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| =Introduction= | | =Introduction= |
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− | This page is to provide an in-depth look into the hit rate mechanics in game. The formulas presented in this page are still subject to change as more testing is done. Remember that the result of all formulas is '''rounded down''' to the nearest whole number. | + | This page is to provide an in-depth look into the hit rate mechanics in game for '''single/combined fleets and land-based air squadrons'''. The formulas presented in this page are still subject to change as more testing is done. |
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| + | '''Please note that all formulas between <math>\lfloor \ \rfloor</math> are rounded down.''' |
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| =Hit Rate= | | =Hit Rate= |
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| The hit rate is used by all attacks. | | The hit rate is used by all attacks. |
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− | <math>\text{Hit %} = \left[ \left[ \text{Accuracy}_\text{attacker} - \text{Evasion}_\text{defender} \right] \times \text{Morale}_\text{defender} \right] + \text{Acc}_\text{proficiency}</math> | + | <math>\text{Hit %} = \bigl\lfloor \{ \text{Accuracy}_\text{attacker} - \text{Evasion}_\text{defender} \} \times \text{Morale}_\text{defender} \bigr\rfloor + \text{Acc}_\text{proficiency}</math> |
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− | * <math>\text{Accuracy}_\text{attacker}</math> is the calculated accuracy rate of the attack. See below for the various accuracy rate formulas. | + | * <math>\text{Accuracy}_\text{attacker}</math> is the calculated accuracy rate of the attack. Please see [[Accuracy,_Evasion_and_Criticals#Accuracy_Formulas|below]] for the various accuracy formulas. |
− | * <math>\text{Evasion}_\text{defender}</math> is the calculated evasion rate of the defending ship. See below for the evasion rate formula. | + | * <math>\text{Evasion}_\text{defender}</math> is the calculated evasion rate of the defending ship. Please see [[Accuracy,_Evasion_and_Criticals#Evasion_Formulas|below]] for the various evasion formulas. |
| * <math>\text{Morale}_\text{defender}</math> is the morale state modifier of the defending ship. | | * <math>\text{Morale}_\text{defender}</math> is the morale state modifier of the defending ship. |
| ** >52 morale (sparkling) is <math>0.7</math> | | ** >52 morale (sparkling) is <math>0.7</math> |
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| * <math>\text{Acc}_\text{proficiency}</math> is the '''average''' plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details. | | * <math>\text{Acc}_\text{proficiency}</math> 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 average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats. |
− | ** The value is <math>12</math> for <span style="color:orange">'''>>''' </span> ranked planes. | + | ** The value is <math>12</math> for <span style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00;">>></span> ranked planes. |
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| '''Important Notes''' | | '''Important Notes''' |
− | | + | * The result of the formula between <math>\{ \ \}</math> is capped at a '''minimum of 10''' and '''maximum of 97'''. |
− | * The result of the formula between <math>\left[ \ \right]</math> is capped at a '''minimum of 10''' and '''maximum of 97'''. | |
| * Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate. | | * Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate. |
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| The following are the various formulas for determining critical hits for attacks. | | The following are the various formulas for determining critical hits for attacks. |
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− | * Shelling/ASW (including carriers): <math>\left[ 1.3 \times \sqrt{\text{Hit %}} \right] + \text{Crit}_\text{proficiency} + 1</math> | + | * Shelling/ASW (including carriers): <math>\lfloor 1.3 \times \sqrt{\text{Hit %}} \rfloor + \text{Crit}_\text{proficiency} + 1</math> |
− | * Torpedo: <math>\left[ 1.5 \times \sqrt{\text{Hit %}} \right] + 1</math> | + | * Torpedo: <math>\lfloor 1.5 \times \sqrt{\text{Hit %}} \rfloor + 1</math> |
− | * Airstrike: <math>\left[ 0.2 \times \sqrt{\text{Hit %}} \right] + \text{Crit}_\text{proficiency} + 1</math> | + | * Airstrike: <math>\lfloor 0.2 \times \sqrt{\text{Hit %}} \rfloor + \text{Crit}_\text{proficiency} + 1</math> |
− | * Night Battle (including carriers): <math>\left[ \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit %}} \right] + 1</math> | + | * Night Battle (including carriers): <math>\lfloor \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit %}} \rfloor + 1</math> |
− | * Shelling Support: <math>\left[ 1.3 \times \sqrt{\text{Hit %}} \right] + 1</math> | + | * Shelling Support: <math>\lfloor 1.3 \times \sqrt{\text{Hit %}} \rfloor + 1</math> |
− | * Airstrike Support: <math>\left[ 0.2 \times \sqrt{\text{Hit %}} \right] + 1</math> | + | * Airstrike Support: <math>\lfloor 0.2 \times \sqrt{\text{Hit %}} \rfloor + 1</math> |
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| * <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details. | | * <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details. |
| * <math>\text{Const}_\text{contact}</math> is the night contact constant from the [[Type 98 Recon Seaplane (Night Scout)]]. It is <math>0.07</math> if night contact is triggered, <math>0</math> otherwise. | | * <math>\text{Const}_\text{contact}</math> is the night contact constant from the [[Type 98 Recon Seaplane (Night Scout)]]. It is <math>0.07</math> if night contact is triggered, <math>0</math> otherwise. |
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| =Accuracy Formulas= | | =Accuracy Formulas= |
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| * <math>\text{Level}</math> is the level of the attacking ship. | | * <math>\text{Level}</math> is the level of the attacking ship. |
− | * <math>\text{Luck}</math> is the luck stat of the attacking ship. | + | * <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship. |
− | * <math>\text{Acc}_{equip}</math> is the total accuracy provided by the equipment calculated as <math>\text{Acc}_\text{equip base} + \text{Mod}_\text{Impr} \times \sqrt{\bigstar}</math> | + | * <math>\text{Acc}_{equip}</math> is the total accuracy {{Hit}} provided by the equipment calculated as <math>\text{Acc}_\text{equip base} + \text{Mod}_\text{Impr} \times \sqrt{\bigstar}</math> |
− | ** <math>\text{Acc}_\text{equip base}</math> is the base accuracy stat displayed on the equipment. | + | ** <math>\text{Acc}_\text{equip base}</math> is the base accuracy {{Hit}} displayed on the equipment. |
| ** <math>\text{Mod}_\text{Impr}</math> is the equipment's [[Akashi%27s_Improvement_Arsenal|improvement]] modifier for the applicable attack. | | ** <math>\text{Mod}_\text{Impr}</math> is the equipment's [[Akashi%27s_Improvement_Arsenal|improvement]] modifier for the applicable attack. |
| ** <math>\bigstar</math> is the equipment's improvement level. | | ** <math>\bigstar</math> is the equipment's improvement level. |
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| ** 20-29 morale (orange) is <math>0.8</math> | | ** 20-29 morale (orange) is <math>0.8</math> |
| ** 0-19 morale (red) is <math>0.5</math> | | ** 0-19 morale (red) is <math>0.5</math> |
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| '''Important Notes''' | | '''Important Notes''' |
| * Because of the number of modifiers to accuracy in game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritise firepower. | | * Because of the number of modifiers to accuracy in game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritise firepower. |
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| ===Daytime Shelling=== | | ===Daytime Shelling=== |
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| This formula applies to both surface shelling and carrier attacks during daytime combat and support. It does not apply to carrier airstrikes. | | This formula applies to both surface shelling and carrier attacks during daytime combat and support. It does not apply to carrier airstrikes. |
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− | <math>\text{Accuracy}_\text{shelling} = \left[ \left( \text{Acc}_\text{base} + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \right] \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP}</math> | + | <math>\text{Accuracy}_\text{shelling} = \bigl\lfloor \left( \left( \text{Acc}_\text{base} + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \right) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \bigr\rfloor </math> |
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| * <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack. | | * <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack. |
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| |- | | |- |
| |} | | |} |
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| '''Important Notes''' | | '''Important Notes''' |
| * It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses. | | * It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses. |
| * Unlike when calculating damage, the bonus applies to all targets. | | * Unlike when calculating damage, the bonus applies to all targets. |
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| ===Torpedo Attacks=== | | ===Torpedo Attacks=== |
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| This formula only applies to opening and closing torpedo attacks in day. | | This formula only applies to opening and closing torpedo attacks in day. |
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− | <math>\text{Accuracy}_\text{torpedo} = \left[ 85 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + \frac{\text{Attack}_\text{torp}}{5} + \text{Mod}_\text{ship} \right] \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math> | + | <math>\text{Accuracy}_\text{torpedo} = \left( 85 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + \frac{\text{Attack}_\text{torp}}{5} + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math> |
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| * <math>\text{Mod}_\text{formation}</math> for '''torpedo attacks''' is as follows: | | * <math>\text{Mod}_\text{formation}</math> for '''torpedo attacks''' is as follows: |
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| ** This means that engagement and damage state play a role in torpedo accuracy. | | ** This means that engagement and damage state play a role in torpedo accuracy. |
| * <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently only Abyssal ships have values above <math>0</math>. | | * <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently only Abyssal ships have values above <math>0</math>. |
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| ===Aerial Combat=== | | ===Aerial Combat=== |
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| '''Important Notes''' | | '''Important Notes''' |
| * Airstrike accuracy is a constant and '''not affected''' by any outside factors. | | * Airstrike accuracy is a constant and '''not affected''' by any outside factors. |
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| ===Anti-Submarine Warfare=== | | ===Anti-Submarine Warfare=== |
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| This formula applies to all ASW attacks in combat phase and support. | | This formula applies to all ASW attacks in combat phase and support. |
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− | <math>\text{Accuracy}_\text{ASW} = \left[ 80 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + 2\sum \text{ASW}_\text{sonar} \right] \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy}</math> | + | <math>\text{Accuracy}_\text{ASW} = \left( 80 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + 2\sum \text{ASW}_\text{sonar} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy}</math> |
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| * <math>\text{Mod}_\text{formation}</math> for '''ASW''' is as follows: | | * <math>\text{Mod}_\text{formation}</math> for '''ASW''' is as follows: |
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| * Equipping more sonars is the best way to boost ASW accuracy. | | * Equipping more sonars is the best way to boost ASW accuracy. |
| ** Large sonars are not counted for this bonus. | | ** Large sonars are not counted for this bonus. |
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| ===Night Battles=== | | ===Night Battles=== |
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| This formula applies to '''all''' night battle attacks. | | This formula applies to '''all''' night battle attacks. |
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− | <math>\text{Accuracy}_\text{NB} = \left[ \text{Mod}_\text{contact}\left( 69 + \text{Mod}_\text{star shell} \right) + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \right] \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{20.3cm} + \text{Mod}_\text{fit}</math> | + | <math>\text{Accuracy}_\text{NB} = \bigl\left( \text{Mod}_\text{contact}\left( 69 + \text{Mod}_\text{star shell} \right) + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \bigr\right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{20.3cm} + \text{Mod}_\text{fit}</math> |
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| * <math>\text{Mod}_\text{contact}</math> is the night contact modifier of <math>1.1</math> if triggered, <math>1.0</math> otherwise. | | * <math>\text{Mod}_\text{contact}</math> is the night contact modifier of <math>1.1</math> if triggered, <math>1.0</math> otherwise. |
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| ** Bonuses for more than two guns have not been tested. | | ** Bonuses for more than two guns have not been tested. |
| * <math>\text{Mod}_\text{fit}</math> is the fit bonus or penalty that is applicable. Please see [[Gun Fit Bonuses]] for more details. | | * <math>\text{Mod}_\text{fit}</math> is the fit bonus or penalty that is applicable. Please see [[Gun Fit Bonuses]] for more details. |
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| ===Land-Based Air Squadron=== | | ===Land-Based Air Squadron=== |
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| This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per plane. | | This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per plane. |
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− | <math>\text{Accuracy}_\text{LBAS} = \left[ 95 + 12\sqrt{\text{Acc}_\text{equip}} \right] \times \text{Mod}_\text{morale} + \text{Mod}_\text{proficiency}</math> | + | <math>\text{Accuracy}_\text{LBAS} = \left( 95 + 12\sqrt{\text{Acc}_\text{equip}} \right) \times \text{Mod}_\text{morale} + \text{Mod}_\text{proficiency}</math> |
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| * <math>\text{Acc}_\text{equip}</math> is the accuracy stat of the plane. | | * <math>\text{Acc}_\text{equip}</math> is the accuracy stat of the plane. |
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| ** Red morale: <math>0.8</math> | | ** Red morale: <math>0.8</math> |
| * <math>\text{Mod}_\text{proficiency}</math> is the plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details. | | * <math>\text{Mod}_\text{proficiency}</math> is the plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details. |
− | ** The value is <math>12</math> for <span style="color:orange">'''>>''' </span> ranked planes. | + | ** The value is <math>12</math> for <span style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00;">>></span> ranked planes. |
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| =Evasion Formulas= | | =Evasion Formulas= |
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| Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows: | | Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows: |
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− | <math>\text{Evasion}_\text{base} = \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation}</math> | + | <math>\text{Evasion}_\text{base} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor</math> |
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| * <math>\text{Evasion}_\text{ship}</math> is the evasion of the ship '''including''' any visible equipment bonuses. | | * <math>\text{Evasion}_\text{ship}</math> is the evasion of the ship '''including''' any visible equipment bonuses. |
| * <math>\text{Mod}_\text{formation}</math> is the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation_Modifier|Combat]] for more details. | | * <math>\text{Mod}_\text{formation}</math> is the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation_Modifier|Combat]] for more details. |
| ** Currently modifiers for Vanguard are unknown. | | ** Currently modifiers for Vanguard are unknown. |
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| The various capped evasion formulas to calculate the final evasion rate is as follows: | | The various capped evasion formulas to calculate the final evasion rate is as follows: |
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| * <math>\text{Evasion}_\text{base} > 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base}</math> | | * <math>\text{Evasion}_\text{base} > 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base}</math> |
− | * <math>40 < \text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = 40 + 3\sqrt{\text{Evasion}_\text{base} - 40}</math> | + | * <math>40 < \text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{base} - 40} \rfloor</math> |
− | * <math>\text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = 55 + 2\sqrt{\text{Evasion}_\text{base} - 65}</math> | + | * <math>\text{Evasion}_\text{base} > 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{base} - 65}\rfloor</math> |
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| Capped evasion is then modified by post-cap modifiers: | | Capped evasion is then modified by post-cap modifiers: |
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− | <math>\text{Evasion %} = \text{Mod}_\text{searchlight} \times \left[ \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{vanguard} - \text{Mod}_\text{fuel} \right]</math> | + | <math>\text{Evasion %} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{vanguard} - \text{Mod}_\text{fuel} \right) \biggr\rfloor</math> |
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| * <math>\text{Mod}_\text{searchlight}</math> is the searchlight evasion penalty. It is <math>0.2</math> for any ship equipped with a searchlight (even if not triggered) and <math>1.0</math> otherwise. | | * <math>\text{Mod}_\text{searchlight}</math> is the searchlight evasion penalty. It is <math>0.2</math> for any ship equipped with a searchlight (even if not triggered) and <math>1.0</math> otherwise. |
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| |}<references/> | | |}<references/> |
| {{clear}} | | {{clear}} |
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| '''Important Notes''' | | '''Important 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. | | * The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test. |
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| =Special Cases= | | =Special Cases= |
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| |}<references/> | | |}<references/> |
| {{clear}} | | {{clear}} |
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| '''Important Notes''' | | '''Important Notes''' |