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{{CombatPortal}}
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=Day Battle Breakdown=
 
=Day Battle Breakdown=
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The Day Battle is the phase where the majority of combat takes place. This article will go more in-depth on the stages that take place in Day Battle.
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The Day Battle is the phase where the majority of combat takes place.  
 +
*''This article will go more in-depth on the stages that take place during the surface combat.
 +
*''Although it will be mentioned when the other related battle phases take place, keep in mind that this page won't go deeper about it, due to the complexity of the mechanics behind them, please refer to each individual page for more details.
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The Day Battle has the following structure:
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#[[Detection]]
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#[[Engagement]]
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#[[Aerial Combat]]
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#Surface Combat
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:#[[Support Expedition]]
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:#[[Battle Opening]]
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:#[[Shelling|Shelling Phase]]
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:#[[Day Battle#Second Shelling Phase|Second Shelling Phase]]
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:#[[Closing Torpedo Salvo]]
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In case neither fleet meet the requirements, the sub-phase will be skipped.
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=Detection=
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[[File:Successfull_Detection.png|thumb|right|Successful Detection]]
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During Detection, the fleet attempts to detect the enemy fleet. The success rate of Detection is influenced by many factors such as the number and quality of Recons, Radars, fleet Line of Sight (LoS), and such. It is not required to have any equipment to have successful Detection. Generally, it is extremely unlikely to fail detection unless using a very low leveled fleet.
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 +
Planes that participate in this phase:
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* {{YellowPlane}}{{Large Recon}} [[:Category:Carrier-based Reconnaissance Aircraft|Carrier Recons]]
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* {{SPR}} [[SPR|Seaplane Recons]]
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** {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}
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* {{SPB}} [[SPB|Seaplane Bombers]]
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* {{Large Flying Boat}} {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Large Flying Boats|link_category=Large Flying Boat}}
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 +
In case the fleet fails to detect the enemy fleet, the fleet will not participate in the [[Aerial Combat|Aerial Combat Phase]].
 +
 
 +
Regardless of Detection success, the recons may also be shot down if the enemy fleet has significantly more fighters than equipped recons and the fleet contains no Carriers.
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 +
Although the displayed message indicates that Accuracy and Evasion have changed, testing has shown that it has no noticeable effect.
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 +
Enemy Abyssal fleets always succeed in Detection. PVP opponents however may fail detection, and therefore not launch planes in Aerial Combat.
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 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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!Detection
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|-
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|
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{{color|red|These formulas are taken from the Vita version and has not been tested, it may be outdated.}}
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 +
The success chance of detection is calculated by the following formula:
   −
Although it will be mentioned when the other related battle phases take place, keep in mind that this page will not go more in-depth about it due to the complexity of the mechanics behind them. Instead, check each's own article page.
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<math>\text{Success Rate}_\text{%} = \frac{\lfloor \text{Detection}_\text{power} + 1 \rfloor}{20}</math>
   −
The Day Battle has the following structure:
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<math>\text{Detection}_\text{power} = \sum^{\text{All Ships}} \frac{\text{LoS}_\text{ship} + \text{LoS}_\text{Equipment}}{\text{Mod}_\text{order}} + \text{Mod}_\text{NbShip} - 20 + \lfloor \sqrt{10 \times \text{Recon}_\text{power}} \rfloor</math>
* Detection
  −
* Engagement
  −
* First Shelling Phase
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* Second Shelling Phase
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* Closing Torpedo Salvo
     −
Other phases that may happen during '''Detection''' and '''Engagement''':
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With:
* [[Aerial Combat]]
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* <math>\text{LoS}_\text{Ship}</math> the base {{LOS}} of the ship.
* [[LBAS|Land-based Aerial Support]]
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* <math>\text{LoS}_\text{Equipment}</math> the sum of the {{LOS}} of all equipment of the ship.
* [[Support Expedition]]
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*<math>\text{Mod}_\text{order}</math> depends on the ship position in the fleet:
* [[Battle Opening]]
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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!colspan=2|<math>\text{Mod}_\text{order}</math>
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|-
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!Position
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!Modifier
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|-
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|1||2
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|-
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|2||5
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|-
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|3~6||8
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|}
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*<math>\text{Mod}_\text{NbShip}</math> depends on the number of ships in the fleet:
   −
In case neither fleets meet the requirements, the sub-phase will be skipped.
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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!colspan=2|<math>\text{Mod}_\text{NbShip}</math>
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|-
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!Number of Ships
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!Modifier
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|-
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|1~2||0
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|-
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|3||1
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|-
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|4||2
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|-
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|5||3
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|-
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|6||4
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|}
   −
=Detection=
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* <math>\text{Recon}_\text{power} = \sum^{\text{All Recon}}\big( \text{Plane}_\text{Count} + \text{Mod}_\text{proficiency} \big) + \text{Mod}_\text{Carrier}</math>
[[File:Successfull_Detection.png|thumb|right|Successful Detection]]
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With:
During Detection, your fleet attempts to detect the enemy fleet. The success rate of Detection is influenced by many factors such as number and quality of Recon planes, RADARs, fleet Line of Sight, and such. It is not required to have any equipment to have successful Detection. Generally, it is extremely unlikely to fail detection unless using a very low leveled fleet.
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:* <math>\text{Plane}_\text{Count}</math> is the plane slots for planes that participate in Detection.
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:* <math>\text{Mod}_\text{proficiency}</math> the plane [[proficiency]] bonus (not applied if <math>\text{Plane}_\text{Count}</math> is '''0'''):
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Planes that participate in this phase: {{YellowPlane}} Carrier-based Reconnaissance Aircraft, {{Seaplane}} Reconnaissance Seaplanes, {{Seaplane}} Seaplane Bombers, {{Flying Boat}} Flying Boats
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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!colspan=3|<math>{Mod}_\text{proficiency}</math>
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|-
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!Plane Rank
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!Modifier
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|-
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|''(blank)''
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|rowspan=2|0
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|-
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|style="color:blue; text-shadow: 0 0 5px blue"|'''|
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|-
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|style="color:blue; text-shadow: 0 0 5px blue"|'''<nowiki>||</nowiki>
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|rowspan=2|5
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|-
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|style="color:blue; text-shadow: 0 0 5px blue"|'''<nowiki>|||</nowiki>
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|-
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|style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\
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|rowspan=3|15
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|-
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|style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\\\
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|-
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|style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\\\\\
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|-
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|{{Double Chevron}}
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|30
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|}
   −
In case your fleet fails to detect the enemy fleet, your fleet will not participate in the [[Aerial Combat|Aerial Combat Phase]].
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:* <math>\text{Mod}_\text{Carrier}</math> depends on the number of Carriers in the fleet:
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:** '''+30''' for the first carrier and '''+10''' for each additional carrier.
   −
Regardless of Detection success, your recon planes may also be shot down if the enemy fleet has significantly more fighters than you have recon planes and your fleet contains no Carriers.
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|-
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|
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Recons are shot down (each recon slot loses a random number between '''0-2''') if <math>\text{Shotdown}_\text{val} \le 0</math> with:
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Although the displayed message indicates that Accuracy and Evasion has changed, testing has shown that it has no noticeable effect.
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<math>\text{Shotdown}_\text{val} = \text{Recon}_\text{power} - \lfloor \text{Def}_\text{fighter} \times \text{Rand} \rfloor</math>
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With:
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* <math>\text{Def}_\text{fighter} = f(\sum^{\text{All Fighters}} \text{Plane}_\text{Count})</math> with:
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**<math>\text{Plane}_\text{Count}</math> the plane counts of the '''opposing''' fleet
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**<math>f(x)</math> a function defined as:
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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!<math>x</math>
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!<math>f(x)</math>
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|-
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|<math>0<x \le 30</math>
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|<math>1+x/9</math>
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|-
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|<math>30<x \le 120</math>
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|<math>2+x/20</math>
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|-
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|<math>120<x</math>
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|<math>6+(x-120)/40</math>
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|}
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Enemy Abyssal fleets always succeed in Detection. PVP opponents however may fail detection, and therefore not launch planes in Aerial Combat.
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*<math>\text{Rand}</math> is a random value between 1.0 and 1.4.
 +
|}
    
=Engagement=
 
=Engagement=
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Before the battle proper begins, the game will roll one of 4 possible engagements:
 
Before the battle proper begins, the game will roll one of 4 possible engagements:
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{| class="wikitable" style="margin: auto;"
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{|class="wikitable" style="text-align:center; margin:auto"
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!Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|link=C6N|text=Saiun}}
 
|-
 
|-
!style="text-align: center; |Form
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|Crossing the T ('''{{color|green|Advantage}}''')<br>{{Nihongo|T字戦有利|''T Ji-sen Yuuri''}}
!style="text-align: center; |Common name
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|{{color|green|'''Green T'''}}
!style="text-align: center; |Damage Modifier
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|120%||15%||15%
!style="text-align: center; |Chance
   
|-
 
|-
|Crossing the T ('''<span style="color:green">Advantage</span>''')<br />{{Nihongo|T字戦有利|''T Ji-sen Yuuri''|}}
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|Parallel Engagement<br>{{Nihongo|同航戦|''Doukousen''|}}
|style="text-align: center; |<span style="color:green">'''Green T'''</span>
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|'''Parallel'''
|style="text-align: center; |120%
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|100%||45%||45%
|style="text-align: center; |15%
   
|-
 
|-
| Parallel Engagement<br />{{Nihongo|同航戦|''Doukousen''|}}
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|Head-on Engagement<br>{{Nihongo|反航戦|''Hankousen''|}}
|style="text-align: center; |'''Parallel '''
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|'''Head-on'''
|style="text-align: center; |100%
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|80%||30%||40%
|style="text-align: center; |45%
   
|-
 
|-
| Head-on Engagement<br />{{Nihongo|反航戦|''Hankousen''|}}
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|Crossing the T ('''{{color|red|Disadvantage}}''')<br>{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
|style="text-align: center; |'''Head-on'''
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|{{color|red|'''Red T'''}}
|style="text-align: center; |80%
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|60%||10%||0%
|style="text-align: center; |30%
  −
 
  −
|-
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| Crossing the T ('''<span style="color:red">Disadvantage</span>''')<br />{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
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|style="text-align: center; |<span style="color:red">'''Red T'''</span>
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|style="text-align: center; |60%
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|style="text-align: center; |10%
   
|}
 
|}
   −
* Engagement modifier affects all aspects of Shelling Phases, as well as the Battle Opening and Closing Torpedo Salvos.  
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* Engagement modifier affects the [[Shelling]] Phase, as well as the [[Battle Opening]]s, the [[Closing Torpedo Salvo]], and [[Support Expedition]]s.  
* All engagement forms affect both sides equally, including crossing the T (Advantage or Disadvantage).
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** All engagement forms '''affect both sides equally''', including {{color|green|'''Green T'''}} and {{color|red|'''Red T'''}}.
* Equipping a {{Template:YellowPlane}}{{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}} will override Crossing the T (Disadvantage) engagements and turn them into Head-on engagements instead.
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** The exception are [[ASW]] and some [[Special Attacks]].
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* [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''.
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* Equipping a {{YellowPlane}}{{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|link=C6N|text=Saiun}} will override {{color|red|'''Red T'''}} engagements and turn them into '''Head-on''' engagements instead.
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** This mechanic does not work if the Saiun is in a zero plane slot or on "air nodes".
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** It can be useful to not take a Saiun in order to get more Red T, as it can also hamper the enemy from damaging the fleet.
    
=Shelling Phase=
 
=Shelling Phase=
Following engagement, each side will begin the Shelling phase. A ship's single attack, carrier plane sweep, or ASW attack, as well as Artillery Spotting and Special Attacks are shelling attacks.
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Following engagement, each side will begin the Shelling phase. A ship's single attack, carrier plane sweep, or ASW attack, as well as [[Artillery Spotting]] and [[Special Attacks]] are shelling attacks.
    
Some rules are applied for shelling attacks:
 
Some rules are applied for shelling attacks:
* Standard and Light Aircraft Carriers (CV and CVL) are unable to shell if they are moderately or heavily damaged. This includes Installations that are of the Aircraft Carrier (CV) and Aviation Battleship (BBV) types.
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* Standard and Light Aircraft Carriers (CV and CVL) are unable to shell if they are {{color|orange|'''moderately damaged (中破)'''}} or {{color|red|'''heavily damaged (大破)'''}}. This includes Installations that are of the Aircraft Carrier (CV) and Aviation Battleship (BBV) types.
** Armored Aircraft Carriers (CVB) are only unable to shell when heavily damaged instead.
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** Armored Aircraft Carriers (CVB) are only unable to shell when {{color|red|'''heavily damaged (大破)'''}} instead.
 
* Aircraft Carriers will not attack if they have no bombers or the equipped bombers' slots are reduced to 0 during the sortie.
 
* Aircraft Carriers will not attack if they have no bombers or the equipped bombers' slots are reduced to 0 during the sortie.
* Ships that are able to attack submarines are forced to attack submarines as long there's at least one submarine alive.
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* Ships that are able to attack submarines are '''forced''' to attack submarines as long there is at least one submarine alive (''see [[Anti-Submarine Warfare#Attack Behavior|here]]).
** Exceptions being [[Suzuya|Suzuya Kai Ni Kou]] and [[Kumano|Kumano Kai Ni Kou]].
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** Exceptions being [[Suzuya Kou Kai Ni]] and [[Kumano Kou Kai Ni]].
* Ships may perform special attacks denominated '''Artillery Spotting''' and '''Touch Attacks''', if applicable.
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* Ships may perform special attacks denominated '''[[Artillery Spotting]]''' and '''[[Special Attacks]]''', if applicable.
   −
The firing order is defined when each of the Shelling Phase subphases starts, and will skip over sunk and retreated ships, or ships that have no means of attacking under any circumstances, such as a carrier with no bombers ''equipped'', a submarine, or a Wa-Class Transport Ship, for example.
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The firing order is defined when each of the Shelling Phase subphases starts, and skips over ships unable to attack, such as damaged/deplaned carriers, or sunk/[[Evacuation|evacuated]] ships.
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If a ship would normally be able to attack but currently is unable to, such as a carrier that is moderately damaged or lost all its equipped bombers, their turn will still be accounted for in the turn order. Ships that are unable to attack during their turn or sink before their turn will still take actionless turns.
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If a ship would normally be able to attack but currently is unable to, such as a carrier that is {{color|orange|'''moderately damaged (中破)'''}} or lost all its equipped bombers, their turn will still be accounted for in the turn order. Ships that are unable to attack during their turn or sink before their turn will still take actionless turns.
    
==First Shelling Phase==
 
==First Shelling Phase==
In this phase, both fleets will take turns shelling the opposing fleet, with the turn order defined by each ship's range {{range}} stat. It's possible to increase a ship's range with proper equipment.
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*In this phase, both fleets will take turns shelling the opposing fleet, with the [[Shooting Order]] defined by each ship's [[Range]] {{range}} stat. It is possible to increase a ship's range with proper equipment.
 +
*The shelling order is '''Longest''' > '''Very Long''' > '''Long''' > '''Medium''' > '''Short''' > '''None'''.
 +
**If two or more ships tie for range, the order between them is random.
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The shelling order is '''Longest''' > '''Very Long''' > '''Long''' > '''Medium''' > '''Short''' > '''None'''.
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;Notes
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*"Longest" range is only attainable on certain ships, using range extenders (see [[Range#Range Extension|Range Extension]]).
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**Unlike the other ranges, Longest does not have a proper in-game icon and so is just displayed as "Very Long".
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*"None" range is mostly reserved for Abyssal Aircraft Carriers and Transport Ships.
   −
If two or more ships tie for range, the order between them is random.
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===Smoke Screen===
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{{Category:Smoke Generators}}
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*Longest range is only attainable on [[Ise Kai Ni]] and [[Hyuuga Kai Ni]], using range extenders (see [[Tutorial:Leveling#Range|here]]).
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Effects may be updated in a later update.
**Unlike the other ranges, Longest does not have a proper in-game icon and so is just displayed as "Very Long".
  −
*"None" range is mostly reserved for Abyssal Aircraft Carriers and Transport Ships.
      
==Second Shelling Phase==
 
==Second Shelling Phase==
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=Closing Torpedo Salvo=
 
=Closing Torpedo Salvo=
   −
After the Shelling Phase, any ship with a torpedo stat higher than 0 that is not moderately or heavily damaged will fire a Closing Torpedo. Each torpedo will target a surface ship at random and all torpedoes will strike both sides at the same time. After the Closing Torpedo Salvo, the Day Battle is over.
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After the Shelling Phase, any ship with a base {{Torpedo}} torpedo stat higher than 0 that is no more than {{color|gold|'''lightly damaged (小破)'''}} will fire a Closing Torpedo. Each torpedo will target a surface ship at random and all torpedoes will strike both sides at the same time. After the Closing Torpedo Salvo, the Day Battle is over.
 
* Submarines and Installations cannot be targeted.
 
* Submarines and Installations cannot be targeted.
 
* Ships must have a base {{Torpedo}} stat greater than 0 to attack. {{Torpedo}} stats from equipment do not count.
 
* Ships must have a base {{Torpedo}} stat greater than 0 to attack. {{Torpedo}} stats from equipment do not count.
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=Aftermath=
 
=Aftermath=
 +
If any of the enemy ships are still alive after Day Battle ends, a prompt asking if the player desires to pursue the enemy fleet into [[Night Battle]] will appear. Accepting this prompt will move the battle to Night Battle, starting with the conditions on which the Day Battle ended.
   −
If any of the enemy ships are still alive after Day Battle ends, a prompt asking if the player desires to pursue the enemy fleet into Night Battle will appear. Accepting this prompt will move the battle to Night Battle, starting with the conditions on which the Day Battle ended.
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If the Day Battle was preceded by a Night Battle in the same node, such a prompt will not appear, and the battle will automatically end instead.
 
  −
If the Day Battle was preceded by a Night Battle in the same node, such prompt will not appear, and the battle will automatically end instead.
  −
 
  −
 
      +
=See Also=
 
{{Mechanics}}
 
{{Mechanics}}
[[Category:Game Mechanics]]
 
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