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{{CombatPortal}}
 
{{CombatPortal}}
The main goal of the game is to sink Abyssals. Abyssals are sunk by doing '''Damage''' to them. This page lists all the applicable formulas and mechanics that affect the calculation of '''Damage'''.  The formulas presented on this page are still subject to change as more testing is done.
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The main goal of the game is to sink Abyssals. Abyssals are sunk by doing '''Damage''' to them. This page lists all the applicable formulas and mechanics that affect the calculation of '''Damage'''.
    
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].
 
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].
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* <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.
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|Notes=If <math>\text{Atk}_\text{post-cap}</math> is inferior to <math>\text{DEF}</math> or if <math>\text{Ammo}=0</math> then the attacks will deal "[[#Scratch Damage|scratch damage]]".
 
}}
 
}}
    
=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.
   
{{Formula
 
{{Formula
 
|Title=Defence Formula
 
|Title=Defence Formula
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Attack power represents the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul:
 
Attack power represents the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul:
 
#'''Basic
 
#'''Basic
#*Generally calculated from the relevant stats of the ship using different formula according to the type of attack and the phase of battle
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#*Generally calculated from the relevant stats of the ship using different formulas according to the type of attack and the phase of battle
 
#'''Pre-cap
 
#'''Pre-cap
 
#*The basic attack go through different modifiers
 
#*The basic attack go through different modifiers
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===Airstrike===
 
===Airstrike===
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The damage from airstrike is calculated independently for each plane slot and mainly depends of the stat of the plane and the plane count of the slot.
 
{{Formula
 
{{Formula
 
|Title=Airstrike Attack Formula
 
|Title=Airstrike Attack Formula
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===Surface Shelling===
 
===Surface Shelling===
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The surface shelling damage stems directly from the '''Firepower''' {{Firepower}} of the ship.
 
{{Formula
 
{{Formula
 
|Title=Surface Attack Formula
 
|Title=Surface Attack Formula
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===Carrier Shelling Attacks===
 
===Carrier Shelling Attacks===
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Unlike for airstrike, carrier shelling doesn't depend on the plane slot and instead combine the stat of the carrier and all planes equiped to one attack.
 
{{Formula
 
{{Formula
 
|Title=Carrier Shelling Attack Formula
 
|Title=Carrier Shelling Attack Formula
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===Torpedo Attacks===
 
===Torpedo Attacks===
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Torpedo damage stems directly from the '''Torpedo''' {{Torpedo}} of the ship.
 
{{Formula
 
{{Formula
 
|Title=Torpedo Attack Formula
 
|Title=Torpedo Attack Formula
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===Surface Night Battle===
 
===Surface Night Battle===
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Night battle damage stems directly from the sum of '''Firepower''' {{Firepower}} and '''Torpedo''' {{Torpedo}} of the ship.
 
{{Formula
 
{{Formula
 
|Title=Night Attack Formula
 
|Title=Night Attack Formula
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===Carrier Night Air Attacks===
 
===Carrier Night Air Attacks===
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The carrier night air attack damage calculation is complex but for short only take the stat of the night plane.
 
{{Formula
 
{{Formula
 
|Title=Carrier Night Air Attack Formula
 
|Title=Carrier Night Air Attack Formula
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==LBAS Attack Power Formulas==
 
==LBAS Attack Power Formulas==
 
{{details|LBAS}}
 
{{details|LBAS}}
 
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{{:LBAS}}
 
=Attack Power Corrections=
 
=Attack Power Corrections=
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** The exception are [[ASW]] and some [[Special Attacks]].
 
** The exception are [[ASW]] and some [[Special Attacks]].
 
* [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''.
 
* [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''.
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===Formation===
 
===Formation===
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|❌||❌||✔️||❌||✔️||✔️||✔️||✔️||✔️||✔️
 
|❌||❌||✔️||❌||✔️||✔️||✔️||✔️||✔️||✔️
 
|}
 
|}
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===Damage State===
 
===Damage State===
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* Damage state does not affect aerial combat.
 
* Damage state does not affect aerial combat.
 
** It will affect carrier attacks in the shelling phase.
 
** It will affect carrier attacks in the shelling phase.
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===Night Battle Cut-In===
 
===Night Battle Cut-In===
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|}
 
|}
 
|}
 
|}
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===ASW Synergy===
 
===ASW Synergy===
 
{{Equipment/ASW_Synergy|expand=true}}
 
{{Equipment/ASW_Synergy|expand=true}}
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===Hidden Fit Bonuses===
 
===Hidden Fit Bonuses===
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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.  
 
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.  
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==Post-cap Modifiers==
 
==Post-cap Modifiers==
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|3+||1.2
 
|3+||1.2
 
|}
 
|}
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===Airstrike Special Bonus===
 
===Airstrike Special Bonus===
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|}
 
|}
 
<references/>
 
<references/>
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===Artillery Spotting===
 
===Artillery Spotting===
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|
 
|
 
|}
 
|}
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===Carrier Cut-In Attacks===
 
===Carrier Cut-In Attacks===
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|1.15
 
|1.15
 
|}
 
|}
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If a CVCI attack is evaded, it will deal [[#Scratch Damage|scratch Damage]] instead.
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===Armor-Piercing Modifier===
 
===Armor-Piercing Modifier===
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;Note
 
;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.
 
*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.
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===Anti-Installation Equipment Modifiers===
 
===Anti-Installation Equipment Modifiers===
 
{{details|Anti-Installation}}
 
{{details|Anti-Installation}}
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===Special Attack Bonus===
 
===Special Attack Bonus===
 
{{details|Special Attacks}}
 
{{details|Special Attacks}}
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===Critical Strikes===
 
===Critical Strikes===
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** 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 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.
 
* 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.
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=Ammunition Modifier=
 
=Ammunition Modifier=
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{{Anchor|Chip Damage}}
 
{{Anchor|Chip Damage}}
 
===Scratch Damage===
 
===Scratch Damage===
If a [[Cut-in]] or 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"'''.  
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In the following cases attacks will deal '''"scratch damage"''' instead of normal one:
*Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:
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*If a [[Cut-in]] or a [[special attack]] is evaded;
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*The target's armor cannot be penetrated (attack inferior to eh enemy defense);
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*The ammo count hits 0;
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*When a single fleet attack subamrine at night;
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*When a [[Friendly Fleet]] attack the last reamining ship of an enemy fleet.
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Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:
    
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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}}
 
}}
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Overkill protection will take off between '''50-80% of the ship's current HP'''.
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Overkill protection will take off between '''50-80% of the ship's current HP {{HP}}'''.
    
'''Important Information'''
 
'''Important Information'''
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