Difference between revisions of "Damage Calculations"

 
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=Damage Formula=
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{{CombatPortal}}
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The main goal of the game is to sink Abyssals. Abyssals are sunk by doing '''Damage''' to them. This page lists all the applicable formulas and mechanics that affect the calculation of '''Damage'''.
  
<math>\text{Damage} = \left [ \left [  \left [ \text{Atk}_\text{cap} \times \text{Mod}_\text{post}\right]\times \text{Crit}\right]-\text{DEF}\right]\times \text{Ammo}</math>
+
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> or marked with <math>\downarrow</math> are [[wikipedia:Floor and ceiling functions|rounded down]].
  
* <math>\text{Atk}_\text{cap}</math> is the '''Cap Adjusted Attack Power'''
+
* For example, <math>\lfloor 4.2 \rfloor = 4</math>.
* <math>\text{Mod}_\text{post}</math> is any '''[[#Post-cap Corrections|post-cap modifiers]]''' that are applicable.
+
* <math>4.2 \times_\downarrow 1.5 = \lfloor 4.2 \times 1.5 \rfloor = \lfloor 6.3 \rfloor = 6</math>, '''but''' <math>4.2 \times_\downarrow 1 = 4.2</math> (by definition, <math>\times_\downarrow</math> is then a non-commutative non-associative operator, it is assumed to be left-associative with lower priority than the usual multiplication operator).
* <math>\text{Crit}</math> is the '''[[#Critical Strikes|critical strike]]''' modifier.
+
**<math>\times_\downarrow</math> is used when the round down applies only when the modifier is applied.
* <math>\text{Ammo}</math> is the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier.
 
* <math>\text{DEF}</math> is the '''[[#Defensive Power|defensive power]]''' of the target.
 
  
Where, Cap Adjusted Attack Power is Basic Attack Power that has been adjusted by applying the '''[[#Attack Power Cap|damage cap]]'''.
 
  
<math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\left [ \text{Atk}_\text{basic} \times \text{Mod}_\text{pre}\right]-\text{Cap}}</math>
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=Damage Formula=
 +
The '''Damage''' is the reduction of '''HP''' {{HP}} caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defense power of the target.
 +
{{Formula
 +
|Title=Damage Formula
 +
|Math=\text{Damage} = \biggl \lfloor \biggl ( \text{Atk}_\text{post-cap} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor
 +
|Var=<math>\text{Atk}_\text{post-cap}</math> the final attack power of the assailant after the cap and all the modifiers have been applied, described below,
 +
* <math>\text{DEF}</math> the '''[[#Defense Power|defensive power]]''' of the target,
 +
* <math>\text{Ammo}</math> the '''[[#Ammunition Modifier|remaining ammunition]]''' modifier.
 +
|Notes=If <math>\text{Atk}_\text{post-cap}</math> is inferior to <math>\text{DEF}</math> or if <math>\text{Ammo}=0</math> then the attacks will deal "[[#Scratch Damage|scratch damage]]".
 +
}}
  
* <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase.
+
=Defense Power=
* <math>\text{Atk}_\text{basic}</math> is the '''[[#Basic Attack Power Formulas|basic attack power]] of the relevant attack.
+
Defense power represents the ability of a ship to resist damage. It's calculated from the '''Armor''' {{Armor}} plus a random element.
* <math>\text{Mod}_\text{pre}</math> is any '''[[#Pre-cap Corrections|pre-cap modifiers]] that are applicable.
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{{Formula
 +
|Title=Defense Formula
 +
|Math=\text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen}
 +
|Var=<math>\text{Armor}</math> the armor {{Armor}} of the target including all equipment and upgrade bonuses,
 +
**This stat is be directly affected by [[#Debuffs|Debuffs]] when applicable.
 +
* <math>\text{Armor}_\text{rand}</math> a random number between <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math>,
 +
** Note that it is inclusive, meaning it can also output <math>0</math> and <math>\lfloor\text{Armor}\rfloor - 1</math>
 +
* <math>\text{Pen}</math> any applicable armor penetration mechanic:
 +
** ''See [[#Anti-Submarine Warfare|ASW]] for details on ASW armor penetration,
 +
|Notes=The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.
 +
}}
  
'''Important Notes'''
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For short, defensive power randomly varies between '''1.3''' x{{Armor}} and '''0.7''' x{{Armor}}.
* Pre- and post-cap multipliers are multiplicative.
 
* Results are '''rounded down''' to the nearest whole number. I.e. 4.2 → 4.
 
  
=Defense Power=
+
=Attacks Power=
  
<math>\text{DEF} = \left[ \text{Armour} \times 0.7 + \text{Armour}_\text{rand} \times 0.6 \right] - \text{Debuff}</math>
+
Attack power represents the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul:
 +
#'''Basic
 +
#*Generally calculated from the relevant stats of the ship using different formulas according to the type of attack and the phase of battle
 +
#'''Pre-cap
 +
#*The basic attack goes through different modifiers
 +
#'''Cap
 +
#* If the attack is superior to a cap it's reduced
 +
#'''Post-cap
 +
#*These modifiers are more potent because they are not limited by the cap
  
* <math>\text{Armour}</math> is the armour of the target.
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{|class="wikitable mw-collapsible mw-collapsed" width="100%"
* <math>\text{Armour}_\text{rand}</math> is a random number between 0 and <math>\text{Armour} - 1</math>
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!colspan=2|Attack Step Formulas
 +
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div>
 +
|
  
TTherefore, the maximum damage percentage dealt by overkill protection is <math>\text{HP}_\text{current} \times 1.3 - 0.6</math> and the minimum percentage dealt is <math>\text{HP}_\text{current} \times 0.7</math>. his makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour.
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Atk}_\text{pre-cap} = \text{Atk}_\text{base} \times \text{Mod}_\text{pre-cap}</math>
 +
|}
  
=Basic Attack Power Formulas=
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;With
The following formulas only apply to single fleets. Please see [[Combined Fleet#Basic Attack Power|Combined Fleet]], [[Land-Based Air Squadron#Bombing Power|Land-Based Air Squadron]] and [[Expeditions#Support Expeditions|Support Expeditions]] for more details.
+
* <math>\text{Atk}_\text{base}</math> is the basic attack power of the relevant attack.
 +
* <math>\text{Mod}_\text{pre}</math> is any '''[[#Attack Power Corrections|pre-cap modifiers]] that are applicable.
 +
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Cap</div>
 +
|
 +
The attack is then capped as follows:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{Atk}_\text{cap} = \text{Cap} + \sqrt{\text{Atk}_\text{pre-cap} - \text{Cap}} </math>
 +
|}
 +
;With
 +
* <math>\text{Cap}</math> is the '''damage cap''' relevant to the phase.
  
'''Important Notes'''
+
{|class="wikitable"
* Please see [https://akashi-list.me/ Akashi List] for upgrade bonus values.
+
!colspan=2|<math>Cap</math>
* <math>\text{FP}</math> is the firepower of the ship including equipment.
+
|-
* <math>\text{TRP}</math> is the torpedo power of the ship including equipment or plane.
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!Attack Type!!Cap
* <math>\text{ASW}</math> is the anti-submarine power of the ship or equipment.
+
|-
* <math>\text{DB}</math> is the dive bombing power of the plane.
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|Support Expeditions||rowspan=3|{{Cap|value=Support Damage}}
* <math>\bigstar</math> is the upgrade bonus of the equipment.
+
|-
 +
|ASW
 +
|-
 +
|Airstrike
 +
|-
 +
|Opening Torpedo Salvo||rowspan=2|{{Cap|value=Torpedo Salvo Damage}}
 +
|-
 +
|Closing Torpedo Salvo
 +
|-
 +
|LBAS||rowspan=2|{{Cap|value=LBAS Damage}}<ref>https://twitter.com/Divinity_123/status/1651948848351158273</ref>
 +
|-
 +
|Day shelling
 +
|-
 +
|Night battle||{{Cap|value=Night Battle Damage}}
 +
|}
 +
<references/>
 +
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Post-cap</div>
 +
|
 +
Capped attack is then modified by post-cap modifiers:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{Atk}_\text{post-cap} = \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times \text{Mod}_\text{balloon S} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times \text{Mod}_\text{balloon N} \times_\downarrow \text{Crit}</math>
 +
|}
  
==Airstrike==
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;With
This applies to both [[Combat#Jet Assault|jet assaults]] and [[Aerial Combat#Airstrike|airstrikes]].
+
* <math>\text{Atk}_\text{cap}</math> the '''Cap Adjusted Attack Power''',
 +
* <math>\text{Mod}_\text{spotting}</math> the bonus from [[#Artillery_Spotting|artillery spotting]],
 +
* <math>\text{Mod}_\text{CVCI} </math> the bonus from [[#Carrier_Cut-In_Attacks|carrier cut-ins]],
 +
* <math>\text{Mod}_\text{AP}</math> the bonus from [[#Armor-Piercing_Modifier|AP shells]],
 +
** The value is rounded down after applying <math>\text{Mod}_\text{AP}</math> only if the target is able to take extra damage from AP shells, even if <math>\text{Mod}_\text{AP}</math> is '''1''' due to the attacker not having AP shells.
 +
*<math>\text{Mod}_\text{balloon}</math> the bonus from [[#Barrage Balloon Modifier|barrage balloons]]. The position of the modifier in the formula depend of the type of attack:
 +
**<math>\text{Mod}_\text{balloon S}</math> is the position for artillery spotting, CVCI and special attacks,
 +
**<math>\text{Mod}_\text{balloon N}</math> is the position for normal attacks.
 +
* <math>\text{Mod}_\text{post}</math> any remaining '''[[#Post-cap Modifiers|post-cap modifiers]]''' that are applicable,
 +
* <math>\text{Crit}</math> the '''[[#Criticals|critical]]''' modifier,
 +
** The value is rounded down after applying <math>\text{Crit}</math> only if the attack is critical.
 +
|}
  
<math>\text{Bombing Power} = \text{Type} \times \left[ \left[ \left[ \text{DB}\ OR\ \text{TRP} + \bigstar \right] \times \sqrt{\text{Count}_\text{Plane}}\right] + 25\right]</math>
+
==Basic Attack Power Formulas==
 +
The following section details the different formulas to calculate <math>\text{Atk}_\text{base}</math>. As the formula depends on the type of attacks and the combat phase.
  
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
+
Below are the common variables used in all accuracy formulas:
* <math>\text{Count}_\text{Plane}</math> is the number of planes performing the attack.
+
* <math>\text{FP}</math> is the '''Firepower''' {{Firepower}} of the ship including equipment.
 +
* <math>\text{TP}</math> is the '''Torpedo''' {{Torpedo}} of the ship including equipment or the torpedo of a plane.
 +
* <math>\text{ASW}</math> is the '''Anti-submarine''' {{ASW}} of the ship or equipment.
 +
* <math>\text{DB}</math> is the '''Dive bombing''' {{Dive}} of the plane.
 +
* <math>\bigstar</math> is the upgrade bonus of the equipment.
 +
** See [[Improvement]] or [https://akashi-list.me/ Akashi List] for upgrade bonus values.
 +
* <math>\text{Count}_\text{Plane}</math> is the remaining amount of planes in a slot, performing the attack.
 +
* <math>\text{Mod}_\text{CF}</math> is the combined fleet modifier based on the tables below:
  
{| class="wikitable"  
+
<tabber>
 +
|-|Combined vs Single=
 +
{|class="wikitable" style="text-align:center; width:980px"
 +
!width=26%|Combat Phase
 +
!width=14%|Forces
 +
!width=20%|Carrier Task Force
 +
!width=20%|Surface Task Force
 +
!width=20%|Transport Escort Force
 
|-
 
|-
! style="text-align:center; width:64px;"|Type
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|rowspan=2|Main Fleet Shelling
! style="text-align:center; width:32px;"|Multiplier
+
|Allies|| {{color|green|+2}}|| {{color|green|+10}}|| {{color|red|-5}}
! style="text-align:center; width:128px;"|Notes
 
 
|-
 
|-
|style="text-align:center;"|Torpedo Bombers
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|Enemy|| {{color|green|+10}}|| {{color|green|+5}}|| {{color|green|+10}}
|style="text-align:center;"|0.8x or 1.5x
 
|The multiplier is chosen randomly. The chance is roughly 50%.
 
 
|-
 
|-
|style="text-align:center;"|Dive Bombers<br>
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|rowspan=2|Escort Fleet Shelling
Seaplane Bombers<br>
+
|Allies|| {{color|green|+10}}|| {{color|red|-5}}|| {{color|green|+10}}
Fighter Bombers
 
|style="text-align:center;"|1.0x
 
|
 
 
|-
 
|-
|style="text-align:center;"|Jets<br>
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|Enemy|| {{color|green|+5}}|| {{color|red|-5}}|| {{color|green|+5}}
(During jet assault)
 
|style="text-align:center;"|1.0x
 
|
 
 
|-
 
|-
|style="text-align:center;"|Jets<br>
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|rowspan=2|Torpedo
(During normal bombing)
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|Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
|style="text-align:center;"|0.7071x
 
|
 
 
|-
 
|-
 +
|Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 
|}
 
|}
  
'''Important Notes'''
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|-|Combined vs Combined=
* Bombing power is calculated independently for each equipment slot on the carrier.
+
{|class="wikitable" style="text-align:center; width:980px"
* The firepower of the carrier does not affect bombing power.
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!width=26%|Combat Phase
* The power is calculated '''after''' the air combat and anti-air fire phases which means bombers getting shot down will affect the final calculation.
+
!width=14%|Forces
* It is not affected by [[Damage Calculations#Engagement|engagement]], [[Damage Calculations#Formation|formation]] or [[Damage Calculations#Damage State|damage states]].
+
!width=20%|Carrier Task Force
* It is affected by [[Damage Calculations#Aerial Contact|contact]].
+
!width=20%|Surface Task Force
 +
!width=20%|Transport Escort Force
 +
|-
 +
|rowspan=2|Main Fleet Shelling
 +
| Allies|| {{color|green|+2}}|| {{color|green|+2}}|| {{color|red|-5}}
 +
|-
 +
| Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 +
|-
 +
|rowspan=2|Escort Fleet Shelling
 +
| Allies|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 +
|-
 +
| Enemy|| {{color|red|-5}}|| {{color|red|-5}}|| {{color|red|-5}}
 +
|-
 +
|rowspan=2|Torpedo
 +
|Allies|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 +
|-
 +
|Enemy|| {{color|green|+10}}|| {{color|green|+10}}|| {{color|green|+10}}
 +
|}
  
==Surface Shelling==
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|-|Single vs Combined=
 +
{|class="wikitable" style="text-align:center; width:980px"
 +
!width=26%|Combat Phase
 +
!width=14%|Forces
 +
!width=60%|Bonus
 +
|-
 +
|rowspan=2|Vs Main Fleet
 +
|Allies||{{color|green|+5}}
 +
|-
 +
|Enemy||{{color|green|+10}}
 +
|-
 +
|rowspan=2|Vs Escort
 +
|Allies||{{color|green|+5}}
 +
|-
 +
|Enemy||{{color|red|-5}}
 +
|-
 +
|rowspan=2|Torpedo
 +
|Allies||{{color|green|+10}}
 +
|-
 +
|Enemy||{{color|green|+10}}
 +
|}
  
<math>\text{Shelling Power} = \text{FP} + \bigstar + 5</math>
+
|-|Airstrike vs Combined=
 +
{|class="wikitable" style="text-align:center; width:980px"
 +
!width=26%|Combat Phase
 +
!width=14%|Forces
 +
!width=60%|Bonus[https://docs.google.com/spreadsheets/d/1qWBdN1BlJNjFyDZCxRpsZFyTNbKMkCs308HQMKnymZc/edit?gid=1339328510#gid=1339328510]
 +
|-
 +
|rowspan=2|Vs Main Fleet
 +
|Allies||{{color|red|-10}}
 +
|-
 +
|Enemy||{{color|red|-10?}}
 +
|-
 +
|rowspan=2|Vs Escort
 +
|Allies||{{color|red|-20}}
 +
|-
 +
|Enemy||{{color|red|-20?}}
 +
|}
 +
</tabber>
  
'''Important Notes'''
+
===Airstrike===
* The caliber of the gun does not affect damage.
+
The damage from airstrikes is calculated independently for each plane slot and mainly depends on the stats of the plane and the current plane count of the slot.
* Abyssal installations that are not equipped with a plane that has a torpedo or dive bombing stat will use the surface shelling formula for calculating damage.
+
{{Formula
 +
|Title=Airstrike Attack Formula
 +
|Math=\text{Atk}_\text{base airstrike} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar + \text{Fit}_\text{SDP+} + \text{Fit}_\text{plane} \right) \times \sqrt{\text{Count}_\text{Plane} } + 25 + \text{Mod}_\text{CF} \biggr) + \text{Mod}_\text{Jet}
 +
|Var=<math>\text{DB or TP}</math> here this is the '''base''' {{Torpedo}} stat of {{Torpedo Bomber}} and the '''base''' {{Dive}} of {{Dive Bomber}}/{{SPB}}/{{Jet Kikka}}/{{Jet Keiun}}/{{Flying Wing Jet Bomber}}
 +
* <math>\text{Fit}_\text{SDP+}</math> are the {{Torpedo}}/{{Dive}} [[Equipment_Bonuses|visible fit bonus]]es given by the {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands}}.
 +
* <math>\text{Fit}_\text{plane}</math> is the applied {{Torpedo}} [[Equipment_Bonuses|visible fit bonus]]es given by planes.
 +
** ''For more information see [[Equipment_Bonuses#Airstrike|here]].''
 +
* <math>\text{Type}</math> is a multiplier based on the type of the plane. See below for details.
 +
* <math>\text{Mod}_\text{Jet}</math> is a flat bonus for [[Jets]][https://x.com/kancolle_aki/status/1940740730487804068?t=j3z4p-hRUBGt9zbJWv39xw&s=19].
  
==Carrier Attacks==
+
{{{!}}class="wikitable" style="text-align:center"
 +
!colspan=2{{!}}Plane Type
 +
!<math>\text{Type}</math>
 +
!<math>\text{Mod}_\text{Jet}</math>
 +
!Notes
 +
{{!}}-
 +
{{!}} {{Torpedo Bomber}} {{!!}} [[Torpedo Bomber]]s {{!!}} 0.8x or 1.5x {{!!}} 0
 +
{{!}} The multiplier is chosen randomly.<br>The chance is roughly 50%.
 +
{{!}}-
 +
{{!}} {{Dive Bomber}}<br>{{SPB}}<br>{{IconText|{{Liaison}}|Hayabusa|8}} {{!!}} [[Dive Bomber]]s<br>[[Seaplane Bomber]]s<br>{{Equipment/Link|Type 1 Fighter Hayabusa Model II Kai (20th Squadron)|Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)|link=Liaison Aircraft|text=ASW Hayabusa}} {{!!}} 1.0x {{!!}} 0 {{!!}} {{IconText|{{Liaison}}|Hayabusa|8}} {{Equipment/Link|Type 1 Fighter Hayabusa Model II Kai (20th Squadron)|Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)|link=Liaison Aircraft|text=ASW Hayabusa}}'s {{Dive}}<br>is counted as '''0'''.
 +
{{!}}-
 +
{{!}}rowspan=2{{!}} {{Jet Kikka}}<br>{{Jet Keiun}}<br>{{Flying Wing Jet Bomber}} {{!!}}rowspan=2{{!}} [[Jets]]<br> {{!!}} 1.0x {{!!}}0 {{!!}} During jet assault
 +
{{!}}-
 +
{{!}} 0.7x {{!!}}'''0.5''' {{!!}} During normal bombing
 +
{{!}}}
 +
|Notes=Airstrike power is calculated independently for each equipment slot on the carrier.
 +
* The firepower of the carrier does not affect airstrike power.
 +
* The power is calculated '''after''' the air combat and anti-air fire phases which means bombers getting shot down will affect the final calculation.
 +
* It is not affected by [[#Engagement|engagement]], [[#Formation|formation]] or [[#Damage State|damage states]].
 +
* It is affected by [[#Aerial Contact|contact]].
 +
* Note that {{Dive}} stat of {{Torpedo Bomber}} and the {{Torpedo}} stat of {{Dive Bomber}}/{{SPB}}/{{Jet Kikka}}/{{Jet Keiun}}/{{Flying Wing Jet Bomber}} are ignored for airstrike.
 +
* Against [[Installation]]s {{Torpedo}} is counted as '''0'''.
 +
This applies to [[Jet Assault]]s (including LBAS Jet Assaults)  and [[Airstrike]]s.
 +
}}
  
<math>\text{Power}_\text{carrier} = \left[ \text{FP} + \text{TRP} + \bigstar + \left[ \text{DB} \times 1.3 \right] \times 1.5 \right] + 55</math>
+
===Surface Shelling===
 +
The surface shelling damage stems directly from the '''Firepower''' {{Firepower}} of the ship.
 +
{{Formula
 +
|Title=Surface Attack Formula
 +
|Math=\text{Atk}_\text{base shelling} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5
 +
|Notes=The caliber of the gun does not affect damage.
 +
* Abyssal installations that are not equipped with a plane that has a torpedo or dive bombing stat will use the surface shelling formula for calculating damage.
 +
This applies to most ships during the [[Shelling]] phase (unless it is an ASW attack).
 +
}}
  
'''Important Notes'''
+
===Carrier Shelling Attacks===
* Slot sizes and remaining plane count does not affect carrier attack power during shelling.
+
Unlike during airstrikes, carrier shelling does not depend on the plane slot and instead combines the stat of the carrier and all planes equipped to one attack.
* If a carrier is not equipped with any torpedo or dive bombers, she will not participate in shelling.
+
{{Formula
 +
|Title=Carrier Shelling Attack Formula
 +
|Math=\text{Atk}_\text{base carrier shelling} = \bigl\lfloor \left( \text{FP} + \text{TP} + \bigstar + \left[ \text{DB} \times 1.3 \right] + \text{Mod}_\text{CF} \right) \times 1.5 \bigr\rfloor + 55
 +
|Notes=Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
 +
* <math>TP</math> is the sum of all {{Torpedo}} torpedo stat any equipment including [[Fit Bonus]].
 +
* <math>DB</math> is the sum of all {{Dive}} bombing stat any equipment including [[Fit Bonus]].
 +
* If a carrier is not equipped with any {{Torpedo Bomber}} torpedo or {{Dive Bomber}} dive bombers, she will not participate in shelling.
 
** This also applies if they have lost all bombers during the aerial combat phase.
 
** This also applies if they have lost all bombers during the aerial combat phase.
 +
** But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking).
 +
* Remember that there are potentially multiple sources of <math>\bigstar</math> bonuses.
 +
* Slot sizes and the number of remaining aircraft '''do not affect''' carrier attack power during shelling.
 
* Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet.
 
* Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet.
 
* Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage.
 
* Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage.
 +
* Planes are '''not shot down''' when a carrier participates in shelling.
 +
This applies to [[carrier]]s during the [[Shelling]] phase (unless it is an ASW attack).
 +
*This also applies {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}}/{{Ship/Link|Shimane Maru Kai}} if they carry at least 1 bomber {{AnyBomber}}.
 +
*This does not apply to other ship types, such as the {{Class|Ise|Kai Ni}}, and [[Kumano Maru Kai]].
 +
}}
  
==Torpedo Attacks==
+
===Torpedo Attacks===
 
+
Torpedo damage stems directly from the '''Torpedo''' {{Torpedo}} of the ship.
<math>\text{Torpedo Power} = \text{TRP} + \bigstar + 5</math>
+
{{Formula
 
+
|Title=Torpedo Attack Formula
'''Important Notes'''
+
|Math=\text{Atk}_\text{base torpedo} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5
* Submarines and Abyssal installations cannot be targeted by torpedoes.
+
|Var=
** If the only available targets are submarines or installations, the attack will trigger but always miss.
+
|Notes=Torpedoes cannot target submarines and Abyssal installations.
 +
** If the only available targets are submarines, the attack will trigger but always miss.
 +
**If the only available targets are installations, the attack will not trigger.
 
* A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
 
* A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.
 +
Torpedo Attacks only include the [[Opening Torpedo Salvo]] and [[Closing Torpedo Salvo]].
 +
}}
  
==Anti-Submarine Warfare==
+
===Anti-Submarine Warfare===
  
<math>\text{ASW Power} = \left[ \sqrt{\text{ASW}_\text{ship}} \times 2 + \text{ASW}_\text{equip} \times 1.5 + \bigstar + \text{Type}_\text{ship} \right] \times \text{Mod}_\text{synergy}</math>
+
{{details|Anti-Submarine Warfare}}
 +
{{:Anti-Submarine Warfare}}
  
* <math>\text{Type}_\text{ship}</math> is a constant depending on the type of the ship performing the attack. See below for details.
+
===Surface Night Battle===
* <math>\text{Mod}_\text{synergy}</math> is the synergy multiplier bonus from using certain combinations of ASW equips. See below for details.
+
Night battle damage stems directly from the sum of '''Firepower''' {{Firepower}} and '''Torpedo''' {{Torpedo}} of the ship.
 +
{{Formula
 +
|Title=Night Attack Formula
 +
|Math=\text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact}
 +
|Var=<math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered. The value depend of the '''Accuracy''' {{Hit}}:
 +
** '''5''' for 1 {{Hit}},
 +
** '''7''' for 2 {{Hit}},
 +
** '''9''' for 3 {{Hit}}.
 +
|Notes=Night battle is unaffected by engagement.
 +
** Exceptions is [[Special Attacks]].
 +
* [[Graf Zeppelin]], [[Saratoga|Base Saratoga]], {{Class|Taiyou|Kai Ni}}, [[Kaga Kai Ni Go]], and [[Ark Royal|Ark Royal (with Swordfish)]] use the surface night battle formula if they are not performing a carrier night attack.
 +
* In night battle versus Abyssal installations, '''the torpedo stat is ignored'''.
 +
** This also means any upgrade bonuses to torpedo power is ignored.
 +
This applies to most ships during [[Night Battle]].
 +
}}
  
{| class="wikitable"
+
===Carrier Night Air Attacks===
|+Ship Type Constant
+
The carrier night air attack damage calculation is complex but for short only take the stat of the night plane.
! style="text-align:center; width:32px;"|Constant
 
! style="text-align:center; width:128px;"|Ship Types
 
|-
 
| style="text-align:center; width:32px;"|13
 
| style="text-align:center; width:128px;"|Destroyer Escorts, Destroyers, Light Cruisers, Oilers (without seaplane bombers, torpedo bombers or rotary-wing aircraft equiped)
 
|-
 
| style="text-align:center; width:32px;"|8
 
| style="text-align:center; width:256px;"|Aviation Cruisers, Aviation Battleships, Seaplane Tenders, Light Carriers, Landing Ships, Oilers  (with seaplane bombers, torpedo bombers or rotary-wing aircraft equiped)
 
|-
 
|}
 
  
{| class="wikitable"
+
A table of the yasen given by each plane can be found ''[[:Category:Carrier-based Night Aircraft|here]]''.
|+ASW Synergy Bonus
+
{{Formula
! style="text-align:center; width:128px;"|Equipment Combination
+
|Title=Carrier Night Air Attack Formula
! style="text-align:center; width:32px;"|Bonus
+
|Math=\text{Atk}_\text{base CNAA} = \text{FP}_\text{ship} + \sum_{\text{All } Night Planes} \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{TP}_\text{fit bonus} + \text{DB}_\text{night plane} + \text{DP}_\text{fit bonus} + \text{Mod}_\text{contact} + \text{Mod}_\text{Night Plane}
|-
+
|Var=<math>\text{Mod}_\text{Night Plane}</math> being:
| style="text-align:center; width:128px;"|Depth Charge + Depth Charge Projector + Sonar
+
{{{!}}style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
| style="text-align:center; width:32px;"|1.4375x
+
{{!}}valign="center"{{!}}  <math>\text{Mod}_\text{Night Plane} = \mathrm{A} \times \text{Count}_\text{Plane} + \mathrm{B} \times \left( \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right) \times \sqrt{\text{Count}_\text{Plane}} + \sqrt{\bigstar} </math>
|-
+
{{!}}}
| style="text-align:center; width:128px;"|Depth Charge Projector + Sonar
+
* <math>Night Planes</math> being planes from the following list '''with a plane count above 0''':
| style="text-align:center; width:32px;"|1.15x
+
** {{Night Fighter}} [[Night Fighter]]s
|-
+
** {{Night Torpedo Bomber}} [[Night Torpedo Bomber]]s
| style="text-align:center; width:128px;"|Depth Charge + Sonar
+
** {{Night Dive Bomber}} [[Night Dive Bomber]]s
| style="text-align:center; width:32px;"|1.15x
+
** {{Torpedo Bomber}} {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}
|-
+
** {{Dive Bomber}} {{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|text=Zero FB Iwai}}
| style="text-align:center; width:128px;"|Depth Charge + Depth Charge Projector
+
** {{Dive Bomber}} {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Suisei PhotoBomber}}
| style="text-align:center; width:32px;"|1.1x
+
*** other planes are ignored.
|-
+
* <math>\text{FP}_\text{ship}</math> is the base {{Firepower}} firepower of the ship.
|}
+
* <math>\text{FP}_\text{night plane}, \text{TP}_\text{night plane}, \text{DB}_\text{night plane}, \text{ASW}_\text{night plane}</math> are respectively the '''base''' {{Firepower}}, {{Torpedo}}, {{Dive}}, {{ASW}} of the Night Planes.
* The bonuses do not stack.  
+
* <math>\text{TP}_\text{fit bonus}, \text{DP}_\text{fit bonus}</math> are the {{Torpedo}}/{{Dive}} [[Fit Bonus]]es of either Night plane or the {{Aviation Personnel}} {{Equipment/Link|Skilled Deck Personnel + Aviation Maintenance Hands|text=SDP+}}.
** The exception is when using the special depth charge projectors detailed below.
+
** {{Firepower}} Firepower fit bonuses are ignored.
* There is an accuracy bonus as well but it is small. Stacking sonars will give a bigger accuracy bonus.
+
* <math>\text{Mod}_\text{contact}</math> is the Night Battle Contact if {{Night Recon}} [[Night Recon]] is triggered. The value depend of the '''Accuracy''' {{Hit}}:
* The breakdown of equipment types are:
+
** '''5''' for 1 {{Hit}},
** Sonars: [[Type 93 SONAR]], [[Type 3 SONAR]], [[Type 0 Passive SONAR]], [[Type 4 SONAR]], [[Type124 ASDIC]], [[Type144/147 ASDIC]], [[HF/DF + Type144/147 ASDIC]]
+
** '''7''' for 2 {{Hit}}.
** Depth Charge Projectors: [[Type 94 Depth Charge Launcher]], [[Type 3 Depth Charge Launcher]]
+
* <math>\mathrm{A}</math> is:
** Depth Charges: [[Type 95 Depth Charge]], [[Type 2 Depth Charge]]
+
**'''3''' for [[Night Plane]]s,
* The [[Type 3 Depth Charge Launcher (Concentrated Deployment)]], [[Prototype 15cm Nonuple ASW Rocket Launcher]], [[Type 2 12cm Mortar Kai]] and [[Type 2 12cm Mortar Kai (Concentrated Deployment)]] '''do not''' count as depth charge projectors for the DC+DCP+Sonar synergy bonus.  
+
**'''0''' for {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}, {{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|text=Zero FB Iwai}} and {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Suisei Photobomb}}.
** They '''do''' still count for the DCP+Sonar synergy bonus.
+
* <math>\mathrm{B}</math> is:
** Because they do not count, the DCP+Sonar bonus with these equips stack with the other DC+DCP+Sonar bonus.
+
**'''0.45''' for [[Night Plane]]s,
** This is only possible with a '''ship that has 4 equipment slots'''.
+
**'''0.3''' for {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}, {{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|text=Zero FB Iwai}} and {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Suisei Photobomb}}.
 +
* <math>\bigstar</math> unlike other formula this is directly the [[improvement]] level of the plane.
 +
|Notes=Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
 +
** Night fighters are still needed to trigger the attack.
 +
* Like daytime carrier attacks, carriers are unable to attack if '''{{Chuuha}}''' or worse.
 +
** Armored carriers are only disabled at '''{{Taiha}}'''.
 +
** Carriers that can use the night battle shelling formula will use that instead if '''{{Chuuha}}'''.
 +
* The formula '''only takes into account the base stats of the carrier and night attack capable planes equipped'''.  
 +
** The [[Improvement]] stats are not taken into account.
 +
*** This means any other stats and upgrade bonuses from equipment like guns and non-night-capable planes are ignored.
 +
** This also means that any [[Visible Bonus]] from other planes are also ignored.
 +
This applies to [[Combat/Night_Battle#Carrier_Night_Attacks|carrier night air attack]]
 +
}}
  
'''Important Notes'''
+
===Anti-Installation Attacks===
* ASW power is heavily influenced by '''equipment ASW'''.
+
{{details|Anti-Installation}}
** Having better ASW equipment is better than increasing ship ASW.
+
Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears.
* Accuracy during night battles is abysmal making it impossible to damage submarines at night.
 
** This does not apply to night battles in a Combined Fleet.
 
* It is possible to perform opening ASW attacks when certain conditions are achieved. For more details, please see [[Opening Anti-Submarine Warfare]].
 
** You should '''prioritise reaching OASW thresholds''' over synergy bonuses.
 
  
==Surface Night Battle==
+
==Support Expedition Attack Power Formula==
 +
[[Support Expedition]] attack formulas are close but not the same as combat formulas. They also are only affected by the following modifiers:
 +
*[[#Engagement|Engagement]]
 +
*[[#Formation|Formation]]
 +
*[[#Criticals|Criticals]]
  
<math>\text{Night Battle Power} = \text{FP} + \text{TRP} + \bigstar + \text{Contact}_\text{NB}</math>
+
===Shelling Support===
 +
Basic attack power is calculated in a similar way as normal for [[#Surface_Shelling|surface ships]] and carriers except that firepower is reduced by 1.
 +
{{Formula
 +
|Title=Surface Attack Formula
 +
|Math=\text{Atk}_\text{support shelling} = \text{FP} + 4
 +
|Var=<math>FP</math> the sum of all {{Firepower}} visible firepower stat, including [[Visible Fit Bonus]]es.
 +
|Notes= Hidden fit bonuses and {{Star}} improvement bonuses do not work in support.
 +
}}
 +
{{Formula
 +
|Title=Carrier Shelling Attack Formula
 +
|Math=\text{Atk}_\text{base carrier shelling} = \bigl\lfloor \left( \text{FP} + \text{TP} + \left[ \text{DB} \times 1.3 \right] - 1 \right) \times 1.5 \bigr\rfloor + 55
 +
|Var=<math>TP</math> the sum of all {{Torpedo}} visible torpedo stat of all equipment, including [[Visible Fit Bonus]]es.
 +
* <math>DB</math> the sum of all {{Dive}} visible bombing stat of all equipment, including [[Visible Fit Bonus]]es.
 +
** The inclusion of plane's torpedo [[Fit Bonus]] is still unverified.
 +
|Notes=Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
 +
* If a carrier is not equipped with any torpedo or dive bombers, she will not participate in shelling support.
 +
** This also applies if they have lost all bombers during the aerial combat phase.
 +
** But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking).
 +
* {{Star}} improvement bonuses do not work in support.
 +
* Slot sizes and the number of remaining aircraft '''do not affect''' carrier attack power during shelling support.
 +
* Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for support.
 +
* Planes are '''not shot down''' when a carrier participates in shelling.
 +
*Unlike in normal shelling {{Ship/Link|Hayasui Kai}}/{{Ship/Link|Yamashio Maru Kai}} use the surface shelling formula.
 +
}}
  
* <math>\text{Contact}_\text{NB}</math> is the Night Battle Contact constant of +5 if triggered.
+
===Airstrike Support===
 +
{{Formula
 +
|Title=Airstrike Support Attack Formula
 +
|Math=\text{Airstrike Support} = \biggl\lfloor \biggl\{ \text{Type} \times \bigl( \left( \text{DB or TP} \right) \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35
 +
|Notes=The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
 +
* <math>\text{Type}</math> is the bomber's type modifier, similar to airstrikes.
 +
** <math>1.0</math> for dive bombers and seaplane bombers.
 +
** Either <math>0.8</math> or <math>1.5</math> for torpedo bombers.
 +
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
 +
*Is not affected by [[#Formation|formation]] like normal airstrike.
 +
*The [[proficiency]] has '''no effect''' on this support.
 +
}}
  
'''Important Notes'''
+
===Anti-Submarine Support===
* Night battle is unaffected by engagement.
+
{{Formula
* If a night battle special attack is evaded, [[Damage_Calculations#Chip_Damage|chip damage]] is applied instead.
+
|Title=Anti-Submarine Support Attack Formula
* [[Graf Zeppelin]], [[Saratoga|Base Saratoga]], [[Taiyou|Taiyou Kai Ni]], [[Ark Royal|Ark Royal (with Swordfish]] use the surface night battle formula if they are not performing a carrier night attack.
+
|Math=\text{ASW Support} = \biggl\lfloor \biggl\{ \bigl(\text{ASW} \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \times \left(0.9 + \text{Rand} \right) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35
* In night battle versus Abyssal installations, '''the torpedo stat is not counted'''.
+
|Var=<math>\text{Rand}</math> a random number from 0 to 0.75 inclusive.
** This also means any upgrade bonuses to torpedo power is ignored.
+
* The critical modifier and the 1.35x airstrike support modifier are both '''post-cap'''.
 +
* The [[Damage_Calculations#Damage_Formula|damage cap]] of 170 is applied to the result between <math>\{ \ \}</math>.
 +
|Notes=Because slot size matters, carriers make much better ASW support ships than light carriers.
 +
* It has a chance of triggering at every node so consider the enemy compositions of all nodes when running ASW support to help with submarine nodes.
 +
** A full ASW support setup that runs into enemy airpower will get destroyed.
 +
* Because even the autogyros and liaison aircraft participate in aerial combat, they can be shot down.
 +
* It can be useful for chipping down submarines to reduce the number of opening and closing torpedoes faced by the fleet.
 +
}}
  
==Carrier Night Cut-In==
+
===Long Range Torpedo Support===
 +
{{Formula
 +
|Title=Long-Range Torpedo Attack Formula
 +
|Math=\text{Atk}_\text{base torpedo support} = \text{TP} + 8
 +
|Var=For this formula it's unknown if <math>\text{TP}</math> include fit bonus or not.
 +
|Notes=Do not bother using this type of support, since it is by design inferior to the other ones.
 +
}}
  
<math>\text{Night Battle Power}_\text{carrier} = \text{FP}_\text{ship} + \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \sum{\text{Night Plane Bonus}}</math>
+
==LBAS Attack Power Formulas==
 +
{{details|LBAS}}
 +
{{:LBAS}}
  
Where:
+
=Attack Power Corrections=
  
<math>\text{Night Plane Bonus} = \mathrm{A} \times \text{Count}_\text{plane} + \mathrm{B} \times \left[ \text{FP}_\text{night plane} + \text{TRP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right] \times \sqrt{\text{Count}_\text{plane}} + \sqrt{\bigstar}</math>
+
After calculating the basic attack power of the attack being made, it is then adjusted based on various factors. Attack power modifiers can be split into pre- and post-cap modifiers. Post-cap modifiers are more powerful to have because they aren't reduced by the cap.
  
* <math>\mathrm{A}</math> is 3 for '''[[:Category:Night Planes|night planes]]'''; and 0 for '''[[:Category:Swordfish|Swordfish]], [[Zero Fighter Type 62 (Fighter-bomber/Iwai Squadron)]] and [[Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)]]'''
+
==Pre-cap Modifiers==
* <math>\mathrm{B}</math> is 0.45 for night planes and 0.3 for Swordfish, Type 62 Iwai and Photobomb Suisei.
 
  
'''Important Notes'''
+
===Engagement===
* Carriers must be equipped with a [[Night Operation Aviation Personnel]] or [[Night Operation Aviation Personnel + Skilled Deckhands]] in addition to night attack capable planes in order to perform carrier night attacks.
+
{{details|Engagement}}
** Exceptions to this are [[Saratoga|Saratoga Mk.II]] and [[Akagi|Akagi Kai Ni E]] that only need night attack capable planes.
 
* If the carrier night attack is evaded, it deals [[Damage Calculations#Chip Damage|chip damage]] instead.
 
* Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
 
** You still need night fighters to trigger the attack.
 
* Like daytime carrier attacks, carriers are unable to attack if moderately damaged or worse.
 
** Armoured carriers are only disabled at heavy damage.
 
** Carriers that can use the night battle shelling formula will use that instead if moderately damaged.
 
* The formula '''only takes into account the base stats of the carrier and night attack capable planes equipped (includes upgrade bonuses from night capable planes)'''.
 
** This means any other stats and upgrade bonuses from equipment like guns and non-night capable planes are ignored.
 
  
==Anti-Installation Attacks==
+
{|class="wikitable" style="text-align:center"
 +
!Form!!Common name!!Damage Modifier!!Chance!!Chance with {{Equipment/Link|Saiun|Saiun (Eastern Caroline Air Group)|Saiun (4th Recon Squad)|text=Saiun}}
 +
|-
 +
|Crossing the T ('''{{color|green|Advantage}}''')
 +
|style="color:green"|'''Green T'''
 +
|1.2||15%||15%
 +
|-
 +
|Parallel Engagement
 +
|'''Parallel
 +
|1.0||45%||45%
 +
|-
 +
|Head-on Engagement
 +
|'''Head-on
 +
|0.8||30%||40%
 +
|-
 +
|Crossing the T ('''{{color|red|Disadvantage}}''')
 +
|style="color:red"|'''Red T'''
 +
|0.6||10%||0%
 +
|}
  
<math>\text{Anti-Installation Power} = \text{Atk} \times \text{Mod}_\text{A} + \text{Mod}_\text{B}</math>
+
* 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 {{color|green|'''Green T'''}} and {{color|red|'''Red T'''}}.
 +
** The exception are some [[Special Attacks]].
 +
* [[Night Battle]] and [[Aerial Combat]] are '''not affected by engagement'''.
  
* <math>\text{Atk}</math> is the basic attack power of [[Damage Calculations#Surface Shelling|shelling]], [[Damage Calculations#Carrier Attacks|carrier attacks]], [[Damage Calculations#Surface Night Battle|night battle]] or [[Damage Calculations#Carrier Night Attacks|carrier night attacks]] with the '''torpedo stat ignored'''.
+
===Formation===
* <math>\text{Mod}_\text{A}</math> are the '''multiplicative''' anti-installation bonuses. See below for details.
+
{{details|Formation}}
* <math>\text{Mod}_\text{B}</math> are the '''additive''' anti-installation bonuses. See below for details
 
  
{| class="wikitable"
+
{|class="wikitable" style="text-align:center"
|+Multiplicative Bonuses
+
!colspan=5|Formation Attack Power Modifiers
! style="text-align:center; width:128px;" rowspan="2"|Equipment Name
 
! style="text-align:center; width:64px;" colspan="2"|Artillery Imp
 
! style="text-align:center; width:64px;" colspan="2"|Isolated Island Demon
 
! style="text-align:center; width:64px;" colspan="2"|Soft-Skinned<ref>[[Supply Depot Princess]], [[Harbor Princess]] and [[Northern Princess]].</ref>
 
 
|-
 
|-
! style="text-align:center; width:32px;" |Single
+
!Formation!!Shelling!!Torpedo!!ASW!!Night Battle
! style="text-align:center; width:32px;" |Multiple
 
! style="text-align:center; width:32px;" |Single
 
! style="text-align:center; width:32px;" |Multiple
 
! style="text-align:center; width:32px;" |Single
 
! style="text-align:center; width:32px;" |Multiple
 
 
|-
 
|-
|[[:Category:Anti-Aircraft Shells|Anti-Aircraft Shells]]
+
|Line Ahead
| style="text-align:center;" colspan="2"|-
+
|1.0||1.0||style="color:red"|0.6||1.0
| style="text-align:center;" colspan="2"|1.75
 
| style="text-align:center;" colspan="2"|2.5
 
 
|-
 
|-
|[[:Category:Armour-Piercing Shells|Armour-Piercing Shells]]
+
| Double Line
| style="text-align:center;" colspan="2"|1.85
+
|style="color:red"|0.8||style="color:red"|0.8||style="color:red"|0.8||1.0
| style="text-align:center;" colspan="2"|-
 
| style="text-align:center;" colspan="2"|-
 
 
|-
 
|-
|[[WG42 (Wurfgerät 42)]]
+
| Diamond
| style="text-align:center;" |1.6
+
|style="color:red"|0.7||style="color:red"|0.7||style="color:green"|1.2||1.0
| style="text-align:center;" |2.72
 
| style="text-align:center;" |1.4
 
| style="text-align:center;" |2.1
 
| style="text-align:center;" |1.3
 
| style="text-align:center;" |1.82
 
 
|-
 
|-
|[[Shipborne Model Type 4 20cm Anti-ground Rocket Launcher]]
+
| Echelon
| style="text-align:center;" |1.5
+
|style="color:red"|0.75||style="color:red"|0.6||style="color:green"|1.1||1.0
| style="text-align:center;" |2.7
 
| style="text-align:center;" |1.3
 
| style="text-align:center;" |2.145
 
| style="text-align:center;" |1.25
 
| style="text-align:center;" |1.875
 
 
|-
 
|-
|[[:Category:Mortars|Mortars]]
+
| Line Abreast
| style="text-align:center;" |1.3
+
|style="color:red"|0.6||style="color:red"|0.6||style="color:green"|1.3||1.0
| style="text-align:center;" |1.95
 
| style="text-align:center;" |1.2
 
| style="text-align:center;" |1.68
 
| style="text-align:center;" |1.2
 
| style="text-align:center;" |1.56
 
 
|-
 
|-
|[[:Category:Landing Craft|Landing Crafts]]
+
|rowspan=2|Vanguard
| style="text-align:center;" colspan="2"|1.8
+
|style="color:red"|0.5||1.0||1.0||style="color:red"|0.5
| style="text-align:center;" colspan="2"|1.8
 
| style="text-align:center;" colspan="2"|1.4
 
 
|-
 
|-
|[[Toku Daihatsu-class Landing Craft]]
+
|1.0||1.0||style="color:red"|0.6||1.0
| style="text-align:center;" colspan="2"|1.15
+
|}
| style="text-align:center;" colspan="2"|1.15
+
 
| style="text-align:center;" colspan="2"|1.15
+
Combined Fleets have special formations that differ from the standard single fleet [[formation]]s. The following formations can be selected.
 +
 
 +
{|class="wikitable" style="text-align:center"
 +
!width=270px|Formation
 +
!Formation Icon
 +
!Fleet
 +
!Shelling<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 +
!Torpedo
 +
!ASW
 +
!Night
 +
!width=320px|Notes
 
|-
 
|-
|[[Daihatsu-class Landing Craft (Type 89 Medium Tanks & Marines)]]
+
|rowspan=2|'''Cruising Formation 1 (ASW Alert)<br>第一警戒航行序列(対潜警戒)'''
| style="text-align:center;" |1.5
+
|rowspan=2|{{CruisingForm1}}
| style="text-align:center;" |2.1
+
|Main
| style="text-align:center;" |1.2
+
|style="color:red"|0.8 <!--Shelling DMG main-->
| style="text-align:center;" |1.68
+
| -  
| style="text-align:center;" |1.5
+
|style="color:green"|1.3 <!--ASW DMG main-->
| style="text-align:center;" |1.95
+
| -  
 +
|rowspan=2|Moderate shelling and torpedo accuracy.
 +
Similar to Line Abreast.
 
|-
 
|-
|[[Toku Daihatsu Landing Craft + 11th Tank Regiment]]
+
|Escort
| style="text-align:center;" colspan="2"|1.8
+
|style="color:red"|0.8 <!--Shelling DMG escort-->
| style="text-align:center;" colspan="2"|1.8
+
|style="color:red"|0.7 <!--Torpedo DMG escort-->
| style="text-align:center;" colspan="2"|1.8
+
|style="color:green"|1.3 <!--ASW DMG escort-->
 +
|? <!--Night DMG escort-->
 
|-
 
|-
|'''Landing Craft Upgrade Bonus'''
+
|rowspan=2|'''Cruising Formation 2 (Forward Alert)<br>第二警戒航行序列(前方警戒)'''
| style="text-align:center;" colspan="6"|<math>1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{50}</math>
+
|rowspan=2|{{CruisingForm2}}
 +
|Main
 +
|1.0 <!--Shelling DMG main-->
 +
| -
 +
|style="color:green"|1.1 <!--ASW DMG main-->
 +
| -
 +
|rowspan=2|Higher shelling and torpedo accuracy than Formation 1.
 +
Similar to Double Line without the accuracy bonus.
 
|-
 
|-
|[[Type 2 Ka-Mi Tank]]
+
|Escort
| style="text-align:center;" |2.4
+
|1.0 <!--Shelling DMG escort-->
| style="text-align:center;" |3.24
+
|style="color:red"|0.9 <!--Torpedo DMG escort-->
| style="text-align:center;" |2.4
+
|style="color:green"|1.1 <!--ASW DMG escort-->
| style="text-align:center;" |3.24
+
|? <!--Night DMG escort-->
| style="text-align:center;" |1.5
 
| style="text-align:center;" |1.8
 
 
|-
 
|-
|'''Tank Upgrade Bonus'''
+
|rowspan=2|'''Cruising Formation 3 (Ring Formation)<br>第三警戒航行序列(輪形陣)'''
| style="text-align:center;" colspan="6"|<math>1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{30}</math>
+
|rowspan=2|{{CruisingForm3}}
 +
|Main
 +
|style="color:red"|0.7 <!--Shelling DMG main-->
 +
| -
 +
|1.0 <!--ASW DMG main-->
 +
| -
 +
|rowspan=2|Requires 5 or more ships in the 2nd fleet. Very low shelling and torpedo accuracy.
 +
Similar to Diamond.
 
|-
 
|-
 +
|Escort
 +
|style="color:red"|0.7 <!--Shelling DMG escort-->
 +
|style="color:red"|0.6 <!--Torpedo DMG escort-->
 +
|1.0 <!--ASW DMG escort-->
 +
|? <!--Night DMG escort-->
 
|-
 
|-
|[[:Category:Dive Bombers|Dive Bombers]]<ref>Only certain dive bombers are able to attack installations in shelling.</ref>
+
|rowspan=2|'''Cruising Formation 4 (Battle Formation)<br>第四警戒航行序列(戦闘隊形)'''
| style="text-align:center;" colspan="2"|1.4
+
|rowspan=2|{{CruisingForm4}}
| style="text-align:center;" colspan="2"|1.4
+
|Main
| style="text-align:center;" colspan="2"|-
+
|style="color:green"|1.1 <!--Shelling DMG main-->
 +
| -
 +
|style="color:red"|0.7 <!--ASW DMG main-->
 +
| -  
 +
|rowspan=2|Requires 4 or more ships in the 2nd fleet. Highest shelling and torpedo accuracy.
 +
Similar to Line Ahead.
 
|-
 
|-
|[[:Category:Seaplane Bombers|Seaplane Bombers]]<br>
+
|Escort
[[:Category:Seaplane Fighters|Seaplane Fighters]]
+
|style="color:green"|1.1 <!--Shelling DMG escort-->
| style="text-align:center;" colspan="2"|1.5
+
|1.0 <!--Torpedo DMG escort-->
| style="text-align:center;" colspan="2"|-
+
|style="color:red"|0.7 <!--ASW DMG escort-->
| style="text-align:center;" colspan="2"|1.2
+
|? <!--Night DMG escort-->
|-
+
|}
|[[:Category:Destroyers|Destroyers]]<br>
+
<references/>
[[:Category:Light Cruisers|Light Cruisers]]
 
| style="text-align:center;" colspan="2"|1.4
 
| style="text-align:center;" colspan="2"|-
 
| style="text-align:center;" colspan="2"|-
 
|-
 
|} <references/>
 
 
 
 
{{clear}}
 
{{clear}}
  
{| class="wikitable"
+
The following tab resume when engagement and formation are effective:
|+Additive Bonuses
+
{|class="wikitable" style="text-align:center"
! style="text-align:center; width:128px;" rowspan="2"|Equipment Name
+
!rowspan=2|Modifier!!rowspan=2|LBAS!!rowspan=2|Airstrike!!colspan=3|Support!!colspan=2|Shelling!!rowspan=2|Torpedo!!rowspan=2|ASW!!rowspan=2|Night Battle!!rowspan=2|Sub Touch
! style="text-align:center; width:128px;" colspan="4"|Number Equipped
 
 
|-
 
|-
! style="text-align:center; width:32px;" |1
+
!Shelling!!Aerial!!Torpedo!!Surface!!Carrier
! style="text-align:center; width:32px;" |2
 
! style="text-align:center; width:32px;" |3
 
! style="text-align:center; width:32px;" |4
 
 
|-
 
|-
|[[WG42 (Wurfgerät 42)]]
+
!Engagement
| style="text-align:center;" |75
+
|❌||❌||✔️||❌||✔️||✔️||✔️||✔️||✔️||{{Tooltip|❌*|Except Special attacks and ASW}}||
| style="text-align:center;" |110
 
| style="text-align:center;" |140
 
| style="text-align:center;" |160
 
 
|-
 
|-
|[[Shipborne Model Type 4 20cm Anti-ground Rocket Launcher]]
+
!Formation
| style="text-align:center;" |55
+
|❌||❌||✔️||❌||✔️||✔️||✔️||✔️||✔️||✔️||❌
| style="text-align:center;" |115
+
|}
| style="text-align:center;" |??
+
 
| style="text-align:center;" |??
+
;Note
 +
*If one of the fleet si a combined one then the formation modifier become '''1''' for the support.
 +
 
 +
===Damage State===
 +
{|class="wikitable" style="text-align:center"
 +
! Damage State
 +
! Shelling
 +
! Torpedo
 +
! ASW
 
|-
 
|-
|[[Type 2 12cm Mortar Kai]]
+
|{{TextGlow|'''Not Damaged'''|black|text-colour=lime|glow-size=2px}}
| style="text-align:center;" |30
+
|rowspan=2| 1.0||rowspan=2| 1.0||rowspan=2| 1.0
| style="text-align:center;" |55
 
| style="text-align:center;" |75
 
| style="text-align:center;" |??
 
 
|-
 
|-
|[[Type 2 12cm Mortar Kai (Concentrated Deployment)]]
+
|'''{{Shouha}}'''
| style="text-align:center;" |60
 
| style="text-align:center;" |110
 
| style="text-align:center;" |??
 
| style="text-align:center;" |??
 
 
|-
 
|-
|[[Toku Daihatsu Landing Craft + 11th Tank Regiment]]
+
|'''{{Chuuha}}'''
| style="text-align:center;" |25
+
| 0.7|| 0.8|| 0.7
| style="text-align:center;" |-
 
| style="text-align:center;" |-
 
| style="text-align:center;" |-
 
 
|-
 
|-
| [[:Category:Submarines|Submarines]]
+
|'''{{Taiha}}'''
| style="text-align:center;" colspan="4"|30
+
| 0.4|| 0|| 0.4
|-
+
|}
|} <references/>
 
  
{{clear}}
+
;Notes
* Question marks indicate values that haven't been tested.
+
* Damage state does not affect aerial combat.
 +
** It will affect carrier attacks in the shelling phase.
  
'''Important Notes'''
 
* For the Toku Daihatsu, T98+Marines and 11th Tank Regiment, they get '''both''' the regular Daihatsu bonus and their own special bonus.
 
* All multipliers used in determining anti-installation power are '''pre-cap'''.
 
* The amount of multipliers available make even low firepower ships like destroyers viable anti-installation ships.
 
  
=Attack Power Corrections=
+
===Night Battle Cut-In===
 +
{{details|Night Cut-In}}
  
After calculating the basic attack power of the attack being made, it is then adjusted based on various factors. Attack power modifiers can be split into pre- and post-cap modifiers. Post-cap modifiers are more powerful to have because they aren't reduced by the cap.  
+
Night Cut-Ins will apply extra modifiers if triggered.
  
==Attack Power Cap==
+
{|
 
+
|- style="vertical-align:top"
The attack power cap varies depending on the phase of combat it is in.
+
|
* Support, ASW, opening and closing torpedo - 150
+
{|class="wikitable" style="text-align:center"
* Day shelling - 180
+
!colspan=4|<math>\text{Mod}_\text{CI}</math>
* Night battle - 300
 
 
 
'''Important Notes'''
 
* Any excess firepower above this cap is square rooted. Please see the [[Damage Calculations#Damage Formula|damage formula]] for how it is applied.
 
* It is still worth aiming to go above the attack power cap because some pre-cap modifiers can severely reduce your attack power.
 
 
 
==Pre-cap Modifiers==
 
===Engagement===
 
For more details on engagement, please see [[Combat#Engagement_Form|Engagement Form]].
 
 
 
{| class="wikitable"
 
 
|-
 
|-
! scope="col" style="text-align:center; width:200px;" |Form
+
!colspan=4|"New" Cut-ins
! scope="col" style="text-align:center; width:100px;" |Damage Modifier
 
! scope="col" style="text-align:center; width:100px;" |Chance
 
! scope="col" style="text-align:center; width:100px;" |Chance with [[Saiun]]
 
 
|-
 
|-
|Parallel Engagement<br />{{Nihongo|同航戦|''Doukousen''|}}
+
!Attack Type
| style="text-align:center;" |100%
+
!Prerequisites
| style="text-align:center;" |45%
+
!Notes
| style="text-align:center;" |45%
+
!Damage<br>Modifier
 
|-
 
|-
|Head-on Engagement<br />{{Nihongo|反航戦|''Hankousen''|}}
+
!style="background-color:#ff7f50; color:black" rowspan=14|Destroyer Cut-ins
| style="text-align:center;" |80%
+
|rowspan=6|{{Torpedo Weapon}}{{Light Gun}}{{Surface Radar}}
| style="text-align:center;" |30%
+
|
| style="text-align:center;" |40%
+
|1.3
|-
 
|Crossing the T ('''<span style="color:green">Advantage</span>''')<br />{{Nihongo|T字戦有利|''T Ji-sen Yuuri''|}}
 
| style="text-align:center;" |120%
 
| style="text-align:center;" |15%
 
| style="text-align:center;" |15%
 
|-
 
| style="white-space: nowrap;" |Crossing the T ('''<span style="color:red">Disadvantage</span>''')<br />{{Nihongo|T字戦不利|''T Ji-sen Furi''|}}
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |10%
 
| style="text-align:center;" |0%
 
|}
 
* 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'''.
 
** The exception to this are night battle nodes.
 
* OASW and opening torpedoes are '''affected by engagement''' even though it is only displayed after those phases.
 
*Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on engagement.
 
 
 
'''Important Notes'''
 
* It is useful in some situations to not take the Saiun in order to get Crossing the T (Disadvantage). This is because it can hamper the enemy from damaging your fleet as much as it hampers yours.
 
 
 
===Formation===
 
For more details on formation, please see [[Combat#Formation_Selection|Formation Selection]].
 
 
 
{| class="wikitable"
 
|+Formation Attack Power Modifiers
 
 
|-
 
|-
! scope="col" style="text-align:center; width:128px;"|Formation
+
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
! scope="col" style="text-align:center; width:32px;"|Shelling
+
|{{tooltip|1.625|1.3 x 1.25}}
! scope="col" style="text-align:center; width:32px;"|Torpedo
 
! scope="col" style="text-align:center; width:32px;"|Anti-Submarine
 
! scope="col" style="text-align:center; width:32px;"|Night Battle
 
 
|-
 
|-
| Line Ahead<br />{{Nihongo|単縦陣|''Tanjuu-jin''|}}
+
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
| style="text-align:center; color:#ff0000;" |'''100%'''
+
|{{tooltip|1.706|1.3 x 1.25 x 1.05}}
| style="text-align:center; color:#ff0000;" |'''100%'''
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |100%
 
 
|-
 
|-
| Double Line<br />{{Nihongo|複縦陣|''Fukujuu-jin''|}}
+
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
| style="text-align:center;" |80%
+
|{{tooltip|1.820|1.3 x 1.4}}
| style="text-align:center;" |80%
 
| style="text-align:center;" |80%
 
| style="text-align:center;" |100%
 
 
|-
 
|-
| Diamond<br />{{Nihongo|輪形陣|''Rinkei-jin''|}}
+
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}
| style="text-align:center;" |70%
+
|{{tooltip|1.911|1.3 x 1.4 x 1.05}}
| style="text-align:center;" |70%
 
| style="text-align:center;" |120%
 
| style="text-align:center;" |100%
 
 
|-
 
|-
| Echelon<br />{{Nihongo|梯形陣|''Teikei-jin''|}}
+
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
| style="text-align:center;" |75%
+
|{{tooltip|2.002|1.3 x 1.4 x 1.1}}
| style="text-align:center;" |60%
 
| style="text-align:center;" |110%
 
| style="text-align:center;" |100%
 
 
|-
 
|-
| Line Abreast<br />{{Nihongo|単横陣|''Tan'ou-jin''|}}
+
|rowspan=6|{{Torpedo Weapon}}{{Surface Radar}}{{Lookout}}
| style="text-align:center;" |60%
+
|
| style="text-align:center;" |60%
+
|1.2
| style="text-align:center; color:#ff0000;" |'''130%'''
 
| style="text-align:center;" |100%
 
|-
 
| rowspan="2"|Vanguard<ref>The direct translation of "Keikai" is "alert".</ref><br />{{Nihongo|警戒陣|''Keikai-jin''|}}
 
| style="text-align:center;" |50%
 
| style="text-align:center; color:#ff0000;" |'''100%'''
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |50%
 
 
|-
 
|-
| style="text-align:center;" |100%
+
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
| style="text-align:center; color:#ff0000;" |'''100%'''
+
|{{tooltip|1.5|1.2 x 1.25}}
| style="text-align:center;" |60%
 
| style="text-align:center;" |100%
 
 
|-
 
|-
|}<references/>
+
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 
+
|{{tooltip|1.575|1.2 x 1.25 x 1.05}}
{{clear}}
 
 
 
===Damage State===
 
{| class="wikitable"
 
! scope="col" style="text-align:center; width:128px;"|Damage State
 
! scope="col" style="text-align:center; width:32px;"|Shelling
 
! scope="col" style="text-align:center; width:32px;"|Torpedo
 
! scope="col" style="text-align:center; width:32px;"|Anti-Submarine
 
 
|-
 
|-
| style="text-align:center; color:#f2eb14;"|'''Lightly Damaged'''<br>
+
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}<ref name="Tash">[[Tashkent Kai]] only.</ref>
'''(小破)'''
+
|{{tooltip|1.680|1.2 x 1.4}}
| style="text-align:center;" | 100%
 
| style="text-align:center;" | 100%
 
| style="text-align:center;" | 100%
 
 
|-
 
|-
| style="text-align:center; color:orange;"|'''Moderately Damaged'''<br>
+
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}<ref name="Tash"/>
'''(中破)'''
+
|{{tooltip|1.768|1.2 x 1.4 x 1.05}}
| style="text-align:center;" | 70%
 
| style="text-align:center;" | 80%
 
| style="text-align:center;" | 70%
 
 
|-
 
|-
| style="text-align:center; color:red;"|'''Heavily Damaged'''<br>
+
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}<ref name="Tash"/>
'''(大破) '''
+
|{{tooltip|1.848?|1.2 x 1.4 x 1.1?}}
| style="text-align:center;" | 40%
 
| style="text-align:center;" | 0%
 
| style="text-align:center;" | 40%
 
 
|-
 
|-
|}
+
|{{Torpedo Weapon}}{{Torpedo Weapon}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 
+
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
'''Important Notes
+
|1.5
* Damage state does not affect aerial combat.
 
** It will affect carrier attacks in the shelling phase.
 
 
 
===Night Battle Special Attacks===
 
For more details please see [[Night Battle#Night Battle Special Attacks|Night Battle Special Attacks]].
 
 
 
{| class="wikitable sortable" style="width: 100%;"
 
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;" rowspan="2" colspan="2"| '''Attack Type'''
+
|{{Torpedo Weapon}}{{Drum}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:60%;" colspan="6"| '''Number of Equipment'''
+
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
!style="width: 5%; text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF" rowspan="2"| '''Multiplier'''
+
|1.3
!style="width: 5%; text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF" rowspan="2"| '''No. of Attacks'''
 
!style="width: 15%; text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF" rowspan="2"| '''Notes'''
 
|-
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:10%;"| '''Main Gun'''<br>{{RedGunHeavy}}
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:10%;"| '''Secondary Gun'''<br>{{YellowGun}}
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:10%;"| '''Torpedo'''<br>{{RedAmmo}}
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:10%;"| '''RADAR'''<br>{{Radar}}
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:10%;"| '''Skilled Lookout'''<br>{{SurfaceShipPersonnel}}
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:10%;"| '''Submarine Radar'''<ref>[[Submarine Radar and Waterproof Periscope]] and [[Submarine Radar and Radio Direction Finder (E27)]]</ref><br>{{SubmarineRadar}}
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;" rowspan="9"| Cut-In
+
!style="background-color:#81c784; color:black" rowspan=4|Carrier Cut-ins<ref>NB CVCI [https://twitter.com/Divinity__123/status/1481091340876369921]</ref>
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| Torpedo/Lookout/RADAR<br>Destroyer Lookout
+
|{{NightFighterEn}}{{NightFighterEn}}{{NightBomberEn}}
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
|rowspan=4|{{WildCard}} = {{NightFighterEn}}{{NightBomberEn}}{{NightDivebomberEn}}{{AnyBomber}}
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
|1.25
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 120%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"| Destroyers only.
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| Main/Torpedo/RADAR
+
|{{NightFighterEn}}{{NightBomberEn}}
<br>Destroyer Mixed
+
|1.2
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 130%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"| Destroyers only
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| Main/Torpedo/Radar<br>Special Destroyer Mixed
+
|{{NightFighterEn}}{{NightDivebomberEn}}<br>'''OR'''<br>{{NightBomberEn}} {{NightDivebomberEn}}
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1<ref>Special cut in for the [[12.7cm Twin Mount Type-D Kai 2]].</ref>
+
|1.2
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 162.5%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"| Destroyers only
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| Torpedo/Torpedo/Torpedo<br>Submarine Torpedo
+
|{{NightFighterEn}}{{WildCard}}{{WildCard}}
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
|1.18
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 2<ref>Only applies to the [[Late Model Bow Torpedo Mount (6 Tubes)]] and [[Skilled SONAR Personnel + Late Model Bow Torpedo Mount (6 Tubes)]].
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 160%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 2
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"| Submarines only
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| Torpedo/Torpedo/Sub RADAR<br>Submarine Radar
+
!style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
|{{Large Gun}}{{Large Gun}}{{Night SPB}}{{Night SPB}}{{Surface Radar}}
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
|rowspan=4| -
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1</ref><ref>As above.</ref>
+
|1.36
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 175%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 2
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"| Submarines only
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| Torpedo/Torpedo/Torpedo<br>Torpedo
+
|{{Large Gun}}{{Large Gun}}{{Night SPB}}{{Night SPB}}
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
|1.32
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 2
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 150%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 2
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"|
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| Main/Main/Main<br>Gun
+
|{{Large Gun}}{{Large Gun}}{{Night SPB}}{{Surface Radar}}
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 3
+
|1.28
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 200%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"|
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| Main/Main/Secondary<br>Mixed Gun
+
|{{Large Gun}}{{Large Gun}}{{Night SPB}}
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 2
+
|1.24
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
+
|}
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
|
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
{|class="wikitable" style="text-align:center"
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
!colspan=3|<math>\text{Mod}_\text{CI}</math>
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 175%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"|
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| Main/Torpedo/Torpedo<br>Mixed Torpedo
+
!colspan=3|"Old" Cut-ins
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| 1
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 130%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 2
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"|
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; width:20%;" colspan="2"| Double Attack
+
!Attack Type
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;" colspan="2"| 2
+
!Prerequisites
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
+
!Damage<br>Modifier
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:10%;"| -
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 120%
 
|style="text-align: center; border-style: solid; border-width: 1px; width:2.5%;"| 2
 
|style="text-align: center; border-style: solid; border-width: 1px; width:15%;"|
 
 
|-
 
|-
|}<references/>
+
!style="background-color:#ff7f50; color:black"|Gun Cut-in
{{clear}}
+
|nowrap|{{Large Gun}}{{Large Gun}}{{Large Gun}}
 
+
|2
===Carrier Night Attacks===
 
For more details please see [[Night Battle#Carrier Night Attacks|Carrier Night Attacks]].
 
 
 
{| class="wikitable"
 
! style="text-align:center; width:256px;" colspan="2"|Type
 
! style="text-align:center; width:32px;"|Modifier
 
! style="text-align:center; width:512px;"|Notes
 
 
|-
 
|-
| style="text-align:center;" rowspan="6"|Cut-In
+
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
| 2x Night Fighter<br>
+
|{{Large Gun}}{{Large Gun}}{{Sec Gun}}
1x Night Bomber
+
|1.75
| style="text-align:center;" |1.25
 
|
 
 
|-
 
|-
| 1x Night Fighter<br>
+
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
1x Night Bomber
+
|{{LM Sub Torpedo}} {{Submarine Radar}}
| style="text-align:center;" |1.2
+
|1.75
|
 
 
|-
 
|-
| 3x Night Fighter
+
|{{LM Sub Torpedo}} {{LM Sub Torpedo}}
| style="text-align:center;" rowspan="4"|  1.18
+
|1.6
|
 
 
|-
 
|-
| 2x Night Fighter<br>
+
!style="background-color:#59f; color:black"|Torpedo Cut-in
Other
+
|{{Torpedo Weapon}}{{Torpedo Weapon}}
|
+
|1.5
 
|-
 
|-
| Night Fighter<br>
+
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
Night Bomber<br>
+
|{{Torpedo Weapon}}{{Large Gun}}
Other
+
|1.3
|  
 
 
|-
 
|-
| Night Fighter<br>
+
!style="background-color:gold; color:black" rowspan=3|Double Attack
2x Other
+
|{{Large Gun}}{{Large Gun}}
 +
|rowspan=3|1.2
 
|-
 
|-
| style="text-align:center;" colspan="2"|Normal Attack
+
|{{Large Gun}}{{Sec Gun}}
| style="text-align:center;" |1.0
 
|
 
 
|-
 
|-
 +
|{{Sec Gun}}{{Sec Gun}}
 +
|}
 
|}
 
|}
 +
<references/>
 +
 +
===ASW Synergy===
 +
{{Equipment/ASW_Synergy|expand=true}}
  
* "Other" referrs to [[:Category:Swordfish|Swordfish]], [[Zero Fighter Type 62 (Fighter-bomber/Iwai Squadron)]] and [[Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)]].
 
  
===Gun Fit Bonuses===
+
===Special Attack Bonus===
 +
{{details|Special Attacks}}
 +
The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.
  
Unlike the other pre-cap bonuses, this is just an additive firepower bonus added for light cruisers and Italian heavy cruisers when equipped with certain guns. The bonus is minor, please refer to the [[Gun_Fit_Bonuses#Medium_Caliber_Guns_Firepower_Bonus|gun fit bonuses]] for more details.
+
 
 +
===Hidden Fit Bonuses===
 +
{{details|Hidden Fit Bonuses}}
 +
 
 +
Unlike the other pre-cap bonuses, this is just a minor additive firepower bonus added for some ships (mostly cruisers) when equipped with certain guns.
  
 
==Post-cap Modifiers==
 
==Post-cap Modifiers==
 +
 
===Aerial Contact===
 
===Aerial Contact===
For more details please see [[Aerial Combat#Contact|Aerial Combat]].
+
{{details|Aerial Combat#Contact}}
  
During aerial combat, there is a chance for your ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the accuracy of the plane that triggered contact.
+
During aerial combat, there is a chance for the ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the '''Accuracy''' {{Hit}} of the plane that triggered contact.
  
{| class="wikitable"
+
{|class="wikitable" style="text-align:center"
! style="text-align:center;"|Accuracy
+
!Accuracy {{Acc}}!!Damage Modifier
! style="text-align:center;"|Damage Bonus
 
|-
 
|style="text-align:center;"|0
 
|style="text-align:center;"|112%
 
 
|-
 
|-
|style="text-align:center;"|0
+
|0||1.12
|style="text-align:center;"|112%
 
 
|-
 
|-
|style="text-align:center;"|2
+
|1||1.12
|style="text-align:center;"|117%
 
 
|-
 
|-
|style="text-align:center;"|3
+
|2||1.17
|style="text-align:center;"|120%
 
 
|-
 
|-
 +
|3+||1.2
 
|}
 
|}
  
===Artillery Spotting===
 
For more details, please see [[Artillery Spotting]]
 
  
{| class="wikitable"
+
===Airstrike Special Bonus===
! style="text-align:center; width:256px;" colspan="2"|Type
+
There's a bonus when attacking certain Princess and Demon-type enemies during airstrike. The multiplier is chosen randomly between two values. The chance is roughly 50%.
! style="text-align:center; width:32px;"|Modifier
+
 
! style="text-align:center; width:512px;"|Notes
+
{|class="wikitable mw-collapsible"
 +
!colspan=4|<math>\text{Mod}_\text{boss}</math>[https://x.com/Divinity_123/status/1852761324813799585]
 
|-
 
|-
| style="text-align:center;" rowspan="4"|Cut-In
+
!Boss (ID) !!Low mod !!High mod !!Rate<br>Low/High
| style="text-align:center;"|2x Main Gun<br>
+
|-
Armour-Piercing Shell
+
|{{Enemy/Link|PT Imp Pack|Schnellboot Imp Pack|link=PT Imp Pack|text=PT Imp (1637-1640, 2192-2194)}} ||0.5 ||0.8 ||60% / 40%
| style="text-align:center;" |1.5
 
|
 
 
|-
 
|-
| style="text-align:center;"|Main Gun<br>
+
|{{Enemy/Link|Battleship Princess|text=BB Hime (1557)}} ||1.4 ||2.0 ||65% / 35%
Secondary Gun<br>
 
Armour-Piercing Shell
 
| style="text-align:center;" |1.3
 
|
 
 
|-
 
|-
| style="text-align:center;"|Main Gun<br>
+
|{{Enemy/Link|Battleship Summer Princess|text= Summer BB Hime (1696-1698)}}||1.3 ||1.8 ||?
Secondary Gun<br>
 
RADAR
 
| style="text-align:center;"| 1.2
 
|
 
 
|-
 
|-
| style="text-align:center;"|Main Gun<br>
+
|{{Enemy/Link|Aircraft Carrier Princess|text=CV Hime (1586)}} ||1.4? ||2.2? ||?
Secondary Gun
 
| style="text-align:center;"| 1.1
 
|
 
 
|-
 
|-
| style="text-align:center;" colspan="2"|Double Attack
+
|{{Enemy/Link|Aircraft Carrier Princess B|text=CV Hime B (2105-2108)}} ||1.4? ||2.2? ||?
| style="text-align:center;" |1.2x2
 
|  
 
 
|-
 
|-
| style="text-align:center;" colspan="2"|Normal Attack
+
|{{Enemy/Link|Aircraft Carrier Summer Demon|text=Summer CV Demon (1751)}} ||1.2? ||1.6? ||?
| style="text-align:center;" |1.0
 
|  
 
 
|-
 
|-
 +
|{{Enemy/Link|European Princess|text=Ark Hime  (1755-1760)}} ||? ||? ||?
 
|}
 
|}
  
===Carrier Cut-In Attacks===
 
For more details, please see [[Carrier Cut-In Attack]].
 
  
{| class="wikitable"
+
===Artillery Spotting===
! style="text-align:center; width:256px;" colspan="2"|Type
+
{{details|Combat/Artillery Spotting}}
! style="text-align:center; width:32px;"|Modifier
+
 
! style="text-align:center; width:512px;"|Notes
+
{|class="wikitable" style="text-align:center"
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 +
!Notes
 +
|-
 +
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 +
|{{Large Gun}}{{ZuiunPlane}}{{ZuiunPlane}}
 +
|1.35
 +
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 
|-
 
|-
| style="text-align:center;" rowspan="3"|Cut-In
+
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
| style="text-align:center;"|Fighter<br>
+
|{{Large Gun}}{{Dive Bomber}}{{Dive Bomber}}
Dive Bomber<br>
+
|1.3
Torpedo Bomber
+
|-
| style="text-align:center;" |1.25
+
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 +
|{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AP Shell}}
 +
|1.5
 
|
 
|
 
|-
 
|-
| style="text-align:center;"|2x Dive Bomber<br>
+
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
Torpedo Bomber
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{AP Shell}}
Armour-Piercing Shell
+
|1.3
| style="text-align:center;" |1.2
 
 
|
 
|
 
|-
 
|-
| style="text-align:center;"|Dive Bomber<br>
+
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
Torpedo Bomber
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{Radar}}
| style="text-align:center;"|1.15
+
|1.2
 
|
 
|
 
|-
 
|-
| style="text-align:center;" colspan="2"|Normal Attack
+
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
| style="text-align:center;" |1.0
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}
|  
+
|1.1
 +
|
 
|-
 
|-
 +
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
 +
|{{Large Gun}}{{Large Gun}}{{Seaplane}}
 +
|1.2
 +
|
 
|}
 
|}
 +
* If an Artillery Spotting attack is evaded, it will deal [[Scratch Damage]] instead.
 +
  
===Armour-Piercing Modifier===
+
===Carrier Cut-In Attacks===
During day combat, certain enemy ships take extra damage from armour-piercing shells.
+
{{details|CVCI}}
  
{| class="wikitable"
+
{|class="wikitable" style="text-align:center"
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:256px;"|Type
+
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Modifier
+
|nowrap|{{Fighter}}{{Dive Bomber}}{{Torpedo Bomber}}
 +
|1.25
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
!style="background-color:#ff7f50" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
Armour-Piercing Shell
+
|nowrap|{{Dive Bomber}}{{Dive Bomber}}{{Torpedo Bomber}}
|style="text-align: center; border-style: solid; border-width: 1px;"|1.08
+
|1.2
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
!style="background-color:#59f" |{{color|black|Bomber-Attacker<br>(BA)}}
Armour-Piercing Shell<br>
+
|nowrap|{{Dive Bomber}}{{Torpedo Bomber}}
RADAR
+
|1.15
|style="text-align: center; border-style: solid; border-width: 1px;"|1.10
+
|}
 +
If a CVCI attack is evaded, it will deal [[#Scratch Damage|Scratch Damage]] instead.
 +
 
 +
 
 +
===Armor-Piercing Modifier===
 +
During day combat, certain enemy ships take extra damage from {{AP Shell}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armor Piercing Shells}}.
 +
* The bonus only applies against [[FBB]], [[BB]], [[BBV]], [[CV]], [[CVB]], [[CA]], and [[CAV]].
 +
** This includes [[Installation]]s.
 +
** This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP.
 +
 
 +
For clarity purposes:
 +
* {{Large Gun}} is used to indicate a '''[[Main Gun]]''' of ''any size'',
 +
* {{Sec Gun}} is used to indicate a '''[[Secondary Gun]]''' of ''any size'',
 +
* {{AP Shell}} is used to indicate an '''[[AP Shell]]''',
 +
* {{Radar}} is used to indicate a '''[[Radar]]''' of ''any type'',
 +
 
 +
{|class="wikitable"
 +
!Type!!Modifier
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
|{{Large Gun}}{{AP Shell}}
Secondary Gun<br>
+
|1.08
Armour-Piercing Shell
 
|style="text-align: center; border-style: solid; border-width: 1px;"|1.15
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
|{{Large Gun}}{{AP Shell}}{{Radar}}
Secondary Gun<br>
+
|1.10
Armour-Piercing Shell<br>
 
RADAR
 
|style="text-align: center; border-style: solid; border-width: 1px;"|1.15
 
 
|-
 
|-
 +
|{{Large Gun}}{{AP Shell}}{{Sec Gun}}<br>{{Large Gun}}{{AP Shell}}{{Sec Gun}}{{Radar}}
 +
|1.15
 
|}
 
|}
  
* It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses.
+
;Note
* The bonus applies when attacking battleships (including aviation), heavy cruisers (including aviation), carriers, and installations.
+
*It is '''unadvisable''' to run any of the other setups beyond the most basic Gun+AP, as the other setups will interfere with artillery spotting and give worse bonuses.
** It also applies to demon, princess, water demon and imp enemies that are classified as one of the above. This means that destroyer, light cruiser seaplane tender and air-defense bosses are exempt.
+
*This modifier doesn't affect support shelling.
 +
 
 +
 
 +
===Barrage Balloon Modifier===
 +
{{Category:Barrage Balloons}}
 +
 
  
 
===Anti-Installation Equipment Modifiers===
 
===Anti-Installation Equipment Modifiers===
{| class="wikitable"
+
{{details|Anti-Installation}}
|+Multiplicative Bonuses
+
 
! style="text-align:center; width:128px;" rowspan="2"|Equipment Name
+
 
! style="text-align:center; width:64px;" colspan="2"|Supply Depot Princess
+
===Special Attack Bonus===
 +
{{details|Special Attacks}}
 +
The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.
 +
 
 +
 
 +
===Criticals===
 +
For more details on how critical chance is calculated, please see [[Critical]].
 +
 
 +
;Normal Criticals
 +
{|class="wikitable"
 +
!Attack Type
 +
!Modifier
 
|-
 
|-
! style="text-align:center; width:32px;" |Single
+
|Normal
! style="text-align:center; width:32px;" |Multiple
+
|1.0
 
|-
 
|-
|[[:Category:Anti-Aircraft Shells|Anti-Aircraft Shells]]
+
|Critical
| style="text-align:center;" colspan="2"|-
+
|<math>1.5 \times \text{Mod}_\text{proficiency}</math>
 +
|}
 +
 
 +
;Plane Proficiency Critical Modifier
 +
{{details|Plane Proficiency}}
 +
 
 +
=Ammunition Modifier=
 +
The damage of the fleet is reduced once their ammunition falls below 50%. This modifier '''cannot go above 1'''. The formula used to determine this is:
 +
{{Formula
 +
|Title=<math>\text{Ammo}</math> formula
 +
|Math=\text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo} }{\text{Max Ammo} } \times 100 \Big\rfloor}{50}
 +
|Var=<math>\text{Current Ammo}</math> the current ammo of the ship.
 +
*<math>\text{Max Ammo}</math> the max ammo of the ship (indicated under '''consuption''' on the ship info).
 +
|Notes=
 +
}}
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
!Remaining Ammo!!Ammo Modifier!!Notes
 
|-
 
|-
|[[:Category:Armour-Piercing Shells|Armour-Piercing Shells]]
+
| >50%|| 1.0||  
| style="text-align:center;" colspan="2"|-
 
 
|-
 
|-
|[[WG42 (Wurfgerät 42)]]
+
| 40%|| 0.8|| 4th Battle
| style="text-align:center;" |1.25
 
| style="text-align:center;" |1.625
 
 
|-
 
|-
|[[Shipborne Model Type 4 20cm Anti-ground Rocket Launcher]]
+
| 30%|| 0.6||  
| style="text-align:center;" |1.2
 
| style="text-align:center;" |1.68
 
 
|-
 
|-
|[[:Category:Mortars|Mortars]]
+
| 20%|| 0.4|| 5th Battle
| style="text-align:center;" |1.15
 
| style="text-align:center;" |1.38
 
 
|-
 
|-
|[[:Category:Landing Craft|Landing Crafts]]
+
| 10%|| 0.2||
| style="text-align:center;" colspan="2"|1.7
 
 
|-
 
|-
|[[Toku Daihatsu-class Landing Craft]]
+
| 0%|| 0|| 6th Battle
| style="text-align:center;" colspan="2"|1.2
+
|}
|-
 
|[[Daihatsu-class Landing Craft (Type 89 Medium Tanks & Marines)]]
 
| style="text-align:center;" |1.3
 
| style="text-align:center;" |2.08
 
|-
 
|[[Toku Daihatsu Landing Craft + 11th Tank Regiment]]
 
| style="text-align:center;" colspan="2"|-
 
|-
 
|'''Landing Craft Upgrade Bonus'''
 
| style="text-align:center;" colspan="2"|<math>1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{50}</math>
 
|-
 
|[[Type 2 Ka-Mi Tank]]
 
| style="text-align:center;" |1.7
 
| style="text-align:center;" |2.55
 
|-
 
|'''Tank Upgrade Bonus'''
 
| style="text-align:center;" colspan="2"|<math>1 + \dfrac{\left( \text{Average Landing Craft}\ \bigstar \right)}{30}</math>
 
|-
 
|-
 
|[[:Category:Dive Bombers|Dive Bombers]]<ref>Only certain dive bombers are able to attack installations in shelling.</ref>
 
| style="text-align:center;" colspan="2"|-
 
|-
 
|[[:Category:Seaplane Bombers|Seaplane Bombers]]<br>
 
[[:Category:Seaplane Fighters|Seaplane Fighters]]
 
| style="text-align:center;" colspan="2"|-
 
|-
 
|[[:Category:Destroyers|Destroyers]]<br>
 
[[:Category:Light Cruisers|Light Cruisers]]
 
| style="text-align:center;" colspan="2"|-
 
|-
 
|} <references/>
 
  
{{clear}}
+
* The battle number indicated in the notes assumes only normal surface engagements. Engaging in night battles and other special engagements can change that number.
 +
* Whatever ammunition modifier applies in day battle carries over to night battle.
 +
* Maelstroms that reduce ammunition also count towards this modifier.
 +
* Using {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate ammo penalties.
 +
* The ammunition modifier affects aerial battle.
 +
* Once a ship hits 0% ammo, all attacks become [[#Scratch Damage|scratch damage]].
 +
* Debuffs are affected by the ammunition modifier.
  
'''Important Notes'''
+
=Miscellaneous Damage Modifiers=
* Carrier-based dive bombers, seaplane bombers and land-based attack aircraft have further multiplicative and additive post-cap bonuses versus certain installations.
+
{{Anchor|Chip Damage}}
** Artillery Imp - 1.55x
+
===Scratch Damage===
** Isolated Island Demon - 1.7x
+
In the following cases, attacks will deal '''"scratch damage"''' instead of normal ones:
** Supply Depot Princess - +100
+
*If a [[Cut-in]] or a [[Special Attack|special attack]] is evaded,
* For the Toku Daihatsu, T98+Marines and 11th Tank Regiment, they get '''both''' the regular Daihatsu bonus and their own special bonus.
+
*The target's armor cannot be penetrated (attack inferior to the enemy defense),
* The amount of multipliers available make even low firepower ships like destroyers viable anti-installation ships.
+
*The ammo count hits 0,
 +
*When a single fleet attacks submarines during night battle,
 +
**ASW attack works as usual on Night Battle and Night to Day Battle nodes,
 +
*When a [[Friendly Fleet]] attacks the last remaining ship of an enemy fleet.
  
=Critical Strikes=
+
Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:
For more details on how critical chance is calculated, please see [[Accuracy, Evasion and Criticals#Critical Strikes|Accuracy, Evasion and Criticals]].
 
  
==Normal Criticals==
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
{| class="wikitable"
+
!Scratch Damage formula
! style="text-align:center;"|Attack Type
 
! style="text-align:center;"|Modifier
 
 
|-
 
|-
| style="text-align:center;"|Normal
+
|
| style="text-align:center;"|100%
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
|-
+
|valign="center"| <math>\text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.06 + Random[0 ; (\text{HP}_\text{current} - 1)] \times 0.08 </math>
| style="text-align:center;"|Critical
+
|}
| style="text-align:center;"|150%
+
;With
 +
* <math>\text{HP}_\text{current}</math> the current '''HP''' {{HP}} of the target.
 +
 
 +
;Notes
 +
*Scratch damage is:
 +
**A maximum of <math>\text{HP}_\text{current} \times 0.14 - 0.08</math>
 +
**A minimum of <math>\text{HP}_\text{current} \times 0.06</math>.
 
|-
 
|-
 +
|
 +
;Friendly Fleet
 +
A [[Friendly Fleet]] cannot kill the last ship of the opposing fleet, dealing special scratch damage instead:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.5</math>
 +
|}
 
|}
 
|}
 +
* Scratch damage is generally between '''6 and 14 % of current HP'''.
 +
* If the target's HP is low, it is possible for the result of the formula to return a result of 0, as all formulas are rounded down.
 +
**'''{{color|red|This means that scratch damage cannot sink any ship.}}
  
==Plane Proficiency Critical Modifier==
+
===PT Imps===
Carriers get a bonus critical modifier when equipped with high proficiency planes. This modifier is multiplicative with the normal critical modifier. For more details, please see [[Plane Proficiency#Critical Bonus|Plane Proficiency]]
+
{{Anti-PT Imp Setups|uncollapsed=true}}
  
'''Carrier Attack Modifier'''
+
===Historical Bonus===
<math>\text{Mod}_\text{CVAtk} = 1 + \text{Count}_\text{equipped} \times 0.1 + 0.1\text{(If max proficiency plane in first slot)}</math>
+
On almost every [[Event]] map, as well as some regular maps ([[7-4]] & [[7-5]] so far), certain ships, types of ships, equipment, or types of equipment will bring bonuses.
 +
*Those bonuses are most of the time raw damage multipliers, and sometimes, accuracy bonuses.
 +
*Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected.
 +
*Bonuses may be applicable to some parts of a map only, such as specific phases of nodes.
  
* <math>\text{Count}_\text{equipped}</math> is the number of max proficiency planes equipped.
+
This mechanic is here to encourage the use of "historically significant fleets and setups".
* This means a carrier with two maxed proficiency planes equipped in the top two slots, it will have a 1.3x bonus. This makes her total critical strike modifier 1.95x (1.5 x 1.3).
+
*By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable.
* This also applies to carrier night attacks.
 
** Unlike other carrier night attacks formulas, non-night capable planes are taken into account for calculating the proficiency critical bonus.
 
  
'''Carrier Cut-In Attacks'''
+
====Summer Mode Bonuses====
<math>\text{Mod}_\text{CVCI} = 1.016 + 0.15\text{(If the plane in the first slot participates in the attack)}</math>
+
There are consistent bonuses against the following abyssal bosses' summer forms. These bonuses may differ on some [[event]]'s maps.
  
* The average skill level of all planes is taken into account when calculating the modifier. The 1.106 value assumes all planes equipped are of max proficiency.
+
{|class="wikitable" style="text-align:center"
* If you have multiple aircraft of the same type equipped, the plane in the first slot will always take priority.
+
!colspan=2 rowspan=2|
 +
!colspan=5|Damage Bonuses [https://x.com/yukicacoon/status/1984176180279611490]
 +
|-
 +
!{{Enemy/Banner|Battleship Summer Princess|small=true}}
 +
!{{Enemy/Banner|Heavy Cruiser Summer Princess|small=true}}
 +
!{{Enemy/Banner|Aircraft Carrier Summer Demon|small=true}}
 +
!{{Enemy/Banner|European Water Princess|small=true}}
 +
!{{Enemy/Banner|French Battleship Princess Vacation Mode|small=true}}
 +
|-
 +
!rowspan=2|Ships<br><span class="mw-customtoggle-names" style="cursor:pointer; color:blue">''[Toggle Names]''</span>
  
=Ammunition Modifier=
+
!{{QuestRewardShip|Bismarck Drei|small=true|collapsed=names}}{{QuestRewardShip|Nelson Kai|small=true|collapsed=names}}<br>{{QuestRewardShip|Ark Royal Kai|small=true|collapsed=names}}<br>{{QuestRewardShip|Prinz Eugen Kai|small=true|collapsed=names}}{{QuestRewardShip|Gotland Andra|small=true|collapsed=names}}
 
+
|colspan=3|1.1x
The damage of your fleet is reduced once their ammunition falls below 50%. The formula use to determine this is:
+
|1.15x
 
+
! -
<math>\text{Ammo} = \dfrac{\text{Remaining Ammo %}}{50}</math>
 
 
 
{| class="wikitable"
 
! style="text-align:center;"|Remaining Ammo
 
! style="text-align:center;"|Ammo Modifier
 
! style="text-align:center;"|Notes
 
 
|-
 
|-
| style="text-align:center;"|>50%
+
!{{QuestRewardShip|Richelieu Deux|small=true|collapsed=names}}{{QuestRewardShip|Jean Bart Kai|small=true|collapsed=names}}<br>{{QuestRewardShip|Mogador Kai|small=true|collapsed=names}}{{QuestRewardShip|Gloire Kai|small=true|collapsed=names}}<br>{{QuestRewardShip|Commandant Teste Kai|small=true|collapsed=names}}
| style="text-align:center;"|100%
+
!colspan=4| -
|
+
|1.15x
 
|-
 
|-
| style="text-align:center;"|40~49%
+
!rowspan=6|Equipment
| style="text-align:center;"|80%
+
!{{AP Shell}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link=AP Shell}}
|4th Battle
+
| 1.2x
|-
+
| 1.1x
| style="text-align:center;"|30~39%
+
| 1.1x
| style="text-align:center;"|60%
+
| 1.15x
|
+
| 1.2x
 
|-
 
|-
| style="text-align:center;"|20~29%
+
!{{SPB}} [[SPB]]<br>{{SPF}} [[SPF]]
| style="text-align:center;"|40%
+
| 1.1x
|5th Battle
+
| 1.15x
 +
| 1.1x
 +
| 1.1x
 +
| 1.1x
 
|-
 
|-
| style="text-align:center;"|10-19%
+
!{{SPB}} {{Equipment/Link|Laté 298B}}
| style="text-align:center;"|20%
+
!colspan=4| -
|
+
| {{ToolTip|1.32x|1.1 x 1.2}}
 
|-
 
|-
| style="text-align:center;"|0%
+
!{{Torpedo Bomber}} {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish|link=Swordfish (disambiguation)}}
| style="text-align:center;"|0%
+
|1 = 1.15x<br>2 = 1.32x
|6th Battle
+
|1 = 1.15x<br>2 = 1.21x
 +
|1 = 1.1x<br>2 = 1.21x
 +
|1 = 1.2x<br>2 = ?x
 +
! -
 
|-
 
|-
 +
!{{Dive Bomber}} [[Dive Bomber]]s
 +
!colspan=2| -
 +
|1 = 1.1x<br>2 = 1.32x
 +
! -
 +
|1 = 1.1x<br>2 = 1.265x
 
|}
 
|}
  
* The battle number indicated in the notes assumes only normal surface engagements. Engaging in night battle and other special engagements can change that number.
+
The {{Equipment/Link|Laté 298B}} bonus includes the [[SPB]] bonus.
* Whatever ammunition modifier applies in day battle carries over to night battle.
 
* Maelstroms that reduce ammunition also count towards this modifier.
 
* The low ammo penalty can be counteracted with the [[Maritime Resupply]] item. Please see the page for more details.
 
* The ammunition modifier affects aerial battle.
 
* Once you hit 0% ammo, all attacks become [[Damage_Calculations#Chip_Damage|chip damage]].
 
* Chip damage is unaffected by the ammunition modifier.
 
* Debuffs are affected by the ammunition modifier.
 
 
 
=Miscellaneous Damage Modifiers=
 
==Chip Damage==
 
In the event that a special attack is evaded, you are unable to penetrate the target's armour or your ammunition hits 0; attacks will deal chip damage instead. Chip damage is dealt as a percentage of remaining HP calculated using the following formula:
 
  
<math>\text{Chip %} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math>
+
The whole bonuses is counted for the airstrike phase [https://x.com/Divinity_123/status/1852761324813799585].
  
* <math>\text{HP}_\text{current}</math> is the current HP of the target.
+
====Foreign Plane Bonuses====
* <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math>
+
"Foreign Plane Bonuses" is an event-only mechanic where most foreign planes (not from the IJN/IJA) get various damage bonuses on maps based in Europe.
 +
*See ''[[Foreign Plane Bonuses]]'' for more details.
  
Therefore the maximum damage percentage dealt by overkill protection is <math>\text{HP}_\text{current} \times 0.14 - 0.08</math> and the minimum percentage dealt is <math>\text{HP}_\text{current} \times 0.06</math>. Meaning chip damage is generally between '''6-14%'''.
+
===Debuffs===
 +
Debuffs are a special case that only applies during [[events]].
  
* If the target's HP is low, it is possible for the result of the formula to return a result of 0. Remember that all formulas are rounded down.
+
Certain event maps have debuff mechanics that require completing certain gimmicks once Last Dance is reached, in order to trigger the boss or boss' fleet debuff.  
** This means the target's HP cannot be reduced to 0 by chip damage.
+
*See ''[[Debuffs|here]]'' for more details on past event debuffs.
 
+
Debuffs can be either:
==Debuffs==
+
*A reduction to the enemy's [[#Defense Power|armor]] {{Armor}},
Debuffs are a special case that only applies during events. Certain event maps have debuff mechanics that require you to meet certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armour or a post-cap damage modifier for your fleet.
+
*A post-cap damage modifier for the attacking fleet (probably cases of misinterpretation of armor reductions).
 
 
'''Important Notes'''
 
* Debuffs are affected by the remaining ammo modifier.
 
  
 
=Overkill Protection=
 
=Overkill Protection=
When a ship in your fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead.  
+
When a ship in the fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead.  
 
* The ship must be the flagship OR
 
* The ship must be the flagship OR
* The ship must not be heavily damaged and red morale at the start of the battle.
+
* The ship must not be '''{{Taiha}}''' nor {{color|red|'''red morale}} [[File:Battle Card Status Heavy Fatigue Face.png]] at the start of the battle.
 
** If the ship has red morale, she will just have her HP reduced to 1.
 
** If the ship has red morale, she will just have her HP reduced to 1.
 +
{{Formula
 +
|Title=Overkill Formula
 +
|Math=\text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + Random[0 ; (\text{HP}_\text{current} - 1)] \times 0.3
 +
|Var=<math>\text{HP}_\text{current}</math> the current '''HP''' {{HP}} of the ship.
 +
|Notes=Damage from overkill protection is:
 +
**At worst <math>\text{HP}_\text{current} \times 0.8 - 0.3</math>
 +
**At best <math>\text{HP}_\text{current} \times 0.5</math>
 +
}}
  
<math>\text{Chip %} = \text{HP}_\text{current} \times 0.5 + \text{HP}_\text{rand} \times 0.3 </math>
+
Overkill protection will take off between '''50-80 % of the ship's current HP {{HP}}'''.
  
* <math>\text{HP}_\text{current}</math> is the current HP of your ship.
+
;Important Information
* <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math>
+
* In general:
 +
** Overkill protection is most applicable to DDs.
 +
*** The most pronounced effects of overkill protection occur at low HP
 +
*** It is also the primary means of surviving a hit they fail to evade
 +
*** For example, a 32 HP DD has a 15.5 % chance of being '''{{Taiha}}''' by a BB Hime, while a 31 HP DD has just a 6.5 % chance
 +
*** This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha
 +
** Odd-numbered HP is better when overkill protection is triggered. This is because the damage calculations round down, reducing the likelihood of being knocked down to heavy damage.
 +
** Therefore ships with maximum HP that are divisible by 4 have worse survivability.
 +
*** This theory is most applicable to ships '''at full HP'''. Once a ship starts taking damage, the utility of overkill protection is unchanged. Therefore sometimes it becomes better survivability from an overkill damage.
 +
*** For example, max 6 HP [[Maruyu]] has no chance to be taiha by an overkill hit, because max 4 damage remains 2/6 HP, so still > 25 % HP. So does it for a damaged ship who remains at 6 HP, if her max HP < 8.
  
Therefore, the maximum damage percentage dealt by overkill protection is <math>\text{HP}_\text{current} \times 0.8 - 0.3</math> and the minimum percentage dealt is <math>\text{HP}_\text{current} \times 0.5</math>. Meaning overkill protection will take off between '''50-80%''' of your ship's remaining HP.
+
;Overkill table
 +
*4n are in {{Color|red|red}}
 +
*4n+2 (2n) are in {{Color|orange|orange}}
 +
*4n+1 & 4n+3 are in {{Color|green|green}}
  
'''Important Information'''
+
{|class="wikitable sortable mw-collapsible mw-collapsed fixed-header"
* The general accepted wisdom is that odd numbered HP is better when overkill protection is triggered. This is because the damage is rounded down so having odd HP can save your ship from being heavily or moderately damaged.
+
|- class="fixed-header-1"
** This only applies '''at full HP'''. Once a ship starts taking damage, the minimal protection is lost.
+
!colspan=4|Overkill
* Ships with HP that is divisible by 4 have the worst survivability rates.
+
|- class="fixed-header-2"
 +
!{{HP}} HP !!{{Taiha}} !!{{Chuuha}} !!{{Shouha}}
 +
|-
 +
|style="color:orange"|6 ||0.0 % ||100.0 % ||0.0 %
 +
|-
 +
|style="color:green"|7 ||0.0 % ||71.4 % ||28.6 %
 +
|-
 +
|style="color:red"|8 ||12.5 % ||87.5 % ||0.0 %
 +
|-
 +
|style="color:green"|9 ||0.0 % ||77.8 % ||22.2 %
 +
|-
 +
|style="color:orange"|10 ||0.0 % ||100.0 % ||0.0 %
 +
|-
 +
|style="color:green"|11 ||0.0 % ||81.8 % ||18.2 %
 +
|-
 +
|style="color:red"|12 ||16.7 % ||83.3 % ||0.0 %
 +
|-
 +
|style="color:green"|13 ||7.7 % ||76.9 % ||15.4 %
 +
|-
 +
|style="color:orange"|14 ||0.0 % ||100.0 % ||0.0 %
 +
|-
 +
|style="color:green"|15 ||0.0 % ||86.7 % ||13.3 %
 +
|-
 +
|style="color:red"|16 ||12.5 % ||87.5 % ||0.0 %
 +
|-
 +
|style="color:green"|17 ||11.8 % ||76.5 % ||11.8 %
 +
|-
 +
|style="color:orange"|18 ||5.6 % ||94.4 % ||0.0 %
 +
|-
 +
|style="color:green"|19 ||0.0 % ||89.5 % ||10.5 %
 +
|-
 +
|style="color:red"|20 ||15.0 % ||85.0 % ||0.0 %
 +
|-
 +
|style="color:green"|21 ||9.5 % ||81.0 % ||9.5 %
 +
|-
 +
|style="color:orange"|22 ||9.1 % ||90.9 % ||0.0 %
 +
|-
 +
|style="color:green"|23 ||4.3 % ||87.0 % ||8.7 %
 +
|-
 +
|style="color:red"|24 ||16.7 % ||83.3 % ||0.0 %
 +
|-
 +
|style="color:green"|25 ||12.0 % ||80.0 % ||8.0 %
 +
|-
 +
|style="color:orange"|26 ||7.7 % ||92.3 % ||0.0 %
 +
|-
 +
|style="color:green"|27 ||7.4 % ||85.2 % ||7.4 %
 +
|-
 +
|style="color:red"|28 ||14.3 % ||85.7 % ||0.0 %
 +
|-
 +
|style="color:green"|29 ||13.8 % ||79.3 % ||6.9 %
 +
|-
 +
|style="color:orange"|30 ||10.0 % ||90.0 % ||0.0 %
 +
|-
 +
|style="color:green"|31 ||6.5 % ||87.1 % ||6.5 %
 +
|-
 +
|style="color:red"|32 ||15.6 % ||84.4 % ||0.0 %
 +
|-
 +
|style="color:green"|33 ||12.1 % ||81.8 % ||6.1 %
 +
|-
 +
|style="color:orange"|34 ||11.8 % ||88.2 % ||0.0 %
 +
|-
 +
|style="color:green"|35 ||8.6 % ||85.7 % ||5.7 %
 +
|-
 +
|style="color:red"|36 ||16.7 % ||83.3 % ||0.0 %
 +
|-
 +
|style="color:green"|37 ||13.5 % ||81.1 % ||5.4 %
 +
|-
 +
|style="color:orange"|38 ||10.5 % ||89.5 % ||0.0 %
 +
|-
 +
|style="color:green"|39 ||10.3 % ||84.6 % ||5.1 %
 +
|-
 +
|style="color:red"|40 ||15.0 % ||85.0 % ||0.0 %
 +
|-
 +
|style="color:green"|41 ||14.6 % ||80.5 % ||4.9 %
 +
|-
 +
|style="color:orange"|42 ||11.9 % ||88.1 % ||0.0 %
 +
|-
 +
|style="color:green"|43 ||9.3 % ||86.0 % ||4.7 %
 +
|-
 +
|style="color:red"|44 ||15.9 % ||84.1 % ||0.0 %
 +
|-
 +
|style="color:green"|45 ||13.3 % ||82.2 % ||4.4 %
 +
|-
 +
|style="color:orange"|46 ||13.0 % ||87.0 % ||0.0 %
 +
|-
 +
|style="color:green"|47 ||10.6 % ||85.1 % ||4.3 %
 +
|-
 +
|style="color:red"|48 ||16.7 % ||83.3 % ||0.0 %
 +
|-
 +
|style="color:green"|49 ||14.3 % ||81.6 % ||4.1 %
 +
|-
 +
|style="color:orange"|50 ||12.0 % ||88.0 % ||0.0 %
 +
|-
 +
|style="color:green"|51 ||11.8 % ||84.3 % ||3.9 %
 +
|-
 +
|style="color:red"|52 ||15.4 % ||84.6 % ||0.0 %
 +
|-
 +
|style="color:green"|53 ||15.1 % ||81.1 % ||3.8 %
 +
|-
 +
|style="color:orange"|54 ||13.0 % ||87.0 % ||0.0 %
 +
|-
 +
|style="color:green"|55 ||10.9 % ||85.5 % ||3.6 %
 +
|-
 +
|style="color:red"|56 ||16.1 % ||83.9 % ||0.0 %
 +
|-
 +
|style="color:green"|57 ||14.0 % ||82.5 % ||3.5 %
 +
|-
 +
|style="color:orange"|58 ||13.8 % ||86.2 % ||0.0 %
 +
|-
 +
|style="color:green"|59 ||11.9 % ||84.7 % ||3.4 %
 +
|-
 +
|style="color:red"|60 ||16.7 % ||83.3 % ||0.0 %
 +
|-
 +
|style="color:green"|61 ||14.8 % ||82.0 % ||3.3 %
 +
|-
 +
|style="color:orange"|62 ||12.9 % ||87.1 % ||0.0 %
 +
|-
 +
|style="color:green"|63 ||12.7 % ||84.1 % ||3.2 %
 +
|-
 +
|style="color:red"|64 ||15.6 % ||84.4 % ||0.0 %
 +
|-
 +
|style="color:green"|65 ||15.4 % ||81.5 % ||3.1 %
 +
|-
 +
|style="color:orange"|66 ||13.6 % ||86.4 % ||0.0 %
 +
|-
 +
|style="color:green"|67 ||11.9 % ||85.1 % ||3.0 %
 +
|-
 +
|style="color:red"|68 ||16.2 % ||83.8 % ||0.0 %
 +
|-
 +
|style="color:green"|69 ||14.5 % ||82.6 % ||2.9 %
 +
|-
 +
|style="color:orange"|70 ||14.3 % ||85.7 % ||0.0 %
 +
|-
 +
|style="color:green"|71 ||12.7 % ||84.5 % ||2.8 %
 +
|-
 +
|style="color:red"|72 ||16.7 % ||83.3 % ||0.0 %
 +
|-
 +
|style="color:green"|73 ||15.1 % ||82.2 % ||2.7 %
 +
|-
 +
|style="color:orange"|74 ||13.5 % ||86.5 % ||0.0 %
 +
|-
 +
|style="color:green"|75 ||13.3 % ||84.0 % ||2.7 %
 +
|-
 +
|style="color:red"|76 ||15.8 % ||84.2 % ||0.0 %
 +
|-
 +
|style="color:green"|77 ||15.6 % ||81.8 % ||2.6 %
 +
|-
 +
|style="color:orange"|78 ||14.1 % ||85.9 % ||0.0 %
 +
|-
 +
|style="color:green"|79 ||12.7 % ||84.8 % ||2.5 %
 +
|-
 +
|style="color:red"|80 ||16.3 % ||83.8 % ||0.0 %
 +
|-
 +
|style="color:green"|81 ||14.8 % ||82.7 % ||2.5 %
 +
|-
 +
|style="color:orange"|82 ||14.6 % ||85.4 % ||0.0 %
 +
|-
 +
|style="color:green"|83 ||13.3 % ||84.3 % ||2.4 %
 +
|-
 +
|style="color:red"|84 ||16.7 % ||83.3 % ||0.0 %
 +
|-
 +
|style="color:green"|85 ||15.3 % ||82.4 % ||2.4 %
 +
|-
 +
|style="color:orange"|86 ||14.0 % ||86.0 % ||0.0 %
 +
|-
 +
|style="color:green"|87 ||13.8 % ||83.9 % ||2.3 %
 +
|-
 +
|style="color:red"|88 ||15.9 % ||84.1 % ||0.0 %
 +
|-
 +
|style="color:green"|89 ||15.7 % ||82.0 % ||2.2 %
 +
|-
 +
|style="color:orange"|90 ||14.4 % ||85.6 % ||0.0 %
 +
|-
 +
|style="color:green"|91 ||13.2 % ||84.6 % ||2.2 %
 +
|-
 +
|style="color:red"|92 ||16.3 % ||83.7 % ||0.0 %
 +
|-
 +
|style="color:green"|93 ||15.1 % ||82.8 % ||2.2 %
 +
|-
 +
|style="color:orange"|94 ||14.9 % ||85.1 % ||0.0 %
 +
|-
 +
|style="color:green"|95 ||13.7 % ||84.2 % ||2.1 %
 +
|-
 +
|style="color:red"|96 ||16.7 % ||83.3 % ||0.0 %
 +
|-
 +
|style="color:green"|97 ||15.5 % ||82.5 % ||2.1 %
 +
|-
 +
|style="color:orange"|98 ||14.3 % ||85.7 % ||0.0 %
 +
|-
 +
|style="color:green"|99 ||14.1 % ||83.8 % ||2.0 %
 +
|-
 +
|style="color:red"|100 ||16.0 % ||84.0 % ||0.0 %
 +
|-
 +
|style="color:green"|101 ||15.8 % ||82.2 % ||2.0 %
 +
|-
 +
|style="color:orange"|102 ||14.7 % ||85.3 % ||0.0 %
 +
|-
 +
|style="color:green"|103 ||13.6 % ||84.5 % ||1.9 %
 +
|-
 +
|style="color:red"|104 ||16.3 % ||83.7 % ||0.0 %
 +
|-
 +
|style="color:green"|105 ||15.2 % ||82.9 % ||1.9 %
 +
|-
 +
|style="color:orange"|106 ||15.1 % ||84.9 % ||0.0 %
 +
|-
 +
|style="color:green"|107 ||14.0 % ||84.1 % ||1.9 %
 +
|-
 +
|style="color:red"|108 ||16.7 % ||83.3 % ||0.0 %
 +
|-
 +
|style="color:green"|109 ||15.6 % ||82.6 % ||1.8 %
 +
|-
 +
|style="color:orange"|110 ||14.5 % ||85.5 % ||0.0 %
 +
|}
  
=Other Information=
+
=See Also=
 
{{Mechanics}}
 
{{Mechanics}}
[[zh:战斗]]
 
[[Category:Game Mechanics]]
 

Latest revision as of 11:34, 1 November 2025

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet  · Drop
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting

The main goal of the game is to sink Abyssals. Abyssals are sunk by doing Damage to them. This page lists all the applicable formulas and mechanics that affect the calculation of Damage.

Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] or marked with [math]\displaystyle{ \downarrow }[/math] are rounded down.

  • For example, [math]\displaystyle{ \lfloor 4.2 \rfloor = 4 }[/math].
  • [math]\displaystyle{ 4.2 \times_\downarrow 1.5 = \lfloor 4.2 \times 1.5 \rfloor = \lfloor 6.3 \rfloor = 6 }[/math], but [math]\displaystyle{ 4.2 \times_\downarrow 1 = 4.2 }[/math] (by definition, [math]\displaystyle{ \times_\downarrow }[/math] is then a non-commutative non-associative operator, it is assumed to be left-associative with lower priority than the usual multiplication operator).
    • [math]\displaystyle{ \times_\downarrow }[/math] is used when the round down applies only when the modifier is applied.


Damage Formula

The Damage is the reduction of HP   caused by an attack hitting a target. The formula is the same for all attacks as well as abyssals. It stems from the difference between the final attack power of the assailant and the defense power of the target.

Damage Formula
[math]\displaystyle{ \text{Damage} = \biggl \lfloor \biggl ( \text{Atk}_\text{post-cap} - \text{DEF} \biggr ) \times \text{Ammo} \biggr \rfloor }[/math]
With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the final attack power of the assailant after the cap and all the modifiers have been applied, described below,
  • [math]\displaystyle{ \text{DEF} }[/math] the defensive power of the target,
  • [math]\displaystyle{ \text{Ammo} }[/math] the remaining ammunition modifier.
Notes
  • If [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] is inferior to [math]\displaystyle{ \text{DEF} }[/math] or if [math]\displaystyle{ \text{Ammo}=0 }[/math] then the attacks will deal "scratch damage".

Defense Power

Defense power represents the ability of a ship to resist damage. It's calculated from the Armor   plus a random element.

Defense Formula
[math]\displaystyle{ \text{DEF} = \left( \text{Armor} \times 0.7 + \text{Armor}_\text{rand} \times 0.6 \right) - \text{Pen} }[/math]
With
  • [math]\displaystyle{ \text{Armor} }[/math] the armor   of the target including all equipment and upgrade bonuses,
    • This stat is be directly affected by Debuffs when applicable.
  • [math]\displaystyle{ \text{Armor}_\text{rand} }[/math] a random number between [math]\displaystyle{ 0 }[/math] and [math]\displaystyle{ \lfloor\text{Armor}\rfloor - 1 }[/math],
    • Note that it is inclusive, meaning it can also output [math]\displaystyle{ 0 }[/math] and [math]\displaystyle{ \lfloor\text{Armor}\rfloor - 1 }[/math]
  • [math]\displaystyle{ \text{Pen} }[/math] any applicable armor penetration mechanic:
    • See ASW for details on ASW armor penetration,
Notes
  • The range of armor values is uniformly distributed, every armor roll has the same chance of occurring.

For short, defensive power randomly varies between 1.3 x  and 0.7 x .

Attacks Power

Attack power represents the ability of a ship to inflict damage. It's affected by a lot of different elements (stats, mechanics, "battle state", etc.) through 4 steps of calcul:

  1. Basic
    • Generally calculated from the relevant stats of the ship using different formulas according to the type of attack and the phase of battle
  2. Pre-cap
    • The basic attack goes through different modifiers
  3. Cap
    • If the attack is superior to a cap it's reduced
  4. Post-cap
    • These modifiers are more potent because they are not limited by the cap
Attack Step Formulas
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \text{Atk}_\text{base} \times \text{Mod}_\text{pre-cap} }[/math]
With
  • [math]\displaystyle{ \text{Atk}_\text{base} }[/math] is the basic attack power of the relevant attack.
  • [math]\displaystyle{ \text{Mod}_\text{pre} }[/math] is any pre-cap modifiers that are applicable.
Cap

The attack is then capped as follows:

[math]\displaystyle{ \text{Atk}_\text{cap} = \text{Cap} + \sqrt{\text{Atk}_\text{pre-cap} - \text{Cap}} }[/math]
With
  • [math]\displaystyle{ \text{Cap} }[/math] is the damage cap relevant to the phase.
[math]\displaystyle{ Cap }[/math]
Attack Type Cap
Support Expeditions 170
ASW
Airstrike
Opening Torpedo Salvo 180
Closing Torpedo Salvo
LBAS 220[1]
Day shelling
Night battle 360
Post-cap

Capped attack is then modified by post-cap modifiers:

[math]\displaystyle{ \text{Atk}_\text{post-cap} = \lfloor \text{Atk}_\text{cap} \rfloor \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{CVCI} \times \text{Mod}_\text{balloon S} \times_\downarrow \text{Mod}_\text{AP} \times \text{Mod}_\text{post} \times \text{Mod}_\text{balloon N} \times_\downarrow \text{Crit} }[/math]
With
  • [math]\displaystyle{ \text{Atk}_\text{cap} }[/math] the Cap Adjusted Attack Power,
  • [math]\displaystyle{ \text{Mod}_\text{spotting} }[/math] the bonus from artillery spotting,
  • [math]\displaystyle{ \text{Mod}_\text{CVCI} }[/math] the bonus from carrier cut-ins,
  • [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] the bonus from AP shells,
    • The value is rounded down after applying [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] only if the target is able to take extra damage from AP shells, even if [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] is 1 due to the attacker not having AP shells.
  • [math]\displaystyle{ \text{Mod}_\text{balloon} }[/math] the bonus from barrage balloons. The position of the modifier in the formula depend of the type of attack:
    • [math]\displaystyle{ \text{Mod}_\text{balloon S} }[/math] is the position for artillery spotting, CVCI and special attacks,
    • [math]\displaystyle{ \text{Mod}_\text{balloon N} }[/math] is the position for normal attacks.
  • [math]\displaystyle{ \text{Mod}_\text{post} }[/math] any remaining post-cap modifiers that are applicable,
  • [math]\displaystyle{ \text{Crit} }[/math] the critical modifier,
    • The value is rounded down after applying [math]\displaystyle{ \text{Crit} }[/math] only if the attack is critical.

Basic Attack Power Formulas

The following section details the different formulas to calculate [math]\displaystyle{ \text{Atk}_\text{base} }[/math]. As the formula depends on the type of attacks and the combat phase.

Below are the common variables used in all accuracy formulas:

  • [math]\displaystyle{ \text{FP} }[/math] is the Firepower   of the ship including equipment.
  • [math]\displaystyle{ \text{TP} }[/math] is the Torpedo   of the ship including equipment or the torpedo of a plane.
  • [math]\displaystyle{ \text{ASW} }[/math] is the Anti-submarine   of the ship or equipment.
  • [math]\displaystyle{ \text{DB} }[/math] is the Dive bombing   of the plane.
  • [math]\displaystyle{ \bigstar }[/math] is the upgrade bonus of the equipment.
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the remaining amount of planes in a slot, performing the attack.
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] is the combined fleet modifier based on the tables below:

Combat Phase Forces Carrier Task Force Surface Task Force Transport Escort Force
Main Fleet Shelling Allies +2 +10 -5
Enemy +10 +5 +10
Escort Fleet Shelling Allies +10 -5 +10
Enemy +5 -5 +5
Torpedo Allies -5 -5 -5
Enemy -5 -5 -5

Combat Phase Forces Carrier Task Force Surface Task Force Transport Escort Force
Main Fleet Shelling Allies +2 +2 -5
Enemy +10 +10 +10
Escort Fleet Shelling Allies -5 -5 -5
Enemy -5 -5 -5
Torpedo Allies +10 +10 +10
Enemy +10 +10 +10

Combat Phase Forces Bonus
Vs Main Fleet Allies +5
Enemy +10
Vs Escort Allies +5
Enemy -5
Torpedo Allies +10
Enemy +10

Combat Phase Forces Bonus[1]
Vs Main Fleet Allies -10
Enemy -10?
Vs Escort Allies -20
Enemy -20?

Airstrike

The damage from airstrikes is calculated independently for each plane slot and mainly depends on the stats of the plane and the current plane count of the slot.

Airstrike Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base airstrike} = \text{Type} \times \biggl( \left( \text{DB or TP} + \bigstar + \text{Fit}_\text{SDP+} + \text{Fit}_\text{plane} \right) \times \sqrt{\text{Count}_\text{Plane} } + 25 + \text{Mod}_\text{CF} \biggr) + \text{Mod}_\text{Jet} }[/math]
With
Plane Type [math]\displaystyle{ \text{Type} }[/math] [math]\displaystyle{ \text{Mod}_\text{Jet} }[/math] Notes
  Torpedo Bombers 0.8x or 1.5x 0 The multiplier is chosen randomly.
The chance is roughly 50%.
 
 Bomber
 Hayabusa
Dive Bombers
Seaplane Bombers
ASW Hayabusa 
 
1.0x 0  Hayabusa ASW Hayabusa 
 
's  
is counted as 0.
 
 
 
Jets
1.0x 0 During jet assault
0.7x 0.5 During normal bombing
Notes
  • Airstrike power is calculated independently for each equipment slot on the carrier.
  • The firepower of the carrier does not affect airstrike power.
  • The power is calculated after the air combat and anti-air fire phases which means bombers getting shot down will affect the final calculation.
  • It is not affected by engagement, formation or damage states.
  • It is affected by contact.
  • Note that   stat of   and the   stat of  / Bomber/ / /  are ignored for airstrike.
  • Against Installations   is counted as 0.

This applies to Jet Assaults (including LBAS Jet Assaults) and Airstrikes.

Surface Shelling

The surface shelling damage stems directly from the Firepower   of the ship.

Surface Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base shelling} = \text{FP} + \bigstar + \text{Mod}_\text{CF} + 5 }[/math]
Notes
  • The caliber of the gun does not affect damage.
  • Abyssal installations that are not equipped with a plane that has a torpedo or dive bombing stat will use the surface shelling formula for calculating damage.

This applies to most ships during the Shelling phase (unless it is an ASW attack).

Carrier Shelling Attacks

Unlike during airstrikes, carrier shelling does not depend on the plane slot and instead combines the stat of the carrier and all planes equipped to one attack.

Carrier Shelling Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base carrier shelling} = \bigl\lfloor \left( \text{FP} + \text{TP} + \bigstar + \left[ \text{DB} \times 1.3 \right] + \text{Mod}_\text{CF} \right) \times 1.5 \bigr\rfloor + 55 }[/math]
Notes
  • Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
  • [math]\displaystyle{ TP }[/math] is the sum of all   torpedo stat any equipment including Fit Bonus.
  • [math]\displaystyle{ DB }[/math] is the sum of all   bombing stat any equipment including Fit Bonus.
  • If a carrier is not equipped with any   torpedo or   dive bombers, she will not participate in shelling.
    • This also applies if they have lost all bombers during the aerial combat phase.
    • But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking).
  • Remember that there are potentially multiple sources of [math]\displaystyle{ \bigstar }[/math] bonuses.
  • Slot sizes and the number of remaining aircraft do not affect carrier attack power during shelling.
  • Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for the fleet.
  • Abyssal installations equipped with a plane that has a torpedo or dive bombing stat will use the carrier formula for determining shelling damage.
  • Planes are not shot down when a carrier participates in shelling.

This applies to carriers during the Shelling phase (unless it is an ASW attack).

Torpedo Attacks

Torpedo damage stems directly from the Torpedo   of the ship.

Torpedo Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base torpedo} = \text{TP} + \bigstar + \text{Mod}_\text{CF} + 5 }[/math]
Notes
  • Torpedoes cannot target submarines and Abyssal installations.
    • If the only available targets are submarines, the attack will trigger but always miss.
    • If the only available targets are installations, the attack will not trigger.
  • A ship must have a base torpedo stat of more than 0 to perform torpedo attacks.

Torpedo Attacks only include the Opening Torpedo Salvo and Closing Torpedo Salvo.

Anti-Submarine Warfare

The stats used to calculate damage against submarines is the   ASW.

  • When contributing to ASW power, Base   ASW is square rooted, while equipment ASW is multiplied by 1.5.
    • Anti-submarine weaponry is therefore the primary source of ASW damage, with the base ship ASW playing a very minor role damage-wise.
    • However, base ship ASW is the primary determinant of whether a ship can reach 100 total ASW to perform "Opening ASW" (OASW) attacks.

Only the following equipment count as "anti-submarine equipment" (contributing to damage):

All the following equipment are known to sometimes have some ASW  , but do not count and contribute to ASW damage (still count for other elements like OASW requirements):

Unlike shelling, ASW damage is capped at 170.

ASW attacks have different modifiers gained from Formations:

Anti-Submarine Formula
[math]\displaystyle{ \text{Atk}_\text{base ASW} = \left( 2\sqrt{\text{ASW}_\text{ship} } + 1.5 \times \bigg[ \sum_\text{All Equipment} (\text{ASW}_\text{equip} + \text{ASW}_\text{fit bonus} ) \bigg] + \bigstar + \text{Mod}_\text{shelling} \right) \times \text{Mod}_\text{synergy} }[/math]
With
  • [math]\displaystyle{ \text{ASW}_\text{equip} }[/math] the   base stat of "anti-submarine equipment".
    • This means that the   stat is not included in the calculation for any other equipment type.
  • [math]\displaystyle{ \text{ASW}_\text{fit bonus} }[/math] unlike [math]\displaystyle{ \text{ASW}_\text{equip} }[/math] this is the   from Fit Bonuses of all equipment.
  • [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] the synergy multiplier bonus from using certain combinations of ASW equips (see below).
  • [math]\displaystyle{ \text{Mod}_\text{shelling} }[/math] a constant depending on the type of shelling used by the ship performing the attack, being either the surface or carrier type. See below for details:
Shelling Type
Shelling Type [math]\displaystyle{ \text{Mod}_\text{shelling} }[/math] Ship Types Attack Animation
Surface 13 FBB, BBV[1],CL, CLT, CT, DD, DE, AO[2], LHA[1] Depth charge
Carrier 8 BBV[3], CV, CVL, CAV, AV, AO[3], LHA[3] Aircraft
  1. 1.0 1.1 Without bomber aircraft and with a depth charge
  2. Without bomber aircraft
  3. 3.0 3.1 3.2 With a bomber aircraft
Notes
  • The bonuses do not stack, meaning only the highest possible bonus applies.
    • The exception is the depth charge penetration detailed above.
  • Multiple equipments of the same type still only apply the bonus once.
  • There is an accuracy bonus as well but it is small. Stacking sonars will give a bigger accuracy bonus.


Surface Night Battle

Night battle damage stems directly from the sum of Firepower   and Torpedo   of the ship.

Night Attack Formula
[math]\displaystyle{ \text{Night Battle Power} = \text{FP} + \text{TP} + \bigstar + \text{Mod}_\text{contact} }[/math]
With
  • [math]\displaystyle{ \text{Mod}_\text{contact} }[/math] is the Night Battle Contact if   Night Recon is triggered. The value depend of the Accuracy  :
    • 5 for 1  ,
    • 7 for 2  ,
    • 9 for 3  .
Notes

This applies to most ships during Night Battle.

Carrier Night Air Attacks

The carrier night air attack damage calculation is complex but for short only take the stat of the night plane.

A table of the yasen given by each plane can be found here.

Carrier Night Air Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base CNAA} = \text{FP}_\text{ship} + \sum_{\text{All } Night Planes} \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{TP}_\text{fit bonus} + \text{DB}_\text{night plane} + \text{DP}_\text{fit bonus} + \text{Mod}_\text{contact} + \text{Mod}_\text{Night Plane} }[/math]
With
  • [math]\displaystyle{ \text{Mod}_\text{Night Plane} }[/math] being:
[math]\displaystyle{ \text{Mod}_\text{Night Plane} = \mathrm{A} \times \text{Count}_\text{Plane} + \mathrm{B} \times \left( \text{FP}_\text{night plane} + \text{TP}_\text{night plane} + \text{DB}_\text{night plane} + \text{ASW}_\text{night plane} \right) \times \sqrt{\text{Count}_\text{Plane}} + \sqrt{\bigstar} }[/math]
Notes
  • Unlike daytime carrier attacks, it is possible to attack even if no bombers are equipped.
    • Night fighters are still needed to trigger the attack.
  • Like daytime carrier attacks, carriers are unable to attack if ChuuhaModerately Damaged (中破) or worse.
    • Armored carriers are only disabled at TaihaHeavily Damaged (大破).
    • Carriers that can use the night battle shelling formula will use that instead if ChuuhaModerately Damaged (中破).
  • The formula only takes into account the base stats of the carrier and night attack capable planes equipped.
    • The Improvement stats are not taken into account.
      • This means any other stats and upgrade bonuses from equipment like guns and non-night-capable planes are ignored.
    • This also means that any Visible Bonus from other planes are also ignored.

This applies to carrier night air attack

Anti-Installation Attacks

Installations differ from regular enemy warships, as they are immune to certain attack elements like the torpedo stat, but are extremely weak against specialized gears.

Support Expedition Attack Power Formula

Support Expedition attack formulas are close but not the same as combat formulas. They also are only affected by the following modifiers:

Shelling Support

Basic attack power is calculated in a similar way as normal for surface ships and carriers except that firepower is reduced by 1.

Surface Attack Formula
[math]\displaystyle{ \text{Atk}_\text{support shelling} = \text{FP} + 4 }[/math]
With
  • [math]\displaystyle{ FP }[/math] the sum of all   visible firepower stat, including Visible Fit Bonuses.
Notes
  • Hidden fit bonuses and   improvement bonuses do not work in support.
Carrier Shelling Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base carrier shelling} = \bigl\lfloor \left( \text{FP} + \text{TP} + \left[ \text{DB} \times 1.3 \right] - 1 \right) \times 1.5 \bigr\rfloor + 55 }[/math]
With
  • [math]\displaystyle{ TP }[/math] the sum of all   visible torpedo stat of all equipment, including Visible Fit Bonuses.
  • [math]\displaystyle{ DB }[/math] the sum of all   visible bombing stat of all equipment, including Visible Fit Bonuses.
    • The inclusion of plane's torpedo Fit Bonus is still unverified.
Notes
  • Dive and Torpedo groups contribute, respectively, 1.95 and 1.5 times their dive bomb and torpedo stats toward shelling power
  • If a carrier is not equipped with any torpedo or dive bombers, she will not participate in shelling support.
    • This also applies if they have lost all bombers during the aerial combat phase.
    • But even if an air group has had all its planes shot down, it will still contribute towards carrier shelling power (if the CV is still capable of attacking).
  •   improvement bonuses do not work in support.
  • Slot sizes and the number of remaining aircraft do not affect carrier attack power during shelling support.
  • Carriers have the easiest time hitting the damage cap. This makes them very powerful assets for support.
  • Planes are not shot down when a carrier participates in shelling.
  • Unlike in normal shelling Hayasui Kai /Yamashio Maru Kai  use the surface shelling formula.

Airstrike Support

Airstrike Support Attack Formula
[math]\displaystyle{ \text{Airstrike Support} = \biggl\lfloor \biggl\{ \text{Type} \times \bigl( \left( \text{DB or TP} \right) \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35 }[/math]
Notes
  • The damage cap of 170 is applied to the result between [math]\displaystyle{ \{ \ \} }[/math].
  • [math]\displaystyle{ \text{Type} }[/math] is the bomber's type modifier, similar to airstrikes.
    • [math]\displaystyle{ 1.0 }[/math] for dive bombers and seaplane bombers.
    • Either [math]\displaystyle{ 0.8 }[/math] or [math]\displaystyle{ 1.5 }[/math] for torpedo bombers.
  • The critical modifier and the 1.35x airstrike support modifier are both post-cap.
  • Is not affected by formation like normal airstrike.
  • The proficiency has no effect on this support.

Anti-Submarine Support

Anti-Submarine Support Attack Formula
[math]\displaystyle{ \text{ASW Support} = \biggl\lfloor \biggl\{ \bigl(\text{ASW} \times \sqrt{\text{Count}_\text{Plane} } + 3 \bigr) \times \left(0.9 + \text{Rand} \right) \biggr\} \times \text{Mod}_\text{crit} \biggr\rfloor \times 1.35 }[/math]
With
  • [math]\displaystyle{ \text{Rand} }[/math] a random number from 0 to 0.75 inclusive.
  • The critical modifier and the 1.35x airstrike support modifier are both post-cap.
  • The damage cap of 170 is applied to the result between [math]\displaystyle{ \{ \ \} }[/math].
Notes
  • Because slot size matters, carriers make much better ASW support ships than light carriers.
  • It has a chance of triggering at every node so consider the enemy compositions of all nodes when running ASW support to help with submarine nodes.
    • A full ASW support setup that runs into enemy airpower will get destroyed.
  • Because even the autogyros and liaison aircraft participate in aerial combat, they can be shot down.
  • It can be useful for chipping down submarines to reduce the number of opening and closing torpedoes faced by the fleet.

Long Range Torpedo Support

Long-Range Torpedo Attack Formula
[math]\displaystyle{ \text{Atk}_\text{base torpedo support} = \text{TP} + 8 }[/math]
With
  • For this formula it's unknown if [math]\displaystyle{ \text{TP} }[/math] include fit bonus or not.
Notes
  • Do not bother using this type of support, since it is by design inferior to the other ones.

LBAS Attack Power Formulas

Anti-Ship
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \biggl\lfloor \Big[ \text{Mod}_\text{type} \times \Big( \big( \text{Mod}_\text{Sp1} \times \text{TP/DB} + \bigstar + \text{Mod}_\text{Sp2} \big) \times \sqrt{1.8 \times \text{Count}_\text{Plane}} + 25 \Big) + \text{Mod}_\text{Jet} \Big] \times \text{Mod}_\text{Sp3} \times \text{Mod}_\text{LBR} \biggr\rfloor }[/math]
With


Pre-cap modifiers
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] the curent planes count in the slot.
    • It will be 18 (only 9 for LB Heavy Bombers) for fully resupplied bases on their 1st attack.
  • [math]\displaystyle{ \text{Mod}_\text{Sp1}, \text{Mod}_\text{Sp2}, \text{Mod}_\text{Sp3} }[/math] the special modifiers for "LBAS Special Bombers" on certain targets,
    • For other planes or against other targets, is 1 for Sp1 & Sp3, and 0 for Sp2.
Post-cap
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \biggl\lfloor \text{Atk}_\text{cap} \biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{CF} \times \text{Mod}_\text{historical} \times \text{Mod}_\text{boss} \times \text{Mod}_\text{balloon} \times_\downarrow \text{Mod}_\text{crit} }[/math]
Post-cap modifiers
  • [math]\displaystyle{ \text{Mod}_\text{Contact} }[/math] the contact bonus. Please see Contact for more details on the bonus.
  • [math]\displaystyle{ \text{Mod}_\text{LBB} }[/math] being 1.8 for LB Attackers, and 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] the bonus when attacking combined fleets. It is 1.1 against combined fleets and 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{historical} }[/math] being the event historical bonuses.
  • [math]\displaystyle{ \text{Mod}_\text{boss} }[/math] a bonus when attacking certain Princess and Demon-type enemies. The multiplier is chosen randomly between two values. The chance is roughly 50%.
[math]\displaystyle{ \text{Mod}_\text{boss} }[/math][4]
Boss (ID) Low mod High mod Rate
Low/High
PT Imp (1637-1640, 2192-2194) 
 
0.4 0.7 60% / 40%
BB Hime (1557)  1.7 3.0 65% / 35%
Summer BB Hime (1696-1698)  1.5 1.8 ?
CV Hime (1586)  1.7 3.0 ?
CV Hime B (2105-2108)  1.0 1.0 ?
Summer CV Demon (1751)  1.3? 1.7? ?
Ark Hime (1755-1760)  ? ? ?
  • [math]\displaystyle{ \text{Mod}_\text{balloon} }[/math] being the effect of the deployed   Barrage Balloons on both side:
Balloon Effects
  1 2 3
Allied LBAS Damage
Allied balloons [5] 1.02 1.04 1.06
Enemy balloons [6] 0.95 0.90 0.85
  • [math]\displaystyle{ \text{Mod}_\text{crit} }[/math] the critical multiplier of 1.5,


[7]

Anti-Installation
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \bigg\lfloor \Big[ \text{Mod}_\text{type} \times \Big( \big( {\color{tomato}\text{Mod}_\text{SpInst1}} \times \text{TP/DB} + \bigstar \big) \times \sqrt{1.8 \times \text{Count}_\text{Plane}} + 25 \Big) + \text{Mod}_\text{Jet} \Big] \times \text{Mod}_\text{Sp3} \times \text{Mod}_\text{LBR} \bigg\rfloor }[/math]
With
Post-cap
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \biggl\lfloor \text{Atk}_\text{cap} \biggr\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} \times \text{Mod}_\text{CF} \times \text{Mod}_\text{historical} \times \text{Mod}_\text{balloon} \times {\color{tomato}\text{Mod}_\text{Inst}} \times_\downarrow \text{Mod}_\text{crit} }[/math]
  • Other variables are the same as for anti-ship.
  • [math]\displaystyle{ {\color{tomato}\text{Mod}_\text{Inst}} }[/math] is the anti-installation bonus, the multiplier is chosen randomly between two values. The chance is roughly 50%. see here for more details:
[math]\displaystyle{ {\color{tomato}\text{Mod}_\text{Inst}} }[/math][8]
Installation (ID) Airstrike LBAS Rate
Low/High
Low mod High mod Low mod High mod
 
Artillery Imp (1665-1667)
1.1? 1.7? 1.6 2.5 50% / 50%
 
Pillbox Imp (2178,2179,2196,2197)
1.2? 1.6? 1.5 2.2 50% / 50%
 
Anti-Air Guns Imp (2180,2181)
1.3 1.6 ?
 
Pillbox Princess (2188-2191)
1.5 1.9 1.4 1.8 ?
 
"Old" Supply Depot Princesses (1653-1658)
1.5 2.4 1.7 3.5 50% / 50%
 
"New" Supply Depot Princesses (B, C, D, ...) (ID>1658)
 
Harbour Summer/Holiday Princess (1699-1704,2023-2028,2243-2245)
1.2 1.4 1.2 1.5 ?
 
Isolated Island Princess (1671-1672)
1.5? 2.0 ?
ASW
Pre-cap
[math]\displaystyle{ \text{Atk}_\text{pre-cap} = \Big\lfloor \left( \big( \text{ASW} + \bigstar \big) \times \sqrt{1.8 \times \text{Plane Count}} + 25 \right) \times \text{Mod}_\text{ASW} \times \text{Mod}_\text{LBR} \Big\rfloor }[/math]
With
  • [math]\displaystyle{ \text{ASW} }[/math] the ASW   stat of the plane.
  • [math]\displaystyle{ \text{Mod}_\text{ASW} }[/math] a random number based on the base ASW   of the plane. It is between:
    • 0.35 and 0.8 for 7-9 ASW planes.
    • 0.7 and 1.0 for 10+ ASW planes.
Post-cap
[math]\displaystyle{ \text{Atk}_\text{post-cap} = \bigg\lfloor\text{Atk}_\text{cap} \times \text{Mod}_\text{crit} \times \text{Mod}_\text{proficiency} \bigg\rfloor \times \text{Mod}_\text{Contact} \times \text{Mod}_\text{LBB} }[/math]
  • Other variables are the same as for anti-ship.
Note
  • Only "ASW Planes" (7+ ASW) are able to perform ASW attacks.
    • If no aircraft in the base can perform ASW attacks, the base will not show at submarine-only nodes.
Notes
  • Unlike carrier airstrikes, the 1.2x critical proficiency bonus applies to each slot independently.
  • Jet Assault use the airstrike formula even on land base.


Attack Power Corrections

After calculating the basic attack power of the attack being made, it is then adjusted based on various factors. Attack power modifiers can be split into pre- and post-cap modifiers. Post-cap modifiers are more powerful to have because they aren't reduced by the cap.

Pre-cap Modifiers

Engagement

Form Common name Damage Modifier Chance Chance with Saiun 
 
 
Crossing the T (Advantage) Green T 1.2 15% 15%
Parallel Engagement Parallel 1.0 45% 45%
Head-on Engagement Head-on 0.8 30% 40%
Crossing the T (Disadvantage) Red T 0.6 10% 0%

Formation

Formation Attack Power Modifiers
Formation Shelling Torpedo ASW Night Battle
Line Ahead 1.0 1.0 0.6 1.0
Double Line 0.8 0.8 0.8 1.0
Diamond 0.7 0.7 1.2 1.0
Echelon 0.75 0.6 1.1 1.0
Line Abreast 0.6 0.6 1.3 1.0
Vanguard 0.5 1.0 1.0 0.5
1.0 1.0 0.6 1.0

Combined Fleets have special formations that differ from the standard single fleet formations. The following formations can be selected.

Formation Formation Icon Fleet Shelling[1] Torpedo ASW Night Notes
Cruising Formation 1 (ASW Alert)
第一警戒航行序列(対潜警戒)
  Main 0.8 - 1.3 - Moderate shelling and torpedo accuracy.

Similar to Line Abreast.

Escort 0.8 0.7 1.3 ?
Cruising Formation 2 (Forward Alert)
第二警戒航行序列(前方警戒)
  Main 1.0 - 1.1 - Higher shelling and torpedo accuracy than Formation 1.

Similar to Double Line without the accuracy bonus.

Escort 1.0 0.9 1.1 ?
Cruising Formation 3 (Ring Formation)
第三警戒航行序列(輪形陣)
  Main 0.7 - 1.0 - Requires 5 or more ships in the 2nd fleet. Very low shelling and torpedo accuracy.

Similar to Diamond.

Escort 0.7 0.6 1.0 ?
Cruising Formation 4 (Battle Formation)
第四警戒航行序列(戦闘隊形)
  Main 1.1 - 0.7 - Requires 4 or more ships in the 2nd fleet. Highest shelling and torpedo accuracy.

Similar to Line Ahead.

Escort 1.1 1.0 0.7 ?

The following tab resume when engagement and formation are effective:

Modifier LBAS Airstrike Support Shelling Torpedo ASW Night Battle Sub Touch
Shelling Aerial Torpedo Surface Carrier
Engagement ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ❌*
Formation ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Note
  • If one of the fleet si a combined one then the formation modifier become 1 for the support.

Damage State

Damage State Shelling Torpedo ASW
Not Damaged 1.0 1.0 1.0
Shouha Lightly Damaged (小破)
ChuuhaModerately Damaged (中破) 0.7 0.8 0.7
TaihaHeavily Damaged (大破) 0.4 0 0.4
Notes
  • Damage state does not affect aerial combat.
    • It will affect carrier attacks in the shelling phase.


Night Battle Cut-In

Night Cut-Ins will apply extra modifiers if triggered.

[math]\displaystyle{ \text{Mod}_\text{CI} }[/math]
"New" Cut-ins
Attack Type Prerequisites Notes Damage
Modifier
Destroyer Cut-ins    Surface 1.3
With 12.7cm Mod D K2  1.625
With 12.7cm Mod D K3  1.706
With 2 12.7cm Mod D K2  1.820
With both 12.7cm Mod D K2  & K3  1.911
With 2 12.7cm Mod D K3  2.002
  Surface  1.2
With 12.7cm Mod D K2  1.5
With 12.7cm Mod D K3  1.575
With 2 12.7cm Mod D K2 [1] 1.680
With both 12.7cm Mod D K2  & K3 [1] 1.768
With 2 12.7cm Mod D K3 [1] 1.848?
    Requires TSLO  1.5
    Requires TSLO  1.3
Carrier Cut-ins[2]       =      1.25
   1.2
  
OR
   
1.2
     1.18
Night Zuiun Cut-ins      Surface - 1.36
     1.32
    Surface 1.28
    1.24
[math]\displaystyle{ \text{Mod}_\text{CI} }[/math]
"Old" Cut-ins
Attack Type Prerequisites Damage
Modifier
Gun Cut-in     2
Mixed Gun Cut-in     1.75
Submarine Cut-ins  Sub_LM   1.75
 Sub_LM  Sub_LM 1.6
Torpedo Cut-in    1.5
Mixed Torpedo Cut-in    1.3
Double Attack    1.2
  
  
  1. 1.0 1.1 1.2 Tashkent Kai only.
  2. NB CVCI [2]

ASW Synergy

ASW Damage Synergy
 Small
Small Sonars
 
Type 93 Passive Sonar
 
Type 4 Passive Sonar
 
Type 3 Active Sonar
 
Type 3 Active Sonar Kai
 
Type124 ASDIC
 
Type144/147 ASDIC
 
HF/DF + Type144/147 ASDIC
 Large
Large Sonars
 
Type 0 Passive Sonar
 DCP
Depth Charge Projectors
(DCP)
 
Type 94 Depth Charge Projector
 
Type 3 Depth Charge Projector
 
Type 3 Depth Charge Projector Kai
 
Type 3 Depth Charge Projector (Concentrated Deployment)
 
Prototype 15cm 9-tube ASW Rocket Launcher
 
RUR-4A Weapon Alpha Kai
AP
 
Mk.32 ASW Torpedo (Mk.2 Thrower)
AP
 DCR
Depth Charge (Racks)
(DCR)
 
Type 95 Depth Charge
AP
 
Type 2 Depth Charge
AP
 
Type 2 Depth Charge Kai Ni
AP
 
Lightweight ASW Torpedo (Initial Test Model)
AP
 
Hedgehog (Initial Model)
AP
 Other
ASW Mortars
 
Type 2 12cm Mortar Kai
 
Type 2 12cm Mortar Kai (Concentrated Deployment)
ASW Damage Modifiers: [math]\displaystyle{ \text{Mod}_\text{synergy} = {Mod}_\text{1} \times {Mod}_\text{2} }[/math]
[math]\displaystyle{ {Mod}_\text{1} }[/math]   +  
(Any Sonar + Any Depth Charge)
1.15
[math]\displaystyle{ {Mod}_\text{2} }[/math]  DCP +  DCR and NO  Small 1.1
 Small +  DCP +  DCR 1.25
Examples
[math]\displaystyle{ \text{Mod}_\text{synergy} }[/math]  Small +  DCP +  DCR 1.4375[math]\displaystyle{ 1.15 \times 1.25 }[/math]
 Large +  DCP +  DCR 1.265[math]\displaystyle{ 1.15 \times 1.1 }[/math]
Armor Penetration
Indepentant of synergies, some equipment provides additional armor penetration to ASW attacks.

The flat armor penetration value is calculated as follows:

[math]\displaystyle{ \text{Pen} = \sum\limits_{\text{Equipment}} \Big( \sqrt{\text{ASW}_\text{Equipment} - 2} + \text{Mod}_\text{ship} \Big) }[/math]
With
  • [math]\displaystyle{ \text{ASW}_\text{Equipment} }[/math] the base ASW   stat of the applicable equipment,
  • [math]\displaystyle{ \text{Mod}_\text{ship} }[/math] being 1 for DE, 0 otherwise,
Note
  • Armor penetration from equipment stacks,
  • The final armor of the targetted submarine cannot go below 1.


Special Attack Bonus

The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.


Hidden Fit Bonuses

Unlike the other pre-cap bonuses, this is just a minor additive firepower bonus added for some ships (mostly cruisers) when equipped with certain guns.

Post-cap Modifiers

Aerial Contact

During aerial combat, there is a chance for the ships to trigger Contact. When it is triggered, the is a bonus multiplier applied to airstrike damage depending on the Accuracy   of the plane that triggered contact.

Accuracy   Damage Modifier
0 1.12
1 1.12
2 1.17
3+ 1.2


Airstrike Special Bonus

There's a bonus when attacking certain Princess and Demon-type enemies during airstrike. The multiplier is chosen randomly between two values. The chance is roughly 50%.

[math]\displaystyle{ \text{Mod}_\text{boss} }[/math][9]
Boss (ID) Low mod High mod Rate
Low/High
PT Imp (1637-1640, 2192-2194) 
 
0.5 0.8 60% / 40%
BB Hime (1557)  1.4 2.0 65% / 35%
Summer BB Hime (1696-1698)  1.3 1.8 ?
CV Hime (1586)  1.4? 2.2? ?
CV Hime B (2105-2108)  1.4? 2.2? ?
Summer CV Demon (1751)  1.2? 1.6? ?
Ark Hime (1755-1760)  ? ? ?


Artillery Spotting

Attack Type Prerequisites Post-cap
Damage
Modifier
Notes
Main Zuiun Cut-in
(Zuiun CI)
    1.35 Ise-class Kai Ni 
 
only
Main Suisei Cut-in
(Suisei CI)
    1.3
Main AP Shell Cut-in
(APCI)
     1.5
Secondary AP Shell Cut-in
(Sec APCI)
     1.3
Secondary Radar Cut-in
(Radar CI)
     1.2
Secondary Cut-in
(Sec CI)
    1.1
Double Attack
(DA)
    1.2
  • If an Artillery Spotting attack is evaded, it will deal Scratch Damage instead.


Carrier Cut-In Attacks

Attack Type Prerequisites Post-cap
Damage
Modifier
Fighter-Bomber-Attacker
(FBA)
    1.25
Bomber-Bomber-Attacker
(BBA)
    1.2
Bomber-Attacker
(BA)
   1.15

If a CVCI attack is evaded, it will deal Scratch Damage instead.


Armor-Piercing Modifier

During day combat, certain enemy ships take extra damage from   AP Shells 
 
 
.

  • The bonus only applies against FBB, BB, BBV, CV, CVB, CA, and CAV.
    • This includes Installations.
    • This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP.

For clarity purposes:

Type Modifier
   1.08
    1.10
   
    
1.15
Note
  • It is unadvisable to run any of the other setups beyond the most basic Gun+AP, as the other setups will interfere with artillery spotting and give worse bonuses.
  • This modifier doesn't affect support shelling.


Barrage Balloon Modifier

 
Example of a balloon deployed.

  Barrage Balloons can be deployed in certain situations during day battles.

Barrage Balloons can only be deployed on certain combat nodes (notably with Installations).
Compatible Nodes
Map Node Notes
3-5 H
4-3 N Boss
4-5 T Boss
6-4 N Boss
Events Refers to the current event page
references [10][11][12][13]
Once deployed
  • For every ship with a balloon equipped will boost the damage of the fleet and the LBAS (post-cap):
Balloon Effects
  1 2 3
Allied Day Shelling Damage
Allied Balloons [14] 1.02 1.04 1.06
Allied LBAS/Airstrike Damage
Allied Balloons [15] 1.02 1.04 1.06
Enemy Balloons [16] 0.95 0.90 0.85
Allied LBAS/Airstrike Accuracy
Allied Balloons ? ? ?
Enemy Balloons [17] ? ~0.8 ?
  • The effect stacks up to 3 balloons, and up to 1 balloon per ship
  • The effect applies to LBAS, airstrike and day shelling, with the enemy balloons also negatively affecting allied LBAS and airstrike
  • The effect does not apply to torpedo phases or night battles
  • If the ship deploying it is sunk, the balloon is then removed, as well as its effects


Anti-Installation Equipment Modifiers


Special Attack Bonus

The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.


Criticals

For more details on how critical chance is calculated, please see Critical.

Normal Criticals
Attack Type Modifier
Normal 1.0
Critical [math]\displaystyle{ 1.5 \times \text{Mod}_\text{proficiency} }[/math]
Plane Proficiency Critical Modifier

Ammunition Modifier

The damage of the fleet is reduced once their ammunition falls below 50%. This modifier cannot go above 1. The formula used to determine this is:

[math]\displaystyle{ \text{Ammo} }[/math] formula
[math]\displaystyle{ \text{Ammo} = \dfrac{\Big\lfloor \dfrac{\text{Current Ammo} }{\text{Max Ammo} } \times 100 \Big\rfloor}{50} }[/math]
With
  • [math]\displaystyle{ \text{Current Ammo} }[/math] the current ammo of the ship.
  • [math]\displaystyle{ \text{Max Ammo} }[/math] the max ammo of the ship (indicated under consuption on the ship info).
Remaining Ammo Ammo Modifier Notes
>50% 1.0
40% 0.8 4th Battle
30% 0.6
20% 0.4 5th Battle
10% 0.2
0% 0 6th Battle
  • The battle number indicated in the notes assumes only normal surface engagements. Engaging in night battles and other special engagements can change that number.
  • Whatever ammunition modifier applies in day battle carries over to night battle.
  • Maelstroms that reduce ammunition also count towards this modifier.
  • Using   Underway Replenishment  is a way to medigate ammo penalties.
  • The ammunition modifier affects aerial battle.
  • Once a ship hits 0% ammo, all attacks become scratch damage.
  • Debuffs are affected by the ammunition modifier.

Miscellaneous Damage Modifiers

Scratch Damage

In the following cases, attacks will deal "scratch damage" instead of normal ones:

  • If a Cut-in or a special attack is evaded,
  • The target's armor cannot be penetrated (attack inferior to the enemy defense),
  • The ammo count hits 0,
  • When a single fleet attacks submarines during night battle,
    • ASW attack works as usual on Night Battle and Night to Day Battle nodes,
  • When a Friendly Fleet attacks the last remaining ship of an enemy fleet.

Scratch damage is dealt as a percentage of remaining HP calculated using the following formula:

Scratch Damage formula
[math]\displaystyle{ \text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.06 + Random[0 ; (\text{HP}_\text{current} - 1)] \times 0.08 }[/math]
With
  • [math]\displaystyle{ \text{HP}_\text{current} }[/math] the current HP   of the target.
Notes
  • Scratch damage is:
    • A maximum of [math]\displaystyle{ \text{HP}_\text{current} \times 0.14 - 0.08 }[/math]
    • A minimum of [math]\displaystyle{ \text{HP}_\text{current} \times 0.06 }[/math].
Friendly Fleet

A Friendly Fleet cannot kill the last ship of the opposing fleet, dealing special scratch damage instead:

[math]\displaystyle{ \text{Damage}_\text{scratch} = \text{HP}_\text{current} \times 0.5 }[/math]
  • Scratch damage is generally between 6 and 14 % of current HP.
  • If the target's HP is low, it is possible for the result of the formula to return a result of 0, as all formulas are rounded down.
    • This means that scratch damage cannot sink any ship.

PT Imps

Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp Pack  & Schnellboot Imp Pack ) are "very small and fast".
  • All ship types suffer a severe   accuracy and   firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion   described bellow,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot Imp Pack Elite  ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/D 
 
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
  Small Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The   Ka-Tsu Tanks 
     
    bonus does not stack with the   Armed Boats 
     
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

Historical Bonus

On almost every Event map, as well as some regular maps (7-4 & 7-5 so far), certain ships, types of ships, equipment, or types of equipment will bring bonuses.

  • Those bonuses are most of the time raw damage multipliers, and sometimes, accuracy bonuses.
  • Bonuses are independent to each ship, so only the ships with any historical bonus or ships equipped with historical equipment will be affected.
  • Bonuses may be applicable to some parts of a map only, such as specific phases of nodes.

This mechanic is here to encourage the use of "historically significant fleets and setups".

  • By nature, historical bonuses are arbitrary, so refer to each individual map to see what bonuses are applicable.

Summer Mode Bonuses

There are consistent bonuses against the following abyssal bosses' summer forms. These bonuses may differ on some event's maps.

Damage Bonuses [18]
         
Ships
[Toggle Names]
 
Bismarck Drei
 
Nelson Kai

 
Ark Royal Kai

 
Prinz Eugen Kai
 
Gotland Andra
1.1x 1.15x -
 
Richelieu Deux
 
Jean Bart Kai

 
Mogador Kai
 
Gloire Kai

 
Commandant Teste Kai
- 1.15x
Equipment   AP Shells 
 
 
1.2x 1.1x 1.1x 1.15x 1.2x
 Bomber SPB
  SPF
1.1x 1.15x 1.1x 1.1x 1.1x
 Bomber Laté 298B  - 1.32x1.1 x 1.2
  Swordfish 
 
 
1 = 1.15x
2 = 1.32x
1 = 1.15x
2 = 1.21x
1 = 1.1x
2 = 1.21x
1 = 1.2x
2 = ?x
-
  Dive Bombers - 1 = 1.1x
2 = 1.32x
- 1 = 1.1x
2 = 1.265x

The Laté 298B  bonus includes the SPB bonus.

The whole bonuses is counted for the airstrike phase [19].

Foreign Plane Bonuses

"Foreign Plane Bonuses" is an event-only mechanic where most foreign planes (not from the IJN/IJA) get various damage bonuses on maps based in Europe.

Debuffs

Debuffs are a special case that only applies during events.

Certain event maps have debuff mechanics that require completing certain gimmicks once Last Dance is reached, in order to trigger the boss or boss' fleet debuff.

  • See here for more details on past event debuffs.

Debuffs can be either:

  • A reduction to the enemy's armor  ,
  • A post-cap damage modifier for the attacking fleet (probably cases of misinterpretation of armor reductions).

Overkill Protection

When a ship in the fleet takes more damage than her current HP, she will take a percentage of her current HP in damage instead.

  • The ship must be the flagship OR
  • The ship must not be TaihaHeavily Damaged (大破) nor red morale   at the start of the battle.
    • If the ship has red morale, she will just have her HP reduced to 1.
Overkill Formula
[math]\displaystyle{ \text{Damage}_\text{Overkill} = \text{HP}_\text{current} \times 0.5 + Random[0 ; (\text{HP}_\text{current} - 1)] \times 0.3 }[/math]
With
  • [math]\displaystyle{ \text{HP}_\text{current} }[/math] the current HP   of the ship.
Notes
  • Damage from overkill protection is:
    • At worst [math]\displaystyle{ \text{HP}_\text{current} \times 0.8 - 0.3 }[/math]
    • At best [math]\displaystyle{ \text{HP}_\text{current} \times 0.5 }[/math]

Overkill protection will take off between 50-80 % of the ship's current HP  .

Important Information
  • In general:
    • Overkill protection is most applicable to DDs.
      • The most pronounced effects of overkill protection occur at low HP
      • It is also the primary means of surviving a hit they fail to evade
      • For example, a 32 HP DD has a 15.5 % chance of being TaihaHeavily Damaged (大破) by a BB Hime, while a 31 HP DD has just a 6.5 % chance
      • This has great implications when marrying ships, 36 HP has one of the highest chances of a taiha
    • Odd-numbered HP is better when overkill protection is triggered. This is because the damage calculations round down, reducing the likelihood of being knocked down to heavy damage.
    • Therefore ships with maximum HP that are divisible by 4 have worse survivability.
      • This theory is most applicable to ships at full HP. Once a ship starts taking damage, the utility of overkill protection is unchanged. Therefore sometimes it becomes better survivability from an overkill damage.
      • For example, max 6 HP Maruyu has no chance to be taiha by an overkill hit, because max 4 damage remains 2/6 HP, so still > 25 % HP. So does it for a damaged ship who remains at 6 HP, if her max HP < 8.
Overkill table
  • 4n are in red
  • 4n+2 (2n) are in orange
  • 4n+1 & 4n+3 are in green
Overkill
  HP TaihaHeavily Damaged (大破) ChuuhaModerately Damaged (中破) Shouha Lightly Damaged (小破)
6 0.0 % 100.0 % 0.0 %
7 0.0 % 71.4 % 28.6 %
8 12.5 % 87.5 % 0.0 %
9 0.0 % 77.8 % 22.2 %
10 0.0 % 100.0 % 0.0 %
11 0.0 % 81.8 % 18.2 %
12 16.7 % 83.3 % 0.0 %
13 7.7 % 76.9 % 15.4 %
14 0.0 % 100.0 % 0.0 %
15 0.0 % 86.7 % 13.3 %
16 12.5 % 87.5 % 0.0 %
17 11.8 % 76.5 % 11.8 %
18 5.6 % 94.4 % 0.0 %
19 0.0 % 89.5 % 10.5 %
20 15.0 % 85.0 % 0.0 %
21 9.5 % 81.0 % 9.5 %
22 9.1 % 90.9 % 0.0 %
23 4.3 % 87.0 % 8.7 %
24 16.7 % 83.3 % 0.0 %
25 12.0 % 80.0 % 8.0 %
26 7.7 % 92.3 % 0.0 %
27 7.4 % 85.2 % 7.4 %
28 14.3 % 85.7 % 0.0 %
29 13.8 % 79.3 % 6.9 %
30 10.0 % 90.0 % 0.0 %
31 6.5 % 87.1 % 6.5 %
32 15.6 % 84.4 % 0.0 %
33 12.1 % 81.8 % 6.1 %
34 11.8 % 88.2 % 0.0 %
35 8.6 % 85.7 % 5.7 %
36 16.7 % 83.3 % 0.0 %
37 13.5 % 81.1 % 5.4 %
38 10.5 % 89.5 % 0.0 %
39 10.3 % 84.6 % 5.1 %
40 15.0 % 85.0 % 0.0 %
41 14.6 % 80.5 % 4.9 %
42 11.9 % 88.1 % 0.0 %
43 9.3 % 86.0 % 4.7 %
44 15.9 % 84.1 % 0.0 %
45 13.3 % 82.2 % 4.4 %
46 13.0 % 87.0 % 0.0 %
47 10.6 % 85.1 % 4.3 %
48 16.7 % 83.3 % 0.0 %
49 14.3 % 81.6 % 4.1 %
50 12.0 % 88.0 % 0.0 %
51 11.8 % 84.3 % 3.9 %
52 15.4 % 84.6 % 0.0 %
53 15.1 % 81.1 % 3.8 %
54 13.0 % 87.0 % 0.0 %
55 10.9 % 85.5 % 3.6 %
56 16.1 % 83.9 % 0.0 %
57 14.0 % 82.5 % 3.5 %
58 13.8 % 86.2 % 0.0 %
59 11.9 % 84.7 % 3.4 %
60 16.7 % 83.3 % 0.0 %
61 14.8 % 82.0 % 3.3 %
62 12.9 % 87.1 % 0.0 %
63 12.7 % 84.1 % 3.2 %
64 15.6 % 84.4 % 0.0 %
65 15.4 % 81.5 % 3.1 %
66 13.6 % 86.4 % 0.0 %
67 11.9 % 85.1 % 3.0 %
68 16.2 % 83.8 % 0.0 %
69 14.5 % 82.6 % 2.9 %
70 14.3 % 85.7 % 0.0 %
71 12.7 % 84.5 % 2.8 %
72 16.7 % 83.3 % 0.0 %
73 15.1 % 82.2 % 2.7 %
74 13.5 % 86.5 % 0.0 %
75 13.3 % 84.0 % 2.7 %
76 15.8 % 84.2 % 0.0 %
77 15.6 % 81.8 % 2.6 %
78 14.1 % 85.9 % 0.0 %
79 12.7 % 84.8 % 2.5 %
80 16.3 % 83.8 % 0.0 %
81 14.8 % 82.7 % 2.5 %
82 14.6 % 85.4 % 0.0 %
83 13.3 % 84.3 % 2.4 %
84 16.7 % 83.3 % 0.0 %
85 15.3 % 82.4 % 2.4 %
86 14.0 % 86.0 % 0.0 %
87 13.8 % 83.9 % 2.3 %
88 15.9 % 84.1 % 0.0 %
89 15.7 % 82.0 % 2.2 %
90 14.4 % 85.6 % 0.0 %
91 13.2 % 84.6 % 2.2 %
92 16.3 % 83.7 % 0.0 %
93 15.1 % 82.8 % 2.2 %
94 14.9 % 85.1 % 0.0 %
95 13.7 % 84.2 % 2.1 %
96 16.7 % 83.3 % 0.0 %
97 15.5 % 82.5 % 2.1 %
98 14.3 % 85.7 % 0.0 %
99 14.1 % 83.8 % 2.0 %
100 16.0 % 84.0 % 0.0 %
101 15.8 % 82.2 % 2.0 %
102 14.7 % 85.3 % 0.0 %
103 13.6 % 84.5 % 1.9 %
104 16.3 % 83.7 % 0.0 %
105 15.2 % 82.9 % 1.9 %
106 15.1 % 84.9 % 0.0 %
107 14.0 % 84.1 % 1.9 %
108 16.7 % 83.3 % 0.0 %
109 15.6 % 82.6 % 1.8 %
110 14.5 % 85.5 % 0.0 %

See Also