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Line 11: Line 11:  
=Damage Formula=
 
=Damage Formula=
 
The '''Damage''' is the reduction of '''HP''' {{HP}} caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defense power of the target.
 
The '''Damage''' is the reduction of '''HP''' {{HP}} caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defense power of the target.
 
+
{{Formula
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
|Title=Damage Formula
!Damage Formula
+
|Math=\text{Damage} = \biggl \lfloor \biggl ( \text{Atk}_\text{post-cap}  - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor  
|-
+
|Var=<math>\text{Atk}_\text{post-cap}</math> the final attack power of the assailant after the cap and all the modifiers have been applied, described below,
|
  −
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
  −
|valign="center"|  <math>\text{Damage} = \biggl \lfloor \biggl ( \text{Atk}_\text{post-cap}  - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor </math>
  −
|}
  −
With:
  −
* <math>\text{Atk}_\text{post-cap}</math> the final attack power of the assailant after the cap and all the modifiers have been applied, described below,
   
* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target,
 
* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target,
 
* <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier.
 
* <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier.
|}
+
}}
    
=Defense Power=
 
=Defense Power=
 
Defense power represents the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element.
 
Defense power represents the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element.
   −
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
{{Formula
!Defence Formula
+
|Title=Defence Formula
|-
+
|Math=\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}
|
+
|Var=<math>\text{Armor}</math> the armor {{Armor}} of the target including all equipment and upgrade bonuses,
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
  −
|valign="center"|  <math>\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}</math>
  −
|}
  −
 
  −
;With
  −
* <math>\text{Armor}</math> the armor {{Armor}} of the target including all equipment and upgrade bonuses,
   
* <math>\text{Armor}_\text{rand}</math> a random number between <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math>,
 
* <math>\text{Armor}_\text{rand}</math> 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>
 
** Note that it is inclusive, meaning it can also output <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math>
Line 43: Line 31:  
** ''See [[#Anti-Submarine Warfare|ASW]] for details on ASW armor penetration,
 
** ''See [[#Anti-Submarine Warfare|ASW]] for details on ASW armor penetration,
 
** Some [[#Debuffs|debuffs]] may include armor penetration.
 
** Some [[#Debuffs|debuffs]] may include armor penetration.
 
+
|Notes=The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.
;Notes
+
}}
* The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.
  −
|}
      
For short, defensive power randomly varies between '''1.3''' x{{Armor}} and '''0.7''' x{{Armor}}.
 
For short, defensive power randomly varies between '''1.3''' x{{Armor}} and '''0.7''' x{{Armor}}.
Line 212: Line 198:     
===Airstrike===
 
===Airstrike===
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
{{Formula
!Airstrike Attack Formula
+
|Title=Airstrike Attack Formula
|-
+
|Math=\text{Atk}_\text{base airstrike} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Plane}_\text{Count} } + 25 \biggr)
|
+
|Var=<math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
  −
|valign="center"|  <math>\text{Atk}_\text{base airstrike} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Plane}_\text{Count}} + 25 \biggr)</math>
  −
|}
     −
;With
+
{{{!}}class="wikitable" style="text-align:center"
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
+
!colspan=4{{!}}<math>\text{Type}</math>
 
+
{{!}}-
{|class="wikitable" style="text-align:center"
+
!colspan=2{{!}}Plane Type
!colspan=4|<math>\text{Type}</math>
  −
|-
  −
!colspan=2|Plane Type
   
!Multiplier
 
!Multiplier
 
!Notes
 
!Notes
|-
+
{{!}}-
| {{BluePlane}} || [[Torpedo Bomber]]s || 0.8x or 1.5x
+
{{!}} {{BluePlane}} {{!}}{{!}} [[Torpedo Bomber]]s {{!}}{{!}} 0.8x or 1.5x
| The multiplier is chosen randomly.<br>The chance is roughly 50%.
+
{{!}} The multiplier is chosen randomly.<br>The chance is roughly 50%.
|-
+
{{!}}-
| {{RedPlane}}<br>{{SPB}} || [[Dive Bomber]]s<br>[[SPB|Seaplane Bombers]] || 1.0x ||
+
{{!}} {{RedPlane}}<br>{{SPB}} {{!}}{{!}} [[Dive Bomber]]s<br>[[SPB|Seaplane Bombers]] {{!}}{{!}} 1.0x {{!}}{{!}}
|-
+
{{!}}-
|rowspan=2| {{JetFighterBomber2}}<br>{{JetFighterBomber1}} || [[Jets]]<br>(During jet assault) || 1.0x ||
+
{{!}}rowspan=2{{!}} {{JetFighterBomber2}}<br>{{JetFighterBomber1}} {{!}}{{!}} [[Jets]]<br>(During jet assault) {{!}}{{!}} 1.0x {{!}}{{!}}
|-
+
{{!}}-
| [[Jets]]<br>(During normal bombing) || 0.7071x ||
+
{{!}} [[Jets]]<br>(During normal bombing) {{!}}{{!}} 0.7071x {{!}}{{!}}
|}
+
{{!}}}
|-
+
|Notes=Airstrike power is calculated independently for each equipment slot on the carrier.
|
  −
This applies to [[Jet Assault]]s and [[Airstrike]]s.
  −
 
  −
;Notes
  −
* Airstrike power is calculated independently for each equipment slot on the carrier.
   
* The firepower of the carrier does not affect airstrike power.
 
* The firepower of the carrier does not affect airstrike 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.
 
* 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 not affected by [[#Engagement|engagement]], [[#Formation|formation]] or [[#Damage State|damage states]].
 
* It is affected by [[#Aerial Contact|contact]].
 
* It is affected by [[#Aerial Contact|contact]].
|}
+
This applies to [[Jet Assault]]s and [[Airstrike]]s.
 +
}}
    
===Surface Shelling===
 
===Surface Shelling===
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
{{Formula
!Surface Attack Formula
+
|Title=Surface Attack Formula
|-
+
|Math=\text{Atk}_\text{base shelling} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5
|
+
|Notes=The caliber of the gun does not affect damage.
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
+
* 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.
|valign="center"|  <math>\text{Atk}_\text{base shelling} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5</math>
  −
|}
  −
|-
  −
|
   
This applies to most ships during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
 
This applies to most ships during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
 
+
}}
;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 Shelling Attacks===
 
===Carrier Shelling Attacks===
 
+
{{Formula
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
|Title=Carrier Shelling Attack Formula
!Carrier Shelling Attack Formula
+
|Math=\text{Atk}_\text{base carrier shelling} = \bigl\lfloor \left( \text{FP} + \text{TP} + \bigstar + \left[ \text{DB} \times 1.3 \right] + \text{Mod}_\text{CF} \right) \times 1.5 \bigr\rfloor + 55
|-
+
|Notes=Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
|
  −
 
  −
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
  −
|valign="center"|  <math>\text{Atk}_\text{base carrier shelling} = \bigl\lfloor \left( \text{FP} + \text{TP} + \bigstar + \left[ \text{DB} \times 1.3 \right] + \text{Mod}_\text{CF} \right) \times 1.5 \bigr\rfloor + 55</math>
  −
|}
  −
|-
  −
|
  −
This applies to [[carrier]]s and {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
  −
 
  −
;Notes
  −
* Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
   
* If a carrier is not equipped with any torpedo or dive bombers, she will not participate in 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.
 
** This also applies if they have lost all bombers during the aerial combat phase.
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* Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet.
 
* 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.
 
* 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
+
* Planes are '''not shot down''' when a carrier participates in shelling.
|}
+
This applies to [[carrier]]s and {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} during the [[Combat/Day_Battle#Shelling_Phase|shelling phase]].
 +
}}
    
===Torpedo Attacks===
 
===Torpedo Attacks===
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
{{Formula
!Torpedo Attack Formula
+
|Title=Torpedo Attack Formula
|-
+
|Math=\text{Atk}_\text{base torpedo} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5
|
+
|Var=
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
+
|Notes=Torpedoes cannot target submarines and Abyssal installations.
|valign="center"|  <math>\text{Atk}_\text{base torpedo} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5</math>
  −
|}
  −
|-
  −
|
  −
Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]].
  −
 
  −
;Notes
  −
* Torpedoes cannot target submarines and Abyssal installations.
   
** If the only available targets are submarines, the attack will trigger but always miss.
 
** If the only available targets are submarines, the attack will trigger but always miss.
 
**If the only available targets are installations, the attack will not trigger.
 
**If the only available targets are installations, the attack will not trigger.
 
* A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
 
* A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
|}
+
Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]].
 +
}}
    
===Anti-Submarine Warfare===
 
===Anti-Submarine Warfare===
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===Surface Night Battle===
 
===Surface Night Battle===
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
{{Formula
!Night Attack Formula
+
|Title=Night Attack Formula
|-
+
|Math=\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact}
|
+
|Var=<math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered. The value depend of the '''Accuracy''' {{Hit}}:
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
  −
|valign="center"|  <math>\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact}</math>
  −
|}
  −
 
  −
With:
  −
* <math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered. The value depend of the '''Accuracy''' {{Hit}}:
   
** '''5''' for 1 {{Hit}},
 
** '''5''' for 1 {{Hit}},
 
** '''7''' for 2 {{Hit}}.
 
** '''7''' for 2 {{Hit}}.
|-
+
|Notes=Night battle is unaffected by engagement.
|
  −
This applies to most ships during [[Night Battle]].
  −
 
  −
;Notes
  −
* Night battle is unaffected by engagement.
   
** Exceptions is [[Special Attacks]].
 
** Exceptions is [[Special Attacks]].
 
* [[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.
 
* [[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'''.
 
* In night battle versus Abyssal installations, '''the torpedo stat is ignored'''.
 
** This also means any upgrade bonuses to torpedo power is ignored.
 
** This also means any upgrade bonuses to torpedo power is ignored.
|}
+
This applies to most ships during [[Night Battle]].
 +
}}
    
===Carrier Night Air Attacks===
 
===Carrier Night Air Attacks===
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
{{Formula
!Carrier Night Air Attack Formula
+
|Title=Carrier Night Air Attack Formula
|-
+
|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}
|
+
|Var=<math>\text{Night Plane Bonus}</math> being:
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
+
{{{!}}style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
|valign="center"|  <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>
+
{{!}}valign="center"{{!}} <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>
|}
+
{{!}}}
 
  −
;With
  −
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
  −
|valign="center"| <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:
 
* <math>\mathrm{A}</math> is:
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**'''0.45''' for [[Night Plane]]s,
 
**'''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}}.
 
**'''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=Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
|
  −
This applies to {{Category:Night Carriers}}
  −
 
  −
;Notes
  −
* Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
   
** Night fighters are still needed 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.
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** This also means that any [[Visible Bonus]] from Planes is also 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.
 
*** The [[Visible Bonus]]es given by the [[SDP+]] are whoever counted here.
|}
+
This applies to [[Combat/Night_Battle#Carrier_Night_Attacks|carrier nigth air attack]]
 +
}}
    
===Anti-Installation Attacks===
 
===Anti-Installation Attacks===
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===Airstrike Support===
 
===Airstrike Support===
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
{{Formula
!Airstrike Support Attack Formula
+
|Title=Airstrike Support Attack Formula
|-
+
|Math=\text{Airstrike Support} = \biggl\lfloor \biggl\{ \text{Type} \times \bigl( \left( \text{DB or TP} \right) \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35
|
+
|Notes=The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
  −
|valign="center"|  <math>\text{Airstrike Support} = \biggl\lfloor \biggl\{ \text{Type} \times \bigl( \left( \text{DB or TP} \right) \times \sqrt{\text{Count}_\text{Plane}} + 3 \bigr) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35</math>
  −
|}
  −
|-
  −
|
  −
;Notes
  −
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
   
* <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes.
 
* <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes.
 
** <math>1.0</math> for dive bombers and seaplane bombers.
 
** <math>1.0</math> for dive bombers and seaplane bombers.
 
** Either <math>0.8</math> or <math>1.5</math> for torpedo bombers.
 
** Either <math>0.8</math> or <math>1.5</math> for torpedo bombers.
 
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
 
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
|}
+
}}
    
===Anti-Submarine Support===
 
===Anti-Submarine Support===
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
{{Formula
!Anti-Submarine Support Attack Formula
+
|Title=Anti-Submarine Support Attack Formula
|-
+
|Math=\text{ASW Support} = \biggl\lfloor \biggl\{ \bigl(\text{ASW} \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \times \left(0.9 + \text{Rand} \right) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35
|
+
|Var=<math>\text{Rand}</math> a random number from 0 to 0.75 inclusive.
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
  −
|valign="center"|  <math>\text{ASW Support} = \biggl\lfloor \biggl\{ \bigl(\text{ASW} \times \sqrt{\text{Count}_\text{Plane}} + 3 \bigr) \times \left(0.9 + \text{Rand} \right) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35</math>
  −
|}
  −
With:
  −
* <math>\text{Rand}</math> a random number from 0 to 0.75 inclusive.
   
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
 
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
 
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
 
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
|-
+
|Notes=Because slot size matters, carriers make much better ASW support ships than light carriers.
|
  −
;Notes
  −
* Because slot size matters, carriers make much better ASW support ships than light carriers.
   
* It has a chance of triggering at every node so consider the enemy compositions of all nodes when running ASW support to help with submarine nodes.
 
* It has a chance of triggering at every node so consider the enemy compositions of all nodes when running ASW support to help with submarine nodes.
 
** A full ASW support setup that runs into enemy airpower will get destroyed.
 
** A full ASW support setup that runs into enemy airpower will get destroyed.
 
* Because even the autogyros and liaison aircraft participate in aerial combat, they can be shot down.
 
* Because even the autogyros and liaison aircraft participate in aerial combat, they can be shot down.
 
* It can be useful for chipping down submarines to reduce the number of opening and closing torpedoes faced by the fleet.
 
* It can be useful for chipping down submarines to reduce the number of opening and closing torpedoes faced by the fleet.
|}
+
}}
    
===Long Range Torpedo Support===
 
===Long Range Torpedo Support===
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
{{Formula
! Long-Range Torpedo Attack Formula
+
|Title=Long-Range Torpedo Attack Formula
|-
+
|Math=So useless nobody bothered to note the formula (TT-TT)
|
+
|Var=
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
+
|Notes=
|valign="center"|  <math>So useless nobody bothered to note the formula (TT-TT)</math>
+
}}
|}
+
 
|}
   
==LBAS Attack Power Formulas==
 
==LBAS Attack Power Formulas==
 
{{details|LBAS}}
 
{{details|LBAS}}
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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%.
 
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"
+
{|class="wikitable mw-collapsible"
 
!colspan=3|<math>\text{Mod}_\text{boss}</math><ref>https://twitter.com/Divinity_123/status/1659942254671216642</ref>
 
!colspan=3|<math>\text{Mod}_\text{boss}</math><ref>https://twitter.com/Divinity_123/status/1659942254671216642</ref>
 
|-
 
|-
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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 used to determine this is:
 
The damage of the fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula used to determine this is:
 
+
{{Formula
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
|Title=<math>\text{Ammo}</math> formula
!<math>\text{Ammo}</math> formula
+
|Math=\text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo} }{\text{Max Ammo} } \times 100 \Big\rfloor}{50}
|-
+
|Var=<math>\text{Current Ammo}</math> the current ammo of the ship.
|
  −
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
  −
|valign="center"|  <math>\text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo}}{\text{Max Ammo}} \times 100 \Big\rfloor}{50}</math>
  −
|}
  −
;With
  −
*<math>\text{Current Ammo}</math> the current ammo of the ship.
   
*<math>\text{Max Ammo}</math> the max ammo of the ship (indicated under '''consuption''' on the ship info).
 
*<math>\text{Max Ammo}</math> the max ammo of the ship (indicated under '''consuption''' on the ship info).
|}
+
|Notes=
 +
}}
    
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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* Debuffs are affected by the remaining ammo modifier.
 
* Debuffs are affected by the remaining ammo modifier.
   −
=Overkill Protection=
+
=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.  
 
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 {{color|red|'''heavily damaged (大破)'''}} nor {{color|red|'''red morale}}[[File:Battle Card Status Heavy Fatigue Face.png]] at the start of the battle.
 
* The ship must not be {{color|red|'''heavily damaged (大破)'''}} nor {{color|red|'''red morale}}[[File:Battle Card Status Heavy Fatigue Face.png]] at the start of the battle.
 
** If the ship has red morale, she will just have her HP reduced to 1.
 
** If the ship has red morale, she will just have her HP reduced to 1.
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
 
!Overkill formula
+
{{Formula
|-
+
|Title=Overkill formula
|
+
|Math=\text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
+
|Var=<math>\text{HP}_\text{current}</math> is the current '''HP''' {{HP}} of the ship.
|valign="center"|  <math>\text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math>
  −
|}
  −
With:
  −
* <math>\text{HP}_\text{current}</math> is the current '''HP''' {{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>
 +
|Notes=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>.
 +
}}
   −
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>.
  −
|}
   
Overkill protection will take off between '''50-80% of the ship's current HP'''.
 
Overkill protection will take off between '''50-80% of the ship's current HP'''.
  
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