) Average Submarine Fleet Level + + To limit break, first click on the Dock (blue) button on the lower left of the screen, Then click on the ship you would like to limit break. Note that unlike sorties proper, Exercise XP is not affected by morale. ManualModifier Depending on the ship type this will lead to increased damage and/or faster reloading. Reload is the rate at which gun/air raids/torpedoes fire/charge up. ? Extra StatBonus 25 . The damage for a barrage is calculated the same way as your guns, with weapon coefficient = 100%. ( ) 2829 , 227 . : " - "? You can take advantage of this and plan your route if needed. i Below is a list of what each enhancement would give (i.e. + + Intralogistics & Supply Chain Collaboration. azur lane high efficiency combat logistics plan how to use 4 Progress will still be tracked while they are hidden. Fighting full fleets of higher-level ships will increase the EXP earned, but note that losing cuts EXP gains in half. #AzurLane, HQ will also be giving out 60 High-Efficiency Combat Logistics Plans and 3 Quality Tuning Samples of each type as compensation. ( Overview Operation Siren is a new combat area that is independent from the main story and includes multiple different zones for players to explore. WeaponBaseDamage The EXP goals are rather large; be prepared for a long grind. ) However, you dont have to control your ships: The game will control your ships and play the entire mission to the end. | 50 248 , Bj | ! LaunchCooldown 0.05 . 1 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. azur lane high efficiency combat logistics plan how to use Getting a S rank will give 1.2 XP compared to an A rank. Any clears made on a stage before it reaches 100% completion will not count towards lowering its Threat Level. + p ) ( However, only a total of 300 PR1 blueprints can be obtained from the Catch-Up system. FormationBonus {\displaystyle T=\mathrm {Oxygen} /10}. AlliedShipLevel TotalEvasion SkillBonus 1 Each node in the column gives power equal to the column value PLUS any stats gained from that node. 1165 , : " - [] ' ' SNS '' (2019.08.01//MBC)"? Should this Recon Value be met or exceeded, all Ambush Fleets and Air Raids are completely disabled. 1 + 100 StatBonus StatBonus 100 2 . N EquipmentRarity 100 azur lane high efficiency combat logistics plan how to use azur lane high efficiency combat logistics plan how to use ReloadTime 30 , , ! Each Commander level increases the player's softcap by 100 and softcap by 600. DefenderEvasion The Lecture Hall is another way of earning non-combat XP. 1 + numberof shooting in south central los angeles today. CriticalModifier EnemyAirDamageResistance , Friedrich der Groe, the six-star Iron Blood Battleship, is worth 56 Tech Points from collecting her . However, it does take the most attention of all sources of XP. azur lane high efficiency combat logistics plan how to use Ships in the Backyard or Tactical Training may not participate in the classroom. {\displaystyle {\text{FleetMovement}}(X)=({\text{AverageFleetSpeed}})\times \left(1-{\dfrac {{\text{NumberofShips}}-1}{50}}\right)}, TileMovement . 912 , 20111 : " 2021 - 2021 E , , MBUX, , 6450, "? AllyACV None of these are particularly good at combat, so they work best when supporting two stronger shipgirls of their type. ) WeaponCoefficient [ Its strength is based on the number of in it, the more of this "" the more enemy ships present during combat. {\displaystyle {\begin{aligned}{\text{FinalDamage}}&=\left[{\text{WeaponBaseDamage}}\times {\text{WeaponCoefficient}}\times {\text{SlotEfficiency}}\times \left(1+{\frac {\color {Red}{\text{Torpedo}}}{100}}\times (1+{\text{FormationBonus}}+{\text{TRPSkillBonus}})\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 \left(1+{\text{CriticalBit}}\times (0.5+{\text{CriticalModifier}})\right)\end{aligned}}}. + . High-Efficiency Combat Logistics Plan 135. 1 ( azur lane high efficiency combat logistics plan how to use For the present patch status I suspect that the "optimal" plane-resistant Ironblood fleet is basically "all German PR botes, Graf Zeppelin, and wildcard". + 100 One of my most asked questions on my channel is "How do I get so many of my ships to level 120"? 0 < f 100 1 + ) + Special barrages may have their own levels. Level increases from DD, CL, CA/CB, to BB guns. 1 Do all daily and weekly quests that give . Submarine Fleet Power 133 XP per oil for a 3:3 fleet of 72 oil cost. 1 DamageBonus 2508 , 96 : " - | | 5 15 | English with FRIENDS S5E15 \"Ross's New Apartment\""? ] The formula is as follows: 1 Air Superiority X AlliedShipLevel This would be exactly true if the entire formula was. ) {\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}}}. {\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}}}. 50 Guns - The final damage you deal to an enemy is affected by the Firepower of your ships. The automatic battle system is pretty good at this too: It uses the special skills right on time and avoids enemy fire efficiently. 58 , 128 : " - 6 !! % FinalDamage 1 Some Meowfficers can improve the maximum up to 25%. { !? You can check the Azur Lane Wiki to see if an event has already reran on your server's region. ArmorModifier { Ships who are at an EXP/level cap (i.e. After the upcoming maintenance, new missions will be added for Rookie Training related to PR1. ) 1 {\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: . Mean results can be seen in this plot: Refer to Talk:Combat for the exact mechanics. Failing or retreating from Hard Mode will NOT deduct one of the daily entries. + ( Once the opponents fleet gets near enough to your Main Fleet, all of your carriers will enter the Detected state. For ease of calculation, make sure your ships do not have any equipment. Some Meowfficers increase tile movement by one. '' !! They consume 10 oxygen per second underwater. You can see a list of supported browsers in our Help Center. Node HP Reduction Percentage . ( / 30 , , ! The best-case scenario is something like Iris of Light and Dark D-2. + ) Do all daily and weekly quests that give . //// 267, | \\ 7 Chanel Bag Steady-Seller Top 7 7861 , | (*Eng) 2022 1? When starting a sortie, each fleet starts with 5 Ammo. Operation Siren | Azur Lane Wiki | Fandom azur lane high efficiency combat logistics plan how to use There are at least 5 types of enemy nodes that appear in the map. Event maps from the Archives will not reward event points, complete event missions, or unlock the E.X mode associated with its actual event. 3082 , : "88 - 2022 1988 35 ?! 9, | 6 !! First, shipgirls on the first floor of the Dorm gain XP every hour based on your commander level, the Dorms Comfort level, and food. ( Airspace is considered Empty when both Ally ACV and effective Enemy ACV 150. + Further heals cost Gems. 4615 , 126 : "led - LED ? ( Source: You.aseanseafoodexpo.com Sitemap: https://you.aseanseafoodexpo.com/sitemap.xml. This value represents your fleet's efficiency in air-to-air combat, which is determined by your ships' Aviation and the aircraft they have equipped (not including ASW aircraft). 3214 , 229 : " 3 - 3 Q\u0026A l ? Port Supply Shop Shops have eight random items for sale and rotate every 3 days. Medial Marijuana Recommendations. 1 Note: This formula is empirical. SkillBonus } Fighters For weapons with multiple shots/torpedoes/bombs per volley, the total damage is the value calculated here multiplied by the number of shots/torpedoes/bombs per volley. However, the Threat Level for a stage can only be reduced once it reaches 100% completion. , 10 ! + 2093 , 166 : " - [ENG SUB] By Sunday baking korean popular lunch box cake"? azur lane high efficiency combat logistics plan how to use. ( ) 4146 , 248 : " 1 - | Black Books 1 1 | "? AmmoTypeModifier BurnCoefficient Campaign (Normal): Chapter 1, Chapter 2, Chapter 3, Chapter 4, Campaign (Normal): Chapter 5, Chapter 6, Chapter 7, Campaign (Hard): Chapter 3, Chapter 4, Chapter 5, Event: All A and B maps; SP1 and SP2 maps, Campaign (Normal): Chapter 10 through Chapter 14, Campaign (Hard): Chapter 8 (Hard) through Chapter 12 (Hard). Limit Breaking all of your ships in the early stages is a waste of oil. The total power of a single ship can be calculated by the following: Season the vanguard with a gold AA . , 100 {\displaystyle {\text{LevelAdvantageDamageReduction}}=1-{\dfrac {100-2\times ({\text{AlliedShipLevel}}-{\text{EnemyShipLevel}})}{100}}\times {\dfrac {100-2\times ({\text{MaximumThreatLevel}}-{\text{CurrentThreatLevel}})}{100}}}. This value is based on your fleets' total Evasion and is affected by items that increase this value, notably the SG Radar. Your ships start the battle in the Hidden state, but once their Detection Gauge fills up, they will enter and remain in the Detected state until the gauge falls back down below a certain threshold. 2274 , 264 : "free - (ENG) ! !! Or, the player could retreat, leaving the enemy fleet intact. 3 Multiple sources of floods can affect a single target and will not interfere with each other, nor with other DoT effects (ex. 1 HQ apologizes for the inconvenience. However, the Sirens give XP comparable to main story 9-4, which is much more commensurate even before mentioning the drops. Weve detected that JavaScript is disabled in this browser. Progress will still be tracked while they are hidden. All enemy ships sunk. NOTE: the power gained from each part will not necessarily be equal, but it will add up to the column value. 100 This is a tutorial about the affinity mechanic in Azur Lane. There are two types of random encounters: The probability of an encounter occurring increases gradually as your fleet moves around the map. CurrentPlaneHP Air Damage Reduction is calculated individually for each ship based on their AA stat: n This can be achieved by housing them in the Dorm, which will also increase their Morale recovery, allowing them to sortie more often without losing happiness. TotalAlliedAA {\displaystyle {\text{FinalDamageReduction}}=1-\displaystyle \prod _{i}^{N}(1-{\text{DamageReduction}}_{i})}. # # # 96 , | [ : ] 16 20190919 , | [Eng Sub] By Sunday Baking Korean Popular Lunch Box Cake 20111 , 1 | | Black Books 1 1 | 248 , | , . Assuming 6 000 total XP per battle, one week of Exercises will give 630 000 XP. After the oxygen runs out, the submarines will surface and stay for 5 additional seconds to fire its deck gun, and then will retreat after that. i + Any AA guns equipped in the Main Fleet will act as though they were equipped in the escort fleet, and will only fire when there are planes in the AA region indicated by the dotted line surrounding the escort fleet. ) With respect to XP, most commissions give less than a single map run, which means that only the most patient players will want to spend the time hand-picking ships to gain that XP. AttackerSkillAndEquipment ( 100 . {\displaystyle {\begin{aligned}{\text{FinalDamage}}&=\left[{\text{LoadDamage}}\times {\text{SlotEfficiency}}\times {\frac {100+{\text{AirPower}}\times {\color {Red}0.8}\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}}}, End of Screen Damage h WeaponCoefficient 2251 , 227 . 0.5 TotalAviation CriticalRate 196 , : " - \" ?\" , \" \""? WeaponReloadTime ( + . 3744 , : "3 - (, )"? {\displaystyle {\text{TileMovement}}={\begin{cases}2&X\leq 25\\3&25