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# Accuracy, Evasion and Criticals

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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 $\displaystyle{ 1.5 + \text{Const}_\text{contact} }$
Shelling Support 1.0
Airstrike Support 0.2
$\displaystyle{ \text{Const}_\text{contact} }$ 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:

$\displaystyle{ \text{Mod}_\text{formation} }$
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW  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
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
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.
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
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 ().
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
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
Player Escort 75 70
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:

Notes
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:

$\displaystyle{ \text{Mod}_\text{contact} }$ Contact mod
1 1.1
2 1.15

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.

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

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

# 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:

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:

Remaining Fuel Penalty
Battle # 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

# 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.

$\displaystyle{ \text{Mod}_\text{vanguard} }$
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.

Sources:  

## 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 .

## PT Imps

Anti-
Unlike most standard Abyssals, are very small and fast.
Attack formula against PT Imps
The Attack formula against PT Imps:
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:
• $\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor \big\lfloor \lfloor \text{Acc}_\text{Standard} + \text{Mod}_\text{Amagiri} \rfloor \times \text{Mod}_\text{Formation} \times \text{Mod}_\text{Morale} \times \text{Mod}_\text{PT} + \text{Mod}_\text{Add} \big\rfloor \times \text{Mod}_\text{Vanguard} \times \text{Mod}_\text{Ship} \times ( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} ) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }$
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,

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 .
• $\displaystyle{ \text{Mod}_\text{Ship} }$ 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.

Ship Type $\displaystyle{ \text{Mod}_\text{Ship} }$
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
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: