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# Accuracy, Evasion and Criticals

(Redirected from Fuel penalty)
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Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals

Accuracy, Evasion, and Criticals are three mechanics intertwined together, representing the ability of a ship to hit another one. The formulas presented on this page are still subject to change as more testing is done.

• Please note that all formulas between $\displaystyle{ \lfloor \ \rfloor }$ are rounded down.

# Hit Rate

The hit rate is the probability of an attack hitting the target. It's the same for all attacks as well as abyssals. It stems from the difference between the Accuracy of the attack and the evasion of the target.

Hit Rate

$\displaystyle{ \text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1 }$

Where, the Capped Hit Rate $\displaystyle{ \left( \text{Hit}_\text{cap} \right) }$ is:

$\displaystyle{ \text{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap}\right) \times \text{Morale}_\text{defender} \right) }$

• $\displaystyle{ \text{Accuracy}_\text{atk} }$ is the calculated accuracy of the attack. Please see below for the various accuracy formulas.
• $\displaystyle{ \text{Evasion}_\text{post-cap} }$ is the calculated evasion of the defending ship. Please see below for the evasion formula.
• $\displaystyle{ \text{Morale}_\text{defender} }$ is the morale state modifier of the defending ship. Morale is referring to the value of attacking timing, not the value before entering battle. Please see Morale and Fatigue for more details.
• Sparkled is 0.7,
• Normal is 1.0,
• Orange is 1.2,
• Red is 1.4.
• $\displaystyle{ \text{Acc}_\text{proficiency} }$ is the average plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
• The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
• The value is 12 for ❱❱ planes.

Hit Rate Caps

There is a minimum and maximum hit rate in the game.

• The minimum of $\displaystyle{ \text{cap}_\text{min}\left(x\right) }$ is 10.
• The maximum of $\displaystyle{ \text{cap}_\text{max}\left(x\right) }$ is 96.

Notes:

• Hit rate has an effective minimum of 11% and a maximum of 97%.
• Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
• The effect of sparkle is reduced the closer Hit rate is to the caps.

## Critical Hit Rate

Critical Hits are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type.

Critical Rate

$\displaystyle{ {Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Acc}_\text{proficiency}} \rfloor + \text{Crit}_\text{proficiency} + 1 }$

With:

• $\displaystyle{ {Mod}_\text{type} }$ the attack type modifier :
$\displaystyle{ {Mod}_\text{type} }$
Attack type Attack modifier
Shelling 1.3
ASW
Torpedo 1.5
Airstrike 0
Night Battle[1] $\displaystyle{ 1.5 + \text{Const}_\text{contact} }$
Shelling Support 1.0
Airstrike Support 0.2[2]
• $\displaystyle{ \text{Const}_\text{contact} }$ the night contact constant from , its value depends on the stat of the if night contact is triggered, and 0 otherwise,
$\displaystyle{ \text{Const}_\text{contact} }$
Contact constant
1 0.07
2 0.14
• $\displaystyle{ \text{Hit}_\text{cap} }$ the Hit Rate Cap defined above,
• $\displaystyle{ \text{Acc}_\text{proficiency} }$ is the average plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
• The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
• The value is 12 for ❱❱ planes.
• $\displaystyle{ \text{Crit}_\text{proficiency} }$ the plane proficiency critical bonus. See here for more details.
1. Carrier Night Air Attacks (NB CVCI) use the night battle Mod.
2. Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version

### Hit Rate & Critical Roll

There is a single roll for both normal and critical hits.

For example, for a hit rate of 50% on a shelling attack, the crit rate is then 10%. The roll can be represented as followed:

Roll Example
Critical Hit 10% Hit 40% Miss 50%

The normal hit rate is 40% and the remaining 10% is the critical hit rate.

Notes
• The effect of accuracy and sparkling on crit rate is limited
• Because it stems directly from hit rate, it is also affected by the caps.
• With low accuracy, a disproportionately high amount of successful hits will be "criticals".

### Damage Animations

When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damage):

• miss (no damage),
• 25 (normal damage)
• 25 Critical hit! (critical damage).

However, the damage status displayed is mostly defined by the amount of damage dealt, and not the real damage status happening in the game.

• Due to this, displayed critical hits and misses are rarely true critical hits or misses.

The displayed damage status is as follows:

Display Behavior
Damage Dealt Damage Displayed
Miss Miss displayed normally
0 Always displayed as a miss
≤14 Never displayed as Critical hit!
[15;39] Criticals displayed normally
≥40 Always displayed as Critical hit!
Notes
• A patch exists to fix this misleading behavior and display the real damage status, see here.

# Accuracy

Below are the common variables used in all accuracy formulas:

• $\displaystyle{ \text{Level} }$ is the level of the attacking ship.
• $\displaystyle{ \text{Luck} }$ is the luck of the attacking ship.
• $\displaystyle{ \text{Acc}_\text{equip} = \text{Acc}_\text{equip base} + \text{Acc}_\text{equip bonus} + \text{Acc}_\bigstar }$ is the total accuracy provided by an equipment, with:
• $\displaystyle{ \text{Mod}_\text{fit} }$ is the Hidden Fit Bonuses bonuses or penalties when applicable.
• $\displaystyle{ \text{Mod}_\text{formation} }$ is the formation modifier for the applicable attack. See Combat for more details.
• Modifiers for single fleet against combined fleet are unknown.
$\displaystyle{ \text{Mod}_\text{formation} }$
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW [1] Night Battles
Line Ahead 1.0 1.0 1.0 1.0
Double Line 1.2 0.8 1.2 0.9
Diamond 1.0 0.4 1.0 0.7
Echelon 1.2 0.75 1.2 0.9
Line Abreast 1.2 0.3 1.2 0.8
Vanguard (Top) 0.8 0.7 1.0 ?
Vanguard (Bottom) 1.2 0.9 1.1 ?
Exception
Vanguard (Top) vs DD N/A ?
Vanguard (Bottom) vs DD N/A ?
Double Line vs Line Abreast 1.0 - 1.0 -
Line Abreast vs Echelon
Echelon vs Combined Fleet - 0.6 - 0.8?
Combined Fleet[2]
Combined Fleet Cruising Formation 1 ? ? 1.25 ?
Combined Fleet Cruising Formation 2 1.0 1.0 ? 1.0
Combined Fleet Cruising Formation 3 0.8 0.4? ? 0.8
Combined Fleet Cruising Formation 4 1.1 1.2 ? 1.1
• $\displaystyle{ \text{Mod}_\text{vanguard} }$ is an accuracy malus when the opposite fleet is in Vanguard formation. See below for more details.
• It is still unknown if this affects night battles, airstrikes, ASW, or LBAS.
• $\displaystyle{ \text{Mod}_\text{morale} }$ is the morale modifier of the attacking ship. Morale is referring to the value of attacking timing, not the value before entering battle. See Morale and Fatigue for more details.
$\displaystyle{ \text{Mod}_\text{morale} }$
Sparkled 1.2
Normal 1.0
Orange 0.8
Red 0.5
Notes
• Because of the number of modifiers to accuracy in-game, it is not trivial to increase accuracy. Therefore it is more important to prioritize attack power (firepower, torpedo, ASW, airstrike, LBAS, ...).

## Combat

In no particular order.

Daytime Shelling

This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes.

$\displaystyle{ \text{Accuracy}_\text{shelling} = \bigg\lfloor \bigg( \Big( \text{Acc}_\text{base} + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \Big) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \bigg) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \bigg\rfloor }$

With:

• $\displaystyle{ \text{Acc}_\text{base} }$ the base accuracy value of the attack.
Fleet type base accuracy values[1]
Attacker Defender
Single Fleet Combined Fleet
Player Single Fleet 90 80
CTF Main 78 78
CTF Escort 45 67
STF Main 45 78
STF Escort 67 67
TCF Main 54 54
TCF Escort 45 67
Abyssal Single Fleet 90
CTF Main CTF Escort
88 65
STF Main STF Escort
65 75
TCF Main TCF Escort
88 65
Combined Main 90 88
Combined Escort 75 75
• $\displaystyle{ \text{Mod}_\text{spotting} }$ the artillery spotting / CVCI bonus if applicable. See here for more details.
$\displaystyle{ \text{Mod}_\text{spotting} }$
Artillery Spotting
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Notes
Main Zuiun Cut-in
(Zuiun CI)
1.35 ? 1 only
Main Suisei Cut-in
(Suisei CI)
1.3 ? 1
Main AP Shell Cut-in
(APCI)
1.5 1.2 1
Secondary AP Shell Cut-in
(Sec APCI)
1.3 1.3 1
1.2 1.5 1
Secondary Cut-in
(Sec CI)
1.1 1.3 1
Double Attack
(DA)
1.2 1.1 2
CVCI
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Note
Fighter-Bomber-Attacker
(FBA)
1.25 1.2~1.3? 1
Bomber-Bomber-Attacker
(BBA)
1.2 1.2~1.3? 1
Bomber-Attacker
(BA)
1.15 1.2~1.3? 1
• $\displaystyle{ \text{Mod}_\text{AP} }$ the accuracy modifier:
$\displaystyle{ \text{Mod}_\text{AP} }$
Type Modifier
1.1
1.2
1.25
1.3
Notes
• It is inadvisable to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups will interfere with artillery spotting and cost you better attack bonuses.
• Unlike when calculating damage, the bonus applies to all targets.
Shelling Support

This formula applies to surface shelling and carrier attacks during shelling support.

$\displaystyle{ \text{Accuracy}_\text{shelling support} = \bigg\lfloor \Big( 64 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip base} \Big) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \bigg\rfloor }$

• $\displaystyle{ \text{Acc}_\text{equip base} }$ does not include any Visible Bonus nor Improvement.
• $\displaystyle{ \text{Mod}_\text{formation} }$ uses the same Day Shelling formation modifier as the sortieing fleet if Single vs Single combat, or 1.0 if the player fleet is Combined
• Vanguard uses Top value (0.8) only, vs DD exception also applies
• Player Single vs Enemy Combined is unconfirmed, but suspected to be 1.0 for all formations in line with Damage calculations
Torpedo Attacks

This formula only applies to opening and closing torpedo attacks during day battles.

$\displaystyle{ \text{Accuracy}_\text{torpedo} = \left( \text{Acc}_\text{base} + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} }$

With:

• $\displaystyle{ \text{Acc}_\text{base} }$ the base accuracy value of the attack.
Fleet type base accuracy values[1]
vs. Enemy
Single Fleet Combined Fleet
Player Single Fleet 85 50
CTF Escort 85 46
STF Escort 85 46
TCF Escort 85? ?
Abyssal Single Fleet 85 85
Combined Main ? ?
Combined Escort ? ?
• $\displaystyle{ \text{Attack}_\text{torp} }$ the final basic torpedo attack power of the ship. See here for more details.
• The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
• The engagement and damage state play a role in torpedo accuracy.
• $\displaystyle{ \text{Mod}_\text{ship} }$ the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above 0 ([1]).
Aerial Combat

This formula applies to the airstrikes performed during the aerial combat phase and support. Although ASW support functions like an airstrike for damage, it does not use this formula.

$\displaystyle{ \text{Accuracy}_\text{airstrike} = \text{Acc}_\text{base} }$

• $\displaystyle{ \text{Acc}_\text{base} }$ the base accuracy value of the attack.
Fleet type base accuracy values[1]
Attacker Defender Normal Combat Air Raid
Player Single Fleet Abyssal Single 95 -
Abyssal Main 115 -
Abyssal Escort 80 -
Combined Fleet Abyssal Single 95 -
Abyssal Main 110 -
Abyssal Escort 80 -
Abyssal Single/Combined Player Main 110 105[2]
Player Escort 75 70[2]
Notes
• Airstrike accuracy is a constant and not affected by any outside factors.
2. Based on formation 3 only; information lacking on formation 3 evasion modifier to confirm the value.
Anti-Submarine Warfare

This formula applies to all ASW attacks in the combat phase and support.

$\displaystyle{ \text{Accuracy}_\text{ASW} = \left( 80 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\bigstar + 2 \times \sum \text{ASW}_\text{sonar} \right) \times \text{Mod}_\text{vanguard}? \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy} }$

With:

• $\displaystyle{ \text{Acc}_\bigstar }$ the "ASW accuracy" given from Improvement ( Sonar only)
• $\displaystyle{ \text{ASW}_\text{sonar} }$ the base ASW stat of any Small Small Sonars equipped.
• Large are not counted for this bonus.
• $\displaystyle{ \text{Mod}_\text{synergy} }$ the synergy bonus from equipping certain combinations of ASW equipment.
• Synergy bonus is either currently bugged or so small it cannot be tested.
Notes
• The base accuracy stat of the equipment is not included here.
• Equipping more sonars is the best way to boost ASW accuracy.
Night Battles

This formula applies to all night battle attacks.

$\displaystyle{ \text{Accuracy}_\text{NB} = \bigg( \text{Mod}_\text{contact} \times \Big( 69 + \text{Mod}_\text{star shell} \Big) + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \bigg) \times \text{Mod}_\text{vanguard}? \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} }$

With:

• $\displaystyle{ \text{Mod}_\text{contact} }$ the modifier of the Night contact, its value depends on the stat of the .
$\displaystyle{ \text{Mod}_\text{contact} }$
Contact mod
1 1.1
2 1.15
• $\displaystyle{ \text{Mod}_\text{star shell} }$ being 5.0 if a is triggered, 0 otherwise.
• $\displaystyle{ \text{Mod}_\text{searchlight} }$ being 7.0 if a is triggered, 0 otherwise,
• $\displaystyle{ \text{Mod}_\text{special} }$ the night battle special attack modifier. See Night Battle for more details.
• Multipliers for DD and carrier cut-ins are unknown.
$\displaystyle{ \text{Mod}_\text{special} }$
Attack Type Prerequisites Accuracy
Modifier
Gun Cut-in 2
Mixed Gun Cut-in 1.5
Submarine Cut-ins Sub_LM ?
Sub_LM Sub_LM
Torpedo Cut-in 1.65
Mixed Torpedo Cut-in 1.5
Double Attack 1.1

This formula applies to attacks made by Land-Based Air Squadrons. The accuracy is calculated independently per squadron.

LBAS

This formula is still under investigation, results are not yet consistant with in-game test.

$\displaystyle{ \text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{vanguard}? \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CF} + \text{Acc}_\text{proficiency} }$ [1]

With:

• $\displaystyle{ \text{Acc}_\text{equip} }$ the accuracy stat of the plane.
• $\displaystyle{ \text{Acc}_\text{Sp} }$ accuracy bonus for LBAS Special Bombers on some targets.
• $\displaystyle{ \text{Mod}_\text{morale} }$ the morale modifier of the plane;
• Normal/Orange morale: 1.0
• Red morale: 0.8
• $\displaystyle{ \text{Mod}_\text{CF} }$ being 1.1 if the enemy fleet is a Combined Fleet, 1 otherwise.
• $\displaystyle{ \text{Acc}_\text{proficiency} }$ the plane proficiency accuracy bonus. See here for more details.
• Unclear if applied here or after $\displaystyle{ \text{Hit}_\text{cap} }$. If applying here, skip $\displaystyle{ \text{Acc}_\text{proficiency} }$ for hit rate.
• The value is 12 for ❱❱ planes.
Notes
• For / Interceptors, the and stats are respectively "Anti-Bomber" and "Interception" and not Accuracy and Evasion.

# Evasion

Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:

Evasion

$\displaystyle{ \text{Evasion}_\text{pre-cap} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor }$

With:

• $\displaystyle{ \text{Evasion}_\text{ship} }$ the displayed evasion of the ship, including any equipment stats and Visible Bonuses.
• $\displaystyle{ \text{Mod}_\text{formation} }$ the formation modifier. It varies based on the attack being received. Please see Combat for more details.

The evasion is then capped as follows:

$\displaystyle{ \text{Evasion}_\text{pre-cap} }$ $\displaystyle{ \text{Evasion}_\text{cap} }$
≤ 40 $\displaystyle{ \text{Evasion}_\text{pre-cap} }$
≥ 40 & ≤ 65 $\displaystyle{ \lfloor 40 + 3\sqrt{\text{Evasion}_\text{pre-cap} - 40} \rfloor }$
≥ 65 $\displaystyle{ \lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor }$

Capped evasion is then modified by post-cap modifiers:

$\displaystyle{ \text{Evasion}_\text{post-cap} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{DD} - \text{Mod}_\text{fuel} \right) \biggr\rfloor }$

With:

• $\displaystyle{ \text{Mod}_\text{searchlight} }$ the evasion penalty. It is 0.2 for any ship equipped with a searchlight (even if not triggered) and 1.0 otherwise.
• $\displaystyle{ \text{Mod}_\text{sonar} }$ the gained from Sonars' Improvements, that only applies to opening and closing torpedo attacks. It is 0 otherwise.
• $\displaystyle{ \text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar} }$
• $\displaystyle{ \text{Mod}_\text{CA} }$ the CA/CAV night battle evasion bonus. It is 5 for CA(V) during Night Battles and 0 otherwise.
• $\displaystyle{ \text{Mod}_\text{DD} }$ the DD night battle evasion bonus. If the DD is equipped with a Surface Surface Radar AND a , then it is 10.
• $\displaystyle{ \text{Mod}_\text{fuel} }$ the remaining fuel penalty:
• $\displaystyle{ \text{Mod}_\text{fuel} = 75 - \text{Fuel} }$
• If fuel is above 75%, the penalty is 0.
• The penalty is an integer and not a percentage.
Remaining Fuel Penalty
Battle #[1] Remaining Fuel Penalty
2nd Battle 80% 0
3rd Battle 60% 15
4th Battle 40% 35
5th Battle 20% 55
6th+ Battle 0% 75
1. This only takes into account normal day battles. Special nodes have different resource consumption.
Notes
• The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test,
• Using AO equipped with is a way to mitigate fuel penalties,
• Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
• As most ships are capable of reaching 65 , trying to increase evasion using pre-cap means has little to no effect, this includes:
• Increasing the (e.g. with boilers, even if improved),
• Luckmodding ,
• Choosing a weaker formation with an evasion bonus (except for Vanguard).
• Historical evasion exists but is not measured due to the limited-time nature of events.

# Special Cases

## Vanguard Formation

This mechanic's effects are still under evaluation, so values are subject to change.

When a fleet is in Vanguard Formation it gives an accuracy malus to the opposite fleet. This malus is determined by 4 factors:

• Ship position in the fleet,
• Ship type,
• Normal or event map,
• Combat phase,

It is the same for the Abyssals.

It is called $\displaystyle{ \text{Mod}_\text{vanguard} }$ in the accuracy formulas above.

$\displaystyle{ \text{Mod}_\text{vanguard} }$[1]
Shelling Phase
Fleet Position Non-DD DD (normal map) DD (event)
1 0.95 0.95 0.95
2
3 0.8 0.6
4
5 0.86 0.69 0.52
6 0.8 0.64 0.48
7 0.7 - <0.4
Torpedo Phase
1 0.9 0.9 0.9
2
3 0.77 0.65 0.55
4 0.67 0.58 0.475
5 0.64 0.5 0.4?
6 0.55 0.42 0.35?
7 0.51 - ?
ASW
?
Night Battle
?

## Debuffs

During Events, some Debuffs have been measured to give some additional bonuses of Accuracy and Evasion .

• Please, refer to the current Event page for up to date information.

## Arctic Map Bonuses

On all "arctic maps", namely all World 3 maps, as well as some Event maps, the gives:

• 3 Armor (non-stacking),
• Some Evasion .

Sources: [2] [3]

## 20.3cm Japanese Guns

So far, no hidden evasion bonus has been observed from equipping any gun on any ship.

• This idea comes from a misinterpretation of an ambiguous tweet by the devs [4].

## PT Imps

Anti-
Unlike most standard Abyssals, are very small and fast.
• All ship types suffer a severe accuracy and firepower penalty against PT Imp.
• Attacking them with larger guns is not very effective, smaller guns being recommended instead.
Attack formula against PT Imps
The Attack formula against PT Imps:[1][2]
Jet Assault & Airstrike
• $\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }$

Shelling
• $\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }$

Opening & Closing Torpedo Salvos
• $\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }$

Night Battle
• Night Battle data are unclear yet.

With
• $\displaystyle{ \text{Atk}_\text{post-cap} }$ the post cap attack power defined here,
• $\displaystyle{ \text{Mod}_\text{EquipmentAtk} }$ the bonuses given by equipment, described below.
Accuracy formula against PT Imps
The Accuracy formula against PT Imps:[3][4][5][6]
• $\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor \big\lfloor \lfloor \text{Acc}_\text{Standard} + \text{Mod}_\text{Amagiri} \rfloor \times \text{Mod}_\text{Formation} \times \text{Mod}_\text{Morale} \times \text{Mod}_\text{PT} + \text{Mod}_\text{Add} \big\rfloor \times \text{Mod}_\text{Vanguard} \times \text{Mod}_\text{Ship} \times ( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} ) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }$
With
• $\displaystyle{ \text{Acc}_\text{Standard} }$ the standard accuracy described here
• PT Imps are "DDs" in the game, so the $\displaystyle{ \text{Mod}_\text{formation} }$ for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
• Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the $\displaystyle{ \text{Mod}_\text{PT} }$ modifier.
• $\displaystyle{ \text{EVA}_\text{PT} }$ the PT estimated evasion described bellow,
PT Imp stats
Type Luck Eva $\displaystyle{ \text{EVA}_\text{PT} }$
? ? 81? 87? ?
60 220 80 87 85
60 250 82 89 88
? ? ? 84? ?

The main Accuracy modifiers are
• $\displaystyle{ \text{Mod}_\text{Amagiri} }$ being:
• 64 for
• 32 for DD and DE adjacent to Amagiri Kai Ni/D.
• 0 otherwise.
• $\displaystyle{ \text{Mod}_\text{Formation} }$ the Acc mod of each formation (see here),
• $\displaystyle{ \text{Mod}_\text{Morale} }$ the morale effects (see here)
• $\displaystyle{ \text{Mod}_\text{PT} = }$
• $\displaystyle{ \text{Mod}_\text{Add} = }$ ,
• $\displaystyle{ \text{Mod}_\text{Night} }$ being 0.7 during night battle, 1 during day battle.
• $\displaystyle{ \text{Mod}_\text{Vanguard} }$ being 1.2 when using the .[7]
• $\displaystyle{ \text{Mod}_\text{Ship} }$ the bonus given by ship types, described below,
• $\displaystyle{ \text{Mod}_\text{EquipmentAcc} }$ the bonuses given by equipment, described below,

has the ability to prioritize focusing on attacking PT Imp with significantly increased accuracy if any are present.

• Ships placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT Imp if any are present.

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[8].

Ship Type $\displaystyle{ \text{Mod}_\text{Ship} }$
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment $\displaystyle{ \text{Mod}_\text{EquipmentAcc} }$ $\displaystyle{ \text{Mod}_\text{EquipmentAtk} }$
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Small Caliber Main Guns[9] 1.3 1.15 1.5
Sec Secondary Guns 1.55 1 1.3
Anti-Aircraft Guns 1.45 1.35 1.2
1.75 1 1.1
Armed 1.45 1.3 1.2 ?
1.45 1.3 1.2 ?
Bomber Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive Bombers & 1.375 1.2 1.4
All other equipment 1 1
Notes
• It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
• Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
• Combining equipment is recommended to see significant boosts to accuracy.
• Using other setups improving accuracy is also advisable:
References: