Talk:Winter 2018 Event/@comment-3502824-20180309002246/@comment-826197-20180309022620

I can understand the logic behind it; the lower difficulties face lesser enemy fleets, and therefore shouldn't need the damage boost. However, it had the exact opposite outcome. Even in easy mode in last dance there are simply too many boss-tier and high HP ships in the main fleet that cannot be completely killed unless you're extremely lucky. No damage boost being present combined with the already reduced shelling accuracy/damage of using CTF means that on both easy and casual mode there will routinely be multiple enemies surviving into night battle, even with the help of the friend fleet.

On medium and hard it actually ends up being easier than on casual and easy modes because, despite there being more powerful enemies, your ships deal more damage that can kill them without much trouble. Even without Hayasui/underway replenishment I've seen multiple instances of historical ships dealing 600+ damage during day shelling with a cut in attack, or 650-700 with double attack; for reference, that's enough to kill Battleship Princess Kai in one attack (700HP).

Additionally, on medium and hard difficulties the main fleet will consist mostly (or entirely) of boss level ships which have an extreme weakness to LBAS, so much so that I've seen half of the main fleet on hard mode last dance be killed just with LBAS. On easy and casual those fleets consist mainly of regular ships that don't have that extreme weakness, so combined with no damage buff being present the result is LBAS sinking maybe 2 or 3 escort ships while leaving the main fleet untouched. Personally, I thought it was Christmas when my LBAS would sink TWO ships TOTAL in last dance on easy.

I had to drop from easy to casual to be able to beat E7 last dance. The Battleship Princess and two Nu-Class with 118HP that appear in the main fleet on last dance in easy is simply too much to deal with without having the damage boost and having to deal with essentially useless LBAS and reduced shelling damage/accuracy from CTF.