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  1. #1
    Head Moderator Kalinsre's Avatar
    Join Date
    Apr 2014
    1587 Post(s)

    Azur Lane Equipment Basics Guide

    This guide will teach you how to read equipment stats along with some additional general information about equipments.

    Keep in mind this is a general guide for approaches to equipments. If you want specific comments about specific equipments I have another guide for you: http://himeuta.org/showthread.php?11...quipment-Guide

    Special thanks to KotoNano, soulbuster, dranzerstar, Valkirion and many others from the forum and my discord for their help in digging up info from various Chinese/Japanese forums that are compiled and used in this guide.

    Equipment Interface

    [+] Spoiler

    Images make this self explanatory. Though depending on the ship what goes into these slots might be different.
    This specific ship is a torpedo CL, which means that it carries a CL main gun, a torpedo, an AA gun and two accessory equipments.
    Had this been a gun CL, the torpedo slot would be changed to fit a small caliber gun instead.

    In contrast, for a CV, the contents of the 5 equipment slots are drastically different. The gun, torpedo and AA slots all become plane slots.
    Hiryuu here happens to have the fighter, dive, torp setup in that order. But this is NOT true for all CVs. Illustrious, for example, has a fighter, fighter, torp setup. There is a lot more to say about CV equipments but I will not go into that in this guide.

    General Rules for Equipment Compatibility
    Guns of caliber below 140mm: Used as main guns for DDs. Can be used as secondary guns for some CLs, CAs, BCs, and caliber-restricted BBs that cannot carry larger secondaries.
    Guns of caliber 140mm-200mm: Used as main guns for CLs. Can be used as secondaries for some BCs and most BBs. 
    Guns of caliber 200mm-283mm: Used as main guns for CAs. 
    Guns of caliber 283mm and above: Used as main guns for BBs and BCs.
    Torpedos are used on most DDs, many CLs and CAs.  
    AA guns can be used by the vast majority of ships.
    Carrier based planes are used by CV and CVLs but only if the slot-types match.
    Seaplanes are used by BBVs.

    Bottom line: Although what goes into each slot seems to be similar for ships of the same type, they can be different depending on the specific ships and you will have to check wikis or check the equipment interface in game.
    To give a few examples, Houshou can carry a CL gun when most CVs can't carry guns at all, Isuzu has the option to use a DD gun for the main gun slot to further boost AA, Z23 can carry CL guns even though she is a DD, Hiei can use CL guns as secondaries in spite of her being a BC, Arizona can't use CL guns as secondaries even though she is a BB, and Deutschland as a CA can equip what is technically a BB gun... The list goes on and on. The takeaway is that you should be mindful of the minor differences in equipment slots on a ship-by-ship basis.

    Equipment Slot Specifics
    [+] Spoiler

    In this interface, brief information about each equipment is given. But more importantly, it tells you the ship's weapon efficiency for that specific slot. Take Hiryuu's torpedo bomber slot for example.

    The 164 x 3 here means that a "shot" from this weapon has 164 base damage, and there will be 3 such "shots. This notation is used on all kinds of weapons. In the case of guns, it will represent the damage per shot multiplied by shots per salvo. Same goes for torpedos. In the context of planes, it will be how many torps or bombs each plane drops.

    The 12.20s/round here represents the weapon's reload. I guess in planes you can interpret this as squadron preparation time. Either way, it represents the "cool down" that this weapon must take before attacking again.

    The 25 on the right represents the relevant stat this equipment adds to the ship. In this case, this plane adds 25 air power to Hiryuu. The stat the equipments add are almost always intuitive: Guns add firepower, torpedos add torp, planes add air power and AA guns add AA.

    The 150% on the top right of the box represents the efficiency at which the ship operates weapons in this slot. This is by far the most important takeaway form this interface(because the other 3 stats can be viewed in other interfaces as well).

    Without going into too much detail, the weapon efficiency is widely used in various damage calculations. It serves as a multiplier for various equations and significantly influences damage output.

    Although many sister ships have similar stats, they often use weapons at different efficiencies. Hiryuu here is very much torpedo bomber-specialized, while her sister Souryuu uses dive bombers much better. These details should be checked on a ship-by-ship basis as well.

    Quick Chart To Interpret Weapon Efficiency
    Some general ranges to keep in mind:
    200%~160%: Excellent, huge bonus but mostly achieved by BB's secondary gun efficiency(usually at 200%).
    160%~130%: Very good, highly noticeable bonus.
    130%~100%: Good, some bonus
    100%~85%: Neutral, no real bonus.
    85%~60%: Bad, suffers from penalty
    60%~0%: Very bad, suffers from significant penalty.

    Equipment Specifics
    [+] Spoiler

    This is the window for equipment details accessed from the ship's equipment slot.

    Some of the stats here(yellow numbers) were visible in the ship equipment interface as well. But let us go over them again just for the sake of completion.
    The 156 x 3 is base damage x number of shots per salvo. For every shot, this gun will shoot 3 shells that has basic damage of 156 each.

    The 25 is the stat being added to the ship. Because this is a gun, this adds 25 firepower to the ship.

    The 23.06/round is the reload time for this gun. The DISPLAY number here is ADJUSTED to the ship's inherent reload stat. This is NOT the raw reload for the gun. If you are interested in the raw reload time for the gun, you will have to unequip the gun and view it in INVENTORIES. If you click it from the ship you will get the actual reload time on that specific ship instead.

    The 200 is the range of the gun. Self explanatory. Probably not as important for BB guns since they are all similar but can be different for smaller guns.

    The 50 is the turret rotation angle. You can imagine a 50 degree arc centered around the line of your ship facing directly forward. It is the arc in which the gun is able to turn. Most DD guns have 360 degree rotations so they can fire at enemies on their backs.

    The 22 is the dispersion of the gun in degrees . The smaller the number is, the closer your shots will cluster together. The larger the number is, the farther will your shots spread. This should be interpreted based on context. In most cases of BB guns you probably want the number to be smaller (especially for small AP guns with no good splash) so that you can have more direct hits. However, for guns like BB secondary guns you might actually want this number to be bigger, because you want to consistently cover a large spread to hit multiple small incoming enemies.

    The words on the lower right indicate the type of ammo this weapon fires (usually only applicable to guns). In JP, 榴弾=HE, 徹甲弾=AP, 通常弾=regular ammo. In CN, 高爆弹=HE, 穿甲弹=AP, 通常=regular ammo. The effects of shells are discussed in the next section in great detail.

    For planes the details look slightly different. It is worth going over for completion.

    The numbers are still base damage, stat boost and reload as before. However, the screen also lists the weapons the plane carries.
    In the case of this Suisei T2, it carries 2 x 7.7mm MG, 1 x 1000 lb bomb and 2 x 100 lb bombs.
    Unfortunately, the details of these weapons are not available in game and can only be obtained from testing. Plane-specific stats such as flying speeds, plane HP and kamikaze damages are also hidden.
    In general, machineguns have larger angles of AA coverage but do less damage. AA cannons have narrower angle of coverage but often have better range and do more damage.
    Bomb damage and splash radius often correlate with the bomb size.
    Note that this plane carries TWO types of bombs of two different sizes, and yet the damage stat still says 171x3. This is showing an average of the three bombs' base damage. In practice, however, you can most definitely expect that the 1000 lb bomb does much more than the two 100 lb bombs.

    The torpedo bomber detail window looks very similar but more straightforward. Let's briefly discuss it for completion.

    It indicates the two attack patterns(sweep vs aiming) and how much damage the torps do. Currently, no torp bomber carries two different types of torps, contrasting to dive bombers that often carry two types of bombs. So the base damage stat represents how much base damage each torpedo has.

    The last word next to the torpedo description(lower right) indicates the attack pattern of the plane.
    汎用 or 通用 = sweep attack pattern, 重桜 or 重樱 = aiming attack pattern.
    In sweep attack pattern, planes drop torps parallel to each other and head straight to the enemies with no particular aiming.
    In aiming attack pattern, planes will attempt to drop torps against a specific enemy.
    Sweep attack patterns are good for taking out multiple enemies and denying area of fast-moving enemies, whereas the aiming attack patterns are particularly useful against slow-moving or stationary bosses because almost all the torps will hit, causing massive damage.

    The Effects of Ammo Type in Combat
    [+] Spoiler

    (Note: the icons used here to indicate ammo type are also used on equipment slots when you equip the gun on a ship. Even if you don't read JP or CN you can still tell by the icon.)

    1. Special Effects
    HE: Chance to set enemy on fire, causing damage over time until fire is put out. AOE("HE splash") is present ONLY on large caliber guns, not on small caliber guns. The ammo color is red.
    AP: Small caliber AP guns can penetrate the first target and continue to damage the ship behind it. Can hit up to two ships per shell. Large caliber AP guns also seem to have AOE. AP shells overall have higher shell velocity(you can easily tell in game because they pewpewpew much faster) than the other types. The ammo color is blue.
    Regular Shells: No special effects.

    2. Damage Modification
    AP: Damage bonus against armor of appropriate thickness.

    AP guns on CLs are good against light armor.
    AP guns on CAs are good against medium armor.
    AP guns on BBs are good against medium to heavy armor.

    As you can see, AP shells bonus requirements are very specific. Not matching guns against armor thickness will cause lower damage than usual.
    If you fired large caliber guns on light armor ships, the shells will overpen.
    If you fired small caliber guns on heavy armor ships, the shells will bounce.
    In cases of overpen and bounce, the damage number will be grey, warning you about the inappropriateness of your AP usage.

    HE: Damage bonus against light armor ships regardless of caliber.
    As you can see, the HE bonus is much more straightforward. All HE guns have overwhelming advantage over light armor. An HE shell from a BB landing on a DD usually means the end of the DD.

    Lastly let us look at specific modifiers for each gun type against different armor.

    DDs usually aren't expected to do too much shelling damage. You can probably give up hoping that they'd do real damage to med-heavy armor. But for light armor, HE seems to be the best choice.

    CL and CAs are complicated by the specific characteristics of guns, ship skills, and the fact that AP guns do tend to hit more targets in PvE because of the penetrating shots. Many things should be taken into consideration regarding AP vs HE.

    BBs will most likely benefit from HE guns in PvE, as they seems to be the most well-rounded. AP overpens too much on light targets and it can be very wasteful, though it may be preferred in some PvP situations.

    3 out of 0 members found this post helpful.

  2. #2
    Head Moderator Kalinsre's Avatar
    Join Date
    Apr 2014
    1587 Post(s)
    Updated with shell type modifier table.



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