Changes

no edit summary
Line 1: Line 1:  
=Damage Formula=
 
=Damage Formula=
   −
<math>\text{Damage} = \left[ \left(  \left [ \text{Atk}_\text{cap} \times \text{Crit}\right]\times \text{Mod}_\text{post} -\text{DEF}\right)\times \text{Ammo}\right]</math>
+
<math>\text{Damage} = \biggl\lfloor \left(  \lfloor\text{Atk}_\text{cap} \times \text{Crit}\rfloor \times \text{Mod}_\text{post} -\text{DEF}\right)\times \text{Ammo} \biggr\rfloor </math>
    
* <math>\text{Atk}_\text{cap}</math> is the '''Cap Adjusted Attack Power'''
 
* <math>\text{Atk}_\text{cap}</math> is the '''Cap Adjusted Attack Power'''
Line 26: Line 26:     
* <math>\text{Armour}</math> is the armour of the target.
 
* <math>\text{Armour}</math> is the armour of the target.
* <math>\text{Armour}_\text{rand}</math> is a random number between 0 and <math>\text{Armour} - 1</math>
+
* <math>\text{Armour}_\text{rand}</math> is a random number between <math>0</math> and <math>\text{Armour} - 1</math>
    
Therefore, the maximum damage percentage dealt by overkill protection is <math>\text{HP}_\text{current} \times 1.3 - 0.6</math> and the minimum percentage dealt is <math>\text{HP}_\text{current} \times 0.7</math>. his makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour.
 
Therefore, the maximum damage percentage dealt by overkill protection is <math>\text{HP}_\text{current} \times 1.3 - 0.6</math> and the minimum percentage dealt is <math>\text{HP}_\text{current} \times 0.7</math>. his makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour.
 +
 +
'''Important Notes'''
 +
* Depth charges have bonus armour penetration for ASW.
 +
** [[Type 95 Depth Charge]]: <math>-1</math>
 +
** [[Type 2 Depth Charge]]: <math>-2</math>
    
=Basic Attack Power Formulas=
 
=Basic Attack Power Formulas=
Line 41: Line 46:  
* <math>\bigstar</math> is the upgrade bonus of the equipment.
 
* <math>\bigstar</math> is the upgrade bonus of the equipment.
   −
==Airstrike==
+
===Airstrike===
 
This applies to both [[Combat#Jet Assault|jet assaults]], [[Aerial Combat#Airstrike|airstrikes]] and [[Land-Based Air Squadron|LBAS]].
 
This applies to both [[Combat#Jet Assault|jet assaults]], [[Aerial Combat#Airstrike|airstrikes]] and [[Land-Based Air Squadron|LBAS]].
   Line 85: Line 90:  
* 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.
 
* 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==
+
===Surface Shelling===
    
<math>\text{Shelling Power} = \text{FP} + \bigstar + 5</math>
 
<math>\text{Shelling Power} = \text{FP} + \bigstar + 5</math>
Line 93: Line 98:  
* 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.
 
* 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==
+
===Carrier Attacks===
    
<math>\text{Power}_\text{carrier} = \left[ \text{FP} + \text{TRP} + \bigstar + \left[ \text{DB} \times 1.3 \right] \times 1.5 \right] + 55</math>
 
<math>\text{Power}_\text{carrier} = \left[ \text{FP} + \text{TRP} + \bigstar + \left[ \text{DB} \times 1.3 \right] \times 1.5 \right] + 55</math>
Line 111: Line 116:  
* Planes are '''not shot down''' when a carrier participates in shelling
 
* Planes are '''not shot down''' when a carrier participates in shelling
   −
==Torpedo Attacks==
+
===Torpedo Attacks===
    
<math>\text{Torpedo Power} = \text{TRP} + \bigstar + 5</math>
 
<math>\text{Torpedo Power} = \text{TRP} + \bigstar + 5</math>
Line 120: Line 125:  
* 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.
   −
==Anti-Submarine Warfare==
+
===Anti-Submarine Warfare===
    
<math>\text{ASW Power} = \left[ \sqrt{\text{ASW}_\text{ship}} \times 2 + \text{ASW}_\text{equip} \times 1.5 + \bigstar + \text{Type}_\text{ship} \right] \times \text{Mod}_\text{synergy}</math>  
 
<math>\text{ASW Power} = \left[ \sqrt{\text{ASW}_\text{ship}} \times 2 + \text{ASW}_\text{equip} \times 1.5 + \bigstar + \text{Type}_\text{ship} \right] \times \text{Mod}_\text{synergy}</math>  
Line 158: Line 163:  
|-
 
|-
 
|}
 
|}
 +
 
* The bonuses do not stack.  
 
* The bonuses do not stack.  
 
** The exception is when using the special depth charge projectors detailed below.
 
** The exception is when using the special depth charge projectors detailed below.
Line 170: Line 176:  
** This is only possible with a '''ship that has 4 equipment slots'''.
 
** This is only possible with a '''ship that has 4 equipment slots'''.
   −
'''Understanding the ASW Formula'''
+
'''Important Notes'''
 
* When contributing to ASW power, Base ASW is '''square rooted''', while equipment ASW is '''multiplied by 1.5'''
 
* When contributing to ASW power, Base ASW is '''square rooted''', while equipment ASW is '''multiplied by 1.5'''
 
** ASW equipment is therefore the primary source of ASW damage, with base ASW playing a very minor role
 
** ASW equipment is therefore the primary source of ASW damage, with base ASW playing a very minor role
Line 176: Line 182:  
* Submarines cannot take more than scratch damage at night (and therefore cannot be sunk)
 
* Submarines cannot take more than scratch damage at night (and therefore cannot be sunk)
 
** The exception to this rule is when a battle starts at night, or when in a combined fleet
 
** The exception to this rule is when a battle starts at night, or when in a combined fleet
   
* It is possible to perform opening ASW attacks when certain conditions are achieved. For more details, please see [[Opening Anti-Submarine Warfare]].
 
* It is possible to perform opening ASW attacks when certain conditions are achieved. For more details, please see [[Opening Anti-Submarine Warfare]].
 
** As performing an opening attack effectively doubles your damage output, reaching this OASW threshold is in general more important than tacking on additional synergy
 
** As performing an opening attack effectively doubles your damage output, reaching this OASW threshold is in general more important than tacking on additional synergy
   −
==Surface Night Battle==
+
===Surface Night Battle===
    
<math>\text{Night Battle Power} = \text{FP} + \text{TRP} + \bigstar + \text{Contact}_\text{NB}</math>
 
<math>\text{Night Battle Power} = \text{FP} + \text{TRP} + \bigstar + \text{Contact}_\text{NB}</math>
Line 193: Line 198:  
** This also means any upgrade bonuses to torpedo power is ignored.
 
** This also means any upgrade bonuses to torpedo power is ignored.
   −
==Carrier Night Cut-In==
+
===Carrier Night Cut-In===
    
<math>\text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \sum{\text{Night Plane Bonus}}</math>
 
<math>\text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \sum{\text{Night Plane Bonus}}</math>
Line 217: Line 222:  
* Certain carriers like [[Graf Zeppelin]], [[Taiyou|Taiyou Kai Ni]], [[Shinyou|Shinyou Kai Ni]], [[Saratoga|base Saratoga]] and [[Ark Royal]] are capable of performing night attacks but they '''are not''' carrier night cut-ins and are just normal carrier attacks. Please see [[Night Battle#Carrier_Night_Attacks|Carrier Night Attacks]] for more details.
 
* Certain carriers like [[Graf Zeppelin]], [[Taiyou|Taiyou Kai Ni]], [[Shinyou|Shinyou Kai Ni]], [[Saratoga|base Saratoga]] and [[Ark Royal]] are capable of performing night attacks but they '''are not''' carrier night cut-ins and are just normal carrier attacks. Please see [[Night Battle#Carrier_Night_Attacks|Carrier Night Attacks]] for more details.
   −
==Anti-Installation Attacks==
+
===Anti-Installation Attacks===
    
<math>\text{Anti-Installation Power} = \text{Atk} \times \text{Mod}_\text{A} + \text{Mod}_\text{B}</math>
 
<math>\text{Anti-Installation Power} = \text{Atk} \times \text{Mod}_\text{A} + \text{Mod}_\text{B}</math>
Line 430: Line 435:  
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.  
 
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==
+
===Attack Power Cap===
    
The attack power cap varies depending on the phase of combat it is in.
 
The attack power cap varies depending on the phase of combat it is in.
Line 441: Line 446:  
* It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce your attack power.
 
* It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce your attack power.
   −
==Pre-cap Modifiers==
+
===Pre-cap Modifiers===
===Engagement===
+
====Engagement====
 
For more details on engagement, please see [[Combat#Engagement_Form|Engagement Form]].
 
For more details on engagement, please see [[Combat#Engagement_Form|Engagement Form]].
   Line 467: Line 472:  
|style="text-align: center; border-style: solid; border-width: 1px;"| 15%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 15%
 
|-
 
|-
|style="border-style: solid; border-width: 1px;"| style="white-space: nowrap;" |Crossing the T ('''<span style="color:red">Disadvantage</span>''')<br />{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
+
|style="border-style: solid; border-width: 1px;"| Crossing the T ('''<span style="color:red">Disadvantage</span>''')<br />{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 60%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 60%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 10%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 10%
Line 475: Line 480:  
* All engagement forms '''affect both sides equally''', including crossing the T (<span style="color:green">Advantage</span> or <span style="color:red">Disadvantage</span>).
 
* All engagement forms '''affect both sides equally''', including crossing the T (<span style="color:green">Advantage</span> or <span style="color:red">Disadvantage</span>).
 
* Night battle and aerial combat are '''not affected by engagement'''.
 
* Night battle and aerial combat are '''not affected by engagement'''.
** The exception to this are night battle nodes.
+
** The exception to this are ASW and [[Nelson#Special_Mechanics|Nelson Touch]].
 
* OASW and opening torpedoes are '''affected by engagement''' even though it is only displayed after those phases.
 
* OASW and opening torpedoes are '''affected by engagement''' even though it is only displayed after those phases.
 
*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.
Line 962: Line 967:  
For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]].
 
For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]].
   −
==Normal Criticals==
+
===Normal Criticals===
 
{| class="wikitable"
 
{| class="wikitable"
 
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Attack Type
 
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Attack Type
Line 975: Line 980:  
|}
 
|}
   −
==Plane Proficiency Critical Modifier==
+
===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]]
 
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]]
   Line 1,029: Line 1,034:     
=Miscellaneous Damage Modifiers=
 
=Miscellaneous Damage Modifiers=
==Chip Damage==
+
===Chip Damage===
 
In the event that a special attack is evaded, you are unable to penetrate the target's armour or your ammunition hits 0; attacks will deal chip damage instead. Chip damage is dealt as a percentage of remaining HP calculated using the following formula:
 
In the event that a special attack is evaded, you are unable to penetrate the target's armour or your ammunition hits 0; attacks will deal chip damage instead. Chip damage is dealt as a percentage of remaining HP calculated using the following formula:
   Line 1,042: Line 1,047:  
** This means the target's HP cannot be reduced to 0 by chip damage.
 
** This means the target's HP cannot be reduced to 0 by chip damage.
   −
==Debuffs==
+
===Debuffs===
Debuffs are a special case that only applies during events. Certain event maps have debuff mechanics that require you to meet certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armour or a post-cap damage modifier for your fleet.
+
Debuffs are a special case that only apply during events. Certain event maps have debuff mechanics that require you to meet certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armour or a post-cap damage modifier for your fleet.
    
'''Important Notes'''
 
'''Important Notes'''
cssedit, Moderators, prechecked, Account Reviewers
23,057

edits