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The hit rate is used by all attacks.
The hit rate is used by all attacks.
−
<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>
+
<math>\text{Hit %} = \bigl\lfloor \text{Accuracy}_\text{attacker} - \text{Evasion}_\text{defender} \times \text{Morale}_\text{defender} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math>
* <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{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.
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** 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:#FFCE00; text-shadow: 0 0 5px #FFCE00;">>></span> ranked planes.
** The value is <math>12</math> for <span style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00;">>></span> ranked planes.
+
+
+
'''Hit Rate Caps'''
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+
There is a minimum and maximum hit rate in the game.
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* If the calculated hit rate is '''below 10''', the cap is applied '''before''' the morale modifier is included.
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* If the calculated hit rate is '''above 96''', the cap is applied '''after''' the morale modifier is included.
'''Important Notes'''
'''Important Notes'''
−
* The result of the formula between <math>\{ \ \}</math> is capped at a '''minimum of 10''' and '''maximum of 97'''.
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* 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.
* Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
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This formula applies to '''all''' night battle attacks.
This formula applies to '''all''' night battle attacks.
−
<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{Accuracy}_\text{NB} = \bigl( \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) \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{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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** Double Attack: <math>1.1</math>
** Double Attack: <math>1.1</math>
** Other multipliers are unknown.
** Other multipliers are unknown.
−
* <math>\text{Mod}_\text{searchlight}</math> is the star searchlight of of <math>7</math> if triggered, <math>0</math> otherwise.
+
* <math>\text{Mod}_\text{searchlight}</math> is the searchlight modifier of <math>7</math> if triggered, <math>0</math> otherwise.
* <math>\text{Mod}_\text{20.3cm}</math> is the heavy cruiser bonus for equipping [[:Category:20.3cm Variants|IJN 20.3cm guns]].
* <math>\text{Mod}_\text{20.3cm}</math> is the heavy cruiser bonus for equipping [[:Category:20.3cm Variants|IJN 20.3cm guns]].
** One gun: <math>10</math>
** One gun: <math>10</math>