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'''Important Notes'''
 
'''Important Notes'''
 
* Please see [https://akashi-list.me/ Akashi List] for upgrade bonus values.
 
* Please see [https://akashi-list.me/ Akashi List] for upgrade bonus values.
* <math>\text{FP}</math> is the firepower of the ship including equipment.
+
* <math>\text{FP}</math> is the firepower {{Firepower}} of the ship including equipment.
* <math>\text{TRP}</math> is the torpedo power of the ship including equipment or plane.
+
* <math>\text{TP}</math> is the torpedo {{Torpedo}} of the ship including equipment or the torpedo of a plane.
* <math>\text{ASW}</math> is the anti-submarine power of the ship or equipment.  
+
* <math>\text{ASW}</math> is the anti-submarine {{ASW}} of the ship or equipment.  
* <math>\text{DB}</math> is the dive bombing power of the plane.
+
* <math>\text{DB}</math> is the dive bombing {{Dive}} of the plane.
 
* <math>\bigstar</math> is the upgrade bonus of the equipment.
 
* <math>\bigstar</math> is the upgrade bonus of the equipment.
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<math>\text{Bombing Power} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Count}_\text{Plane}} + 25 \biggr)</math>
 
<math>\text{Bombing Power} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar \right) \times \sqrt{\text{Count}_\text{Plane}} + 25 \biggr)</math>
   −
* <math>\text{DB or TP}</math> is the dive bomb {{Dive}} or torpedo {{Torpedo}} stat of the plane.
   
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
 
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
 
* <math>\text{Count}_\text{Plane}</math> is the number of planes performing the attack.
 
* <math>\text{Count}_\text{Plane}</math> is the number of planes performing the attack.
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'''Important Notes'''
 
'''Important Notes'''
* Bombing power is calculated independently for each equipment slot on the carrier.
+
* Airstrike power is calculated independently for each equipment slot on the carrier.
* The firepower of the carrier does not affect bombing 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 [[Damage Calculations#Engagement|engagement]], [[Damage Calculations#Formation|formation]] or [[Damage Calculations#Damage State|damage states]].
 
* It is not affected by [[Damage Calculations#Engagement|engagement]], [[Damage Calculations#Formation|formation]] or [[Damage Calculations#Damage State|damage states]].
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===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} = \bigl\lfloor \left( \text{FP} + \left(\text{TP} + \bigstar \right) + \lfloor \text{DB} \times 1.3 \rfloor + \bigstar \right) \times 1.5 \bigr\rfloor + 55 </math>
    
'''Important Notes'''
 
'''Important Notes'''
* Slot sizes and the number of remaining aircraft '''does not affect''' carrier attack power during shelling.
+
* Dive and Torpedo groups contribute, respectively, twice (1.95) and 1.5 times their dive bomb and torpedo stats towards 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.
 +
** But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking).
 +
* Remember that there are potentially two sources of <math>\bigstar</math> bonuses.
 +
** Torpedo bomber upgrades to the torpedo stat.
 +
** Secondary and machine gun upgrades to the firepower stat.
 +
* Slot sizes and the number of remaining aircraft '''does not affect''' carrier attack power during shelling.
 
* 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.
  −
'''Brief: Understanding the Carrier Formula'''
  −
  −
* Dive and Torpedo groups contribute, respectively, twice (1.95) and 1.5 times their dive bomb and torpedo stats towards shelling power
  −
* Even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking)
  −
   
* Planes are '''not shot down''' when a carrier participates in shelling
 
* Planes are '''not shot down''' when a carrier participates in shelling
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===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( 2\sqrt{\text{ASW}_\text{ship}} + 1.5\text{ASW}_\text{equip} + \bigstar + \text{Type}_\text{ship} \right) \times \text{Mod}_\text{synergy}</math>  
    
* <math>\text{Type}_\text{ship}</math> is a constant depending on the type of the ship performing the attack. See below for details.
 
* <math>\text{Type}_\text{ship}</math> is a constant depending on the type of the ship performing the attack. See below for details.
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* 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.
 +
* Multiple equipment of the same type still only apply the bonus '''once'''.
 
* There is an accuracy bonus as well but it is small. Stacking sonars will give a bigger accuracy bonus.
 
* There is an accuracy bonus as well but it is small. Stacking sonars will give a bigger accuracy bonus.
 
* The breakdown of equipment types are:
 
* The breakdown of equipment types are:
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===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{TP} + \bigstar + \text{Mod}_\text{contact}</math>
   −
* <math>\text{Contact}_\text{NB}</math> is the Night Battle Contact constant of +5 if triggered.
+
* <math>\text{Mod}_\text{contact}</math> is the Night Battle Contact constant of +5 if triggered.
    
'''Important Notes'''
 
'''Important Notes'''
 
* Night battle is unaffected by engagement.
 
* Night battle is unaffected by engagement.
 +
** Exceptions are ASW for night battle nodes and [[Nelson#Special Mechanics|Nelson Touch]].
 
* If a night battle special attack is evaded, [[Damage_Calculations#Chip_Damage|chip damage]] is applied instead.
 
* If a night battle special attack is evaded, [[Damage_Calculations#Chip_Damage|chip damage]] is applied instead.
 
* [[Graf Zeppelin]], [[Saratoga|Base Saratoga]], [[Taiyou|Taiyou Kai Ni]], [[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]], [[Taiyou|Taiyou Kai Ni]], [[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 not counted'''.
+
* 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.
    
===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} + \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>
    
Where:
 
Where:
   −
<math>\text{Night Plane Bonus} = \mathrm{A} \times \text{Count}_\text{plane} + \mathrm{B} \times \left[ \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right] \times \sqrt{\text{Count}_\text{plane}} + \sqrt{\bigstar}</math>
+
<math>\text{Night Plane Bonus} = \mathrm{A} \times \text{Count}_\text{plane} + \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{Count}_\text{plane}} + \sqrt{\bigstar}</math>
    
* <math>\mathrm{A}</math> is 3 for '''[[:Category:Night Planes|night planes]]'''; and 0 for '''[[:Category:Swordfish|Swordfish]], [[Zero Fighter Type 62 (Fighter-bomber/Iwai Squadron)]] and [[Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)]]'''
 
* <math>\mathrm{A}</math> is 3 for '''[[:Category:Night Planes|night planes]]'''; and 0 for '''[[:Category:Swordfish|Swordfish]], [[Zero Fighter Type 62 (Fighter-bomber/Iwai Squadron)]] and [[Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)]]'''
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