User blog comment:Hayashi H/Winter 2016 Guide/@comment-26154973-20160217085122/@comment-26154973-20160219195525

But there is also 1.3 multiplier from line abreast, so for CL/CT it's cap((13 + 2 * sqrt(39 to 69) + 1.5 * 38 + 4) * 1.15 * 1.3) = 105 in parallel (base ASW, 39 to 69, is irrelevant here) and cap((13 + 2 * sqrt(39 to 69) + 1.5 * 38 + 4) * 1.15 * 1.3 * 0.8) = 101 to 102 (the difference between 39 and 69 base ASW) in head-on (still capped). The damage range vs 93 armor is [-16, 39] for CL1 (6%-14% of current HP on <= 0 damage) and [36, 91] for CL2 in parallel and [-20, 35] to [-19, 36] / [30, 85] to [32, 87] in head-on (so 80+ crit from Ooyodo is pretty normal, and with 1.5 multiplier for ASW improvements my theoretical armor can be 92 actually). You can also cap 70+ base ASW DD with +12 sonars and +4 improvements, so the ranges are basically the same (maybe -1 damage in head-on). Assume you have 4 ships 2 attacks each, 50% for CL1 and %10 for CL2 (http://bs-arekore.at.webry.info/201504/article_2.html, we don't know her evasion, but I think 50% hit rate is a pessimistic case), then it's ~20% win for head-on and ~30% for parallel (for red-T it's super low tho).