Thread:がか/@comment-25683568-20151021160635/@comment-25683568-20151021181857

Attack power cap was disabled because someone told me that for general purposes it was better to consider attack power as uncapped because caps change significantly depending on RNG like encounter situations and stuff...

Don't apply it to the enemy infoboxes, but the calculation itself should be correct (I believe it assumes line ahead parallel engagement, but it's been a while since I've touched that page...)

Module:ShipCapabilities works off a  instance though, so it might not fit your use case. To use  you should call   to get a   instance, then call that instance with a table including the keys ,   (replace stat with the five modernization stats, omitted leveled stats are assumed to be max except for luck which is assumed to be base), and optionally   (contents should be like the data modules, which means you have to re-specify redundant info, I should fix this). Evasion, ASW, LOS are calculated from level (except for when base eva/asw/los not available, will probably script error trying to add numbers and  together), and HP is as well if   > 99. The leveled stats are available via  (replace stat with firepower, evasion, hp, etc) and the level is available through   on the   instance. Once you have your customized  instance call   and you should have a   instance that reflects the capabilities of your ShipData.

I hope that wasn't confusing =S