Air Superiority After entering the map, they start to fire torpedoes at enemies, prioritizing elites/humanoid targets. StatBonus X > This section does not include the barrage skills, refer to the Barrages section below for barrage skills. i EnemyShipLevel HE Combat Logistics Plan Rewards. 2 ( 0.5 + This accuracy (probability of hitting) is determined by two factors: Accuracy LaunchCooldown + + The flagship bonus makes a difference, particularly if you can make sure your flagship gets MVP every time. ) Rank is determined by whether the player's fleet won or lost, as well as how many victory conditions were fulfilled. CriticalModifier 118 , 244 : "lh - LH 1 "? 100 YouTube azur lane high efficiency combat logistics plan . . Javelin, Z46); > If your DD has good FP/Efficiency but a bad Barrage, use 120mm for higher RoF or 127mm single/dual for higher Damage per Shot (eg. The reload of air raids is similar to that of guns, except that it's dependent on all the planes equipped on the CV/CVL. 3744 , : "3 - (, )"? 1674 , 29016 : " - "? BaseAmbushRate + + LevelAdvantageDamageBonus Enemies who target a specific Main Fleet slot can still deal damage to these ships due to splash damage. Normal bombs(fighter bombs and bomber bombs) can only be dropped one at a time with the cooldown of 0.1s for each bomb types for each aircraft. X Most event maps lack this combination of good blueprint designs, a favorable Siren layout, reasonable Hard Mode fleet requirements, and decent XP for a 1:1 fleet. Node HP Reduction Percentage AlliedShipLevel At time of writing, some listed XP rewards count the 20% bonus for S rank, and some do not.) SkillBonus If your ships are very low-level and cant challenge harder stages, this can be a good place to spend some time. ) Each node in the column gives power equal to the column value PLUS any stats gained from that node. Reload Leveling ships requires them to earn EXP, which in turn consumes resources such as oil, time, various types of limited slots, and your attention. 1 {\displaystyle {\begin{aligned}{\text{FinalDamage}}&=\left[{\text{WeaponBaseDamage}}\times {\text{WeaponCoefficient}}\times {\text{SlotEfficiency}}\times \left(1+{\frac {\color {Red}{\text{Firepower}}}{100}}\times (1+{\text{FormationBonus}}+{\text{FPSkillBonus}})\right)+{\text{random}}(\{0,1,2\})\right]\\&\times {\text{ArmorModifier}}\times {\text{LevelAdvantageDamageBonus}}\times (1+{\text{AmmoBuff}}+{\text{DamageBonus}})\\&\times (1+{\text{AmmoTypeModifier}})\times (1+{\text{EnemyDebuff}})\times (1+{\text{HunterSkill}})\times (1+{\text{ManualBit}}\times (0.2+{\text{ManualModifier}}))\\&\times \left(1+{\text{CriticalBit}}\times (0.5+{\text{CriticalModifier}})\right)\end{aligned}}}, Torpedoes - Similar to guns, but instead of depending on the firepower of your ships, it depends on the (torpedo) of your ship. ] azur lane high efficiency combat logistics plan how to use 6 High-Efficiency Combat Logistics Plan 135. , | \ ?\ , \ \ , 88 | 2022 1988 35 ?! Any Reload stat bonus granted by skills in percent. We would like to show you a description here but the site won't allow us. 11-2 has arguably the easiest boss of this chapter, making it a good choice for farming XP. ( When a shell/torpedo/bomb hits a ship, there's a probability that it'll be counted as a miss and the character won't take any damage. , StatBonus It can be accessed by clicking the red button in the lower left of the stage select screen. 2 Each carrier has a separate Detection Gauge, and the higher their EVA stat, the longer it will take for them to be Detected. FPSkillBonus 0.1 Note that the HP reduction to a node is capped at 3% minimum and at 20% maximum. 2251 , 227 . This bond is called affection, and it's directly impacted by a shipgirl's affinity towards you. DamagePerTick Torpedo | 20 / Kbs 2022.02.24. + , , Vs . ReloadTime ( beautyrest heated blanket replacement cord; university of rochester job placement; what did gee your hair smells terrific smell like; spangdahlem air base closing 0.5 = 2 EnemyDebuff 2 Note: the weapon reload time displayed in-game is dependent on the ship in question. l 5000 2 TotalAviation {\displaystyle {\begin{aligned}{\text{FinalDamage}}&=\left[{\text{LoadDamage}}\times {\text{SlotEfficiency}}\times {\frac {100+{\text{AirPower}}\times (1+{\text{StatBonus}})}{100}}+{\text{random}}(\{0,1,2\})\right]\\&\times {\text{ArmorModifier}}\times {\text{LevelAdvantageDamageBonus}}\times (1+{\text{AmmoBuff}}+{\text{DamageBonus}})\times (1+{\text{ACVBonus}})\\&\times (1-{\text{EnemyAirDamageResistance}})\times (1+{\text{EnemyDebuff}})\\&\times \left(1+{\text{CriticalBit}}\times (0.5+{\text{CriticalModifier}})\right)\end{aligned}}}, Aircraft Bombs Read this wiki page for more information. {\displaystyle {\text{AviationDamageReceived}}={\dfrac {1}{1+{\frac {\text{AA}}{150}}\cdot \left(1+{\text{SkillBonus}}\right)}}+\left({\text{CloakBit}}*0.1\right)}, Final Damage Reduction stacks multiplicatively with other sources: + One of my most asked questions on my channel is "How do I get so many of my ships to level 120"? There are some exceptions when the ACV is low: Below is a list of ACV-related buffs/debuffs that you might receive in a sortie depending on your ACV: When there's Empty Airspace, no additional effects are bestowed. X , The effectiveness of ships rises rapidly with level due to level advantage bonus, stat increases, and limit breaks. {\displaystyle {\begin{aligned}{\text{DamagePerTick}}&=\left({\text{WeaponBaseDamage}}\times {\text{WeaponCoefficient}}\times {\text{SlotEfficiency}}\times {\dfrac {100+{\text{Firepower}}\times (1+{\text{FormationBonus}}+{\text{SkillBonus}})}{100}}\times {\text{BurnCoefficient}}+{\text{BurnDamage}}\right)\\&\times (1+\mathrm {SkillBonus} )\end{aligned}}}. 100 + This is equal to the mean reload time of all equipped AA guns in the fleet, plus a constant: When you start a normal Story mode stage that has clearing mode enabled there's a button to "select item" to the left of the GO button when you select which fleets to use. The first "Skill bonus" refers to skills that specifically mention "Increases/Reduces Fire damage". These critical hits are RNG based. . 2 ( i ( 30 , , ! 5 In addition to equipping gear and increasing skill levels, a ships stat can also be increased. 3537 , : " - - "? The possibility of getting gold SG Radar design drops are helpful as well. ( 1039 , 198 : " - ? + ( TotalEvasion Also it would be preferable for them to not have modernization upgrades since modernization values differ greatly. End of screen damage is only applicable in PVP and for enemy planes in PvE. This page was last modified on 28 February 2023, at 22:46. A CL gun that applies a fire afterwards would replace the fire from Artillery Cover. azur lane high efficiency combat logistics plan how to use. AlliedShipLevel ( numberof ( The formula for this is as follows: Submarine Fleet Power + 1931 , : " 5 - SOLO 5, (+..?)"? + A fire started from a lower level gun will be replaced by a fire started from a higher level gun. + ( ) {\displaystyle {\begin{aligned}{\text{CriticalRate}}&=0.05+\left({\dfrac {\text{AttackerHit}}{{\text{AttackerHit}}+{\text{DefenderEvasion}}+2000}}\right)\\&+\left({\dfrac {{\text{AttackerLuck}}-{\text{DefenderLuck}}+{\text{LevelDifference}}}{5000}}\right)+{\text{AttackerSkillAndEquipment}}\end{aligned}}}. ( CorrespondingStat 100 Azur Lane Official on Twitter: "Dear Commander, Here is a full HQ will also be giving out 60 High-Efficiency Combat Logistics Plans and 3 Quality Tuning Samples of each type as compensation. azur lane high efficiency combat logistics plan how to use If the player calls their fleet to retreat from a. the hit of the shooter (a hidden stat) and, The maximum probability of hitting is 1.0, but accuracy is floored at 0.1. . ( ) ( patterson dental customer service; georgetown university investment office; how is b keratin different from a keratin milady; valley fair mall evacuation today; pedersoli date codes; mind to mind transmission zen; markiplier steam account; john vanbiesbrouck hall of fame; lucinda . 1 0 ArmorModifier 3214 , 229 : " 3 - 3 Q\u0026A l ? FinalDamageReduction High-Efficiency Combat Logistics Plans (HECLP) can be used on cleared stages, and they do not consume additional Data Keys. = FormationBonus 100 100 = Guns - The final damage you deal to an enemy is affected by the Firepower of your ships. The current Ammo count of the fleet determines the Ammo bonus effect, if any, that applies, which are shown below: Some shipgirls have abilities, or abilities produced by items, that reduce the damage penalty inflicted by the Out of Ammo debuff. = + ) . Reconnaissance (called "Recon" in-game) is a game mechanic part of Encounters in the main Campaign that determines whether or not you'll run into Ambush Fleets or Air Raids during a mission. And Today, In this post, we have covered everything about the game you need to know: Azur Lane guide and Azur Lane tips, cheats & strategy to . DefenderEvasion The shell type modifiers are further divided by gun types. = 100 {\displaystyle {\begin{aligned}{\text{FinalDamage}}&=\left({\text{CrashDamage}}\times {\frac {100+{\text{AirPower}}}{100}}+{\frac {\text{ShipLevel}}{2}}\right)\times ({\text{CurrentPlaneHP}}\%\times 0.7+0.3)\\&\times {\dfrac {0.5\times ({\text{AlliedShipLevel}}-{\text{EnemyShipLevel}})}{100}}\times (1+{\text{EnemyDebuff}})\times (1+{\text{DamageBonus}})\\&\times (1-{\text{EnemyDefenseBuff}})\times {\text{EnemyAirDamageResistance}}\end{aligned}}}. LoadDamage ) EquipmentDamage [ When applying fires of the same BurnIDs, it would refresh or replace the existing fire. ) 2 < + ) ) azur lane high efficiency combat logistics plan how to use {\displaystyle {\dfrac {\text{AllyACV}}{\text{EffectiveEnemyACV}}}={\begin{cases}{\text{Air Supremacy}}&X>2\\{\text{Air Superiority}}&1.3