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==Combat Stages==
 
==Combat Stages==
 
For most combat engagements, the battle will begin in day combat and follow the following set of stages. Several stages will not occur unless certain conditions are met. For Event maps, a [[Combined Fleet]] mechanic has been implemented which follows a modified combat order.
 
For most combat engagements, the battle will begin in day combat and follow the following set of stages. Several stages will not occur unless certain conditions are met. For Event maps, a [[Combined Fleet]] mechanic has been implemented which follows a modified combat order.
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|-
 
|-
 
! scope="col" style="width:101px; text-align:center;" |Stage
 
! scope="col" style="width:101px; text-align:center;" |Stage
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|[http://kancolle.wikia.com/wiki/Combat#Opening_Stages Opening Stages]
 
|[http://kancolle.wikia.com/wiki/Combat#Opening_Stages Opening Stages]
 
|
 
|
'''Expedition Supporting Fire'''
+
;Expedition Supporting Fire
 
   
Supporting Fire from Sortie [[Expedition#Support_Expeditions|Support Expeditions]]. This has an aspect of randomness and may not trigger.
 
Supporting Fire from Sortie [[Expedition#Support_Expeditions|Support Expeditions]]. This has an aspect of randomness and may not trigger.
   −
'''Opening Torpedo Salvo'''
+
;Opening Torpedo Salvo
 
   
Participants: [[::Category:Submarines|SS]] over level 10, ships equipped with {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[::Category:Submarines|SS]]) and enemy [[Battleship Re-Class#Elite|Battleship Re-Class Elite]]. All participants fire their torpedoes simultaneously.
 
Participants: [[::Category:Submarines|SS]] over level 10, ships equipped with {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[::Category:Submarines|SS]]) and enemy [[Battleship Re-Class#Elite|Battleship Re-Class Elite]]. All participants fire their torpedoes simultaneously.
   −
'''Engagement Form'''
+
;Engagement Form
 
   
The orientation of the allied and enemy fleets is displayed. This affects both fleets equally.
 
The orientation of the allied and enemy fleets is displayed. This affects both fleets equally.
 
|-
 
|-
 
|[http://kancolle.wikia.com/wiki/Combat#Day_Combat Day Combat]
 
|[http://kancolle.wikia.com/wiki/Combat#Day_Combat Day Combat]
 
|
 
|
'''Shelling, 1st Round (Range Order)'''
+
;Shelling, 1st Round (Range Order)
 
   
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between allied and enemy sides starting with allied. For each side, ships with higher range have priority. The firing order is composed of only ships that are able to take part and is set at the start of each shelling phase. Any ships sunk or incapacitated before their turn results in a lost turn for the side it is on.
 
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between allied and enemy sides starting with allied. For each side, ships with higher range have priority. The firing order is composed of only ships that are able to take part and is set at the start of each shelling phase. Any ships sunk or incapacitated before their turn results in a lost turn for the side it is on.
   −
'''Shelling, 2nd Round (Lineup Order)'''
+
;Shelling, 2nd Round (Lineup Order)
 
   
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between sides, prioritizing ships at the top of the list.
 
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between sides, prioritizing ships at the top of the list.
    
Only occurs when either side has a [[:Category:Battleships|BB]], [[:Category:Aviation Battleships|BBV]], or the enemy has one of the special ship classes (鬼 ''Oni''/Ogress, 姫 ''Hime/''Princess) which acts like a BB/BBV: [[Destroyer Princess]] (駆逐棲姫) does not, while [[Battleship Princess]] (戦艦棲姫) does. The distinction between [[Enemy Vessel#Bosses|Bosses]] that do and those that do not trigger this phase is not always clear from their names.
 
Only occurs when either side has a [[:Category:Battleships|BB]], [[:Category:Aviation Battleships|BBV]], or the enemy has one of the special ship classes (鬼 ''Oni''/Ogress, 姫 ''Hime/''Princess) which acts like a BB/BBV: [[Destroyer Princess]] (駆逐棲姫) does not, while [[Battleship Princess]] (戦艦棲姫) does. The distinction between [[Enemy Vessel#Bosses|Bosses]] that do and those that do not trigger this phase is not always clear from their names.
   −
'''Closing Torpedo Salvo'''
+
;Closing Torpedo Salvo
 
   
Participants: [[:Category:Destroyers|DDs]], [[:Category:Light Cruisers|CLs]], [[:Category:Torpedo Cruisers|CLTs]], [[:Category:Heavy Cruisers|CAs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Submarines|SS]], [[Bismarck#Third Upgrade|Bismarck drei]], [[Battleship Re-Class]]
 
Participants: [[:Category:Destroyers|DDs]], [[:Category:Light Cruisers|CLs]], [[:Category:Torpedo Cruisers|CLTs]], [[:Category:Heavy Cruisers|CAs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Submarines|SS]], [[Bismarck#Third Upgrade|Bismarck drei]], [[Battleship Re-Class]]
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For certain nodes and events, combat begins in the Night Combat stage, then proceeds to Day combat, if certain conditions are met.
 
For certain nodes and events, combat begins in the Night Combat stage, then proceeds to Day combat, if certain conditions are met.
  −
      
==Formation Selection==
 
==Formation Selection==
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===Formation Modifier===
 
===Formation Modifier===
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{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="text-align:center; width:310px;" |Formation
 
! scope="col" style="text-align:center; width:310px;" |Formation
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*Line Abreast is the best formation for anti-sub purposes.
 
*Line Abreast is the best formation for anti-sub purposes.
 
*Echelon has not been tested extensively, but it is hypothesized to be a defensive formation for submarines.
 
*Echelon has not been tested extensively, but it is hypothesized to be a defensive formation for submarines.
      
==Detection==
 
==Detection==
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*Success increases fleet accuracy and evasion.
 
*Success increases fleet accuracy and evasion.
 
*Failure prevents participation of allied planes in the aerial combat phase.
 
*Failure prevents participation of allied planes in the aerial combat phase.
      
==Aerial Combat==
 
==Aerial Combat==
 
<span style="font-size:17px;font-weight:bold;">Aerial Combat Stages</span>
 
<span style="font-size:17px;font-weight:bold;">Aerial Combat Stages</span>
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|-
 
|-
 
! scope="col" style="text-align:center;" |Stage
 
! scope="col" style="text-align:center;" |Stage
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|See ''Damage Calculation'' for details
 
|See ''Damage Calculation'' for details
 
|}
 
|}
      
===Fighter Combat===
 
===Fighter Combat===
   
<center><math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number planes in slot}} \times \text {Plane anti-air stat} \text{)}</math><ref name="FPEx">Example on how to calculate a ship's fighter power using the formula.
 
<center><math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number planes in slot}} \times \text {Plane anti-air stat} \text{)}</math><ref name="FPEx">Example on how to calculate a ship's fighter power using the formula.
 
Akagi Kai's fighter power (with Reppus in slot 1 and 2, Reppu Kai in slot 3, M62 in slot 4)
 
Akagi Kai's fighter power (with Reppus in slot 1 and 2, Reppu Kai in slot 3, M62 in slot 4)
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* Recon planes (carrier based{{YellowPlane}} or seaplane recon{{Seaplane}}) will '''NOT''' participate in Fighter Combat.
 
* Recon planes (carrier based{{YellowPlane}} or seaplane recon{{Seaplane}}) will '''NOT''' participate in Fighter Combat.
 
* The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:
 
* The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:
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|-
 
|-
 
! scope="col" style="width:190px; text-align:center;" |Fighter Power
 
! scope="col" style="width:190px; text-align:center;" |Fighter Power
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====Enemy Ship Fighter Power====
 
====Enemy Ship Fighter Power====
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{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="text-align:center; width:300px;" |Enemy Ship Type
 
! scope="col" style="text-align:center; width:300px;" |Enemy Ship Type
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Certain equipment combinations will provide a chance for an Anti-Air Cut-In (AACI) during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). Although there's currently no conclusion on how it's applied onto the [http://kancolle.wikia.com/wiki/Combat#Fleet_Anti-air_Defense Fleet Anti-air Defense formula], a general consensus suggests the effectiveness scales with the AA stat ({{AA}}) of the ship triggering it.
 
Certain equipment combinations will provide a chance for an Anti-Air Cut-In (AACI) during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). Although there's currently no conclusion on how it's applied onto the [http://kancolle.wikia.com/wiki/Combat#Fleet_Anti-air_Defense Fleet Anti-air Defense formula], a general consensus suggests the effectiveness scales with the AA stat ({{AA}}) of the ship triggering it.
   −
 
+
====Requirement====
'''Requirement:'''
   
* One of the following sets:
 
* One of the following sets:
 
*# <u>Heavy Main Gun</u>{{Template:RedGunHeavy}}, <u>Type 3 Shell</u> {{GreenAmmo}}, plus <u>Anti-Aircraft Fire Director</u>''' (AAFD)''' {{AntiAircraftFireDirector}}
 
*# <u>Heavy Main Gun</u>{{Template:RedGunHeavy}}, <u>Type 3 Shell</u> {{GreenAmmo}}, plus <u>Anti-Aircraft Fire Director</u>''' (AAFD)''' {{AntiAircraftFireDirector}}
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*#* Achievable by any surface ship.
 
*#* Achievable by any surface ship.
 
* '''[http://kancolle.wikia.com/wiki/Akizuki Akizuki]''' has a built-in AA fire director, which allows her to trigger AACI without an AAFD with the following setup
 
* '''[http://kancolle.wikia.com/wiki/Akizuki Akizuki]''' has a built-in AA fire director, which allows her to trigger AACI without an AAFD with the following setup
** <u>High-Angle mount</u> (any) {{GreenGunDP}} plus either or both:
+
:* <u>High-Angle mount</u> (any) {{GreenGunDP}} plus either or both:
*** ''<u>RADAR</u> (any kind)'' {{Radar}}
+
::* ''<u>RADAR</u> (any kind)'' {{Radar}}
*** ''<u>High-Angle mount</u> (any)'' {{GreenGunDP}}
+
::* ''<u>High-Angle mount</u> (any)'' {{GreenGunDP}}
 
*[[Maya|Maya Kai 2]] may trigger AACI with a unique setup:
 
*[[Maya|Maya Kai 2]] may trigger AACI with a unique setup:
** [[25mm Triple Autocannon Mount (Concentrated Deployment)|'''<u>25mm Triple Autocannon Mount (Concentrated Deployment)</u>''']], plus <u>High-Angle mount</u> (any) {{GreenGunDP}}
+
:* [[25mm Triple Autocannon Mount (Concentrated Deployment)|'''<u>25mm Triple Autocannon Mount (Concentrated Deployment)</u>''']], plus <u>High-Angle mount</u> (any) {{GreenGunDP}}
*** ''Can be supplemented with an AA RADAR'' {{Radar}}
+
::* ''Can be supplemented with an AA RADAR'' {{Radar}}
   −
 
+
====Effect====
'''Effect:'''
   
* Provide an AoE blast on all the incoming enemy '''bombers''', from the ship who is triggering it.'' ([http://kancolle.wikia.com/wiki/User_blog:Reikyu/A_brief_look_at_AA_defense_and_AA_cut-in_performance source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2], ''[http://kankoregouchin.blog.fc2.com/blog-entry-43.html 3]'')''
 
* Provide an AoE blast on all the incoming enemy '''bombers''', from the ship who is triggering it.'' ([http://kancolle.wikia.com/wiki/User_blog:Reikyu/A_brief_look_at_AA_defense_and_AA_cut-in_performance source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2], ''[http://kankoregouchin.blog.fc2.com/blog-entry-43.html 3]'')''
   −
 
+
====Trigger Chance====
'''Trigger Chance:'''
   
* '''AA stat''' ({{AA}}) of the ship performing the cut-in (equipment bonuses included) affects trigger rate.  The correlation seems to be about +0.4% trigger rate for every point of AA ?  ''([http://kankoregouchin.blog.fc2.com/blog-entry-43.html source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2])''
 
* '''AA stat''' ({{AA}}) of the ship performing the cut-in (equipment bonuses included) affects trigger rate.  The correlation seems to be about +0.4% trigger rate for every point of AA ?  ''([http://kankoregouchin.blog.fc2.com/blog-entry-43.html source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2])''
 
* '''Air radars''' provide marginal bonuses on AACI:
 
* '''Air radars''' provide marginal bonuses on AACI:
** For HA + AAFD setup, Air radar on CA does not increase the trigger chance on a large scale ??.'' ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source])''
+
:* For HA + AAFD setup, Air radar on CA does not increase the trigger chance on a large scale ??.'' ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source])''
** Type 13 Air radar Kai on Akizuki (and other DDs?) increases the trigger chance by '''~10%'''. When AACI was activated, it also helps with shooting down more bombers. (''[http://kankoregouchin.blog.fc2.com/blog-entry-43.html source]'')
+
:* Type 13 Air radar Kai on Akizuki (and other DDs?) increases the trigger chance by '''~10%'''. When AACI was activated, it also helps with shooting down more bombers. (''[http://kankoregouchin.blog.fc2.com/blog-entry-43.html source]'')
 
      
With an AA Cut-In from a ship with high AA stat ({{AA}}), it is possible to '''obliterate all incoming bombers''' before they inflict any damage, and even prevent opposing carriers from shelling since they have 0 bombers left.''' In PVP Exercises, opposing fleets can do AA Cut-Ins, but the animation is not shown.'''
 
With an AA Cut-In from a ship with high AA stat ({{AA}}), it is possible to '''obliterate all incoming bombers''' before they inflict any damage, and even prevent opposing carriers from shelling since they have 0 bombers left.''' In PVP Exercises, opposing fleets can do AA Cut-Ins, but the animation is not shown.'''
    
There are [http://kancolle.wikia.com/wiki/Combat#comm-164478 reports] that enemy ships in map [http://kancolle.wikia.com/wiki/World_6:_%E4%B8%AD%E9%83%A8%E6%B5%B7%E5%9F%9F#6-2 6-2] ''might'' be capable of doing AACI. Other than that, there is currently no enemy ship capable to blast all your bombers with AA weapons.
 
There are [http://kancolle.wikia.com/wiki/Combat#comm-164478 reports] that enemy ships in map [http://kancolle.wikia.com/wiki/World_6:_%E4%B8%AD%E9%83%A8%E6%B5%B7%E5%9F%9F#6-2 6-2] ''might'' be capable of doing AACI. Other than that, there is currently no enemy ship capable to blast all your bombers with AA weapons.
  −
      
===Fleet Anti-air Defense===
 
===Fleet Anti-air Defense===
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</center>
 
</center>
 
The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).
 
The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).
      
====Formation Modifiers====
 
====Formation Modifiers====
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
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{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="text-align:center;" |Formation
 
! scope="col" style="text-align:center;" |Formation
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====Equipment Modifiers====
 
====Equipment Modifiers====
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
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{| class="wikitable"
 
|-
 
|-
 
! scope="col" |Equipment Type
 
! scope="col" |Equipment Type
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**Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
**Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
*The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.
 
*The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.
      
===Engagement Form Modifier===
 
===Engagement Form Modifier===
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
+
{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="text-align:center; width:200px;" |Form
 
! scope="col" style="text-align:center; width:200px;" |Form
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*Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
 
*Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
 
*It is speculated that the Engagement form also impacts accuracy.
 
*It is speculated that the Engagement form also impacts accuracy.
      
==Day Combat==
 
==Day Combat==
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==Damage Calculations==
 
==Damage Calculations==
   
<span style="font-size:17px;font-weight:bold;">Main Formula</span>
 
<span style="font-size:17px;font-weight:bold;">Main Formula</span>
{| class="article-table" style="width: 765px;" border="0" cellpadding="1" cellspacing="1"
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{| class="wikitable"
 
|-
 
|-
 
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
 
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
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|-
 
|-
 
| colspan="8" |Notes:
 
| colspan="8" |Notes:
      
*''If the result is less than 1, it becomes '''scratch damage''', which does 6-14% of current target HP, rounded down (can be rounded to 0).''
 
*''If the result is less than 1, it becomes '''scratch damage''', which does 6-14% of current target HP, rounded down (can be rounded to 0).''
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===<u>Basic Attack Power</u>===
 
===<u>Basic Attack Power</u>===
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{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="text-align:center; width:199px;" |Type
 
! scope="col" style="text-align:center; width:199px;" |Type
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|}
 
|}
 
* According to wikiwiki, multiple SONAR/Depth charges do not boost the ASW Bonus (i.e. 2 of each still makes the bonus 1.15)
 
* According to wikiwiki, multiple SONAR/Depth charges do not boost the ASW Bonus (i.e. 2 of each still makes the bonus 1.15)
      
===<u>Pre-Cap Modifiers</u>===
 
===<u>Pre-Cap Modifiers</u>===
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* [http://kancolle.wikia.com/wiki/Combat#Night_Special_Attack_Modifier_.28Cut-In_and_Double_Attack.29 Night Special Attack Modifier]
 
* [http://kancolle.wikia.com/wiki/Combat#Night_Special_Attack_Modifier_.28Cut-In_and_Double_Attack.29 Night Special Attack Modifier]
 
Effects from the modifiers are multiplied cumulatively.
 
Effects from the modifiers are multiplied cumulatively.
  −
      
====Ship's Health Modifier====
 
====Ship's Health Modifier====
 
+
{| class="wikitable"
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
   
|-
 
|-
 
! scope="col" style="text-align:center;" |Damage
 
! scope="col" style="text-align:center;" |Damage
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|}
 
|}
 
These modifiers do not affect Aerial Combat.
 
These modifiers do not affect Aerial Combat.
  −
      
====Plane Scaling====
 
====Plane Scaling====
{| class="article-table" style="width:600px;" border="0" cellpadding="1" cellspacing="1"
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{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="width:250px; text-align:center;" |Type
 
! scope="col" style="width:250px; text-align:center;" |Type
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Applied on bombers during the opening air strike. These are the random numbers multiplied to the plane's bombing attack power.
 
Applied on bombers during the opening air strike. These are the random numbers multiplied to the plane's bombing attack power.
  −
      
==== Night Special Attack Modifier ====
 
==== Night Special Attack Modifier ====
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The ship must be able to participate in the night battle in order to trigger the special attacks.
 
The ship must be able to participate in the night battle in order to trigger the special attacks.
  −
      
===<u>Attack Power Cap</u>===
 
===<u>Attack Power Cap</u>===
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Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the inclusion of torpedo to firepower for the basic attack power calculation.
 
Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the inclusion of torpedo to firepower for the basic attack power calculation.
  −
      
===<u>Post-Cap Modifiers</u>===
 
===<u>Post-Cap Modifiers</u>===
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* [http://kancolle.wikia.com/wiki/Combat#Critical_Modifier Critical Damage]
 
* [http://kancolle.wikia.com/wiki/Combat#Critical_Modifier Critical Damage]
 
* [http://kancolle.wikia.com/wiki/Combat#Contact Contact] (Opening air strike)
 
* [http://kancolle.wikia.com/wiki/Combat#Contact Contact] (Opening air strike)
  −
      
==== Artillery Spotting ====
 
==== Artillery Spotting ====
 
[http://kancolle.wikia.com/wiki/Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29 Certain equipment setups] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavy armor targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting.
 
[http://kancolle.wikia.com/wiki/Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29 Certain equipment setups] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavy armor targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting.
  −
      
====Critical Modifier====
 
====Critical Modifier====
 
Most forms of attack (Torpedo, Shelling, Anti-Submarine, Preemptive Bombing) have a chance to crit the target. The damage modifier applies after the cap.
 
Most forms of attack (Torpedo, Shelling, Anti-Submarine, Preemptive Bombing) have a chance to crit the target. The damage modifier applies after the cap.
{| class="article-table" style="height: 100px; width: 200px;" border="0" cellpadding="1" cellspacing="1"
+
{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="text-align:center;" |Attack Type
 
! scope="col" style="text-align:center;" |Attack Type
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|}
 
|}
 
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40,''' regardless of whether the 150% modifier was applied or not. On the other hand, the critical message will never appear when damage dealt is less than or equal to 14, even if the 150% modifier was applied.
 
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40,''' regardless of whether the 150% modifier was applied or not. On the other hand, the critical message will never appear when damage dealt is less than or equal to 14, even if the 150% modifier was applied.
  −
      
====Contact====
 
====Contact====
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**It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all eligible equipped planes.
 
**It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all eligible equipped planes.
 
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
 
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
{| class="article-table" border="0" cellpadding="1" cellspacing="1"
+
{| class="wikitable"
 
|-
 
|-
 
! scope="col" style="text-align:center;" |Type
 
! scope="col" style="text-align:center;" |Type
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====='''Contact Damage Modifier'''=====
 
====='''Contact Damage Modifier'''=====
 
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
 
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
{| class="article-table" border="0" cellpadding="1" cellspacing="1"
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! scope="col" style="text-align:center;" |Accuracy<br />Bonus
 
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
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*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
 
*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
 
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
 
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
  −
      
===<u>Remaining Ammo Modifier</u>===
 
===<u>Remaining Ammo Modifier</u>===
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! scope="col" style="text-align:center;" |Remaining Ammunition
 
! scope="col" style="text-align:center;" |Remaining Ammunition
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**Whirlpools will decrease either {{Fuel}} or {{Ammo}} bars of your sorted fleet, which can be disadvantageous in long sorties.  Equipping one or more ships with RADAR can help reduce losses taken from these.
 
**Whirlpools will decrease either {{Fuel}} or {{Ammo}} bars of your sorted fleet, which can be disadvantageous in long sorties.  Equipping one or more ships with RADAR can help reduce losses taken from these.
 
*Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.
 
*Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.
      
===Player Damage Taken===
 
===Player Damage Taken===
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* [http://kancolle.wikia.com/wiki/Combat#Common_Setups Common Setups]
 
* [http://kancolle.wikia.com/wiki/Combat#Common_Setups Common Setups]
 
* [http://kancolle.wikia.com/wiki/Combat#Full_Setup_List Full Setup List]
 
* [http://kancolle.wikia.com/wiki/Combat#Full_Setup_List Full Setup List]
  −
      
=== Day Battle Special Attacks (Artillery Spotting) ===
 
=== Day Battle Special Attacks (Artillery Spotting) ===
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Different set ups provide chances to trigger various modes of attack.
 
Different set ups provide chances to trigger various modes of attack.
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! scope="col" style="text-align:center;" |Attack Mode
 
! scope="col" style="text-align:center;" |Attack Mode
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* The enemy is capable of doing Artillery Spotting on your fleet, both DA & CI.
 
* The enemy is capable of doing Artillery Spotting on your fleet, both DA & CI.
 
* For more info on the Day Special Attack mechanics, you may visit page [http://kancolle.wikia.com/wiki/Artillery_Spotting Artillery Spotting].
 
* For more info on the Day Special Attack mechanics, you may visit page [http://kancolle.wikia.com/wiki/Artillery_Spotting Artillery Spotting].
  −
      
'''Trigger Chance of Artillery Spotting'''
 
'''Trigger Chance of Artillery Spotting'''
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* Higher fleet '''total''' LoS ([http://kancolle.wikia.com/wiki/Line_of_Sight Line of Sight]) will slightly increase the chances, around 5% ~ 10% per 100 additional FLoS. Notice that FLoS equals to the sum of LoS stats from all the ships in your fleet. Bonuses from equipment are included in the calculation.  
 
* Higher fleet '''total''' LoS ([http://kancolle.wikia.com/wiki/Line_of_Sight Line of Sight]) will slightly increase the chances, around 5% ~ 10% per 100 additional FLoS. Notice that FLoS equals to the sum of LoS stats from all the ships in your fleet. Bonuses from equipment are included in the calculation.  
 
* Equipment set up will affect the chances (see the table above)
 
* Equipment set up will affect the chances (see the table above)
  −
      
===Night Battle Special Attacks===
 
===Night Battle Special Attacks===
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Different set ups have chances to trigger different modes of attack. Attack modes are '''only''' determined by the prerequisite. Also, feel free to add any auxiliary equipment (AP shell{{RedAmmo}}, seaplane{{Seaplane}}, AA gun{{GreenGunMG}}, etc.).on the remaining slots.
 
Different set ups have chances to trigger different modes of attack. Attack modes are '''only''' determined by the prerequisite. Also, feel free to add any auxiliary equipment (AP shell{{RedAmmo}}, seaplane{{Seaplane}}, AA gun{{GreenGunMG}}, etc.).on the remaining slots.
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! scope="col" style="text-align:center;" |Attack Mode
 
! scope="col" style="text-align:center;" |Attack Mode
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* If two simultaneous / consecutive attacks are made, the total damage is displayed together but the Damage Cap (and Enemy Armor reduction) is applied separately to each attack.
 
* If two simultaneous / consecutive attacks are made, the total damage is displayed together but the Damage Cap (and Enemy Armor reduction) is applied separately to each attack.
 
* When either DA or CI is not triggered by chance, the ship will just do a normal single attack.
 
* When either DA or CI is not triggered by chance, the ship will just do a normal single attack.
  −
      
'''Night Double Attack Chance'''
 
'''Night Double Attack Chance'''
    
Has a very high (~99%) and relatively consistent activation chance ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/How_Formation_Affects_Night_Battle_Performances_%28by_Kuubowokyuu%29#Ii_-_DA_Chance_of_Your_Fleet_.26_CI_Chance_of_the_Enemies source]). <s>Activation rate decreases with damage states</s> (source required), but is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.
 
Has a very high (~99%) and relatively consistent activation chance ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/How_Formation_Affects_Night_Battle_Performances_%28by_Kuubowokyuu%29#Ii_-_DA_Chance_of_Your_Fleet_.26_CI_Chance_of_the_Enemies source]). <s>Activation rate decreases with damage states</s> (source required), but is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.
  −
      
'''Night Cut-in chance:'''
 
'''Night Cut-in chance:'''
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''In the old formula, it was '''Luck *0.85.'''''
 
''In the old formula, it was '''Luck *0.85.'''''
 
</center>
 
</center>
      
* '''Either diminishing returns or a hard cap on luck over 50 for torpedo cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#I_-_Luck.2C_Placement_.26_Night_Battle_Cut-In_Chances source 1], [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#II_-_Searchlight_.26_Cut-In_Chances 2])
 
* '''Either diminishing returns or a hard cap on luck over 50 for torpedo cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#I_-_Luck.2C_Placement_.26_Night_Battle_Cut-In_Chances source 1], [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#II_-_Searchlight_.26_Cut-In_Chances 2])
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** Therefore, ships with high luck will suffer from 5~10% lower cut-in chances when using the 3 gun cut-in setup compared to two-torpedo.
 
** Therefore, ships with high luck will suffer from 5~10% lower cut-in chances when using the 3 gun cut-in setup compared to two-torpedo.
 
* '''Either diminishing returns or a hard cap on luck over 60 for mixed cut-ins''' ([http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/89 source 1], [http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/203 2])
 
* '''Either diminishing returns or a hard cap on luck over 60 for mixed cut-ins''' ([http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/89 source 1], [http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/203 2])
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! scope="col" style="text-align:center;" |
 
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* According to [https://8b40eaa819a95ca736613ae455c69f1cb3424509.googledrive.com/host/0B80mPtzxVnOddUtjcUtyN09XUVk/cutin.html various reports], the exact values of ''flagship'' and ''minor damage'' modifiers are still in controversy. The mean values are shown in brackets, with deviation of +/- 5.
 
* According to [https://8b40eaa819a95ca736613ae455c69f1cb3424509.googledrive.com/host/0B80mPtzxVnOddUtjcUtyN09XUVk/cutin.html various reports], the exact values of ''flagship'' and ''minor damage'' modifiers are still in controversy. The mean values are shown in brackets, with deviation of +/- 5.
  −
      
'''Anti-Sub Warfare'''
 
'''Anti-Sub Warfare'''
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* {{color|gold|Yellow}}: Cut-In or Double Attack Possible
 
* {{color|gold|Yellow}}: Cut-In or Double Attack Possible
      
====Two Slots====
 
====Two Slots====
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