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==Page 11 Info==
 
==Page 11 Info==
Accuracy term = ((1.5*√Luck + 2*√Level + Equipment base accuracy + Base accuracy + Equipment upgrade accuracy bonus) * Morale modifier * Formation modifier + Fit modifier) * Daytime special attack modifier * AP shell modifier
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Accuracy term = ((1.5*√Luck + 2*√Level + Equipment base accuracy + Base accuracy + Equipment upgrade accuracy bonus) * Morale modifier * Formation modifier + Fit modifier) * Daytime special attack modifier * AP shell modifier<br>
 
Base accuracy is 90 for shelling support, and 69 otherwise.
 
Base accuracy is 90 for shelling support, and 69 otherwise.
   −
Daytime special attack modifiers:
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Daytime special attack modifiers:<br>
Red/red/recon (double attack): x1.1
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Red/red/recon (double attack): x1.1<br>
Red/yellow/recon: x1.3
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Red/yellow/recon: x1.3<br>
Red/yellow/recon/radar: x1.5
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Red/yellow/recon/radar: x1.5<br>
Red/yellow/AP shell/recon: x1.3
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Red/yellow/AP shell/recon: x1.3<br>
 
Red/red/AP shell/recon: x1.2
 
Red/red/AP shell/recon: x1.2
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AP shell modifiers:
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AP shell modifiers:<br>
 
Affects CA(V)s, BB(V)s, CVs (including all installations)
 
Affects CA(V)s, BB(V)s, CVs (including all installations)
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Red/yellow/radar/AP: x1.3
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Red/yellow/radar/AP: x1.3<br>
Red/radar/AP: x1.25
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Red/radar/AP: x1.25<br>
Red/yellow/AP: x1.2
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Red/yellow/AP: x1.2<br>
 
Red/AP: x1.1
 
Red/AP: x1.1
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Evasion term = E((Base evasion + 2*√Luck) * Formation modifier) - Fuel penalty
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Evasion term = E((Base evasion + 2*√Luck) * Formation modifier) - Fuel penalty<br>
 
Other factors like flagship protection have not been taken into account.
 
Other factors like flagship protection have not been taken into account.
   −
Attack process is as follows:
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Attack process is as follows:<br>
First calculate hit rate.
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First calculate hit rate.<br>
Then calculate crit rate.
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Then calculate crit rate.<br>
Then calculate if the attack crits.
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Then calculate if the attack crits.<br>
 
If it does not crit, calculate if the attack connects.
 
If it does not crit, calculate if the attack connects.
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==Page 12 Info==
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Air battle stage 1:
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Calculate fighter power
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Air supremacy: merits = 1<br>
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Air superiority: merits = 3<br>
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Air parity: merits = 5<br>
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Air incapability: merits = 7<br>
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Air denial: merits = 10<br>
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Own loss random value:randScale( merits / 3 ) + merits / 4, where randScale( merits / 3 ) gives 0 to 100 * merits/3, in steps of 10<br>
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Enemy loss random value: rand(11 - merits + 1) * 0.35 + rand(11 - merits + 1) * 0.65) (use your own merits value rather than the enemy's)<br>
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num2 = ⌊Plane slot count * Loss randomvalue/10⌋<br>
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If num2 ≥ Plane slot count, the slot has been wiped.<br>
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100/3 + 1/4<br>
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0-2,0-11<br>
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Look at the last row of pic related. AACI has a 50% chance of shooting down extra planes. Extra planes shot down = Multiplier * (ship AA + fleet AA) * other modifiers
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Vita only has 13 types of AACI in it.
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Note: Mertis are like a value
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