What is the most in the battleship girls? For the editor, the warship girl has the most inseparable formulas! Today, the editor will still bring you a set of formulas, that is, the day and night firepower formula for the battleship girl! Take a look~
The Day and Night Firepower Formula for the Battleship Girl:
Architecture Formula:
When (panel firepower × formation firepower coefficient)<150
(Platform firepower × formation firepower coefficient)×day floating coefficient×judgment critical strike×heading correction (optimal/same/counter/inferior)×ammunition correction-enemy ship armor=damage
When (panel firepower × formation firepower coefficient)>150
{Open and follow number [(panel firepower × formation firepower coefficient)-150]+150}×day floating coefficient × judgment critical strike × heading correction (optimal/same/counter/inferior)× ammunition correction-enemy ship armor = damage
When damage <0
(Platform firepower × Formation firepower coefficient)× Float coefficient× Determined critical strike× Heading correction (optimal/same/counter/inferior)× Ammunition correction×10%=damage, round down
This damage is not broken and forced damage
Daily floating coefficient: ±22%, or 0.78-1.22
Day Critical Strike: 150%
Ammunition correction: Ammunition residual = 40%, 20%, firepower = 80%, 40% (skeptical)
Formation firepower coefficient: single longitudinal 1.1 trapezoid 1.0 The rest will be added later
Heading correction: T-optimal coefficient 1.2, peer coefficient 1.0, anti-avoidance coefficient 0.8, current test limit coefficient 0.667 (T-optimal is doubtful)
Night battle formula: (attack type face value × formation firepower coefficient) × night floating coefficient × judgment critical strike × heading correction - enemy ship armor = damage
(attack type face value × formation firepower coefficient) threshold determination is the same as day
Attack Type:
Attack Type 1: Pure Fire Damage Attack Type 2: Pure Torpedo Damage Attack Type 3: Fire & Torpedo Mixed Damage (Fire + Torpedo)
Battleship, Battle Patrol, Heavy Artillery: Night Floating Coefficient 1.2-1.8, Attack Type 1
Destroyer, Submarine: Night Float Factor 2.4-3.0, Attack Type 2
Light patrol, heavy patrol: night floating coefficient 1.2-1.8, Attack Type 3
Light patrol without thunder, heavy patrol: night floating coefficient 2.4-3.6, attack type 1
Night Critical Strike: 200%
Arbitrary ships with firepower of 150&151 perform single-length, trapezoidal, synchronous, reverse, and inferior multiple value tests on ships in the exercise (known to the opposite armor) (Greed)
For 120 firepower and 170 firepower, Ali single longitudinal and trapezoidal shapes, perform the best/same/counter/substantial damage range testing, and conduct random target testing on multiple firepower
Reverse verification, verify again! Then I found that the formula value is as stable as poi~
Although the value of nearly 1,000 damage completely meets the formula, the value is biased to the range of -22%-0%. We are testing whether there are two-thirds to four-thirds of armored numbers similar to ship C, but the extreme damage that can be proven to exist has not been reached. (Complaint: It is difficult to get an extremely high and extremely low value - choose one in a hundred, it is already very rare to get an edge value, the extremely high value is also interfered with by critical strikes, and there will be an armored messy direction that is the same and exceeds the critical point. This is a test.
Damage is lower than a certain critical value. Assuming that the critical value is 30 (Greed conjecture critical value = armor × (100+lucky ×?)%), abrasions will be determined based on the probability of luck
1. Your final damage to the ship is 33, greater than 30. If this damage exceeds the critical value, there is no need to be abrasion judgment
2. Your final damage to the ship is 23, less than 30. Make the following judgment based on the lucky value
miss, abrasion = current health value is 10% rounded upwards
1. Luck does not affect critical strikes, and determines the probability of being scratched and the critical strike resistance rate. The trapezoidal formation increases the critical strike rate of one's side, which is equivalent to reducing one's side's luck. (I have doubts, this is up to be verified. This data is difficult to test. Maybe there may be problems with my Chief's version of the critical character)
2. Anti-aircraft & T-short do not reduce hits. 1-1A points 120 firepower, 150 firepower, and 177 firepower collection points have no scratches throughout the whole process, and the miss rate is the same as T-short. In the usual combat data collection data, anti-aircraft T-short rate is much higher than T-short rate, and sometimes extremely low damage is obviously greater than the opponent's armor. Therefore, it is speculated that there will be a secondary judgment when the damage is reduced, and any form of firepower reduction will increase the chance of entering the secondary judgment and not breaking the defense.
3. Night battle does not mean the increase in hits. Firepower breaks through the critical value of abrasions. Deportation depends on panel dodging to fight faith, and battleship depends on its own defense and luck to fight faith. How does the two dodge judgments of the Deep Sea Golden Peak Battle feel? Do you still remember why the Christmas e4 Dean 130 defended Yamato? Night battles have the chance to make your battle attack judgments abrasions.
4. Forced damage is caused by damage <0. Abrasion is because 0 5. The formation coefficient and heading coefficient are all recalculated, and the trapezoidal firepower coefficient 1 and the same flight coefficient 1 are diffusion verification, and the previous data is not referenced! 6. (Pandle firepower × formation firepower coefficient) <150. If you can't understand why Lao Luo often kills the battle line in seconds or hurts, and enters the anti-aircraft T-shoulder alone. It is also the principle of soft-legged shrimp