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Damage Calculations
The main goal of the game is to sink Abyssals. Abyssals are sunk by doingDamageto them. This page lists all the applicable formulas and mechanics that affect the calculation ofDamage.
Please note that all formulas between[math]\displaystyle{ \lfloor \ \rfloor }[/math]or marked with[math]\displaystyle{ \downarrow }[/math]arerounded 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
TheDamageis the reduction ofHPcaused 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 | |
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Defense Power
Defense power represents the ability of a ship to resist damage. It's calculated from theArmorplus a random element.
Defense Formula | |
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For short, defensive power randomly varies between1.3xand0.7x.
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:
- 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
Attack Step Formulas | ||||||||||||||||||
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Pre-cap
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Cap
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The attack is then capped as follows:
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Post-cap
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Capped attack is then modified by post-cap modifiers:
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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 theFirepowerof the ship including equipment.
- [math]\displaystyle{ \text{TP} }[/math]is theTorpedoof the ship including equipment or the torpedo of a plane.
- [math]\displaystyle{ \text{ASW} }[/math]is theAnti-submarineof the ship or equipment.
- [math]\displaystyle{ \text{DB} }[/math]is theDive bombingof the plane.
- [math]\displaystyle{ \bigstar }[/math]is the upgrade bonus of the equipment.
- SeeImprovementorAkashi Listfor upgrade bonus values.
- [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 |
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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 |
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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 |
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Vs Main Fleet | Allies | +5 |
Enemy | +10 | |
Vs Escort | Allies | +5 |
Enemy | -5 | |
Torpedo | Allies | +10 |
Enemy | +10 |
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 | ||||||||||||||||||||||||
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This applies toJet AssaultsandAirstrikes. |
Surface Shelling
The surface shelling damage stems directly from theFirepowerof the ship.
Surface Attack Formula | |
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This applies to most ships during theShellingphase (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 | |
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This applies tocarriersduring theShellingphase (unless it is an ASW attack).
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Torpedo Attacks
Torpedo damage stems directly from theTorpedoof the ship.
Torpedo Attack Formula | |
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Torpedo Attacks only include theOpening Torpedo SalvoandClosing Torpedo Salvo. |
Anti-Submarine Warfare
- For more information on this topic, seeAnti-Submarine Warfare.
The stats used to calculate damage against submarines is theASW.
- When contributing to ASW power, BaseASW issquare rooted,while equipment ASW ismultiplied by 1.5.
- Anti-submarine weaponryis 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.
- Unlike shelling, ASW damage is capped at 170.
ASW attacks have different modifiers gained fromFormations,
- Line Abreastis the main ASW formation, with a 1.3x damage modifier,
- Cruising Formation 1is the main ASW formation forCombined Fleets,with a 1.3x damage modifier.
Anti-Submarine Formula | |||||||||
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Surface Night Battle
Night battle damage stems directly from the sum ofFirepowerandTorpedoof the ship.
Night Attack Formula | |
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This applies to most ships duringNight 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.
Carrier Night Air Attack Formula | ||
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This applies tocarrier night air attack |
Anti-Installation Attacks
- For more information on this topic, seeAnti-Installation.
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 Expeditionattack 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 forsurface shipsand carriers except that firepower is reduced by 1.
Surface Attack Formula | |
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Carrier Shelling Attack Formula | |
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Airstrike Support
Airstrike Support Attack Formula | |
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Anti-Submarine Support
Anti-Submarine Support Attack Formula | |
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Long Range Torpedo Support
Long-Range Torpedo Attack Formula | |
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LBAS Attack Power Formulas
- For more information on this topic, seeLBAS.
Anti-Ship | |||||||||||||||||||||||||||||||||||||||||||
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Pre-cap
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Post-cap
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Anti-Installation | |||||||||||||||||||||||||||||||
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Pre-cap
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Post-cap
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ASW | ||
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Pre-cap
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Post-cap
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- Notes
- Unlike carrier airstrikes, the 1.2x critical proficiency bonus applies to each slotindependently.
- Jet Assault use theairstrike formulaeven 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
- For more information on this topic, seeEngagement.
Form | Common name | Damage Modifier | Chance | Chance withSaiun |
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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% |
- Engagement modifier affects theShellingPhase, as well as theBattle Openings,theClosing Torpedo Salvo,andSupport Expeditions.
- All engagement formsaffect both sides equally,includingGreen TandRed T.
- The exception areASWand someSpecial Attacks.
- Night BattleandAerial Combatarenot affected by engagement.
Formation
- For more information on this topic, seeFormation.
Formation Attack Power Modifiers | ||||
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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 fleetformations.The following formations can be selected.
Formation | Formation Icon | Fleet | Shelling[1] | Torpedo | ASW | Night | Notes |
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Cruising Formation 1 (ASW Alert) Đệ nhất cảnh giới hàng hành tự liệt ( đối tiềm cảnh giới ) |
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) Đệ nhị cảnh giới hàng hành tự liệt ( tiền phương cảnh giới ) |
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) Đệ tam cảnh giới hàng hành tự liệt ( luân hình trận ) |
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) Đệ tứ cảnh giới hàng hành tự liệt ( chiến đấu đội hình ) |
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 | |||
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Shelling | Aerial | Torpedo | Surface | Carrier | ||||||
Engagement | ❌ | ✔️ | ✔️ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌* |
Formation | ❌ | ❌ | ✔️ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
- Note
- If one of the fleet si a combined one then the formation modifier become1for the support.
Damage State
Damage State | Shelling | Torpedo | ASW |
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Not Damaged | 1.0 | 1.0 | 1.0 |
Lightly Damaged ( tiểu phá ) | |||
Moderately Damaged ( trung phá ) | 0.7 | 0.8 | 0.7 |
Heavily Damaged ( đại phá ) | 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
- For more information on this topic, seeNight Cut-In.
Night Cut-Ins will apply extra modifiers if triggered.
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ASW Synergy
ASWDamage Synergy | |||
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SmallSmall Sonars | |||
LargeLarge Sonars | |||
DCPDepth Charge Projectors(DCP) | AP AP | ||
DCRDepth Charge (Racks)(DCR) | AP AP AP AP AP | ||
OtherASW Mortars | |||
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+DCRand NOSmall | 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 additionalarmor penetrationto ASW attacks.
The flat armor penetration value is calculated as follows:
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Special Attack Bonus
- For more information on this topic, seeSpecial Attacks.
The Special attacks modifier are post-cap for day battle. But are pre-cap for night battle.
Hidden Fit Bonuses
- For more information on this topic, seeHidden 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
- For more information on this topic, seeAerial Combat#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 theAccuracyof the plane that triggered contact.
Accuracy | Damage Modifier |
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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][3] | ||
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Boss (ID) | Low mod | High mod |
PT Imp (1637-1640) | 0.5 | 0.8 |
BB Hime (1557) | 1.4? | 2.2? |
Summer BB Hime (1696-1698)[4] | 1.3? | 1.8? |
CV Hime (1586) | 1.7? | 2.2? |
CV Hime B (2105-2108) | 1.7? | 2.2? |
Artillery Spotting
- For more information on this topic, seeCombat/Artillery Spotting.
Attack Type | Prerequisites | Post-cap Damage Modifier |
Notes |
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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 |
Carrier Cut-In Attacks
- For more information on this topic, seeCVCI.
Attack Type | Prerequisites | Post-cap Damage Modifier |
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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 dealScratch Damageinstead.
Armor-Piercing Modifier
During day combat, certain enemy ships take extra damage fromAP Shells
.
- The bonus only applies againstFBB,BB,BBV,CV,CVB,CA,andCAV.
- This includesInstallations.
- 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:
- is used to indicate aMain Gunofany size,
- is used to indicate aSecondary Gunofany size,
- is used to indicate anAP Shell,
- is used to indicate aRadarofany type,
Type | Modifier |
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1.08 | |
1.10 | |
1.15 |
- Note
- It isunadvisableto 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
Barrage Balloonscan be deployed in certain situations during day battles.
- Barrage Balloons can only be deployed on certain combat nodes withInstallations
Compatible Nodes | |||
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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 | [6][7][8][9] |
- Once deployed
- For every ship with a balloon equipped will boost the damage of the fleet and the LBAS (post-cap):
Balloon Effects | |||
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1 | 2 | 3 | |
Allied Day Shelling Damage | |||
Allied balloons[10] | 1.02 | 1.04 | 1.06 |
Allied LBAS Damage | |||
Allied balloons[11] | 1.02 | 1.04 | 1.06 |
Enemy balloons[12] | 0.95 | 0.90 | 0.85 |
- The effect stacks up to 3 balloons, and up to 1 balloon per ship,
- The effect applies to LBAS and day shelling, with the enemy balloons also negatively affecting allied LBAS,
- 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
- For more information on this topic, seeAnti-Installation.
Special Attack Bonus
- For more information on this topic, seeSpecial 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 seeCritical.
- Normal Criticals
Attack Type | Modifier |
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Normal | 1.0 |
Critical | [math]\displaystyle{ 1.5 \times \text{Mod}_\text{proficiency} }[/math] |
- Plane Proficiency Critical Modifier
- For more information on this topic, seePlane Proficiency.
Ammunition Modifier
The damage of the fleet is reduced once their ammunition falls below 50%. This modifiercannot go above 1.The formula used to determine this is:
[math]\displaystyle{ \text{Ammo} }[/math]formula | |
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Remaining Ammo | Ammo Modifier | Notes |
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>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.
- UsingUnderway Replenishmentis a way to medigate ammo penalties.
- The ammunition modifier affects aerial battle.
- Once a ship hits 0% ammo, all attacks becomescratch 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 aCut-inor aspecial attackis evaded;
- The target's armor cannot be penetrated (attack inferior to eh enemy defense);
- The ammo count hits 0;
- When a single fleet attack submarine at night;
- When aFriendly Fleetattacks 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 | |
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Therefore the maximum possible scratch damage[math]\displaystyle{ \text{HP}_\text{current} \times 0.14 - 0.08 }[/math]and the minimum damage is[math]\displaystyle{ \text{HP}_\text{current} \times 0.06 }[/math].
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AFriendly Fleetcannot kill the last ship of the opposing fleet, dealing special scratch damage instead.
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- Scratch damage is generally between6-14% of current HP.
The target's HP cannot be reduced to 0 (and therefore sunk) by scratch damage.
PT Imps
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Unlike most standard Abyssals, "PT boats"(PT Imp Pack&Schnellboot Imp Pack) are "very small and fast".
DuringEvents,some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
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[edit] |
Historical Bonus
On almost everyEventmap, as well as some regular maps (7-4&7-5so 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 someevent's maps.
Damage Bonuses | |||||
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Ships [Toggle Names] |
1.1x | - | |||
- | 1.15x | ||||
Equipment | AP Shells |
1.2x | 1.1x | 1.1x | 1.2x |
BomberSPB SPF |
1.1x | 1.15x | 1.1x | 1.1x | |
BomberLaté 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 |
- | |
Dive Bombers | - | 1 = 1.1x 2 = 1.32x |
1 = 1.1x 2 = 1.265x |
TheLaté 298Bbonus includes theSPBbonus.
Foreign Plane Bonuses
"Foreign Plane Bonuses" is an event-only mechanic where most foreign planes (not from the IJN/IJA) get various damage bonuses.
- SeeForeign Plane Bonusesfor more details.
Debuffs
Debuffs are a special case that only applies duringevents.
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.
- Seeherefor more details on past event debuffs.
Debuffs can be either:
- A reduction to the enemy'sarmor,
- A post-cap damage modifier for the attacking fleet (probably cases of miss interpretation 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 beheavily damaged ( đại phá )norred moraleat the start of the battle.
- If the ship has red morale, she will just have her HP reduced to 1.
Overkill formula | |
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Overkill protection will take off between50-80% 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 32HP DD has a 15.5% chance of beingheavily damaged ( đại phá )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.
- This mechanism is most applicable to shipsat full HP.Once a ship starts taking damage, the utility of overkill protection diminishes
- Overkill protection is most applicable to DDs.
- Generally ships with HP that are divisible by 4 have worse survivability.
See Also
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