP}</math> the bonus from [[#Armor-Piercing_Modifier|AP shells]], |
| + | ** The value is rounded down after applying <math>\text{Mod}_\text{AP}</math> only if the target is able to take extra damage from AP shells, even if <math>\text{Mod}_\text{AP}</math> is '''1''' due to the attacker not having AP shells. |
| + | * <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable, |
| + | * <math>\text{Crit}</math> the '''[[#Critical Strikes|critical strike]]''' modifier, |
| + | ** The value is rounded down after applying <math>\text{Crit}</math> only if the attack is critical. |
| + | * <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier, |
| + | * <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target. |
| + | |
| + | Where, Cap Adjusted Attack Power is Basic Attack Power that has been adjusted by applying the '''[[#Attack Power Cap|damage cap]]'''. '''This only applies if the calculated pre-cap attack power is above the damage cap'''. |
| + | |
| + | <math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\left ( \text{Atk}_\text{base} \times \text{Mod}_\text{pre}\right)-\text{Cap}} </math> |
| + | |
| + | * <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase. |
| + | * <math>\text{Atk}_\text{base}</math> is the '''[[#Basic Attack Power Formulas|basic attack power]] of the relevant attack. |
| + | * <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable. |
| + | |
| + | =Defense Power= |
| + | |
| + | <math>\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}</math> |
| + | |
| + | * <math>\text{Armor}</math> is the armor of the target including all equipment and upgrade bonuses. |
| + | * <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{Armor}\rfloor - 1</math> |
| + | * <math>\text{Pen}</math> is any applicable armor penetration mechanic: |
| + | ** ''See [[#Anti-Submarine Warfare|ASW ]] for details on ASW armor penetration,'' |
| + | ** Some [[#Debuffs|debuffs]] may include armor penetration. |
| + | |
| + | 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:''' |
| + | * The range of armor values is uniformly distributed, every armor roll has the same chance of occurring. |
| + | |
| + | =Basic Attack Power Formulas= |
| + | The following formulas only apply to single fleets. Please see [[Combined Fleet#Basic Attack Power|Combined Fleet]], [[Land-Based Air Squadron#Bombing Power|Land-Based Air Squadron]] and [[Expeditions#Support Expeditions|Support Expeditions]] for more details. |
| + | |
| + | '''Notes:''' |
| + | * <math>\text{FP}</math> is the firepower {{Firepower}} of the ship including equipment. |
| + | * <math>\text{TP}</math> is the torpedo {{Torpedo}} of the ship including equipment or the torpedo of a plane. |
| + | * <math>\text{ASW}</math> is the anti-submarine {{ASW}} of the ship or equipment. |
| + | * <math>\text{DB}</math> is the dive bombing {{Dive}} of the plane. |
| + | * <math>\bigstar</math> is the upgrade bonus of the equipment. |
| + | ** See [[Improvement]] or [https://akashi-list.me/ Akashi List] for upgrade bonus values. |
| + | * <math>\text{Plane}_\text{Count}</math> is the remaining amount of planes in a slot, performing the attack. |
| + | ===Airstrike=== |
| + | This applies to [[Jet Assault]]s, [[Airstrike]]s, and [[LBAS]]. |
| + | |
| + | <math>\text{Airstrike Power} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Plane}_\text{Count}} + 25 \biggr)</math> |
| + | |
| + | * <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details. |
| + | |
| + | {|class="wikitable" style="text-align:center" |
| + | !colspan=2|Type |
| + | !Multiplier |
| + | !Notes |
| + | |- |
| + | | {{BluePlane}} |
| + | | [[Torpedo Bomber]]s |
| + | | 0.8x or 1.5x |
| + | | The multiplier is chosen randomly.<br>The chance is roughly 50%. |
| + | |- |
| + | | {{RedPlane}}<br>{{SPB}} |
| + | | [[Dive Bomber]]s<br>[[SPB|Seaplane Bombers]] |
| + | | 1.0x |
| + | | |
| + | |- |
| + | |rowspan=2| {{JetFighterBomber2}}<br>{{JetFighterBomber1}} |
| + | | [[Jets]]<br>(During jet assault) |
| + | | 1.0x |
| + | | |
| + | |- |
| + | | [[Jets]]<br>(During normal bombing) |
| + | | 0.7071x |
| + | | |
| + | |} |
| + | |
| + | ;Notes |
| + | * Airstrike power is calculated independently for each equipment slot on the carrier. |
| + | * The firepower of the carrier does not affect airstrike power. |
| + | * Torpedo Stat from fit does not contribute to airstrike damage |
| + | * 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|engagement]], [[#Formation|formation]] or [[#Damage State|damage states]]. |
| + | * It is affected by [[#Aerial Contact|contact]]. |
| + | * For LBAS, the stat used when calculating attack power varies based on the target. Please see [[Land-Based_Air_Squadron#Attack_Power|LBAS]] for more details. |
| + | |
| + | ===Surface Shelling=== |
| + | |
| + | <math>\text{Shelling Power} = \text{FP} + \bigstar + 5</math> |
| + | |
| + | '''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>\text{Power}_\text{carrier} = \bigl\lfloor \left( \text{FP} + \left(\text{TP} + \bigstar \right) + \lfloor \text{DB} \times 1.3 \rfloor + \bigstar \right) \times 1.5 \bigr\rfloor + 55 </math> |
| + | |
| + | '''Notes:''' |
| + | * Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats towards shelling power |
| + | * Torpedo Stat from fit does not contribute to shelling damage |
| + | * 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. |
| + | ** But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking). |
| + | * Remember that there are potentially two sources of <math>\bigstar</math> bonuses. |
| + | ** Torpedo bomber upgrades to the torpedo stat. |
| + | ** Secondary and machine gun upgrades to the firepower stat. |
| + | * Slot sizes and the number of remaining aircraft '''do not affect''' carrier attack power during shelling. |
| + | * 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. |
| + | * Planes are '''not shot down''' when a carrier participates in shelling |
| + | |
| + | ===Torpedo Attacks=== |
| + | <math>\text{Torpedo Power} = \text{TP} + \bigstar + 5</math> |
| + | |
| + | Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]]. |
| + | |
| + | ;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=== |
| + | {{details|Anti-Submarine Warfare}} |
| + | {{:Anti-Submarine Warfare}} |
| + | |
| + | ===Surface Night Battle=== |
| + | <math>\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact}</math> |
| + | |
| + | * <math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered: |
| + | ** '''5''' for the {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|text=Type 98 Night Recon}}, |
| + | ** '''7''' for the {{Equipment/Link|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|text=Type 0 Night Recon}} & {{Equipment/Link|Loire 130M}}. |
| + | |
| + | ;Notes |
| + | * Night battle is unaffected by engagement. |
| + | ** Exceptions are ASW for night battle nodes and [[Special Attacks]]. |
| + | * If a night battle special attack is evaded, [[#Scratch_Damage|scratch damage]] is applied instead. |
| + | * [[Graf Zeppelin]], [[Saratoga|Base Saratoga]], {{Class|Taiyou|Kai Ni}}, [[Kaga Kai Ni Go]], and [[Ark Royal|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 ignored'''. |
| + | ** This also means any upgrade bonuses to torpedo power is ignored. |
| + | |
| + | ===Carrier Night Air Attacks=== |
| + | <math>\text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \sum_\text{All Night Planes} \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{Night Plane Bonus}</math> |
| + | |
| + | Where: |
| + | |
| + | <math>\text{Night Plane Bonus} = \mathrm{A} \times \text{Plane}_\text{Count} + \mathrm{B} \times \left( \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right) \times \sqrt{\text{Plane}_\text{Count}} + \sqrt{\bigstar}</math> |
| + | |
| + | * <math>\mathrm{A}</math> is: |
| + | **'''3''' for [[Night Plane]]s, |
| + | **'''0''' for {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}, {{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|text=Zero FB Iwai}} and {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Suisei Photobomb}}. |
| + | * <math>\mathrm{B}</math> is: |
| + | **'''0.45''' for [[Night Plane]]s, |
| + | **'''0.3''' for {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}, {{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|text=Zero FB Iwai}} and {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Suisei Photobomb}}. |
| + | |
| + | ;Notes |
| + | * Carriers must be equipped with a [[NOAP]] or [[NOAP+]] in addition to "[[Night Plane]]s", in order to perform carrier night attacks. |
| + | **{{Category:Night Carriers}} |
| + | * If the carrier night attack is evaded, it deals [[#Scratch Damage|scratch damage]] instead. |
| + | * Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped. |
| + | ** Night fighters are still needed to trigger the attack. |
| + | * Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse. |
| + | ** Armored 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'''. |
| + | ** The [[Improvement]] stats are not taken into account. |
| + | *** This means any other stats and upgrade bonuses from equipment like guns and non-night-capable planes are ignored. |
| + | ** This also means that any [[Visible Bonus]] from Planes is also ignored. |
| + | *** The [[Visible Bonus]]es given by the [[SDP+]] are whoever counted here. |
| + | * Certain carriers (see [[#Surface_Night_Battle|here]]) are capable of performing night attacks but they '''are not''' carrier night air attacks and are just normal shelling attacks. Please see [[Night Battle#Carrier_Night_Attacks|Carrier Night Attacks]] for more details. |
| + | |
| + | ===Anti-Installation Attacks=== |
| + | Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears. |
| + | *''See the [[Combat/Anti-Installation#Damage Calculation|Anti-Installation]] page for more details. |
| + | |
| + | =Attack Power Corrections= |
| + | |
| + | After calculating the basic attack power of the attack being made, it is then adjusted based on various factors. Attack power modifiers can be split into pre- and post-cap modifiers. Post-cap modifiers are more powerful to have because they aren't reduced by the cap. |
| + | |
| + | ==Attack Power Cap== |
| + | The attack power cap varies depending on the phase of combat it is in. |
| + | |
| + | {|class="wikitable" |
| + | !Attack Type!!Cap |
| + | |- |
| + | |Support Expeditions||rowspan=3|170 |
| + | |- |
| + | |ASW |
| + | |- |
| + | |Airstrike |
| + | |- |
| + | |Opening Torpedo Salvo||rowspan=2|180 |
| + | |- |
| + | |Closing Torpedo Salvo |
| + | |- |
| + | |LBAS||rowspan=2|220 <ref>https://twitter.com/Divinity_123/status/1651948848351158273</ref> |
| + | |- |
| + | |Day shelling |
| + | |- |
| + | |Night battle||360 |
| + | |} |
| + | |
| + | ;Notes |
| + | * Any excess attack power above this cap is square-rooted. ''See the [[#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 the attack power. |
| + | <references/> |
| + | |
| + | ==Pre-cap Modifiers== |
| + | ===Engagement=== |
| + | See [[Engagement]] for more details. |
| + | |
| + | {|class="wikitable" style="text-align:center; margin:auto" |
| + | !Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} |
| + | |- |
| + | |Crossing the T ('''{{color|green|Advantage}}''')<br>{{Nihongo|T字戦有利|''T Ji-sen Yuuri''}} |
| + | |{{color|green|'''Green T'''}} |
| + | |120%||15%||15% |
| + | |- |
| + | |Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}} |
| + | |'''Parallel''' |
| + | |100%||45%||45% |
| + | |- |
| + | |Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}} |
| + | |'''Head-on''' |
| + | |80%||30%||40% |
| + | |- |
| + | |Crossing the T ('''{{color|red|Disadvantage}}''')<br>{{Nihongo|T字戦不利|''T Ji-sen Furi''|}} |
| + | |{{color|red|'''Red T'''}} |
| + | |60%||10%||0% |
| + | |} |
| + | |
| + | * Engagement modifier affects the [[Shelling]] Phase, as well as the [[Battle Opening]]s, the [[Closing Torpedo Salvo]], and [[Support Expedition]]s. |
| + | ** All engagement forms '''affect both sides equally''', including {{color|green|'''Green T'''}} and {{color|red|'''Red T'''}}. |
| + | ** The exception are [[ASW]] and some [[Special Attacks]]. |
| + | * [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''. |
| + | |
| + | ===Formation=== |
| + | See [[Formation]] for more details. |
| + | |
| + | {|class="wikitable" style="text-align:center" |
| + | !colspan=5|Formation Attack Power Modifiers |
| + | |- |
| + | !Formation |
| + | !Shelling |
| + | !Torpedo |
| + | !ASW |
| + | !Night Battle |
| + | |- |
| + | |Line Ahead<br>{{Nihongo|単縦陣|''Tanjuu-jin''}} |
| + | |style="color:red"|'''100%''' |
| + | |style="color:red" |'''100%''' |
| + | |60% |
| + | |100% |
| + | |- |
| + | | Double Line<br>{{Nihongo|複縦陣|''Fukujuu-jin''}} |
| + | |80% |
| + | |80% |
| + | |80% |
| + | |100% |
| + | |- |
| + | | Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}} |
| + | |70% |
| + | |70% |
| + | |120% |
| + | |100% |
| + | |- |
| + | | Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}} |
| + | |75% |
| + | |60% |
| + | |110% |
| + | |100% |
| + | |- |
| + | | Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}} |
| + | |60% |
| + | |60% |
| + | |style="color:red" |'''130%''' |
| + | |100% |
| + | |- |
| + | |rowspan=2|Vanguard<ref>The direct translation of "Keikai" is "alert".</ref><br>{{Nihongo|警戒陣|''Keikai-jin''}} |
| + | |50% |
| + | |style="color:red"|'''100%''' |
| + | |100% |
| + | |50% |
| + | |- |
| + | |100% |
| + | |style="color:red"|'''100%''' |
| + | |60% |
| + | |100% |
| + | |} |
| + | <references/> |
| + | {{clear}} |
| + | |
| + | ===Damage State=== |
| + | {|class="wikitable" style="text-align:center" |
| + | ! Damage State |
| + | ! Shelling |
| + | ! Torpedo |
| + | ! ASW |
| + | |- |
| + | |{{TextGlow|'''Not Damaged'''|black|text-colour=lime|glow-size=2px}} |
| + | |rowspan=2| 100%||rowspan=2| 100%||rowspan=2| 100% |
| + | |- |
| + | |{{TextGlow|'''Lightly Damaged (小破)'''|black|text-colour=yellow|glow-size=2px}} |
| + | |- |
| + | |style="color:orange"|'''Moderately Damaged (中破) |
| + | | 70%|| 80%|| 70% |
| + | |- |
| + | |style="color:red"|'''Heavily Damaged (大破) |
| + | | 40%|| 0%|| 40% |
| + | |} |
| + | |
| + | ;Notes |
| + | * Damage state does not affect aerial combat. |
| + | ** It will affect carrier attacks in the shelling phase. |
| + | |
| + | ===Night Battle Special Attacks=== |
| + | Night Cut-Ins will apply extra modifiers if triggered. |
| + | *''See [[Night Cut-In]] for more details. |
| + | |
| + | ===Hidden Fit Bonuses=== |
| + | Unlike the other pre-cap bonuses, this is just a minor additive firepower bonus added for some ships (mostly cruisers) when equipped with certain guns. |
| + | *''See [[Hidden Fit Bonuses]] for more details. |
| + | |
| + | ==Post-cap Modifiers== |
| + | ===Aerial Contact=== |
| + | For more details please see [[Aerial Combat#Contact|Aerial Combat]]. |
| + | |
| + | 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" |
| + | !Accuracy {{Acc}}!!Damage Modifier |
| + | |- |
| + | |0||112% |
| + | |- |
| + | |1||112% |
| + | |- |
| + | |2||117% |
| + | |- |
| + | |3+||120% |
| + | |} |
| + | |
| + | ===Airstrike Special Bonus=== |
| + | |
| + | There's a bonus when attacking certain Princess and Demon-type enemies during airstrike. The multiplier is chosen randomly between two values. The chance is roughly 50%. |
| + | |
| + | {|class="wikitable mw-collapsible mw-collapsed" |
| + | !colspan=3|<math>\text{Mod}_\text{boss}</math><ref>https://twitter.com/Divinity_123/status/1659942254671216642</ref> |
| + | |- |
| + | !Boss (ID) !!Low mod !!High mod |
| + | |- |
| + | |{{Enemy/Link|PT Imp Pack|link=PT Imp Pack|text=PT Imp (1637-1640)}} ||0.5 ||0.8 |
| + | |- |
| + | |{{Enemy/Link|Battleship Princess|text=BB Hime (1557)}} ||1.4? ||2.2? |
| + | |- |
| + | |{{Enemy/Link|Battleship Summer Princess|text= Summer BB Hime (1696-1698)}}||? ||? |
| + | |- |
| + | |{{Enemy/Link|Aircraft Carrier Princess|text=CV Hime (1586)}} ||1.7? ||2.2? |
| + | |- |
| + | |{{Enemy/Link|Aircraft Carrier Princess B|text=CV Hime B (2105-2108)}} ||1.7? ||2.2? |
| + | |} |
| + | <references/> |
| + | |
| + | ===Artillery Spotting=== |
| + | For more details, please see [[Combat/Artillery Spotting#Setups and Attack Types|Artillery Spotting]] |
| + | |
| + | {|class="wikitable" style="text-align:center; margin:auto" |
| + | !Attack Type |
| + | !Prerequisites |
| + | ![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier |
| + | !Accuracy<br>Modifier |
| + | !Hits |
| + | !Notes |
| + | |- |
| + | !style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}} |
| + | |{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}} |
| + | |1.35||?||1 |
| + | |rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only |
| + | |- |
| + | !style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}} |
| + | |{{RedGunHeavy}}{{RedPlane}}{{RedPlane}} |
| + | |1.3||?||1 |
| + | |- |
| + | !style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}} |
| + | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}} |
| + | |1.5||1.2||1 |
| + | | |
| + | |- |
| + | !style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}} |
| + | |{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}} |
| + | |1.3||1.3||1 |
| + | | |
| + | |- |
| + | !style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}} |
| + | |{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}} |
| + | |1.2||1.5||1 |
| + | | |
| + | |- |
| + | !style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}} |
| + | |{{RedGunHeavy}}{{YellowGun}}{{Seaplane}} |
| + | |1.1||1.3||1 |
| + | | |
| + | |- |
| + | !style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}} |
| + | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}} |
| + | |1.2||1.1||2 |
| + | | |
| + | |} |
| + | |
| + | ===Carrier Cut-In Attacks=== |
| + | For more details, please see [[Combat/Artillery Spotting#Setups and Attack Types|Carrier Cut-In Attacks]]. |
| + | |
| + | {|class="wikitable" style="text-align:center; margin:auto" |
| + | !Attack Type |
| + | !Prerequisites |
| + | ![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier |
| + | !Accuracy<br>Modifier |
| + | !Hits |
| + | |- |
| + | !style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}} |
| + | |nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}} |
| + | |1.25||1.2~1.3?||1 |
| + | |- |
| + | !style="background-color:#81c784" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}} |
| + | |nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}} |
| + | |1.2||1.2~1.3?||1 |
| + | |- |
| + | !style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}} |
| + | |nowrap|{{RedPlane}}{{BluePlane}} |
| + | |1.15||1.2~1.3?||1 |
| + | |} |
| + | |
| + | ===Armor-Piercing Modifier=== |
| + | During day combat, certain enemy ships take extra damage from {{RedAmmo}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armor Piercing Shells}}. |
| + | * The bonus only applies against [[FBB]], [[BB]], [[BBV]], [[CV]], [[CVB]], [[CA]], and [[CAV]]. |
| + | ** This includes [[Installation]]s. |
| + | ** This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP. |
| + | |
| + | {|class="wikitable" style="margin:auto" |
| + | !Type!!Modifier |
| + | |- |
| + | |{{RedGunHeavy}}{{RedAmmo}} |
| + | |1.08 |
| + | |- |
| + | |{{RedGunHeavy}}{{RedAmmo}}{{Radar}} |
| + | |1.10 |
| + | |- |
| + | |{{RedGunHeavy}}{{RedAmmo}}{{YellowGun}} |
| + | |1.15 |
| + | |- |
| + | |{{RedGunHeavy}}{{RedAmmo}}{{YellowGun}}{{Radar}} |
| + | |1.15 |
| + | |} |
| + | |
| + | ;Note |
| + | *It is '''unadvisable''' to run any of the other setups beyond the most basic Gun+AP, as the other setups will interfere with artillery spotting and give worse bonuses. |
| + | |
| + | ===Anti-Installation Equipment Modifiers=== |
| + | |
| + | See the [[Combat/Anti-Installation#Damage Calculation|Anti-Installation]] page. |
| + | |
| + | ===Critical Strikes=== |
| + | For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]]. |
| + | |
| + | ====Normal Criticals==== |
| + | {| class="wikitable" |
| + | !Attack Type |
| + | !Modifier |
| + | |- |
| + | |Normal |
| + | |100% |
| + | |- |
| + | |Critical |
| + | |150% |
| + | |} |
| + | |
| + | ====Plane Proficiency Critical Modifier==== |
| + | Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier. For more details, please see [[Plane Proficiency#Critical Bonus|Plane Proficiency]] |
| + | |
| + | * For '''Carrier Attacks''', they gain a '''1.2''' critical bonus multiplier for a {{Double Chevron}} plane in the top slot and an additional '''0.1''' for every other {{Double Chevron}} plane. |
| + | ** For example, a carrier with two max proficiency planes (with one in the top slot) would get a critical bonus of: '''(1.2 + 0.1) x 1.5 = 1.95'''. |
| + | * For '''[[#Carrier_Cut-In_Attacks|Carrier Cut-In Attacks]]''', they gain a '''1.106''' bonus when a {{Double Chevron}} plane is selected to participate in the attack and an additional '''+0.15''' if one of the selected planes is in the top slot. |
| + | |
| + | =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: |
| + | |
| + | <math>\text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo}}{\text{Max Ammo}} \times 100 \Big\rfloor}{50}</math> |
| + | |
| + | {| class="wikitable" style="text-align:center" |
| + | !Remaining Ammo!!Ammo Modifier!!Notes |
| + | |- |
| + | | >50%|| 100%|| |
| + | |- |
| + | | 40~49%|| 80%|| 4th Battle |
| + | |- |
| + | | 30~39%|| 60%|| |
| + | |- |
| + | | 20~29%|| 40%|| 5th Battle |
| + | |- |
| + | | 10-19%|| 20%|| |
| + | |- |
| + | | 0%|| 0%|| 6th Battle |
| + | |} |
| + | |
| + | * The battle number indicated in the notes assumes only normal surface engagements. Engaging in night battles and other special engagements can change that number. |
| + | * Whatever ammunition modifier applies in day battle carries over to night battle. |
| + | * Maelstroms that reduce ammunition also count towards this modifier. |
| + | * Using {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate ammo penalties. |
| + | * The ammunition modifier affects aerial battle. |
| + | * Once a ship hits 0% ammo, all attacks become [[#Scratch Damage|scratch damage]]. |
| + | * Scratch damage is unaffected by the ammunition modifier. |
| + | * Debuffs are affected by the ammunition modifier. |
| + | |
| + | =Miscellaneous Damage Modifiers= |
| + | {{Anchor|Chip Damage}} |
| + | ===Scratch Damage=== |
| + | If a special attack is evaded, the target's armor cannot be penetrated, or the ammo count hits 0; attacks will deal '''"scratch damage"''' instead, also called '''"chip damage"'''. |
| + | *Scratch damage is dealt as a percentage of remaining HP calculated using the following formula: |
| + | |
| + | <math>\text{scratch} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math> |
| + | |
| + | * <math>\text{HP}_\text{current}</math> is the current HP of the target. |
| + | * <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math> |
| + | |
| + | Therefore the maximum possible scratch damage <math>\text{HP}_\text{current} \times 0.14 - 0.08</math> and the minimum damage is <math>\text{HP}_\text{current} \times 0.06</math>. Meaning scratch damage is generally between '''6-14% of current HP'''. |
| + | |
| + | * If the target's HP is low, it is possible for the result of the formula to return a result of 0. Remember that all formulas are rounded down. |
| + | ** This means the target's HP cannot be reduced to 0 by scratch damage. |
| + | |
| + | ===PT Imps=== |
| + | {{Anti-PT Imp Setups|uncollapsed=true}} |
| + | |
| + | ===Historical Bonus=== |
| + | On almost every [[Event]] map, as well as some regular maps ([[7-4]] & [[7-5]] so far), certain ships, types of ships, equipment, or types of equipment will bring bonuses. |
| + | *Those bonuses are most of the time raw damage multipliers, and sometimes, accuracy bonuses. |
| + | *Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected. |
| + | *Bonuses may be applicable to some part of a map only, such as specific phases of nodes. |
| + | |
| + | This mechanic is here to encourage the use of "historically significant fleets and setups". |
| + | *By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable. |
| + | |
| + | ===[[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 the fleet. |
| + | |
| + | '''Notes:''' |
| + | * Debuffs are affected by the remaining ammo modifier. |
| + | |
| + | =Overkill Protection= |
| + | 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 not be heavily damaged nor red morale at the start of the battle. |
| + | ** If the ship has red morale, she will just have her HP reduced to 1. |
| + | |
| + | <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 the ship. |
| + | * <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 the ship's current HP'''. |
| + | |
| + | '''Important Information''' |
| + | * In general: |
| + | ** Overkill protection is most applicable to DDs. |
| + | *** The most pronounced effects of overkill protection occur at low HP |
| + | *** It is also the primary means of surviving a hit they fail to evade |
| + | *** For example, a 32HP DD has a 15.5% chance of being heavily damage by a BB hime, while a 31 HP DD has just a 6.5% chance |
| + | *** This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha |
| + | ** Odd numbered HP is better when overkill protection is triggered. This is because the damage calculations round down, reducing the likelihood of being knocked down to heavy damage. |
| + | ** This mechanism is most applicable to ships '''at full HP'''. Once a ship starts taking damage, the utility of overkill protection diminishes |
| + | * As a rule, ships with HP that is divisible by 4 have worse survivability. |
| + | |
| + | =Other Information= |
| + | {{Mechanics}} |
| + | [[Category:Game Mechanics]] |