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1,583 bytes added ,  8 years ago
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Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power.
 
Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power.
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===<u>Post-Cap Modifiers</u>===
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===<u>Critical Modifier</u>===
In damage calculation, Post-cap modifiers apply''''' after the cap''''', but '''''before enemy armor reduction'''''. Thus they are very effective approach to boost your damage output (esp. against heavy armor enemies).
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All attacks (Torpedo, Shelling, Anti-Submarine, Preemptive Bombing) have a chance to be a critical attack. The damage modifier applies after the cap.
 
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Currently, the post-cap modifiers are from:
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* [[Combat#Artillery_Spotting|Artillery Spotting]] (aka. Day time special attacks)
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* [[Combat#Critical_Modifier|Critical Damage]]
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* [[Combat#Contact|Contact]] (Opening air strike)
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==== Artillery Spotting ====
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[[Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29|Certain equipment setups]] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavily armored targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting (and thus will not trigger if all the seaplanes are shot down).
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====Critical Modifier====
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Most forms of attack (Torpedo, Shelling, Anti-Submarine, Preemptive Bombing) have a chance to crit the target. The damage modifier applies after the cap.
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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| 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.
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It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40,''' regardless of whether the 150% modifier was applied or not. On the other hand, the critical message will never appear when damage dealt is less than or equal to 14, even if the 150% modifier was applied. In addition, despite the fact that critical modifier applies after attack cap is applied, there is another rounding off immediately after, and thus not lumped with the other Post-Cap Modifiers below.
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 +
===<u>Post-Cap Modifiers</u>===
 +
In damage calculation, Post-cap modifiers apply''''' after the cap''''', but '''''before enemy armor reduction'''''. Thus they are very effective approach to boost your damage output (esp. against heavy armor enemies).
 +
 
 +
Currently, the post-cap modifiers are from:
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* [[Combat#Contact|Contact]] (Opening air strike)
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* [[Combat#Artillery_Spotting|Artillery Spotting]] (a.k.a. Day time special attacks)
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* [[Combat#AP Shell|AP Shell]]
    
====Contact====
 
====Contact====
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*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
 
*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
 
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
 
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
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====Artillery Spotting====
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[[Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29|Certain equipment setups]] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavily armored targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting (and thus will not trigger if all the seaplanes are shot down).
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====AP Shell====
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When either [[Type 91 AP Shell]] or [[Type 1 AP Shell]] is equipped alongside a large caliber gun, damage against certain ship classes are increase. The effect works also for enemies in [[Exercises (PvP)]].<br/>
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Eligible targets in which this bonus applies are BB, FBB, BBV, CA, CV, Demon (''Oni''), Princess (''Hime''), Fortress. Demon (''Oni'') and Princess (''Hime'') include the subtypes of [[Southern War Demon|War Demon]] (''War Oni'') and  [[Southern War Princess|War Princess]] (''War Hime'') as well as Installation-type enemies, but may exclude [[Destroyer Princess]] and [[Light Cruiser Water Demon]].
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Unknown whether the bonus applies to armored carrier ([[Taihou]]) or CAV.
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{| class="wikitable"
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|-
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! colspan="3" scope="col" style="text-align:center;" |Equip Combination
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! scope="col" style="text-align:center;" |Modifier
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! scope="col" style="text-align:center;" |Notes
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|-
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| rowspan="6" style="text-align:center;" | {{RedGunHeavy}} + {{RedAmmo}} +
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| rowspan="4" style="text-align:center;" | {{RedGunHeavy}} +
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| {{Seaplane}}
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| rowspan="2" style="text-align:center;" |108%
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|-
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| {{GreenGunMG}}
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|-
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| {{Radar}}
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| style="text-align:center;" |110%
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|-
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| {{YellowGun}}
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| style="text-align:center;" |115%
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|-
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| rowspan="2" style="text-align:center;" | {{YellowGun}} +
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| {{Radar}}
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| style="text-align:center;" |114~115%?
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|-
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| {{Seaplane}}
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| style="text-align:center;" |115~116%?
    
===<u>Remaining Ammo Modifier</u>===
 
===<u>Remaining Ammo Modifier</u>===
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