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Difference between revisions of "Combat"

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>SlashZero
(→‎Artillery Spotting (Post-Cap Modifier): Fixed information, updated trigger chances, made more consistent with other sections. Captions? 知らない子ですね)
>SlashZero
Line 970: Line 970:
 
[[File:KanColle-140425-17422431.png|thumb|Cut-in Type Observed Fire using 1Main 1Sec & Type 91 AP shell]]
 
[[File:KanColle-140425-17422431.png|thumb|Cut-in Type Observed Fire using 1Main 1Sec & Type 91 AP shell]]
 
*A ship can do a cut-in attack if
 
*A ship can do a cut-in attack if
*#equipped with '''1 main gun and 1-2 secondary guns (without AP shell/Radar)'''. (e.g. {{Template:RedGunHeavy}}{{Template:YellowGun}}).
+
*#equipped with '''1 main gun and 1-2 secondary guns (without AP shell/Radar)''' (e.g. {{Template:RedGunHeavy}}{{Template:YellowGun}}).
 
*#*Damage: 110 %
 
*#*Damage: 110 %
 
*#equipped with '''1 main gun, 1 secondary gun and 1 radar '''(e.g. {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Template:Radar}}).
 
*#equipped with '''1 main gun, 1 secondary gun and 1 radar '''(e.g. {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Template:Radar}}).

Revision as of 11:28, 22 June 2014

Combat Stages

Stage Notes
Detection

Requires planes or high detection stat.
Success increases accuracy and evasion.
Failure prevents participation of allied planes in the aerial combat phase.

Aerial Combat

Requires any type of plane equipped as equipment on either side.
Allows Artillery Spotting.

Supporting Fire Sortie support expedition.
Opening Torpedo Salvo Requires torpedo cruisers, seaplane tenders or submarines equipped with midget subs (Torpedoes甲標的 甲 Type A Kou-hyouteki).
Submarines with level 10 or higher can shoot the opening torpedo by themselves without having to equip a midget submarine.
Shelling, 1st Round
(Range Order)[1]
Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase, with the exception of Armored Carriers (e.g. Taihou) who must not have taken more than medium damage.
Shelling, 2nd Round
(Lineup Order)[2]
Only occurs when either side has a battleship or if the enemy contains one of the special ship classes: 鬼 (Oni/Ogress), 姫 (Hime/Princess), 戦鬼 (Senki/Battle Ogress), or 戦姫 (Senki/Battle Princess).
Torpedo Salvo Must not have taken more than light damage to participate.
Night Combat Attacks occur in lineup order from top to bottom, alternating between sides. Must not have taken more than moderate damage to participate.

Effects of Ship Damage

Amount of damage on a ship will affect its performance.

No damage No effect on performance.
Minor damage (小破)  No effect on performance.
+10% cut-in chance in night battle.
Moderate damage (中破)

Attack power -30%.
CV/CVL unable to participate in shelling phase (Taihou excluded).
Ships unable to participate in torpedo salvo phase.
+20% cut-in chance in night battle.

Heavy damage (大破)

Attack power -60%.
CV/CVL unable to participate in shelling phase.
Ships unable to participate in torpedo salvo phase and night battle.
Unable to activate searchlight in night battle when ship HP is lower than 2. 

Aerial Combat

Aerial Combat Stages

Stage Notes
Fighter Combat Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible.
Anti-bomber Combat Number of bombers shot down by fighters is affected by the result of the previous phase
Fleet Anti-air Defense Fleet defends against enemy bombers
Bombing See Damage Calculation for details

Fighter Combat

[math]\displaystyle{ \text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number fighters in slot}} \times \text {Plane anti-air bonus} \text{)} }[/math]

Fighter planes, fighter-bombers (bombers with +AA stat), and seaplane bombers participate in Fighter Combat.

The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:

Fighter Power Result Text Display  % Shot Down Contact
FP ≥ 3*EFP Air Supremacy 制空権確保!
Seikuuken Kakuho!
0~90% Allied only
3*EFP > FP ≥ 1.5*EFP Air Superiority 航空優勢!
Koukuu Yuusei!
0~80% Both sides
1.5*EFP > FP ≥ 2/3*EFP Air Parity No text displayed 0~60% Both sides
2/3*EFP > FP ≥ 1/3*EFP Air Incapability 制空権喪失!
Seikuuken Soushitsu!
0~40% Both sides
FP ≤ 1/3*EFP Air Denial 制空権喪失!
Seikuuken Soushitsu!
0~10% Enemy only
  • EFP: Enemy Fighter Power, FP: Fighter Power. Abbreviated to save space.
  • This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
  • The percentage of planes shot down applies for both sides' respective outcomes, and is calculated per slot.
    • For example, securing Air Superiority means allied planes shoot down up to 80% of enemy planes, and the enemy under Air Incapability will shoot down up to 40%.
  • Contact can be triggered by having at least 1 carrier scout plane, seaplane scout, and/or torpedo bomber equipped.  It increases damage during the bombing phase depending on the accuracy bonus of the squad performing Contact.
  • Even if allied planes secure air supremacy, planes can still be lost due to the subsequent anti-air defense stage.
  • If enemy has no fighters, the result defaults to Air Supremacy.

Enemy Ship Fighter Power

Enemy Ship Type Fighter Power Enemy Ship Type Fighter Power
Light Carrier Nu-Class 8 Armored Carrier Demon 44
Light Carrier Nu-Class Elite 24 Armored Carrier Princess 48
Light Carrier Nu-Class Flagship 23 Floating Fortress 27
Standard Carrier Wo-Class 10 Southern War Demon 41
Standard Carrier Wo-Class Elite 27 Southern War Princess 47
Standard Carrier Wo-Class Flagship 28 Standard Carrier Wo-Class Flagship Kai 102
Battleship Re-Class 94
Battleship Re-Class Elite 107

Fleet Anti-air Defense

Each enemy bomber slot is assigned at random to a defending ship.  Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes.  The number of planes shot down is given by the equations below:

[math]\displaystyle{ \text{Planes Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air Bonus} \times \text{Formation Modifier))} \times 0.2125\text{)} }[/math] [math]\displaystyle{ \text{Fleet Anti-air Bonus} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)} }[/math]

Formation Modifiers

Formation Modifier
Line Ahead, Line Abreast, Echelon 1.0
Double Line 1.2
Diamond 1.6

Equipment Modifiers

Equipment Type                             Modifier
46cm Triple Gun Mount 0.25
High-angle Cannons 0.35
AA Radars 0.40
Type 3 Shell 0.60
All other equipment 0.20
  • Any equipment that gives an anti-air bonus will contribute to shooting down enemy planes.
  • The forward sliding and machine gun animations seem to have no correlation with the calculations.
  • These calculations only apply for the allied fleet's anti-air defense.

Damage Calculation

Main Formula

Damage =
Basic Attack Power
x
Pre-Cap Modifiers
x
Post-Cap Modifiers
-
Enemy Armor
x
Random Number
(between 2/3 ~ 4/3)
x
Remaining Ammo Modifier
Notes:


  • If the result is less than 1 or very low, it becomes scratch damage, which does a maximum of about 10% of current target HP (needs verification).
  • If [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modifed -- see below
  • This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.


Basic Attack Power

Type Basic Attack Power Notes
Aerial Combat Attack Type Modifier (see below) × [(Aircraft's divebomb or torp stat) × √(number of planes) + 25] Number of planes is post anti-bomber combat and fleet anti-air defense
Shelling (except Carriers) Firepower + 5
Shelling (Carrier only) (Firepower + Torpedo) × 1.5 + Dive Bomber Stat × 2 + 55
Torpedo/Preemptive Torpedo Torpedo + 5
Anti-sub warfare (Original ASW [3] / 5, rounded down) + Equipment ASW [4] × 2 + 10 or 25 10 for CVL/BBV/CAV; 25 for others
Night Battle Firepower + Torpedo Each may add a maximum of 150.

Attack Type Modifier (Plane Scaling)

Type Attack Type Modifier Notes
Dive Bombers, Seaplane Bombers 1 This value is fixed, regardless the situation.
Torpedo Fighters 0.8 or 1.5 About 50% chance of either modifier.

Formation Modifier (Pre-Cap Modifier)

Formation Formation Icon Firepower Modifier Anti-sub Modifier Anti-air Modifier Shelling Hit Rate Torpedo Hit Rate Flagship Protection Rate
Line Ahead
単縦陣 (Tanjuu-jin?)
Formation 1: Line Ahead
100% 45% 100% Medium High Low
Double Line
複縦陣 (Fukujuu-jin?)
Formation 2: Double Line
80% 60% 120% High Medium Medium
Diamond
輪形陣 (Rinkei-jin?)
Formation 3: Diamond
70% 90% 160% Medium Very Low High
Echelon
梯形陣 (Teikei-jin?)
Formation 4: Echelon
60% 75% 100% Medium Low Medium
Line Abreast
単横陣 (Tan'ou-jin?)
Formation 5: Line Abreast
60% 100% 100% High Very Low Medium
  • The firepower modifier does not affect Aerial Combat.
  • You need at least 4 ships in your fleet to select a formation. Diamond is only selectable as a formation with 5+ ships.
  • Flagship protection is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack.
  • Line Ahead is the best offensive formation for surface combat.
  • Diamond formation is the best formation for shooting down enemy planes; Lowest chance of having flagship being hit according to the devs.
  • Line Abreast is the best formation for anti-sub purpose(ASW).

Engagement Form Modifer (Pre-Cap Modifier)

Form Damage Modifier Chance (Without Saiun) Chance with Saiun equipped
Parallel Engagement
同航戦 (Doukousen?)
100% 45% 45%
Head-on Engagement
反航戦 (Hankousen?)
80% 30% 40%
Crossing the T (Advantage)
T字戦有利 (T Ji-sen Yuuri?)
120% 15% 15%
Crossing the T (Disadvantage)
T字戦不利 (T Ji-sen Furi?)
60% 10% 0%
  • Night battle and aerial combat are not affected by engagement form.
  • The engagement form attack modifier affects both your fleet and the enemy fleet.
    • This also applied for the Crossing the T (both Advantage or Disadvantage) modifier. It may be a bug or a design flaw.
  • Crossing the T (Disadvantage) can be avoided by equipping a Reconnaissance Aircraft彩雲 (Saiun?) (Carrier-based recon plane).
    • Using Saiun effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
    • There is still a very small chance of getting Crossing the T (Disadvantage) with Saiun equipped.

Engagement Forms

Parallel Engagement

The course of the player's fleet and the enemy fleet are the same.

Fleet A
Fleet B

Head-on Engagement

The course of the player's fleet and the enemy fleet are opposite each other.

Fleet A
Fleet B

Crossing the T

The course of the player's fleet and the enemy fleet are perpendicular to each other (that's 90 degrees, which results in a T figure).  A fleet is in disadvantage if it is coming from「|」direction, and is in advantage it is is coming from「―」direction.

(Historically, the point of this was for the「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)

OR

Night Combat

An example of a cut-in
  • Night battle damage depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
  • Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.
  • List of Main Guns
  • List of Secondary Guns
  • Auxiliary equipment (e.g radar, sonar/depth charge, searchlight, turbine, special ammunition, pure AA equipment(green), and midget-sub) will not affect the combination.

Night Battle Attack Types

Type Main Secondary Torpedo Notes
Cut-In 2+ Torpedo Attack
3+ Shelling
2 1+
1-2 1 Combined Attack
Double Attack 2 0 0
1 1+ 0
0 2+ 0-1 Secondary Gun Double-Attack, Torpedo doesn't fire
Single Attack Results from failing to meet equipment requirements, or other attacks random chance at failing.  Fires with gun or torpedo in highest equipment slot.
Anti-Submarine

Any enemy submarines will force Destroyers and Light Cruisers to target them.  Cut-In and Double Attacks are ignored.  In normal Night Battles, ASW damage is scratch damage only.  In battles starting at night, Formation Modifiers and Engagement Form Modifiers apply.

Cut-in Equipment Setups

NOTE: These are only a few examples.  See the above table.

NOTE: Midget subs don't count as torpedoes for this.

Medium Caliber Main GunMedium Caliber Main GunMedium Caliber Main Gun3 main guns Medium Caliber Main GunMedium Caliber Main Gun 2 main guns Medium Caliber Main Gun 1 main gun
TorpedoesTorpedoes Just 2 torpedos
+ +
No Secondary Gun or Torpedoes equipped Secondary Gun 1 sub gun Torpedoes 1 torpedo One Secondary Gun also equippable
Double Attack Equipment Setups

NOTE: These are only a few examples.  See the above table.

Medium Caliber Main Gun 1 main gun Medium Caliber Main GunMedium Caliber Main Gun 2 main guns Secondary GunSecondary Gun 2 or more sub guns
+
Secondary Gun1 or more sub guns
No Torpedoes equipped No Secondary Gun or Torpedoes equipped One Torpedoes also equippable
Full List
Equipment Type
Medium Caliber Main Gun Single Attack
Torpedoes Single Attack
Secondary Gun Single Attack
Medium Caliber Main Gun Medium Caliber Main Gun Double Attack
Medium Caliber Main Gun Secondary Gun Double Attack
Medium Caliber Main Gun Torpedoes Cut-in (Mixed)
Secondary Gun Secondary Gun Double Attack
Secondary Gun Torpedoes Single Attack
Torpedoes Torpedoes Cut-in (Torpedo)
Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Cut-in (Gun)
Medium Caliber Main Gun Medium Caliber Main Gun Secondary Gun Cut-in (Gun)
Medium Caliber Main Gun Secondary Gun Secondary Gun Double Attack
Medium Caliber Main Gun Medium Caliber Main Gun Torpedoes Cut-in (Mixed)
Medium Caliber Main Gun Torpedoes Torpedoes Cut-in (Torpedo)
Medium Caliber Main Gun Secondary Gun Torpedoes Cut-in (Mixed)
Secondary Gun Secondary Gun Secondary Gun Double Attack
Secondary Gun Secondary Gun Torpedoes Double Attack
Secondary Gun Torpedoes Torpedoes Cut-in (Torpedo)
Torpedoes Torpedoes Torpedoes Cut-in (Torpedo)
Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Cut-in (Gun)
Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Secondary Gun Cut-in (Gun)
Medium Caliber Main Gun Medium Caliber Main Gun Secondary Gun Secondary Gun Cut-in (Gun)
Medium Caliber Main Gun Secondary Gun Secondary Gun Secondary Gun Double Attack
Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Torpedoes Cut-in (Gun)
Medium Caliber Main Gun Medium Caliber Main Gun Torpedoes Torpedoes Cut-in (Torpedo)
Medium Caliber Main Gun Torpedoes Torpedoes Torpedoes Cut-in (Torpedo)
Medium Caliber Main Gun Medium Caliber Main Gun Secondary Gun Torpedoes Cut-in (Gun)
Medium Caliber Main Gun Secondary Gun Secondary Gun Torpedoes Cut-in (Mixed)
Medium Caliber Main Gun Secondary Gun Torpedoes Torpedoes Cut-in (Torpedo)
Secondary Gun Secondary Gun Secondary Gun Secondary Gun Double Attack
Secondary Gun Secondary Gun Secondary Gun Torpedoes Double Attack
Secondary Gun Secondary Gun Torpedoes Torpedoes Cut-in (Torpedo)
Secondary Gun Torpedoes Torpedoes Torpedoes Cut-in (Torpedo)
Torpedoes Torpedoes Torpedoes Torpedoes Cut-in (Torpedo)

Night Battle Special Attack Modifier (Pre-Cap Modifier)

Cut-in Attack
Weapon Type Modifier
2 torpedoes 2 simultaneous attacks at 150%
1 main gun, 1 torpedo 2 consecutive attacks at 130%
3 main guns 200%
2 main guns, 1 secondary gun 175%


Cut-in chance: (0.85 * Luck + Placement Modifier + Health Modifier + Searchlight Modifier) [%]

Modifier Value
Placement Flagship +30
Other +15
Health Little or no damage 0
Minor damage (小破 Syouha) +10
Moderate damage (中破 Chuuha) +20
Searchlight Allied +5
Enemy -10
Double Attack

Two consecutive attacks at 120%. Very high base activation chance, compared to cut-in's luck stat reliant chance.

Ship's Health Modifier (Pre-Cap Modifier)

Damage Modifier
Minor damage (小破 Syouha) or less 100%
Moderate damage (中破 Chuuha) 70%
Heavy damage (大破 Taiha) 40%

This modifier does not affect Aerial Combat.


Attack Power Cap (Applies After All Pre-Cap Modifiers)

Conditions for the attack power cap to activate: [Basic attack power x Pre-cap modifiers] exceeds 150 for day battle, 300 for night battle, and 100 for anti-sub attacks.
This is the attack power cap, and it's represented below by [math]\displaystyle{ x }[/math]:

[math]\displaystyle{ \text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x} }[/math]

What we can draw from this is that during the day, firepower or torpedo stats above 146 have a high probability breaking the cap immediately and thus becoming nerfed.  However, depending on the exact engagement form and fleet formation, this will not always occur.

Critical Modifier (Post-Cap Modifier)

Attack Type Modifier
Normal Attack 100%
Critical Hit 150%

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 (Post-Cap Modifier)

  • Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
  • When successful, a image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
  • Trigger conditions:
    • More air control than Air Denial
    • At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
      • Seaplane bombers, Type 3 Spotter, and Ka-type Autogyros cannot perform contact.
    • 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 elegible equipped planes.
  • Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
Type Contact Rate
Torpedo Bomber ~2%
Seaplane Scout ~20%
Carrier Scout ~50%

Damage Modifiers

  • The damage increase depends on the +accuracy bonus Accuracy of the squadron performing contact.
Accuracy
Bonus
Damage
Modifier
+0 112%
+1 112%
+2 117%
+3 120%

Notes

  • 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.

Artillery Spotting (Post-Cap Modifier)

  • When the following conditions are all met for a ship, artillery spotting may occur during day battle.
    • Proper equipment (see below)
    • Air superiority or greater achieved in aerial combat phase
      • Thus, if aerial combat is not triggered, artillery spotting cannot occur.
    • Not in heavily damaged (大破) state
    • Ship is carrying at least 1 seaplane Seaplane (i.e. slots are not all at 0 remaining).
  • Factors affecting trigger chance
    • Increases with combined fleet LOS (very roughly +0.08% per LOS)
    • Flagships bonus of around +15-20%
    • Air supremacy adds about +10% more than air superiority
  • Seaplane bombers can be used in artillery spotting. (25/4/2014 )
  • Ka-type Observation Autogyro does not work for artillery spotting.

Attack types:

Single Attack

  • A ship will only do a single attack if
    • only 1 main gun is equipped (e.g.Medium Caliber Main GunTorpedoesRADAR).
    • no main guns are equipped (e.g. Secondary GunSecondary Gun).
    • a double attack/cut-in was not triggered by chance.
  • Damage: 100%

Double Attack

  • A ship can do a double attack if
    •  2 or more main guns equipped (e.g. Large Caliber Main GunLarge Caliber Main Gun).
  • Damage: 120 % x 2 
  • Trigger chance: ~50%

Cut-in Attack

File:KanColle-140425-17422431.png
Cut-in Type Observed Fire using 1Main 1Sec & Type 91 AP shell
  • A ship can do a cut-in attack if
    1. equipped with 1 main gun and 1-2 secondary guns (without AP shell/Radar) (e.g. Large Caliber Main GunSecondary Gun).
      • Damage: 110 %
    2. equipped with 1 main gun, 1 secondary gun and 1 radar (e.g. Large Caliber Main GunSecondary GunRADAR).
      • Damage: 120%
    3. equipped with 1 main gun, 1 secondary gun and 1 Type 91 Armor-Piercing (AP) Shell.
      • Damage: 130 %
  • Trigger chance: ~50%

Mixed Attack

Cut-in Type Mixed Attack Observed Fire with 2 Main & Type 91 AP Shell.
  • A ship will have a chance to do either double attack or cut-in attack if
    1. equipped with 2 main guns + 1 secondary gun (e.g. Large Caliber Main GunLarge Caliber Main GunSecondary Gun).
      • Cut-in damage:  130 %
      • Double attack damage: 120 % x 2
    2. equipped with 2 main guns + 1 Type 91 Armor-Piercing (AP) Shell.
      • Cut-in damage:  150 %
      • Double attack damage: 120 % x 2
  • Trigger chance: Equally distributed, ~30% each (double attack and cut-in attack), with the remainder going towards single attack.


Notes:


Full List
Equipment Day Battle Modifier Night battle Modifier
Medium Caliber Main Gun Seaplane Single Attack 100% Single Attack 100%
Secondary Gun Seaplane Single Attack 100% Single Attack 100%
Armor-Piercing Shell Seaplane Single Attack 100% Single Attack 100%
Medium Caliber Main Gun Armor-Piercing Shell Seaplane Single Attack 100% Single Attack 100%
Secondary Gun Armor-Piercing Shell Seaplane Single Attack 100% Single Attack 100%
Medium Caliber Main Gun Medium Caliber Main Gun Seaplane Double Attack 120% x 2 Double Attack 120% x 2
Medium Caliber Main Gun Secondary Gun Seaplane Cut-in 110% Double Attack 120% x 2
Secondary Gun Secondary Gun Seaplane Single Attack 100% Double Attack 120% x 2
Armor-Piercing Shell Armor-Piercing Shell Seaplane Single Attack 100% Single Attack 100%
Medium Caliber Main Gun Medium Caliber Main Gun Armor-Piercing Shell Seaplane Random 150% Double Attack 120% x 2
Medium Caliber Main Gun Secondary Gun RADAR Seaplane Cut-in 120% Double Attack 120% x 2
Medium Caliber Main Gun Secondary Gun Armor-Piercing Shell Seaplane Cut-in 130% Double Attack 120% x 2
Secondary Gun Secondary Gun Armor-Piercing Shell Seaplane Single Attack 100% Double Attack 120% x 2
Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Seaplane Double Attack 120% x 2 Cut-in 200%
Medium Caliber Main Gun Medium Caliber Main Gun Secondary Gun Seaplane Random 130% Cut-in 175%
Medium Caliber Main Gun Secondary Gun Secondary Gun Seaplane Cut-in 110% Double Attack 120% x 2
Secondary Gun Secondary Gun Secondary Gun Seaplane Single Attack 100% Double Attack 120% x 2
Armor-Piercing Shell Armor-Piercing Shell Armor-Piercing Shell Seaplane Single Attack 100% Single Attack 100%


Remaining Ammo Modifier

Remaining Ammunition Modifier
5 to 10 Ammunition bars 100%
4 Ammunition bars 80%
3 Ammunition bars 60%
2 Ammunition bars 40%
1 Ammunition bar 20%
0 Ammunition bars Scratch Damage
  • In general, two bars of Ammunition will be used in Day Battle for all ships, regardless of whether they attack or not.
  • The Remaining Ammo Modifier affects the opening Aerial Combat Phase.
  • When entering night battle, the Remaining Ammo Modifier on a vessel remains same as the previous day battle.  One bar of Ammunition is used for all ships in Night Battle, regardless of whether they attack or not.
  • Because most battles will consume 2 bars of ammunition each, try to engage the boss before the 5th battle, or else achieving victory becomes unlikely (but not impossible).
  • When attempting to defeat boss nodes, avoid night battles and whirlpools on the way.
    • While early maps' whirpools decrease your resources directly, later maps will decrease either Fuel or Ammunition bars of your sorted fleet, which can be disadvantageous in long sorties.
  • Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.

Victory Conditions

Perfect S
  • All enemy ships sunk and no damage taken. 
S (Victory)
  • All enemy ships sunk and no allied ships sunk.
A (Victory)
  • required number of enemy ships sunk (see below) and no allied ships sunk.
B (Tactical Victory)
  • Enemy flagship sunk and no allied ships sunk.
  • Sinking the enemy flagship guarantees at least a B as long as no allied ships are sunk.
  • Enemy flagship sunk, friendly ship sunk and number of friendly ships sunk < number of enemy ships sunk.
  • Damage gauge at least 2.5 times higher enemy damage gauge.
C (Tactical Defeat)
  • Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
  • Damage gauge higher than enemy gauge, but not reaching 2.5 times as much.
  • Friendly ship sunk, damage gauge higher than enemy, but not 2.5 times as much.
  • Friendly ship sunk, enemy flagship sunk and number of friendly ships sunk ≥ number of enemy ships sunk. It is possible to clear maps with boss gauges (eg. 4-4, 5-3, event maps) with a C if the enemy flagship is sunk.
D (Defeat)
  • Enemy took less than a certain amount of damage.
    • Both sides taking 0 damage is also D.
  • Damage gauge lower than enemy gauge.
  • Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
E (Defeat)
  • Over a certain number of friendly ships sunk. (see below)
  • Friendly ship sunk while not meeting any victory conditions.
  • No damage done to enemy, while taking over a certain amount (Never happens in a fleet of 1).


Notes

  • The Minimum Sunk Requirement:
    • 4 ships out of a fleet of 6
    • 3 ships out of a fleet of 5
    • 2 ships out of a fleet of 4
    • 2 ships out of a fleet of 3
    • 1 ship out of a fleet of 2
  • Victory status affects the chance of getting drops and rare drops on the specified node.
    • B victories tend to have no drops, while Perfect S has the highest chance for rare drops.

Additional Explanation/Details

  1. Shelling firing order is determined at the start of each shelling phase. The order alternates between allied and enemy ships, and ships unable to attack in shelling (damaged carriers, submarines, sunken ships, etc.) are skipped over to the next.
  2. See above.
  3. Refers to ASW stat without any equipment.
  4. Refers to the total of ASW stats that the equipment added to the ship's stats.

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