Azur Lane Gun Damage Equation v.20180830

Gun Damage Equation 

v.20180830
By #azur-lane-sanctuary-gross-weebs-keep-out

In this guide I will walk you through the equation for gun damage calculation.
I will give the equation and explain how each variable is defined. To make this guide easier to follow, I’m going to use an example and plug in real numbers.

Example: You are using a fleet that contains Mikasa(Lv 118) as the flagship and Hiei next to her. Both ships have all skills maxed at Lv 10. Mikasa fires her main gun against a light armored enemy(Lv 110) DD, triggering her Teiji Senpou skill which grants her +20% damage. At the same time, the same enemy is being debuffed by Hiei’s searchlight skill, which gives +20% damage against the enemy DD. Your fleet is at maximum ammo.

Here is the damage equation itself: 
Final Damage = (1+Firepower*Attribute Modifier/100)*Weapon Damage*Weapon Modifier*Weapon Efficiency*Armor Modifier*Damage Skill Buff*Enemy Debuff*Level Suppression

Looks intimidating, but we are going to go over what these all mean one by one.


Firepower: Actual firepower stat of the ship In this example it’s 494.

Attribute Modifier: Hidden stat. Determines how ship’s firepower affects damage. In most cases it’s 100%. Dive bombers’ bombs are 80% and torpedo bombers’ torpedos are 100%. The ammo used in danmaku/barrage have slightly more variations. In this case it’s 100% for our BB gun.


Weapon Damage: Damage written on the weapon itself. In this case it’s 133(per shell).

Weapon Modifier: Hidden stat. Commonly known as “gun modifier” because for non-gun weapons this is almost always 100%. Each gun has its own number for this. In the case of this gun 381mm Kai it’s 110%. For a list of common guns and their modifiers, see table at the end of the document.

Weapon Efficiency: Ship's percentage number on the weapon slot. In this case it’s 130% for the main gun.

Armor Modifier: Ammo type’s modifier against enemy armor. For details see chart at the end of the document. In this case we are hitting a light armored target with HE gun. So the modifier is 140%. 

Damage Skill Buff: Some skills modify the damage a ship deals. 
This is rather complex as there are so far 4 categories of skills. If stacking skills belong in the same category, then the increased percentages are additive. If not, they are multiplicative. At the time of this guide, EN server only has skills of the first category, which is a simple damage multiplier. Therefore I will only list this category. I will add the other categories in future updates of this document.
Increasing damage by a number%, 2x, or similar wording.
This type will modify your 100% to a new percentage. i.e. +20% damage will mean 120%, 2x will mean 200% etc.
Full ammo bonus’s +10% damage belongs to this category. Same goes for -50% damage in ammo depletion.
In our example, we have full ammo in our fleet(+10% damage), and we have triggered Mikasa’s flagship skill Teiji Senpou, which grants Japanese BBs/BCs +20% damage. The total comes to 130%.

Enemy Debuff: This is for when the ship skill gives enemies debuff. It’s counted separately from skill buff described above. Multiple debuffs on the same enemy are multiplicative.
In our example, Hiei triggered her searchlight skill and shone the light on the enemy, causing it to receive 20% more damage at the time Mikasa hit it, making the number 120%.

Level Suppression: This number = 1 + (your ship’s level - target enemy ship’s level) * 2%
This number cannot exceed 150% or become lower than 50%.
In other words, for each level difference, you get a +/-2% effect on this number, within the range defined above.
In our example, our Lv 118 Mikasa is hitting a Lv 110 ship. Therefore this number is 1+(118-110)*2% =116%.

Let’s plug in the numbers:
Final Damage = (1+Firepower*Attribute Modifier/100)*Weapon Damage*Weapon Modifier*Weapon Efficiency*Armor Modifier*Damage Skill Buff*Enemy Debuff*Level Suppression

Final Damage(for one shell) = (1+494*100%/100)*133*110%*130%*140%*130%*120%*116% = 2862(approximately)

There is a little bit of RNG that shouldn’t exceed +/-3.

If both shells land, you can expect the DD to take about 6000 damage. 

Note that critical damage isn’t covered by this equation. For your information, critical damage simply makes the final damage number 150% instead of 100%. The chance of critical damage is determined by another equation. If requested I will cover it along with other related equations in another guide.






Appendix


Table 1: Ammo Modifiers

Warning: These are the NORMAL values for the vast majority of guns. Exceptions do exist.




Table 2: Weapon Modifiers for Commonly-Used Guns


Reference: Chinese Azur Lane Wiki http://wiki.joyme.com/blhx/%E9%A6%96%E9%A1%B5

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