This category contains all equipment or equipment types classified as Smoke Generators.
This category is populated by Template:EquipmentCategoriesKai. Please do not manually add pages to this category.
Mechanics
Smoke Generators can be used in combat to deploy a smoke screen.
Example of a large smoke deployed.
- There are 3 smoke screen sizes, being Small < Medium < Large.
- The maximum smoke size that can be generated is dependent on the number of smoke generators, being respectively 1/2/3.
- Note that improvements also affect the maximum smoke level possible.
- It sharply reduces the accuracy of all fleets, proportionally to the smoke screen size (the hit rate is still capped at 11%).
- This effect can be partially bypassed by using radars (both sides).
- The effect will last for the day battle, even so the animation will fade before the battle's end.
Smoke activation button next to the Formation ones.
- If equipped, it can be activated with a specific button when selecting the formation.
- It can be activated multiple times per sortie until it triggers, being triggerable once, in day battle only.
- It cannot be activated in Exercises in the current implementation.
- The trigger rate is not 100% and depends on the fleet's flagship's luck , as well as the amount and type of Smoke Generators used.
- For combined fleets, it is the luck of the main flagship.
- The size of the triggered smoke screen depends on how many smoke generators are used.
- It will only trigger at the beginning of the Shelling phase.
The 3 different smoke size
- The trigger rate depends on:
- Regarding the equipment:
Two formulas have been determined to approximate the trigger rate of smoke screens.
- The 2nd formula is based on the 1st one with additional hypothesis,
- A measurement of the trigger rate can be found here,
- Both formulas can be directly compared here.
- It is possible to have a total trigger rate for all 3 sizes of 100%, giving the FS has enough luck & enough generators are used.
Trigger Rate Formula 1 [3]
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[math]\displaystyle{ \text{P}_\text{0} = 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} }[/math]
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- If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{P}_\text{0} = 0 }[/math]
[math]\displaystyle{ \text{K} = \bigg\lceil \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} \bigg\rceil }[/math]
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[math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math]
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[math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math]
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[math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
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[math]\displaystyle{ \begin{align}
\text{P}_\text{1} &= 1 - \text{P}_\text{0} \\
\text{P}_\text{2} &= 0 \\
\text{P}_\text{3} &= 0
\end{align} }[/math]
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[math]\displaystyle{ \begin{align}
\text{P}_\text{1} &= 1 - \text{P}_\text{0} - \text{P}_\text{2} \\
\text{P}_\text{2} &= 0.05 \times ( 1 - \text{P}_\text{0} ) \times ( \text{K} + 2 ) \\
\text{P}_\text{3} &= 0
\end{align} }[/math]
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[math]\displaystyle{ \begin{align}
\text{P}_\text{1} &= 1 - \text{P}_\text{2} - \text{P}_\text{3} \\
\text{P}_\text{2} &= \min ( 0.3 ; 1 - \text{P}_\text{3}) \\
\text{P}_\text{3} &= X \times \text{K} + 0.15 \times ( \text{N}_\text{Generator} - 3 )
\end{align} }[/math]
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- The X coefficient is unclear yet, being about 0.04~0.045.
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- With
- [math]\displaystyle{ \text{P}_\text{0}, \text{P}_\text{1}, \text{P}_\text{2}, \text{P}_\text{3} }[/math] the respective rates for the trigger of smokes levels 0 to 3,
- [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
- [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
- [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement level of the base generators,
- [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement level of the Kai generators,
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Trigger Rate Formula 2 [4]
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[math]\displaystyle{ \text{Level 0}_\text{Rate %} = \max \big( 0 ; \min ( 100 ; 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} ) \big) }[/math]
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- If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{Level 0}_\text{Rate %} = 0 }[/math]
[math]\displaystyle{ \text{K} = 5 \times \text{N}_\text{Generator} + 1.5 \times \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} }[/math]
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[math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math]
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[math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math]
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[math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
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[math]\displaystyle{ \begin{align}
\text{Level 1}_\text{Rate %} &= 100 - \text{Level 0}_\text{Rate %} \\
\text{Level 2}_\text{Rate %} &= 0 \\
\text{Level 3}_\text{Rate %} &= 0
\end{align} }[/math]
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[math]\displaystyle{ \begin{align}
\text{Level 1}_\text{Rate %} &= ( 100 - \text{Level 2}_\text{Rate %} ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\
\text{Level 2}_\text{Rate %} &= ( 3 \times \big\lceil \text{K} - 5 \big\rceil + 1 ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\
\text{Level 3}_\text{Rate %} &= 0
\end{align} }[/math]
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[math]\displaystyle{ \begin{align}
\text{Level 1}_\text{Rate %} &= \min ( 0 ; 100 - \text{Level 2}_\text{Rate %} - \text{Level 3}_\text{Rate %}) \\
\text{Level 2}_\text{Rate %} &= \min ( 30 ; 100 - \text{Level 3}_\text{Rate %} ) \\
\text{Level 3}_\text{Rate %} &= 3 \times \big\lceil \text{K} - 15 \big\rceil + 1
\end{align} }[/math]
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- With
- [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
- [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
- [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement level of the base generators,
- [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement level of the Kai generators,
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- The smoke gives an Accuracy malus to both fleets when used:
- Please note that these are initial estimations and are subject to change.
- It is currently unknown if the airstrike accuracy is affected by the smoke.
- Some modifiers are near impossible to determine because the fleet hit the lower bound hit rate (11% hard cap).
- There are some inconsistencies between "old" and "new" enemies.
- Having a (surface ?) radar equipped reduces the smoke effect for both fleets, but only for the shelling phase.
[math]\displaystyle{ \text{Mod}_\text{smoke} }[/math][1]
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Day Shelling
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Fleet |
Radar Equipped |
Type 1 |
Type 2 |
Type 3
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Allied
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No |
< 0.3 |
< 0.33 |
< 0.37
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Yes |
0.35 |
0.25 |
< 0.37
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Enemy
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No |
< 0.69 |
< 0.7 |
< 0.7
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Yes |
0.91 |
0.83 |
0.75
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Special Attacks[2]
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Allied |
1
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Torpedo Phases
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Fleet |
Type 1 |
Type 2 |
Type 3
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Allied |
0.45 |
0.42 |
0.42
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Enemy |
0.7 |
0.6 |
0.5
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ASW
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Allied |
0.25
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Enemy |
1
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- AA effects:
- The smoke affects the allied shootdown but not the enemy shootdown.
- No fixed shootdown above 2 has been observed under a smoke.
- The guaranteed shootdown does not seem to be affected.
- A modifier to the Adjusted AA is suspected but there is not enough data to confirm it.
- The Smoke reduce the Anti-Air Rocket Barrage trigger rate either directly or by reducing the Adjusted AA.
Listed By Stats
No.
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Rarity
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Name
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Equipment Type
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Refittable Types
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Notes
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500
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☆
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Smoke Generator (Smoke Screen) 発煙装置(煙幕)
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Surface Ship Equipment
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1
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DE, DD, CL, CLT, CA, CAV, FBB (Only: Richelieu Deux), BBV (Only: Fusou Kai Ni, Yamashiro Kai Ni), AV (Only: Mikuma Kai Ni Toku), CT, AO (Only: Souya (AGB), Souya (AGL), Souya (AGS))
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✔️
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✔️
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501
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☆ ☆
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Smoke Generator Kai (Smoke Screen) 発煙装置改(煙幕)
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3
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❌
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❌
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No.
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Rarity
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Name
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Equipment Type
|
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Refittable Types
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|
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Notes
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Pages in category "Smoke Generators"
The following 2 pages are in this category, out of 2 total.