• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Difference between revisions of "Combat"

From Kancolle Wiki
Jump to navigation Jump to search
(→‎Night Combat: Greatly simplified sentence about heavily damaged vessels being unable to attack in night battle)
>Mathiaszealot
(Pushed update from Combat Page Rework. THIS IS A MAJOR REVISION.)
Line 1: Line 1:
 
==Combat Stages==
 
==Combat Stages==
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:900px;"
+
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.
 +
{| class="article-table" style="width:755px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
|-
! scope="col" style="width:200px; text-align:center;" |Stage
+
! scope="col" style="width:101px; text-align:center;" |Stage
! scope="col" style="width:700px; text-align:center;" |Notes
+
! scope="col" style="width:634px; text-align:center;" |Notes
 +
|-
 +
|Formation Selection
 +
|With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage, hit rate, and defense.
 
|-
 
|-
 
|Detection
 
|Detection
|
+
|Requires planes or high detection stat (usually from RADAR).<br />Success increases accuracy and evasion.<br />Failure prevents participation of allied planes in the aerial combat phase.
Requires planes or high detection stat.<br />Success increases accuracy and evasion.<br />Failure prevents participation of allied planes in the aerial combat phase.
 
 
|-
 
|-
 
|Aerial Combat
 
|Aerial Combat
 +
|Participants: [[:Category:Light Carriers|CVLs]], [[:Category:Standard Carriers|CVs]], [[:Category:Aviation Battleships|BBVs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Seaplane Tenders|AVs]], [[:Category:Submarines|SSVs]]
 +
 +
Requires any type of offensive plane (torpedo bombers and dive bombers for [[:Category:Light Carriers|CVLs]] and [[:Category:Standard Carriers|CVs]], and seaplane bombers for [[:Category:Aviation Battleships|BBVs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Seaplane Tenders|AVs]], and [[:Category:Submarines|SSVs]]) equipped as equipment on either side.<br />If a side achieves Air Superiority or Supremacy in this stage, that side can use [[Combat#Artillery_Spotting_.28Post-Cap_Modifier.29|Artillery Spotting]].
 +
|-
 +
|Opening Stages
 
|
 
|
Requires any type of offensive plane equipped as equipment on either side.<br />Allows [[Combat#Artillery_Spotting_.28Post-Cap_Modifier.29|Artillery Spotting]].
+
'''Expedition Supporting Fire'''
 +
 
 +
Supporting Fire from Sortie [[Expedition#Support_Expeditions|Support Expeditions]]
 +
 
 +
'''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.
 +
 
 +
'''Engagement Form'''
 +
 
 +
The orientation of the allied and enemy fleets is displayed. This affects both fleets equally.
 
|-
 
|-
|Supporting Fire
+
|Day Combat
|Sortie support expedition.
+
|
 +
 
 +
'''Shelling, 1st Round (Range Order)'''
 +
 
 +
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between sides, prioritizing ships with higher range. The firing order of ships on the same side with the same range is random.
 +
 
 +
'''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.
 +
 
 +
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), 戦鬼 (''Senki/''Battle Ogress), or 戦姫 (''Senki/''Battle Princess).
 +
 
 +
'''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]]
 +
 
 +
Like the opening torpedo salvo, all participants attack simultaneously.
 
|-
 
|-
|Opening Torpedo Salvo
+
| Night Combat
|Requires torpedo cruisers, seaplane tenders or submarines equipped with midget subs ({{Template:TorpedoWeapon}}甲標的 甲 Type A ''Kou-hyouteki'').<br />Submarines with level 10 or higher can shoot the opening torpedo by themselves without having to equip a midget submarine.
+
| Participants: All ships except [[:Category:Light Carriers|CVLs]] and [[:Category:Standard Carriers|CVs]].
 +
 
 +
Enemy [[Standard Carrier Wo-Class]] and [[Light Carrier Nu-Class]] of flagship level or higher can attack at night.
 +
 
 +
Must not be critically damaged to participate.
 +
 
 +
The first allied ship attacks, then the first enemy ship attacks, and so on. If a ship is sunk, the game will skip its turn, when it comes and continue the firing order as calculated at the start of the night battle.
 +
|}
 +
 
 +
For certain nodes and events, combat begins in the Night Combat stage, then proceeds to Day combat, if certain conditions are met.
 +
 
 +
==Formation Selection==
 +
 
 +
With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation effects ship damage, hit rate, and defense.
 +
 
 +
===Formation Modifier===
 +
{| class="article-table" style="width: 755px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
|-
|Shelling, 1st Round<br />(Range Order)<ref name="Shell0">Shelling firing order is determined at the start of each shelling phase. The order alternates between allied and enemy ships, and ships normally unable to attack in shelling (submarines, sunken ships, etc.) are skipped over to the next.</ref>
+
! scope="col" style="text-align:center; width:291px;" |Formation
|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.
+
! scope="col" style="text-align:center; width:69px;" |Formation Icon
 +
! scope="col" style="text-align:center; width:64px;" |Surface Damage Modifier
 +
! scope="col" style="text-align:center; width:64px;" |Anti-sub Modifier
 +
! scope="col" style="text-align:center; width:64px;" |Anti-air Modifier
 +
! scope="col" style="text-align:center; width:68px;" |Shelling Hit Rate
 +
! scope="col" style="text-align:center; width:67px;" |Torpedo Hit Rate
 +
! scope="col" style="text-align:center; width:67px;" |Flagship Protection Rate
 
|-
 
|-
|Shelling, 2nd Round<br />(Lineup Order)<ref name="Shell2">See above.</ref>
+
| Line Ahead<br />{{Nihongo|単縦陣|''Tanjuu-jin''|}}
|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).
+
| <center>{{LineAhead}}</center>
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |45%
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Medium
 +
| style="text-align:center;" |High
 +
| style="text-align:center;" |Low
 
|-
 
|-
|Torpedo Salvo
+
| Double Line<br />{{Nihongo|複縦陣|''Fukujuu-jin''|}}
|Must not have taken more than light damage to participate.
+
| <center>{{DoubleLine}}</center>
 +
| style="text-align:center;" |80%
 +
| style="text-align:center;" |60%
 +
| style="text-align:center;" |120%
 +
| style="text-align:center;" |High
 +
| style="text-align:center;" |Medium
 +
| style="text-align:center;" |Medium
 
|-
 
|-
|Night Combat
+
| Diamond<br />{{Nihongo|輪形陣|''Rinkei-jin''|}}
|Attacks occur in lineup order from top to bottom, alternating between sides. Must not have taken more than moderate damage to participate.
+
| <center>{{Diamond}}</center>
|}
+
| style="text-align:center;" |70%
 
+
| style="text-align:center;" |90%
==Effects of Ship Damage==
+
| style="text-align:center;" |160%
Amount of damage on a ship will affect its performance.
+
| style="text-align:center;" |Medium
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 800px; height: 100px;"
+
| style="text-align:center;" |Very Low
|No damage
+
| style="text-align:center;" |High
|No effect on performance.
 
 
|-
 
|-
|Minor damage (小破) 
+
| Echelon<br />{{Nihongo|梯形陣|''Teikei-jin''|}}
|No effect on performance.<br />+10% cut-in chance in night battle.
+
| <center>{{Echelon}}</center>
 +
| style="text-align:center;" |60%
 +
| style="text-align:center;" |75%
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Medium
 +
| style="text-align:center;" |Low
 +
| style="text-align:center;" |Medium
 
|-
 
|-
|Moderate damage (中破)
+
| Line Abreast<br />{{Nihongo|単横陣|''Tan'ou-jin''|}}
|
+
| <center>{{LineAbreast}}</center>
Attack power -30%.<br />CV/CVL unable to participate in shelling phase (Taihou excluded).<br />Ships unable to participate in torpedo salvo phase.<br />+20% cut-in chance in night battle.
+
| style="text-align:center;" |60%
|-
+
| style="text-align:center;" |100%
|Heavy damage (大破)
+
| style="text-align:center;" |100%
|
+
| style="text-align:center;" |High
Attack power -60%.<br />CV/CVL unable to participate in shelling phase.<br />Ships unable to participate in torpedo salvo phase and night battle.<br />Unable to activate searchlight in night battle when ship HP is lower than 2. 
+
| style="text-align:center;" |Very Low
 +
| style="text-align:center;" |Medium
 
|}
 
|}
 +
*The surface damage modifier applies to both shelling and torpedo attacks, but does not affect Aerial Combat or Anti-Submarine attacks.
 +
*Diamond Formation 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 instead.
 +
*Line Ahead has the highest offensive power for surface combat. It is the default choice for encounters after the 3rd battle node to preserve firepower because of the remaining ammo penalty.
 +
*Double Line is generally a good formation for heavy BB/CV fleets. There is a significant accuracy increase that benefits the typically lower accuracy carriers, while BB often still have enough firepower.
 +
*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 night combat.
 +
 +
==Detection==
 +
 +
*For the detection phase to occur, one or more of your ships must be equipped with seaplanes or aircraft.
 +
*RADAR seems to impact detection.
 +
*Success increases fleet accuracy and evasion.
 +
*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>
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:800px;"
+
{| class="article-table" style="width:754px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
|-
 
! scope="col" style="text-align:center;" |Stage
 
! scope="col" style="text-align:center;" |Stage
Line 74: Line 162:
 
<center><math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number fighters in slot}} \times \text {Plane anti-air bonus} \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 fighters in slot}} \times \text {Plane anti-air bonus} \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)
 
+
= Floor[ √(Slot 1) x Reppu's AA] + Floor[ √(Slot 2) x Reppu's AA] + Floor[ √(Slot 3) x ReppuKai's AA] + Floor[ √(Slot 4) x M62's AA]
<span style="color:rgb(0,0,0);font-family:verdana,geneva,lucida,'lucidagrande',arial,helvetica,sans-serif;font-size:13px;line-height:normal;">= </span><span style="color:rgb(0,0,0);font-family:verdana,geneva,lucida,'lucidagrande',arial,helvetica,sans-serif;font-size:13.333333015441895px;line-height:normal;">Floor[ √(Slot 1) x Reppu's AA] + </span><span style="color:rgb(0,0,0);font-family:verdana,geneva,lucida,'lucidagrande',arial,helvetica,sans-serif;font-size:13px;line-height:normal;">Floor[ √(Slot 2) x Reppu's AA] + Floor[ √(Slot 3) x ReppuKai's AA] + Floor[ √(Slot 4) x M62's AA]</span>
+
= Floor[ √(20) x 10] + Floor[ √(20) x 10] + Floor[ √(32) x 12] + Floor[ √(10) x 4]
 
+
= 44 + 44 + 67 + 11
<span style="color:rgb(0,0,0);font-family:verdana,geneva,lucida,'lucidagrande',arial,helvetica,sans-serif;font-size:13px;line-height:normal;">= </span><span style="color:rgb(0,0,0);font-family:verdana,geneva,lucida,'lucidagrande',arial,helvetica,sans-serif;font-size:13.333333015441895px;line-height:normal;">Floor[ √(20) x 10] + </span><span style="color:rgb(0,0,0);font-family:verdana,geneva,lucida,'lucidagrande',arial,helvetica,sans-serif;font-size:13px;line-height:normal;">Floor[ √(20) x 10] + Floor[ √(32) x 12] + Floor[ √(10) x 4]</span>
+
= 166
 
 
<span style="color:rgb(0,0,0);font-family:verdana,geneva,lucida,'lucidagrande',arial,helvetica,sans-serif;font-size:13px;line-height:normal;">= 44 +</span><span style="color:rgb(0,0,0);font-family:verdana,geneva,lucida,'lucidagrande',arial,helvetica,sans-serif;font-size:13px;line-height:normal;"> 44 + 67 + 11</span>
 
 
 
<span style="color:rgb(0,0,0);font-family:verdana,geneva,lucida,'lucidagrande',arial,helvetica,sans-serif;font-size:13px;line-height:normal;">= 166</span>
 
 
</ref></center>
 
</ref></center>
  
Fighter planes, fighter-bombers (bombers with +AA stat), and seaplane bombers participate in Fighter Combat. Regardless of type, all participant planes will contribute to Fighter Power so long that it has AA stat.
+
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:
 
The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:
Line 92: Line 176:
 
! scope="col" style="width:100px; text-align:center;" |Result
 
! scope="col" style="width:100px; text-align:center;" |Result
 
! scope="col" style="width:165px; text-align:center;" |Text Display
 
! scope="col" style="width:165px; text-align:center;" |Text Display
! scope="col" style="width:110px; text-align:center;" | % Shot Down
+
! scope="col" style="width:110px; text-align:center;" | % Shot Down
 
! scope="col" style="width:100px; text-align:center;" |Contact
 
! scope="col" style="width:100px; text-align:center;" |Contact
 
|-
 
|-
|FP 3*EFP
+
|FP > 3*EFP
 
|Air Supremacy
 
|Air Supremacy
 
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''
 
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''
Line 101: Line 185:
 
|Allied only
 
|Allied only
 
|-
 
|-
|3*EFP > FP ≥ 1.5*EFP
+
|3*EFP > FP > 1.5*EFP
 
|Air Superiority
 
|Air Superiority
 
|<span style="color:green">'''航空優勢! '''</span><br />''Koukuu Yuusei!''
 
|<span style="color:green">'''航空優勢! '''</span><br />''Koukuu Yuusei!''
Line 107: Line 191:
 
|Both sides
 
|Both sides
 
|-
 
|-
|1.5*EFP > FP ≥ 2/3*EFP
+
|1.5*EFP > FP > 2/3*EFP
 
|Air Parity
 
|Air Parity
 
|No text displayed
 
|No text displayed
Line 113: Line 197:
 
|Both sides
 
|Both sides
 
|-
 
|-
|2/3*EFP > FP ≥ 1/3*EFP
+
|2/3*EFP > FP > 1/3*EFP
 
|Air Incapability
 
|Air Incapability
 
|No text displayed
 
|No text displayed
Line 119: Line 203:
 
|Both sides
 
|Both sides
 
|-
 
|-
|FP ≤ 1/3*EFP
+
|FP > 1/3*EFP
 
|Air Denial
 
|Air Denial
 
|<span style="color:red">'''制空権喪失! '''</span><br />''Seikuuken Soushitsu!''
 
|<span style="color:red">'''制空権喪失! '''</span><br />''Seikuuken Soushitsu!''
Line 129: Line 213:
 
*The percentage of planes shot down applies for both sides' respective outcomes, and is calculated per slot.
 
*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%.
 
**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%.
*[[Combat#Contact (Post-Cap Modifier)|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.
+
**As this is applied per slot, 80% of one enemy bomber group can be shot down while a second has 0% shot down.
*Even if allied planes secure air supremacy, planes can still be lost (up to 10%), and the subsequent anti-air defense stage can eliminate bombers regardless.
+
*[[Combat#Contact (Post-Cap Modifier)|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 triggering Contact.
*If enemy fleet launches no fighters, while the allied fleet launches any planes, the result defaults to Air Supremacy.  If both sides launch no planes, then the rest of the battle is treated the same as if Air Parity was achieved.
+
*Even if allied planes secure air supremacy, planes can still be lost (up to 10%), and the subsequent anti-air defense stage can eliminate more bombers.
 +
*If enemy fleet launches no fighters, while the allied fleet launches any planes, the result defaults to Air Supremacy. If both sides launch no planes, then the rest of the battle is treated the same as if Air Parity was achieved.
 
====Enemy Ship Fighter Power====
 
====Enemy Ship Fighter Power====
 
{| class="article-table" style="width:700px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" style="width:700px;" border="0" cellpadding="1" cellspacing="1"
Line 172: Line 257:
 
|[[Battleship Re-Class]]
 
|[[Battleship Re-Class]]
 
| style="text-align:center;" |94
 
| style="text-align:center;" |94
| style="text-align:center;" |
+
|[[Northern Princess]] World 3-5
| style="text-align:center;" |
+
| style="text-align:center;" |76
 
|-
 
|-
 
|[[Battleship Re-Class]] Elite
 
|[[Battleship Re-Class]] Elite
Line 182: Line 267:
  
 
===Fleet Anti-air Defense===
 
===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:
+
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:
  
 
<center>
 
<center>
Line 206: Line 291:
 
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
|-
! scope="col" |Equipment Type                            
+
! scope="col" |Equipment Type
 
! scope="col" style="text-align:center;" |Modifier
 
! scope="col" style="text-align:center;" |Modifier
 
|-
 
|-
Line 227: Line 312:
 
*Any equipment that gives an anti-air bonus will contribute to shooting down enemy bombers.
 
*Any equipment that gives an anti-air bonus will contribute to shooting down enemy bombers.
 
*The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
 
*The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
*The ship selected to defend is not necessarily the target of the bomber.  Any allied ship, including submarines, may be chosen to defend against bombers.
+
*The ship selected to defend is not necessarily the target of the bomber. Any allied ship, including submarines, may be chosen to defend against bombers.
 
*The forward sliding and machine gun animations seem to have no correlation with the calculations.
 
*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; enemy fleets seem to use a different formula.
 
*These calculations only apply for the allied fleet's anti-air defense; enemy fleets seem to use a different formula.
 +
==Opening Stages==
 +
The Opening Stages of combat proceed in order with the Supporting Expedition effect, the Opening Torpedo salvo, then the display of the engagement form
 +
*In [[World 5]] and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on [[Expedition#Support_Expeditions|Support Expeditions]]. The type of supporting fire depends on the composition of the expedition fleet.
 +
*The Opening Torpedo Salvo is fired by Submarines over level 10, ships with the {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[::Category:Submarines|SS]]) equipped, and the Enemy [[Battleship Re-Class]].
 +
**Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 +
**Ships must not be moderately or heavily damaged to participate
 +
*The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.
  
==Damage Calculation==
+
===Engagement Form Modifier===
<span style="font-size:17px;font-weight:bold;">Main Formula</span>
 
{| class="article-table" style="width: 800px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
 
! scope="col" |<center>'''Basic Attack Power<br />x<br />Pre-Cap Modifiers'''</center>
 
! scope="col" |x
 
! scope="col" |<center>'''Post-Cap Modifiers'''</center>
 
! scope="col" | -
 
! scope="col" |<center>'''Enemy Armor'''</center>
 
! scope="col" |x
 
! scope="col" |<center>'''Random Number<br />(between 2/3 ~ 4/3)'''</center>
 
|-
 
! colspan="7" rowspan="1" scope="col" style="text-align:center;" |x
 
|-
 
! colspan="7" rowspan="1" scope="col" style="text-align:center;" |<center>'''Remaining Ammo Modifier'''</center>
 
|-
 
| 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 [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modifed -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]]''
 
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
 
|}
 
 
 
 
 
<span style="font-size:15px;font-weight:bold;">Basic Attack Power</span>
 
{| class="article-table article-table-selected" style="width:1000px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center; width:210px;" |Type
 
! scope="col" style="text-align:center; width:530px;" |Basic Attack Power
 
! scope="col" style="text-align:center; width:260px;" |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 <ref name="ASW0">Refers to ASW stat without any equipment.</ref> / 5, rounded down) + Equipment ASW <ref name="ASWE">Refers to the total of ASW stats that the equipment added to the ship's stats.</ref> × 2 + 10 or 25
 
|25 for DD/CL, 10 for others
 
|-
 
|Night Battle
 
|Firepower + Torpedo
 
|
 
|}
 
 
 
====Attack Type Modifier (Plane Scaling)====
 
{| class="article-table" style="width:600px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="width:250px; text-align:center;" |Type
 
! scope="col" style="width:100px; text-align:center;" |Attack Type Modifier
 
! scope="col" style="width:550px; text-align:center;" |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)===
 
{| class="article-table" style="width: 860px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" style="text-align:center; width:240px;" |Formation
 
! scope="col" style="text-align:center; width:80px;" |Formation Icon
 
! scope="col" style="text-align:center; width:80px;" |Surface Damage Modifier
 
! scope="col" style="text-align:center; width:80px;" |Anti-sub Modifier
 
! scope="col" style="text-align:center; width:80px;" |Anti-air Modifier
 
! scope="col" style="text-align:center; width:100px;" |Shelling Hit Rate
 
! scope="col" style="text-align:center; width:100px;" |Torpedo Hit Rate
 
! scope="col" style="text-align:center; width:100px;" |Flagship Protection Rate
 
|-
 
| Line Ahead<br />{{Nihongo|単縦陣|''Tanjuu-jin''|}}
 
| <center>{{LineAhead}}</center>
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |45%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |<span style="text-align:start;">Medium</span>
 
| style="text-align:center;" |High
 
| style="text-align:center;" |Low
 
|-
 
| Double Line<br />{{Nihongo|複縦陣|''Fukujuu-jin''|}}
 
| <center>{{DoubleLine}}</center>
 
| style="text-align:center;" |80%
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |120%
 
| style="text-align:center;" |High
 
| style="text-align:center;" |Medium
 
| style="text-align:center;" |Medium
 
|-
 
| Diamond<br />{{Nihongo|輪形陣|''Rinkei-jin''|}}
 
| <center>{{Diamond}}</center>
 
| style="text-align:center;" |70%
 
| style="text-align:center;" |90%
 
| style="text-align:center;" |160%
 
| style="text-align:center;" |<span style="text-align:start;">Medium</span>
 
| style="text-align:center;" |Very Low
 
| style="text-align:center;" |High
 
|-
 
| Echelon<br />{{Nihongo|梯形陣|''Teikei-jin''|}}
 
| <center>{{Echelon}}</center>
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |75%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Medium
 
| style="text-align:center;" |Low
 
| style="text-align:center;" |Medium
 
|-
 
| Line Abreast<br />{{Nihongo|単横陣|''Tan'ou-jin''|}}
 
| <center>{{LineAbreast}}</center>
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |High
 
| style="text-align:center;" |Very Low
 
| style="text-align:center;" |Medium
 
|}
 
*The surface damage modifier does not affect Aerial Combat or Anti-Submarine attacks.
 
*The surface damage modifier applies to both shelling and torpedo attacks.
 
*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 instead.
 
*Line Ahead has the highest offensive power for surface combat.  It is the default choice for encounters after the 3rd battle node to preserve firepower because of low ammo penalty.
 
*Double Line is generally a good formation for heavy BB/CV fleets.  There is a significant accuracy increase that benefits the typically lower accuracy carriers, while BB often still have enough firepower.
 
*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 night combat.
 
 
 
===Engagement Form Modifier (Pre-Cap Modifier)===
 
 
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
|-
 
! scope="col" style="text-align:center; width:200px;" |Form
 
! scope="col" style="text-align:center; width:200px;" |Form
 
! scope="col" style="text-align:center; width:100px;" |Damage Modifier
 
! scope="col" style="text-align:center; width:100px;" |Damage Modifier
! scope="col" style="text-align:center; width:100px;" |Chance (Without Saiun)
+
! scope="col" style="text-align:center; width:100px;" |Chance
! scope="col" style="text-align:center; width:100px;" |Chance with [[Saiun]] equipped
+
! scope="col" style="text-align:center; width:100px;" |Chance with [[Saiun]]
 
|-
 
|-
 
|Parallel Engagement<br />{{Nihongo|同航戦|''Doukousen''|}}
 
|Parallel Engagement<br />{{Nihongo|同航戦|''Doukousen''|}}
Line 399: Line 351:
 
| style="text-align:center;" |0%
 
| style="text-align:center;" |0%
 
|}
 
|}
*Please note that all engagement forms '''affect both sides equally''', including crossing the T (<span style="color:green">Advantage </span>or<span style="color:green"> </span><span style="color:red">Disadvantage</span>).
+
*Please note that 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 forms.
+
* Night battle and aerial combat are not affected by engagement forms. Torpedo salvos ''are'' affected by engagement forms.
*Crossing the T (Disadvantage) can be avoided by equipping a {{Template:YellowPlane}}{{Nihongo|彩雲|''Saiun''|}} (Carrier-based recon plane).
+
*Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
**Using 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.
<span style="font-size:15px;font-weight:bold;">Engagement Forms</span>
 
  
'''Parallel Engagement'''
+
==Day Combat==
 +
*Day Combat consists of up to 3 phases: 1st Shelling, 2nd Shelling, Closing Torpedo
 +
*During the first shelling stage, the order of fire is determined by the ship's maximum range.
 +
**Ships are arranged in order from Very Long -> Long -> Medium -> Short range.
 +
**The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.
 +
*The second shelling phase moves from the top to the bottom of the combat line.
 +
*CVLs and CVs must be in good or lightly damaged condition in order to participate in shelling phases, with the exception of Armored Aircraft Carriers (''e.g.'' [[Taihou]]) who can still attack while moderately damaged.
 +
*The Closing Torpedo phase operates the same as the Opening Torpedo phase above, with the exception that no midget sub is required to fire.
  
The course of the player's fleet and the enemy fleet are the same.
+
==Night Combat==
{| class="article-table" style="width: 300px;" border="0" cellpadding="1" cellspacing="1"
+
*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.
|Fleet A
+
*Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.
|→
+
*Certain Combinations of weapon equipment ([[List of Main Guns by stats|Main Guns]], [[List of Secondary Guns by stats|Secondary Guns]], [[List of Torpedoes by stats|Torpedoes]]) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
|
+
**Auxiliary equipment (e.g RADAR, SONAR, Depth charges, Searchlights, Turbines, Special ammunition, Pure AA equipment(green), Torpedo Bulges, and Midget-subs) will not affect the combination.
|
+
*If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as [[Star Shell]]s and [[Searchlight]]. [[Type 98 Recon Seaplane (Night Scout)]] is also an option.
|
+
*Formation bonuses and penalties apply in night battles, but Engagement Forms do not. (Exception: In Nodes that begin with a Night Battle, an Engagement Form is rolled invisibly, the multiplier for which is applied to Anti-Submarine damage only.)<br />
|→
 
|→
 
|-
 
|Fleet B
 
|→
 
|→
 
|→
 
|→
 
|→
 
|→
 
|}
 
'''Head-on Engagement'''
 
  
The course of the player's fleet and the enemy fleet are opposite each other.
+
==Damage Calculations==
{| class="article-table" style="width: 300px;" border="0" cellpadding="1" cellspacing="1"
 
| style="text-align:center;" |Fleet A
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
|-
 
| style="text-align:center;" |Fleet B
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
|}
 
'''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.
+
<span style="font-size:17px;font-weight:bold;">Main Formula</span>
 
+
{| class="article-table" style="width: 765px;" border="0" cellpadding="1" cellspacing="1"
(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.)
 
 
 
{| class="article-table article-table-selected" style="width: 300px;" border="0" cellpadding="1" cellspacing="1"
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
| style="text-align:center;" |→
 
| colspan="2" rowspan="7" style="text-align:center;" |<center>'''OR'''</center>
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
| style="text-align:center;" |←
 
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;" |
+
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
| colspan="7" rowspan="1" style="text-align:center;" |
+
! scope="col" |<center>'''Basic Attack Power<br />x<br />Pre-Cap Modifiers'''</center>
 +
! scope="col" |x
 +
! scope="col" |<center>'''Post-Cap Modifiers'''</center>
 +
! scope="col" | -
 +
! scope="col" |<center>'''Enemy Armor'''</center>
 +
! scope="col" |x
 +
! scope="col" |<center>'''Random Number<br />(between 2/3 ~ 4/3)'''</center>
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;" |↑
+
! colspan="7" rowspan="1" scope="col" style="text-align:center;" |x
| colspan="7" rowspan="1" style="text-align:center;" |
 
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;" |↑
+
! colspan="7" rowspan="1" scope="col" style="text-align:center;" |<center>'''Remaining Ammo Modifier'''</center>
| colspan="7" rowspan="1" style="text-align:center;" |
 
 
|-
 
|-
| colspan="7" rowspan="1" style="text-align:center;" |↑
+
| colspan="8" |Notes:
| colspan="7" rowspan="1" style="text-align:center;" |↑
 
|-
 
| colspan="7" rowspan="1" style="text-align:center;" |↑
 
| colspan="7" rowspan="1" style="text-align:center;" |↑
 
|-
 
| colspan="7" rowspan="1" style="text-align:center;" |
 
| colspan="7" rowspan="1" style="text-align:center;" |↑
 
|}
 
  
===Night Combat===
 
[[File:3.png|thumb|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.
 
*Heavily damaged vessels cannot attack in night battle.
 
*[[List of Main Guns by stats|List of Main Guns]]
 
*[[List of Secondary Guns by stats|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.
 
*If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as [[Star Shell]]s and [[Searchlight]].  [[Type 98 Recon Seaplane (Night Scout)]] is also an option.
 
*Formation bonuses and penalties apply in night battles, but Engagement Forms do not.  (Exception: In Nodes that begin with a Night Battle, an Engagement Form is rolled invisibly, the multiplier for which is applied to Anti-Submarine damage only.)
 
<span style="font-size:15px;font-weight:bold;">Night Battle Attack Types</span>
 
  
{| class="article-table article-table-selected" style="width: 700px;" border="0" cellpadding="1" cellspacing="1"
+
*''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 [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modifed -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]]''
! scope="col" style="text-align:center;" |Type
+
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
! scope="col" style="text-align:center;" |Main
 
! scope="col" style="text-align:center;" |Secondary
 
! scope="col" style="text-align:center;" |Torpedo
 
! scope="col" style="text-align:center;" |Notes
 
|-
 
| rowspan="4" |Cut-In
 
| style="text-align:center;" |
 
| style="text-align:center;" |
 
| style="text-align:center;" |2+
 
|Torpedo Attack
 
|-
 
| style="text-align:center;" |3+
 
| style="text-align:center;" |
 
| style="text-align:center;" |
 
| rowspan="2" |Shelling
 
|-
 
| style="text-align:center;" |2
 
| style="text-align:center;" |1+
 
| style="text-align:center;" |
 
|-
 
| style="text-align:center;" |1-2
 
| style="text-align:center;" |
 
| style="text-align:center;" |1
 
|Combined Attack
 
|-
 
| rowspan="3" |Double Attack
 
| style="text-align:center;" |2
 
| style="text-align:center;" |0
 
| style="text-align:center;" |0
 
|
 
|-
 
| style="text-align:center;" |1
 
| style="text-align:center;" |1+
 
| style="text-align:center;" |0
 
|
 
|-
 
| style="text-align:center;" |0
 
| style="text-align:center;" |2+
 
| style="text-align:center;" |0-1
 
|Secondary Gun Double-Attack, Torpedo doesn't fire
 
|-
 
|Single Attack
 
| colspan="4" |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
 
| colspan="4" rowspan="1" |
 
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 apply.
 
 
|}
 
|}
=====<span style="font-size:12px;font-weight:bold;">Cut-in Equipment Setups</span>=====
 
 
NOTE: These are only a few examples.  See the above table.
 
  
NOTE: Midget subs don't count as torpedoes for this.
+
===Basic Attack Power===
{| class="wikitable" style="width: 800px;"
+
{| class="article-table article-table-selected" style="width:754px;" border="0" cellpadding="1" cellspacing="1"
| colspan="1" rowspan="2" style="text-align: center;" |{{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}3 main guns
 
| rowspan="5" |
 
| colspan="1" rowspan="2" style="text-align: center;" |{{RedGunMedium}}{{RedGunMedium}} 2 main guns
 
| rowspan="5" |
 
| colspan="1" rowspan="2" style="text-align: center;" |{{RedGunMedium}} 1 main gun
 
| rowspan="5" |
 
 
|-
 
|-
| style="text-align: center;" |{{TorpedoWeapon}}{{TorpedoWeapon}} Just 2 torpedos
+
! scope="col" style="text-align:center; width:199px;" |Type
 +
! scope="col" style="text-align:center; width:530px;" |Basic Attack Power
 +
! scope="col" style="text-align:center; width:260px;" |Notes
 
|-
 
|-
| colspan="1" style="text-align: center;" |
+
|Aerial Combat
| colspan="1" style="text-align: center;" |'''+'''
+
|Plane Scaling × [(Aircraft's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25]
| colspan="1" style="text-align: center;" |'''+'''
+
|Number of planes is post anti-bomber combat and fleet anti-air defense
| colspan="1" style="text-align: center;" |
 
|-
 
| colspan="1" rowspan="2" style="text-align: center;" |No {{YellowGun}} or {{TorpedoWeapon}} equipped
 
| colspan="1" rowspan="2" style="text-align: center;" |{{YellowGun}} 1 sub gun
 
| colspan="1" rowspan="2" style="text-align: center;" |{{TorpedoWeapon}} 1 torpedo
 
| colspan="1" rowspan="2" style="text-align: center;" |One {{YellowGun}} also equippable
 
|}
 
 
 
=====Double Attack Equipment Setups=====
 
NOTE: These are only a few examples.  See the above table.
 
 
 
{| class="wikitable" style="width: 600px;"
 
| colspan="1" rowspan="1" style="text-align: center;" |{{RedGunMedium}} 1 main gun
 
| colspan="1" rowspan="5" style="text-align: center;" |
 
| colspan="1" rowspan="3" style="text-align: center;" |{{RedGunMedium}}{{RedGunMedium}} 2 main guns
 
| colspan="1" rowspan="5" style="text-align: center;" |
 
| colspan="1" rowspan="3" style="text-align: center;" |{{YellowGun}}{{YellowGun}} 2 or more sub guns
 
|-
 
| style="text-align: center;" |'''+'''
 
 
|-
 
|-
| style="text-align: center;" |{{YellowGun}}1 or more sub guns
+
|Shelling (Carriers)
|-
+
|(Firepower + Torpedo) × 1.5 + Dive Bomb × 2 + 55
| style="text-align: center;" |
 
| style="text-align: center;" |
 
|-
 
| style="text-align: center;" |No {{TorpedoWeapon}} equipped
 
| colspan="1" rowspan="2" style="text-align: center;" |No {{YellowGun}} or {{TorpedoWeapon}} equipped
 
| colspan="1" rowspan="2" style="text-align: center;" |One {{TorpedoWeapon}} also equippable
 
|}
 
=====Full List=====
 
{| class="wikitable" id="mw-customcollapsible-nightcombat" "
 
|-
 
! colspan="4" style="text-align:center;" |Equipment
 
! style="text-align:center;" |Type
 
|-
 
|{{RedGunMedium}}
 
|
 
|
 
|
 
|Single Attack
 
|-
 
|{{TorpedoWeapon}}
 
|
 
|
 
 
|
 
|
|Single Attack
 
 
|-
 
|-
|{{YellowGun}}
+
|Shelling (Others)
|
+
|Firepower + 5
|
 
 
|
 
|
|Single Attack
 
 
|-
 
|-
|{{RedGunMedium}}
+
|Torpedo
|{{RedGunMedium}}
+
|Torpedo + 5
|
 
 
|
 
|
|Double Attack
 
 
|-
 
|-
|{{RedGunMedium}}
+
|Anti-sub warfare
|{{YellowGun}}
+
|Floor(Ship ASW <ref name="ASW0">Refers to the Ship's ASW stat without any equipment.</ref> / 5) + Equipment ASW <ref name="ASWE">Refers to the sum of the ASW stat of all of the ship's equipment.</ref> × 2 + 10
|
+
|DD/CL get additional + 15
|
 
|Double Attack
 
 
|-
 
|-
|{{RedGunMedium}}
+
|Night Battle
|{{TorpedoWeapon}}
+
|Firepower + Torpedo
|
 
|
 
|Cut-in (Mixed)
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|
 
|
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|
 
|
 
|Single Attack
 
|-
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|
 
|
 
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|
 
|Double Attack
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|
 
|Cut-in (Mixed)
 
|-
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|
 
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|
 
|Cut-in (Mixed)
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|
 
|Cut-in (Torpedo)
 
|-
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
 
|
 
|
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|Double Attack
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Mixed)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
 
|}
 
|}
  
====Night Battle Special Attack Modifier (Pre-Cap Modifier)====
+
===Pre-Cap Modifiers===
=====<span style="font-size:12px;font-weight:bold;">Cut-in Attack</span>=====
+
 
{| class="article-table" style="height: 100px; width: 500px;" border="0" cellpadding="1" cellspacing="1"
+
====Formation Modifier====
|-
 
! scope="col" style="text-align:center;" |Equipped Weapons
 
! scope="col" style="text-align:center;" |Modifier
 
|-
 
|2+ torpedoes
 
|2 simultaneous attacks at 150%
 
|-
 
|1-2 main guns, 1 torpedo
 
|2 consecutive attacks at 130%
 
|-
 
|3+ main guns
 
|200%
 
|-
 
|2 main guns, 1 secondary gun
 
|175%
 
|}
 
Note:  If two attacks (simultaneous or consecutive) are made, the total damage is displayed together but the Damage Cap (and enemy Armor) is applied separately to each attack.
 
  
'''Cut-in chance:''' (0.85 * Luck + Placement Modifier + Health Modifier + Searchlight Modifier) [%]
+
The Base Attack Power is multiplied by the damage modifier from the selected Formation.
  
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
+
====Engagement Modifier====
|-
 
! scope="col" style="text-align:center;" |Modifier
 
!
 
! scope="col" style="text-align:center;" |Value
 
|- valign="top"
 
| rowspan="2" |Placement
 
|Flagship
 
| style="text-align:right;" | +30
 
|-
 
|Other
 
| style="text-align:right;" | +15
 
|- valign="top"
 
| rowspan="3" |Health
 
|Little or no damage
 
| style="text-align:right;" |0
 
|-
 
|Minor damage (小破 Syouha)
 
| style="text-align:right;" | +10
 
|-
 
|Moderate damage (中破 Chuuha)
 
| style="text-align:right;" | +20
 
|- valign="top"
 
| rowspan="2" |Searchlight
 
|Allied
 
| style="text-align:right;" | +5
 
|-
 
|Enemy
 
| style="text-align:right;" | -10
 
|- valign="top"
 
| rowspan="2" |Star Shell
 
|Allied
 
| style="text-align:right;" | +5
 
|-
 
|Enemy
 
| style="text-align:right;" | -10
 
|}
 
  
=====Double Attack=====
+
The Attack power is then multiplied by the damage modifier from the Engagement form.
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)===
+
====Ship's Health Modifier====
  
 
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
Line 887: Line 459:
 
This modifier does not affect Aerial Combat.
 
This modifier does not affect Aerial Combat.
  
 +
====Plane Scaling====
 +
{| class="article-table" style="width:600px;" border="0" cellpadding="1" cellspacing="1"
 +
|-
 +
! scope="col" style="width:250px; text-align:center;" |Type
 +
! scope="col" style="width:100px; text-align:center;" |Attack Type Modifier
 +
! scope="col" style="width:550px; text-align:center;" |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.
 +
|}
 +
 +
* A Note on Plane Types:
 +
**Blue {{Template:BluePlane}} Torpedo Bombers are shot down during the aerial combat phase to deliver their torpedoes. Their damage will be significantly reduced without Air Superiority.
 +
**Red {{Template:RedPlane}} Dive Bombers are active in the shelling phase and deal with the enemy fleet AA. Their damage is more reliable when fleet composition and maps make Air Superiority unrealistic.
 +
 +
[[File:3.png|thumb|An example of a cut-in]]
 +
 +
==== Night Special Attack Modifier (Cut-In and Double Attack) ====
 +
Certain Equipment setups have a chance to cause special attacks at night, causing 20-100% more damage. Detailed set ups and damage modifiers can be found in the Combat Equipment Setups below. In Night Combat, the damage modifiers from the special attack type are applied before the cap.
  
 
===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
 
===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.<br />This is the attack power cap, and it's represented below by <math>x</math>:
+
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.<br />This is the attack power cap, and it's represented below by <math>x</math>:
  
 
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>
 
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>
  
Daytime Attack Cap often makes it important to utilize [[Combat#Artillery_Spotting_.28Post-Cap_Modifier.29|Artillery Spotting]] when possible to increase damage.  [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap and the inclusion of torpedo to firepower for attack power calculation.  
+
Daytime Attack Cap often makes it important to utilize [[Combat#Artillery_Spotting_.28Post-Cap_Modifier.29|Artillery Spotting]] when possible to increase damage. [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap and the inclusion of torpedo to firepower for attack power calculation.
  
===Critical Modifier (Post-Cap Modifier)===
+
===Post-Cap Modifiers===
 +
 
 +
==== Day Special Attack Modifier (Cut-In and Double Attack) ====
 +
Certain Equipment setups have a chance to cause special daytime Artillery Spotting attacks, dealing 10-50%. Detailed set ups and damage modifiers can be found in the Combat Equipment Setups below. For Artillery Spotting, the damage modifiers from the special attack type are applied after the cap.
 +
 
 +
====Critical Modifier (Post-Cap Modifier)====
 
{| class="article-table" style="height: 100px; width: 200px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" style="height: 100px; width: 200px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
|-
Line 907: Line 508:
 
| style="text-align:center;" |150%
 
| style="text-align:center;" |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.
+
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====
 
*Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
 
*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 "<span style="color:rgb(0,0,0);font-family:verdana,arial,helvetica,sans-serif;font-size:11.818181991577148px;line-height:15.600001335144043px;">触接中".</span>
+
*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:
 
*Trigger conditions:
 
**More air control than Air Denial
 
**More air control than Air Denial
 
**At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
 
**At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
***Seaplane bombers, Type 3 Spotter, and Ka-type Autogyros cannot perform contact.
+
***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.
+
**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="article-table" border="0" cellpadding="1" cellspacing="1"
Line 932: Line 533:
 
| style="text-align:center;" |~50%
 
| style="text-align:center;" |~50%
 
|}
 
|}
'''Damage Modifiers'''
+
'''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"
 
{| class="article-table" border="0" cellpadding="1" cellspacing="1"
Line 955: Line 556:
 
*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.
  
===Artillery Spotting (Post-Cap Modifier)===
+
===Remaining Ammo Modifier===
 +
{| class="article-table" style="height: 100px; width: 320px;" border="0" cellpadding="1" cellspacing="1"
 +
|-
 +
! scope="col" style="text-align:center;" |Remaining Ammunition
 +
! scope="col" style="text-align:center;" |Modifier
 +
|-
 +
| 5 to 10 {{Ammo}} bars
 +
| style="text-align:center;" |100%
 +
|-
 +
| 4 {{Ammo}} bars
 +
| style="text-align:center;" |80%
 +
|-
 +
| 3 {{Ammo}} bars
 +
| style="text-align:center;" |60%
 +
|-
 +
| 2 {{Ammo}} bars
 +
| style="text-align:center;" |40%
 +
|-
 +
| 1 {{Ammo}} bar
 +
| style="text-align:center;" |20%
 +
|-
 +
| 0 {{Ammo}} bars
 +
| style="text-align:center;" |Scratch Damage
 +
|}
 +
*In general, two bars of {{Ammo}} 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 {{Ammo}} 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' whirlpools decrease your resources directly, later maps will decrease either {{Fuel}} or {{Ammo}} 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.
 +
 
 +
 
 +
 
 +
==Combat Equipment Setups==
 +
 
 +
 
 
'''Artillery spotting''' allows your ships with seaplanes to double attack and cut-in during day battle.
 
'''Artillery spotting''' allows your ships with seaplanes to double attack and cut-in during day battle.
*When the following conditions are all met for a ship, artillery spotting may occur.
+
*When the following conditions are all met for a ship, artillery spotting may occur.
 
**Proper equipment (see below)
 
**Proper equipment (see below)
 
**'''Air superiority or greater achieved in aerial combat phase'''
 
**'''Air superiority or greater achieved in aerial combat phase'''
 
***Thus, if aerial combat is not triggered, artillery spotting cannot occur.
 
***Thus, if aerial combat is not triggered, artillery spotting cannot occur.
 
**Not in heavily damaged (大破) state
 
**Not in heavily damaged (大破) state
**Ship is carrying at least [[List_of_Seaplanes_by_stats|seaplane]] {{Template:Seaplane}} (i.e. slots are not all at 0 remaining).
+
**Ship is carrying at least 1 [[List_of_Seaplanes_by_stats|seaplane]] {{Template:Seaplane}} (i.e. slots are not all at 0 remaining).
 
+
Notes:
*Factors affecting trigger chance
+
*Luck {{Template:Luck}} and sparkling do not affect the trigger chance of artillery spotting.
**Increases with combined fleet LOS (very roughly +0.08% per LOS)
+
*Artillery spotting cut-in attacks cannot miss, but they may inflict scratch damage instead.
**Flagships bonus of around +15%
+
*[[Type 3 Shell]] {{Template:GreenAmmo}}, [[List of Torpedoes by stats|torpedoes]] {{Template:TorpedoWeapon}} and [[List of Anti-Air Guns by stats|machine guns]] {{Template:GreenGunMG}}, and [[List of Anti-Submarine Equipment by stats|SONAR]] {{Template:Sonar}} do not count toward triggering artillery spotting.
**Air supremacy adds about +10% more than air superiority
+
*Tables of [[List_of_Main_Guns_by_stats|main guns]] and [[List_of_Secondary_Guns_by_stats|secondary guns]]
*<span style="color:rgb(41,47,51);font-family:Arial,sans-serif;line-height:18px;white-space:pre-wrap;">Seaplane bombers can be used in artillery spotting. ([https://twitter.com/KanColle_STAFF/statuses/459604731564802048 25/4/2014] )</span>
 
*Ka-type Observation Autogyro does not work for artillery spotting.
 
 
 
'''Attack types:'''
 
  
 +
=== Day Battle Special Attacks (Artillery Spotting) ===
 
<u>Single Attack</u>
 
<u>Single Attack</u>
 
*A ship will only do a single attack if
 
*A ship will only do a single attack if
Line 979: Line 613:
 
**a double attack/cut-in was not triggered by chance.
 
**a double attack/cut-in was not triggered by chance.
 
*Damage: 100%
 
*Damage: 100%
 +
 
<u>Double Attack</u>
 
<u>Double Attack</u>
*A ship can do a double attack if
+
*A ship can do a double attack during the daytime if
** 2 or more''' main guns''' equipped (e.g. {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}).
+
** 2 or more''' main guns''' equipped (e.g. {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}).
*Damage: 120 % x
+
*Damage: 120 % x 2
 
*Trigger chance: '''~50%'''
 
*Trigger chance: '''~50%'''
 +
 
<u>Cut-in Attack</u>
 
<u>Cut-in Attack</u>
 
 
[[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}}).
 
*#*Damage: 120%
 
*#*Damage: 120%
*#equipped with '''1 main gun, 1 secondary gun and [[Type 91 Armor-Piercing (AP) Shell]]'''.
+
*#equipped with '''1 main gun, 1 secondary gun and 1 Red Shell (Armor Piercing)'''<ref>Red Shells are currently: [[Type 91 Armor-Piercing (AP) Shell]] or [[Type 1 Armor-Piercing (AP) Shell]]. The Anti-Air [[Type 3 Shell]] does NOT work.</ref>
 
*#*Damage: 130 %
 
*#*Damage: 130 %
 
*Cut-in attacks receive an accuracy bonus.
 
*Cut-in attacks receive an accuracy bonus.
*Trigger chance: '''~50%'''
+
*Trigger chance: '''~50%'''
 +
 
 
<u>Mixed Attack</u>
 
<u>Mixed Attack</u>
 
[[File:KanColle-140425-16133343.png|thumb|Cut-in Type Mixed Attack Observed Fire with 2 Main & Type 91 AP Shell.]]
 
[[File:KanColle-140425-16133343.png|thumb|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
 
*A ship will have a chance to do either double attack '''or''' cut-in attack if
*#equipped with '''2 main guns + 1 secondary gun '''(e.g. {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:YellowGun}}).
+
*#equipped with '''2 main guns + 1 secondary gun '''(e.g. {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:YellowGun}}).
*#*Cut-in damage:  130 %
+
*#*Cut-in damage: 130 %
 
*#*Double attack damage: 120 % x 2
 
*#*Double attack damage: 120 % x 2
*#equipped with '''2 main guns + [[Type 91 Armor-Piercing (AP) Shell]]'''.
+
*#equipped with '''2 main guns + 1 Red Shell (Armor Piercing)'''<ref>Red Shells are currently: [[Type 91 Armor-Piercing (AP) Shell]] or [[Type 1 Armor-Piercing (AP) Shell]]. The Anti-Air [[Type 3 Shell]] does NOT work.</ref>
*#*Cut-in damage:  150 %
+
*#*Cut-in damage: 150 %
 
*#*Double attack damage: 120 % x 2
 
*#*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.
+
*Trigger chance: '''Equally distributed, ~30% each '''(double attack and cut-in attack), with the remainder going towards single attack.
 +
 
 +
 
 +
===Night Battle Special Attacks===
 +
 
 +
<u>Single Attack</u>
 +
*A ship will only do a single attack if
 +
**only 1 main gun is equipped (e.g.{{Template:RedGunMedium}}{{Template:TorpedoWeapon}}{{Template:Radar}}).
 +
**no main guns are equipped (e.g. {{Template:YellowGun}}{{Template:YellowGun}}).
 +
**a Double or Cut-in attack was not triggered by chance.
 +
*Damage: 100%
 +
 
 +
<u>Double Attack</u>
 +
*A ship will do a double attack if equipped with:
 +
** 2 Main Guns, no Secondary Guns, and no Torpedoes (e.g. {{Template:RedGunMedium}}{{Template:RedGunMedium}}{{Template:Radar}}).
 +
** 1 Main Gun, 1+ Secondary Guns, and no Torpedoes (e.g. {{Template:RedGunMedium}}{{Template:YellowGun}}{{Template:YellowGun}}).
 +
** No Main Guns and 2 or more Secondary Guns, 1 or 0 Torpedoes (e.g. {{Template:YellowGun}}{{Template:YellowGun}}{{Template:TorpedoWeapon}}).
 +
* Damage: 120% x 2
 +
* Trigger Chance: '''High''' (??%)
 +
<u>Cut-In Attack</u>
 +
*Several types of Cut-In attacks exist
 +
** Cut-In (Torpedo): Two or more torpedoes equipped (e.g. {{Template:RedGunMedium}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}).
 +
*** Damage 150% x 2 (simultaneous)
 +
** Cut-In (Mixed): 1-2 Main guns, 1 torpedo equipped (e.g. {{Template:RedGunMedium}}{{Template:RedGunMedium}}{{Template:TorpedoWeapon}}).
 +
*** Damage: 130% x 2 (consecutive)
 +
** Cut-In (Shelling): 3+ Main guns (e.g. {{Template:RedGunMedium}}{{Template:RedGunMedium}}{{Template:RedGunMedium}}{{Template:RedGunMedium}}).
 +
*** Damage: 200%
 +
** Cut-In (Shelling): 2 Main guns, 1+ Secondary guns (e.g. {{Template:RedGunMedium}}{{Template:RedGunMedium}}{{Template:YellowGun}}{{Template:YellowGun}}).
 +
*** Damage: 175%
 +
* Trigger Chance: '''Luck Based'''. See Cut-In Chance below
 +
 
 +
Note: If two attacks (simultaneous or consecutive) are made, the total damage is displayed together but the Damage Cap (and enemy Armor) is applied separately to each attack.
 +
 
 +
<u>Anti-Sub Warfare</u>
 +
 
 +
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 apply.
 +
 
 +
'''Night Double Attack Chance'''
 +
 
 +
Very high base activation chance, compared to cut-in's luck stat reliant chance.
 +
 
 +
'''Night Cut-in chance:'''
 +
 
 +
<center><math>(\text{0.85} \times \text{Luck} \times \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% </math></center>
 +
{| class="article-table" style="width: 400px;" border="0" cellpadding="1" cellspacing="1"
 +
|-
 +
! scope="col" style="text-align:center;" |
 +
Modifier
 +
!
 +
! scope="col" style="text-align:center;" |
 +
Value
 +
|- valign="top"
 +
| rowspan="2" |Placement
 +
|Flagship
 +
| style="text-align:right;" | +30
 +
|-
 +
|Other
 +
| style="text-align:right;" | +15
 +
|- valign="top"
 +
| rowspan="3" |Health
 +
|Little or no damage
 +
| style="text-align:right;" |0
 +
|-
 +
|Minor damage (小破 Syouha)
 +
| style="text-align:right;" | +10
 +
|-
 +
|Moderate damage (中破 Chuuha)
 +
| style="text-align:right;" | +20
 +
|- valign="top"
 +
| rowspan="2" |Searchlight
 +
|Allied
 +
| style="text-align:right;" | +5
 +
|-
 +
|Enemy
 +
| style="text-align:right;" | -10
 +
|- valign="top"
 +
| rowspan="2" |Star Shell
 +
|Allied
 +
| style="text-align:right;" | +5
 +
|-
 +
|Enemy
 +
| style="text-align:right;" | -10
 +
|}
 +
Full Setup List
  
 +
* What follows is an extensive list of possible equipment setups related to Artillery Spotting and Night Battle attacks.
  
Notes:
+
* {{color|lime|Green}}: Outstanding
*Luck {{Template:Luck}} and sparkling do not affect the trigger chance of artillery spotting.
+
* {{color|gold|Yellow}}: Above average
*Artillery spotting cut-in attacks cannot miss, but they will inflict scratch damage instead.
+
** The highlights present in the tables reflect the numeric advantage only; Keep in mind the impacts of the equipment itself. On a Battleship, the damage advantage of the night Cut-In (Torpedo) is outweighed by the massive firepower advantage of large Main Guns in Double Attack setups.
*[[Type 3 Shell]] {{Template:GreenAmmo}}, [[List of Torpedoes by stats|torpedoes]] {{Template:TorpedoWeapon}} and [[List of Anti-Air Guns by stats|machine guns]] {{Template:GreenGunMG}} do not count toward triggering artillery spotting.
 
*Tables of [[List_of_Main_Guns_by_stats|main guns]] and [[List_of_Secondary_Guns_by_stats|secondary guns]]
 
  
 +
====Two Slots====
  
====='''Full List'''=====
+
{| class="mw-collapsible mw-collapsed wikitable"
{| class="wikitable" id="mw-customcollapsible-nightcombat" "
 
 
|-
 
|-
 
! colspan="4" |Equipment
 
! colspan="4" |Equipment
Line 1,023: Line 741:
 
!Night battle
 
!Night battle
 
!Modifier
 
!Modifier
 +
|-
 +
| colspan="8" style="text-align:center;" |Day Combat Focus
 
|-
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |
+
| style="text-align:center;" | -
| style="text-align:center;" |
+
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
Line 1,035: Line 755:
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |
+
| style="text-align:center;" | -
| style="text-align:center;" |
+
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
Line 1,044: Line 782:
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |
+
| style="text-align:center;" | -
| style="text-align:center;" |
+
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 +
| style="text-align:center; background-color: Gold;" |130% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
Line 1,053: Line 827:
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
| style="text-align:center;" |{{Template:Seaplane}}
+
| style="text-align:center;" | -
| style="text-align:center;" |
+
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
Line 1,062: Line 863:
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
| style="text-align:center;" |{{Template:Seaplane}}
+
| style="text-align:center;" | -
| style="text-align:center;" |
+
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150 x 2%
 +
|-
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 +
|-
 +
| colspan="8" style="text-align:center;" |Night Combat Focus
 +
|-
 +
| colspan="8" style="text-align:center;" |For Night Combat setups, see Day Combat 3 slot setups below and ignore the seaplane.<br />The Day attack will be a Single Attack at 100%.
 +
|}
 +
 +
====Three Slots====
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
|-
 +
! colspan="4" |Equipment
 +
!Day Battle
 +
!Modifier
 +
!Night battle
 +
!Modifier
 +
|-
 +
| colspan="8" style="text-align:center;" |Day Combat Focus
 
|-
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |
+
| style="text-align:center;" | -
| style="text-align:center;" |Double Attack
+
| style="text-align:center; background-color: Lime;" |Double Attack
| style="text-align:center;" |120% x 2
+
| style="text-align:center; background-color: Lime;" |120% x 2
| style="text-align:center;" |Double Attack
+
| style="text-align:center; background-color: Gold;" |Double Attack
| style="text-align:center;" |120% x 2
+
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center; background-color: Gold;" |Cut-In
 +
| style="text-align:center; background-color: Gold;" |110%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 +
| style="text-align:center; background-color: Gold;" |130% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 
|-
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |
+
| style="text-align:center;" | -
| style="text-align:center;" |Cut-in
+
| style="text-align:center;" |Single Attack
| style="text-align:center;" |110%
+
| style="text-align:center;" |100%
| style="text-align:center;" |Double Attack
+
| style="text-align:center;" |Single Attack
| style="text-align:center;" |120% x 2
+
| style="text-align:center;" |100%
 
|-
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |
+
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150 x 2%
 +
|-
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" | -
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
| style="text-align:center;" |Double Attack
 
| style="text-align:center;" |120% x 2
 
 
|-
 
|-
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |
+
| style="text-align:center;" | -
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 +
|-
 +
| colspan="8" style="text-align:center;" |Night Combat Focus
 +
|-
 +
| colspan="8" style="text-align:center;" |For Night Combat setups, see Day Combat 4 slot setups below and ignore the seaplane.<br />The Day attack will be a Single Attack at 100%.
 +
|}
 +
 +
====Four Slots====
 +
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
|-
 +
! colspan="4" |Equipment
 +
!Day Battle
 +
!Modifier
 +
!Night battle
 +
!Modifier
 +
|-
 +
| colspan="8" style="text-align:center;" |Day Combat Focus
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 +
| style="text-align:center; background-color: Gold;" |200%
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center; background-color: Lime;" |Double or Cut-In
 +
| style="text-align:center; background-color: Lime;" |120% x 2 or 130%
 +
| style="text-align:center;" |Cut-In (Gun)
 +
| style="text-align:center;" |175%
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Mixed)
 +
| style="text-align:center; background-color: Lime;" |130% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
Line 1,109: Line 1,133:
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |Random
+
| style="text-align:center; background-color: Lime;" |Double or Cut-In
| style="text-align:center;" |150%
+
| style="text-align:center; background-color: Lime;" |120% x 2 or 150%
| style="text-align:center;" |Double Attack
+
| style="text-align:center; background-color: Gold;" |Double Attack
| style="text-align:center;" |120% x 2
+
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Cut-In
 +
| style="text-align:center;" |110%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Cut-In
 +
| style="text-align:center;" |110%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Mixed)
 +
| style="text-align:center; background-color: Lime;" |130% x 2
 
|-
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
Line 1,118: Line 1,160:
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |Cut-in
+
| style="text-align:center;" |Cut-In
 
| style="text-align:center;" |120%
 
| style="text-align:center;" |120%
| style="text-align:center;" |Double Attack
+
| style="text-align:center; background-color: Gold;" |Double Attack
| style="text-align:center;" |120% x 2
+
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
Line 1,127: Line 1,169:
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |Cut-in
+
| style="text-align:center; background-color: Gold;" |Cut-In
| style="text-align:center;" |130%
+
| style="text-align:center; background-color: Gold;" |130%
| style="text-align:center;" |Double Attack
+
| style="text-align:center; background-color: Gold;" |Double Attack
| style="text-align:center;" |120% x 2
+
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
|-
| style="text-align:center;" |{{YellowGun}}
+
| style="text-align:center;" |{{RedGunMedium}}
| style="text-align:center;" |{{YellowGun}}
+
| style="text-align:center;" |{{TorpedoWeapon}}
| style="text-align:center;" |{{Template:RedAmmo}}
+
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
| style="text-align:center;" |Double Attack
+
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
| style="text-align:center;" |120% x 2
+
| style="text-align:center; background-color: Lime;" |150% x 2
 
|-
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 +
| style="text-align:center; background-color: Gold;" |130% x 2
 +
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
 +
| style="text-align:center; background-color: Gold;" |130% x 2
 +
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |Double Attack
+
| style="text-align:center;" |Single Attack
| style="text-align:center;" |120% x 2
+
| style="text-align:center;" |100%
| style="text-align:center;" |Cut-in
+
| style="text-align:center;" |Single Attack
| style="text-align:center;" |200%
+
| style="text-align:center;" |100%
 
|-
 
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 
| style="text-align:center;" |{{RedGunMedium}}
 
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
|-
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |Random
+
| style="text-align:center;" |Single Attack
| style="text-align:center;" |130%
+
| style="text-align:center;" |100%
| style="text-align:center;" |Cut-in
+
| style="text-align:center; background-color: Gold;" |Double Attack
| style="text-align:center;" |175%
+
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
|-
| style="text-align:center;" |{{RedGunMedium}}
 
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
| style="text-align:center;" |Cut-in
+
| style="text-align:center;" |Single Attack
| style="text-align:center;" |110%
+
| style="text-align:center;" |100%
| style="text-align:center;" |Double Attack
+
| style="text-align:center; background-color: Gold;" |Double Attack
| style="text-align:center;" |120% x 2
+
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{Template:Radar}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 
| style="text-align:center;" |{{YellowGun}}
 
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{Template:RedAmmo}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150% x 2
 +
|-
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Seaplane}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150% x 2
 +
|-
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{Template:Radar}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
| style="text-align:center;" |Double Attack
+
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
| style="text-align:center;" |120% x 2
+
| style="text-align:center; background-color: Lime;" |150% x 2
 
|-
 
|-
| style="text-align:center;" |{{Template:RedAmmo}}
+
| style="text-align:center;" |{{TorpedoWeapon}}
| style="text-align:center;" |{{Template:RedAmmo}}
+
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:RedAmmo}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |{{Template:Seaplane}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150% x 2
 +
|-
 +
| colspan="8" style="text-align:center;" |Night Combat Focus
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 +
| style="text-align:center; background-color: Gold;" |200%
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 +
| style="text-align:center; background-color: Gold;" |200%
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Cut-In (Gun)
 +
| style="text-align:center; background-color: Gold;" |200%
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Cut-In (Gun)
 +
| style="text-align:center;" |175%
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center;" |Cut-In (Gun)
 +
| style="text-align:center;" |175%
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 +
|-
 +
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
|}
+
| style="text-align:center; background-color: Gold;" |Cut-In (Mixed)
<br />
+
| style="text-align:center; background-color: Gold;" |130% x 2
 
 
===Remaining Ammo Modifier===
 
{| class="article-table" style="height: 100px; width: 320px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" style="text-align:center;" |Remaining Ammunition
+
| style="text-align:center;" |{{RedGunMedium}}
! scope="col" style="text-align:center;" |Modifier
+
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150% x 2
 
|-
 
|-
| 5 to 10 {{Ammo}} bars
+
| style="text-align:center;" |{{RedGunMedium}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150% x 2
 
|-
 
|-
| 4 {{Ammo}} bars
+
| style="text-align:center;" |{{YellowGun}}
| style="text-align:center;" |80%
+
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
|-
| 3 {{Ammo}} bars
+
| style="text-align:center;" |{{YellowGun}}
| style="text-align:center;" |60%
+
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Gold;" |Double Attack
 +
| style="text-align:center; background-color: Gold;" |120% x 2
 
|-
 
|-
| 2 {{Ammo}} bars
+
| style="text-align:center;" |{{YellowGun}}
| style="text-align:center;" |40%
+
| style="text-align:center;" |{{YellowGun}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150% x 2
 
|-
 
|-
| 1 {{Ammo}} bar
+
| style="text-align:center;" |{{YellowGun}}
| style="text-align:center;" |20%
+
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150% x 2
 
|-
 
|-
| 0 {{Ammo}} bars
+
| style="text-align:center;" |{{TorpedoWeapon}}
| style="text-align:center;" |Scratch Damage
+
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |{{TorpedoWeapon}}
 +
| style="text-align:center;" |Single Attack
 +
| style="text-align:center;" |100%
 +
| style="text-align:center; background-color: Lime;" |Cut-In (Torpedo)
 +
| style="text-align:center; background-color: Lime;" |150% x 2
 
|}
 
|}
*In general, two bars of {{Ammo}} 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 {{Ammo}} 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 {{Ammo}} 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==
 
==Victory Conditions==
 
;Perfect S
 
;Perfect S
*All enemy ships sunk and no damage taken. 
+
*All enemy ships sunk and no damage taken.
 
;S (Victory)
 
;S (Victory)
 
*All enemy ships sunk and no allied ships sunk.
 
*All enemy ships sunk and no allied ships sunk.
Line 1,236: Line 1,457:
 
*Damage gauge higher than enemy gauge, but not reaching 2.5 times as much.
 
*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, 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.
+
*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)
 
;D (Defeat)
 
*Enemy took less than a certain amount of damage.
 
*Enemy took less than a certain amount of damage.
Line 1,247: Line 1,468:
 
*Friendly ship sunk while not meeting any victory conditions.
 
*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).
 
*No damage done to enemy, while taking over a certain amount (Never happens in a fleet of 1).
 +
  
 
'''Notes'''
 
'''Notes'''
Line 1,262: Line 1,484:
  
 
==Additional Explanation/Details==
 
==Additional Explanation/Details==
 +
 
{{reflist}}
 
{{reflist}}
 +
 +
<br />
 
[[Category:Calculation]]
 
[[Category:Calculation]]
 
[[Category:Example]]
 
[[Category:Example]]
 
[[Category:Help]]
 
[[Category:Help]]
 
[[Category:Game System]]
 
[[Category:Game System]]

Revision as of 21:18, 7 November 2014

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.

Stage Notes
Formation Selection With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage, hit rate, and defense.
Detection Requires planes or high detection stat (usually from RADAR).
Success increases accuracy and evasion.
Failure prevents participation of allied planes in the aerial combat phase.
Aerial Combat Participants: CVLs, CVs, BBVs, CAVs, AVs, SSVs

Requires any type of offensive plane (torpedo bombers and dive bombers for CVLs and CVs, and seaplane bombers for BBVs, CAVs, AVs, and SSVs) equipped as equipment on either side.
If a side achieves Air Superiority or Supremacy in this stage, that side can use Artillery Spotting.

Opening Stages

Expedition Supporting Fire

Supporting Fire from Sortie Support Expeditions

Opening Torpedo Salvo

Participants: [[::Category:Submarines|SS]] over level 10, ships equipped with TorpedoesType A Ko-hyoteki (CLTs, AVs, [[::Category:Submarines|SS]]) and enemy Battleship Re-Class Elite. All participants fire their torpedoes simultaneously.

Engagement Form

The orientation of the allied and enemy fleets is displayed. This affects both fleets equally.

Day Combat

Shelling, 1st Round (Range Order)

Participants: All ships except SS. Firing order alternates between sides, prioritizing ships with higher range. The firing order of ships on the same side with the same range is random.

Shelling, 2nd Round (Lineup Order)

Participants: All ships except SS. Firing order alternates between sides, prioritizing ships at the top of the list.

Only occurs when either side has a BB, BBV, or the enemy has one of the special ship classes: 鬼 (Oni/Ogress), 姫 (Hime/Princess), 戦鬼 (Senki/Battle Ogress), or 戦姫 (Senki/Battle Princess).

Closing Torpedo Salvo

Participants: DDs, CLs, CLTs, CAs, CAVs, SS, Bismarck drei, Battleship Re-Class

Like the opening torpedo salvo, all participants attack simultaneously.

Night Combat Participants: All ships except CVLs and CVs.

Enemy Standard Carrier Wo-Class and Light Carrier Nu-Class of flagship level or higher can attack at night.

Must not be critically damaged to participate.

The first allied ship attacks, then the first enemy ship attacks, and so on. If a ship is sunk, the game will skip its turn, when it comes and continue the firing order as calculated at the start of the night battle.

For certain nodes and events, combat begins in the Night Combat stage, then proceeds to Day combat, if certain conditions are met.

Formation Selection

With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation effects ship damage, hit rate, and defense.

Formation Modifier

Formation Formation Icon Surface Damage 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 surface damage modifier applies to both shelling and torpedo attacks, but does not affect Aerial Combat or Anti-Submarine attacks.
  • Diamond Formation 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 instead.
  • Line Ahead has the highest offensive power for surface combat. It is the default choice for encounters after the 3rd battle node to preserve firepower because of the remaining ammo penalty.
  • Double Line is generally a good formation for heavy BB/CV fleets. There is a significant accuracy increase that benefits the typically lower accuracy carriers, while BB often still have enough firepower.
  • 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 night combat.

Detection

  • For the detection phase to occur, one or more of your ships must be equipped with seaplanes or aircraft.
  • RADAR seems to impact detection.
  • Success increases fleet accuracy and evasion.
  • Failure prevents participation of allied planes in the aerial combat phase.

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][1]

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 No text displayed 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%.
    • As this is applied per slot, 80% of one enemy bomber group can be shot down while a second has 0% shot down.
  • 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 triggering Contact.
  • Even if allied planes secure air supremacy, planes can still be lost (up to 10%), and the subsequent anti-air defense stage can eliminate more bombers.
  • If enemy fleet launches no fighters, while the allied fleet launches any planes, the result defaults to Air Supremacy. If both sides launch no planes, then the rest of the battle is treated the same as if Air Parity was achieved.

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 Northern Princess World 3-5 76
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{Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air} \times \text{Formation Modifier))} \times 0.2125\text{)} }[/math] [math]\displaystyle{ \text{Fleet Anti-air} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)} }[/math]

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 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 Mounts 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 bombers.
  • The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
  • The ship selected to defend is not necessarily the target of the bomber. Any allied ship, including submarines, may be chosen to defend against bombers.
  • 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; enemy fleets seem to use a different formula.

Opening Stages

The Opening Stages of combat proceed in order with the Supporting Expedition effect, the Opening Torpedo salvo, then the display of the engagement form

  • In World 5 and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on Support Expeditions. The type of supporting fire depends on the composition of the expedition fleet.
  • The Opening Torpedo Salvo is fired by Submarines over level 10, ships with the TorpedoesType A Ko-hyoteki (CLTs, AVs, [[::Category:Submarines|SS]]) equipped, and the Enemy Battleship Re-Class.
    • Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
    • Ships must not be moderately or heavily damaged to participate
  • The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.

Engagement Form Modifier

Form Damage Modifier Chance Chance with Saiun
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%
  • Please note that all engagement forms affect both sides equally, including crossing the T (Advantage or Disadvantage).
  • Night battle and aerial combat are not affected by engagement forms. Torpedo salvos are affected by engagement forms.
  • Equipping a Reconnaissance AircraftSaiun effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
  • It is speculated that the Engagement form also impacts accuracy.

Day Combat

  • Day Combat consists of up to 3 phases: 1st Shelling, 2nd Shelling, Closing Torpedo
  • During the first shelling stage, the order of fire is determined by the ship's maximum range.
    • Ships are arranged in order from Very Long -> Long -> Medium -> Short range.
    • The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.
  • The second shelling phase moves from the top to the bottom of the combat line.
  • CVLs and CVs must be in good or lightly damaged condition in order to participate in shelling phases, with the exception of Armored Aircraft Carriers (e.g. Taihou) who can still attack while moderately damaged.
  • The Closing Torpedo phase operates the same as the Opening Torpedo phase above, with the exception that no midget sub is required to fire.

Night Combat

  • 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.
  • Certain Combinations of weapon equipment (Main Guns, Secondary Guns, Torpedoes) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
    • Auxiliary equipment (e.g RADAR, SONAR, Depth charges, Searchlights, Turbines, Special ammunition, Pure AA equipment(green), Torpedo Bulges, and Midget-subs) will not affect the combination.
  • If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as Star Shells and Searchlight. Type 98 Recon Seaplane (Night Scout) is also an option.
  • Formation bonuses and penalties apply in night battles, but Engagement Forms do not. (Exception: In Nodes that begin with a Night Battle, an Engagement Form is rolled invisibly, the multiplier for which is applied to Anti-Submarine damage only.)

Damage Calculations

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, it becomes scratch damage, which does 6-14% of current target HP, rounded down (can be rounded to 0).
  • 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 Plane Scaling × [(Aircraft's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25] Number of planes is post anti-bomber combat and fleet anti-air defense
Shelling (Carriers) (Firepower + Torpedo) × 1.5 + Dive Bomb × 2 + 55
Shelling (Others) Firepower + 5
Torpedo Torpedo + 5
Anti-sub warfare Floor(Ship ASW [2] / 5) + Equipment ASW [3] × 2 + 10 DD/CL get additional + 15
Night Battle Firepower + Torpedo

Pre-Cap Modifiers

Formation Modifier

The Base Attack Power is multiplied by the damage modifier from the selected Formation.

Engagement Modifier

The Attack power is then multiplied by the damage modifier from the Engagement form.

Ship's Health 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.

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.
  • A Note on Plane Types:
    • Blue Torpedo Bomber Torpedo Bombers are shot down during the aerial combat phase to deliver their torpedoes. Their damage will be significantly reduced without Air Superiority.
    • Red Dive Bomber Dive Bombers are active in the shelling phase and deal with the enemy fleet AA. Their damage is more reliable when fleet composition and maps make Air Superiority unrealistic.
An example of a cut-in

Night Special Attack Modifier (Cut-In and Double Attack)

Certain Equipment setups have a chance to cause special attacks at night, causing 20-100% more damage. Detailed set ups and damage modifiers can be found in the Combat Equipment Setups below. In Night Combat, the damage modifiers from the special attack type are applied before the cap.

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]

Daytime Attack Cap often makes it important to utilize Artillery Spotting when possible to increase damage. Night Combat can be very dangerous and/or rewarding due to having a very high cap and the inclusion of torpedo to firepower for attack power calculation.

Post-Cap Modifiers

Day Special Attack Modifier (Cut-In and Double Attack)

Certain Equipment setups have a chance to cause special daytime Artillery Spotting attacks, dealing 10-50%. Detailed set ups and damage modifiers can be found in the Combat Equipment Setups below. For Artillery Spotting, the damage modifiers from the special attack type are applied after the cap.

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

  • 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 eligible 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%

Contact Damage Modifier

  • 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.

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' whirlpools 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.


Combat Equipment Setups

Artillery spotting allows your ships with seaplanes to double attack and cut-in during day battle.

  • When the following conditions are all met for a ship, artillery spotting may occur.
    • 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).

Notes:

  • Luck Luck and sparkling do not affect the trigger chance of artillery spotting.
  • Artillery spotting cut-in attacks cannot miss, but they may inflict scratch damage instead.
  • Type 3 Shell Anti-Aircraft Shell, torpedoes Torpedoes and machine guns Anti-Aircraft Gun, and SONAR SONAR do not count toward triggering artillery spotting.
  • Tables of main guns and secondary guns

Day Battle Special Attacks (Artillery Spotting)

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 during the daytime 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 Red Shell (Armor Piercing)[4]
      • Damage: 130 %
  • Cut-in attacks receive an accuracy bonus.
  • 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 Red Shell (Armor Piercing)[5]
      • 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.


Night Battle Special Attacks

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 or Cut-in attack was not triggered by chance.
  • Damage: 100%

Double Attack

  • A ship will do a double attack if equipped with:
    • 2 Main Guns, no Secondary Guns, and no Torpedoes (e.g. Medium Caliber Main GunMedium Caliber Main GunRADAR).
    • 1 Main Gun, 1+ Secondary Guns, and no Torpedoes (e.g. Medium Caliber Main GunSecondary GunSecondary Gun).
    • No Main Guns and 2 or more Secondary Guns, 1 or 0 Torpedoes (e.g. Secondary GunSecondary GunTorpedoes).
  • Damage: 120% x 2
  • Trigger Chance: High (??%)

Cut-In Attack

  • Several types of Cut-In attacks exist
    • Cut-In (Torpedo): Two or more torpedoes equipped (e.g. Medium Caliber Main GunTorpedoesTorpedoes).
      • Damage 150% x 2 (simultaneous)
    • Cut-In (Mixed): 1-2 Main guns, 1 torpedo equipped (e.g. Medium Caliber Main GunMedium Caliber Main GunTorpedoes).
      • Damage: 130% x 2 (consecutive)
    • Cut-In (Shelling): 3+ Main guns (e.g. Medium Caliber Main GunMedium Caliber Main GunMedium Caliber Main GunMedium Caliber Main Gun).
      • Damage: 200%
    • Cut-In (Shelling): 2 Main guns, 1+ Secondary guns (e.g. Medium Caliber Main GunMedium Caliber Main GunSecondary GunSecondary Gun).
      • Damage: 175%
  • Trigger Chance: Luck Based. See Cut-In Chance below

Note: If two attacks (simultaneous or consecutive) are made, the total damage is displayed together but the Damage Cap (and enemy Armor) is applied separately to each attack.

Anti-Sub Warfare

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 apply.

Night Double Attack Chance

Very high base activation chance, compared to cut-in's luck stat reliant chance.

Night Cut-in chance:

[math]\displaystyle{ (\text{0.85} \times \text{Luck} \times \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% }[/math]

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
Star Shell Allied +5
Enemy -10

Full Setup List

  • What follows is an extensive list of possible equipment setups related to Artillery Spotting and Night Battle attacks.
  • Green: Outstanding
  • Yellow: Above average
    • The highlights present in the tables reflect the numeric advantage only; Keep in mind the impacts of the equipment itself. On a Battleship, the damage advantage of the night Cut-In (Torpedo) is outweighed by the massive firepower advantage of large Main Guns in Double Attack setups.

Two Slots

Equipment Day Battle Modifier Night battle Modifier
Day Combat Focus
Medium Caliber Main Gun Seaplane - - Single Attack 100% Single Attack 100%
Secondary Gun Seaplane - - Single Attack 100% Single Attack 100%
Torpedoes Seaplane - - Single Attack 100% Single Attack 100%
RADAR Seaplane - - Single Attack 100% Single Attack 100%
Armor-Piercing Shell Seaplane - - Single Attack 100% Single Attack 100%
Medium Caliber Main Gun Medium Caliber Main Gun - - Single Attack 100% Double Attack 120% x 2
Medium Caliber Main Gun Secondary Gun - - Single Attack 100% Double Attack 120% x 2
Medium Caliber Main Gun Torpedoes - - Single Attack 100% Cut-In (Mixed) 130% x 2
Medium Caliber Main Gun RADAR - - Single Attack 100% Single Attack 100%
Medium Caliber Main Gun Armor-Piercing Shell - - Single Attack 100% Single Attack 100%
Secondary Gun Secondary Gun - - Single Attack 100% Double Attack 120% x 2
Secondary Gun Torpedoes - - Single Attack 100% Single Attack 100%
Secondary Gun RADAR - - Single Attack 100% Single Attack 100%
Secondary Gun Armor-Piercing Shell - - Single Attack 100% Single Attack 100%
Torpedoes Torpedoes - - Single Attack 100% Cut-In (Torpedo) 150 x 2%
Torpedoes RADAR - - Single Attack 100% Single Attack 100%
Torpedoes Armor-Piercing Shell - - Single Attack 100% Single Attack 100%
RADAR RADAR - - Single Attack 100% Single Attack 100%
RADAR Armor-Piercing Shell - - Single Attack 100% Single Attack 100%
Armor-Piercing Shell Armor-Piercing Shell - - Single Attack 100% Single Attack 100%
Night Combat Focus
For Night Combat setups, see Day Combat 3 slot setups below and ignore the seaplane.
The Day attack will be a Single Attack at 100%.

Three Slots

Equipment Day Battle Modifier Night battle Modifier
Day Combat Focus
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
Medium Caliber Main Gun Torpedoes Seaplane - Single Attack 100% Cut-In (Mixed) 130% x 2
Medium Caliber Main Gun RADAR Seaplane - Single Attack 100% Single Attack 100%
Medium Caliber Main Gun Armor-Piercing Shell Seaplane - Single Attack 100% Single Attack 100%
Secondary Gun Secondary Gun Seaplane - Single Attack 100% Double Attack 120% x 2
Secondary Gun Torpedoes Seaplane - Single Attack 100% Single Attack 100%
Secondary Gun RADAR Seaplane - Single Attack 100% Single Attack 100%
Secondary Gun Armor-Piercing Shell Seaplane - Single Attack 100% Single Attack 100%
Torpedoes Torpedoes Seaplane - Single Attack 100% Cut-In (Torpedo) 150 x 2%
Torpedoes RADAR Seaplane - Single Attack 100% Single Attack 100%
Torpedoes Armor-Piercing Shell Seaplane - Single Attack 100% Single Attack 100%
RADAR RADAR Seaplane - Single Attack 100% Single Attack 100%
RADAR Armor-Piercing Shell Seaplane - Single Attack 100% Single Attack 100%
Armor-Piercing Shell Armor-Piercing Shell Seaplane - Single Attack 100% Single Attack 100%
Night Combat Focus
For Night Combat setups, see Day Combat 4 slot setups below and ignore the seaplane.
The Day attack will be a Single Attack at 100%.

Four Slots

Equipment Day Battle Modifier Night battle Modifier
Day Combat Focus
Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Seaplane Double Attack 120% x 2 Cut-In (Gun) 200%
Medium Caliber Main Gun Medium Caliber Main Gun Secondary Gun Seaplane Double or Cut-In 120% x 2 or 130% Cut-In (Gun) 175%
Medium Caliber Main Gun Medium Caliber Main Gun Torpedoes Seaplane Double Attack 120% x 2 Cut-In (Mixed) 130% x 2
Medium Caliber Main Gun Medium Caliber Main Gun RADAR Seaplane Double Attack 120% x 2 Double Attack 120% x 2
Medium Caliber Main Gun Medium Caliber Main Gun Armor-Piercing Shell Seaplane Double or Cut-In 120% x 2 or 150% Double Attack 120% x 2
Medium Caliber Main Gun Secondary Gun Secondary Gun Seaplane Cut-In 110% Double Attack 120% x 2
Medium Caliber Main Gun Secondary Gun Torpedoes Seaplane Cut-In 110% Cut-In (Mixed) 130% 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
Medium Caliber Main Gun Torpedoes Torpedoes Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Medium Caliber Main Gun Torpedoes RADAR Seaplane Single Attack 100% Cut-In (Mixed) 130% x 2
Medium Caliber Main Gun Torpedoes Armor-Piercing Shell Seaplane Single Attack 100% Cut-In (Mixed) 130% x 2
Medium Caliber Main Gun RADAR RADAR Seaplane Single Attack 100% Single Attack 100%
Medium Caliber Main Gun RADAR Armor-Piercing Shell Seaplane Single Attack 100% Single Attack 100%
Medium Caliber Main Gun Armor-Piercing Shell Armor-Piercing Shell Seaplane Single Attack 100% Single Attack 100%
Secondary Gun Secondary Gun Secondary Gun Seaplane Single Attack 100% Double Attack 120% x 2
Secondary Gun Secondary Gun Torpedoes Seaplane Single Attack 100% Double Attack 120% x 2
Secondary Gun Secondary Gun RADAR Seaplane Single Attack 100% Double Attack 120% x 2
Secondary Gun Secondary Gun Armor-Piercing Shell Seaplane Single Attack 100% Double Attack 120% x 2
Secondary Gun Torpedoes Torpedoes Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedoes Torpedoes Torpedoes Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedoes Torpedoes RADAR Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedoes Torpedoes Armor-Piercing Shell Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Night Combat Focus
Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Single Attack 100% Cut-In (Gun) 200%
Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Secondary Gun Single Attack 100% Cut-In (Gun) 200%
Medium Caliber Main Gun Medium Caliber Main Gun Medium Caliber Main Gun Torpedoes Single Attack 100% Cut-In (Gun) 200%
Medium Caliber Main Gun Medium Caliber Main Gun Secondary Gun Secondary Gun Single Attack 100% Cut-In (Gun) 175%
Medium Caliber Main Gun Medium Caliber Main Gun Secondary Gun Torpedoes Single Attack 100% Cut-In (Gun) 175%
Medium Caliber Main Gun Medium Caliber Main Gun Torpedoes Torpedoes Single Attack 100% Cut-In (Torpedo) 150% x 2
Medium Caliber Main Gun Secondary Gun Secondary Gun Secondary Gun Single Attack 100% Double Attack 120% x 2
Medium Caliber Main Gun Secondary Gun Secondary Gun Torpedoes Single Attack 100% Cut-In (Mixed) 130% x 2
Medium Caliber Main Gun Secondary Gun Torpedoes Torpedoes Single Attack 100% Cut-In (Torpedo) 150% x 2
Medium Caliber Main Gun Torpedoes Torpedoes Torpedoes Single Attack 100% Cut-In (Torpedo) 150% x 2
Secondary Gun Secondary Gun Secondary Gun Secondary Gun Single Attack 100% Double Attack 120% x 2
Secondary Gun Secondary Gun Secondary Gun Torpedoes Single Attack 100% Double Attack 120% x 2
Secondary Gun Secondary Gun Torpedoes Torpedoes Single Attack 100% Cut-In (Torpedo) 150% x 2
Secondary Gun Torpedoes Torpedoes Torpedoes Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedoes Torpedoes Torpedoes Torpedoes Single Attack 100% Cut-In (Torpedo) 150% x 2



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.
    • If your fleet consist only 1 ship and it is reaching Heavy Damage without meeting any winning requirements, it will instantly judged as D as well.
  • 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 rank and above are necessary to obtain drops.
    • A rank and above appear to be necessary for obtaining rare drops.
    • S rank appears to have a higher chance of obtaining rare drops than A rank.
      • There appears to be a correlation between enemy fleet formations and drops, but this information is still under verification and beyond player control.[6]

Additional Explanation/Details

  1. 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) = Floor[ √(Slot 1) x Reppu's AA] + Floor[ √(Slot 2) x Reppu's AA] + Floor[ √(Slot 3) x ReppuKai's AA] + Floor[ √(Slot 4) x M62's AA] = Floor[ √(20) x 10] + Floor[ √(20) x 10] + Floor[ √(32) x 12] + Floor[ √(10) x 4] = 44 + 44 + 67 + 11 = 166
  2. Refers to the Ship's ASW stat without any equipment.
  3. Refers to the sum of the ASW stat of all of the ship's equipment.
  4. Red Shells are currently: Type 91 Armor-Piercing (AP) Shell or Type 1 Armor-Piercing (AP) Shell. The Anti-Air Type 3 Shell does NOT work.
  5. Red Shells are currently: Type 91 Armor-Piercing (AP) Shell or Type 1 Armor-Piercing (AP) Shell. The Anti-Air Type 3 Shell does NOT work.
  6. http://wikiwiki.jp/kancolle/?%BD%D0%B7%E2%A5%C9%A5%ED%A5%C3%A5%D7