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− | =Equipment Setups=
| + | 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. |
− | Bellow are recommended equipment setups for anti-installation. ''The equipment order is illustrative and does not matter much.''
| + | *'''Please note that all formulas between <math>\lfloor \ \rfloor</math> are rounded down.''' |
| | | |
− | "{{TextGlow|'''Nuke'''|black|text-colour=lime|glow-size=2px}} setups" describe any setups using at least 1 {{Equipment/Link|WG42 (Wurfgerät 42)|Shipborne Model Type 4 20cm Anti-ground Rocket Launcher|Type 4 20cm Anti-ground Rocket Launcher (Concentrated Deployment)|text=Anti-ground Rocket Launcher|link_category=Anti-Ground Artillery}} {{AntiGroundArtillery}}, 1 [[:Category:Landing Craft|Landing Craft]] {{LandingCraft}}, and 1 {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tank}} {{Amphibious Tank}}.
| + | =Hit Rate= |
− | *Such setup has a powerful anti-installation power against all installations but is hampered by the daytime damage cap.
| + | The hit rate is used by all attacks. |
− | *It can be further improved by using more of those types of equipment when applicable.
| |
− | *It performs best at night or when up against [[Supply Depot Princess]], where it can deal up to {{TextGlow|'''9999 damages'''|black|text-colour=gold|glow-size=2px}}!
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| | | |
− | All the "surface" anti-installation setups can be further enhanced by using them in '''[[Special Attacks]]''', especially [[Nelson]]'s Touch.
| + | <math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math> |
| + | |
| + | Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is: |
| + | |
| + | <math>\text{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{def}\right) \times \text{Morale}_\text{defender} \right)</math> |
| + | |
| + | * <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy_Formulas|below]] for the various accuracy formulas. |
| + | * <math>\text{Evasion}_\text{def}</math> is the calculated evasion of the defending ship. Please see [[#Evasion_Formulas|below]] for the various evasion formulas. |
| + | * <math>\text{Morale}_\text{defender}</math> 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#Morale Effects|Morale and Fatigue]] for more details. |
| + | ** Sparkled is '''0.7''', |
| + | ** Normal is '''1.0''', |
| + | ** Orange is '''1.2''', |
| + | ** Red is '''1.4'''. |
| + | * <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 value is '''12''' for [[Plane Proficiency|{{TextGlow|'''❱❱'''|black|text-colour=gold|glow-size=2px}}]] ranked planes. |
| + | |
| + | '''Hit Rate Caps''' |
| + | |
| + | There is a minimum and maximum hit rate in the game. |
| + | * The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''. |
| + | * The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''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. |
| + | |
| + | =Critical Hit Rate= |
| + | |
| + | The following are the various formulas for determining critical hits for attacks. |
| + | |
| + | * Shelling/ASW (including carriers): <math>\lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math> |
| + | * Torpedo: <math>\lfloor 1.5 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> |
| + | * Airstrike: <math>\lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math> |
| + | * Night Battle (including carriers): <math>\lfloor \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> |
| + | * Shelling Support: <math>\lfloor 1.0 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> |
| + | * Airstrike Support: <math>\lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> |
| + | |
| + | * <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 {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|text=Night Recons|link_category=Night Recon}}. It is '''0.07''' if night contact is triggered, '''0''' otherwise. |
| + | |
| + | =Accuracy Formulas= |
| + | Below are the common variables used in all accuracy formulas: |
| + | * <math>\text{Level}</math> is the level of the attacking ship. |
| + | * <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship. |
| + | * <math>\text{Acc}_\text{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 {{Hit}} displayed on the equipment. |
| + | ** <math>\text{Mod}_\text{Impr}</math> is the equipment's [[Improvement]] modifier for the applicable attack. |
| + | ** <math>\bigstar</math> is the equipment's improvement level. |
| + | * <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. Please see [[Combat#Formation Selection|Combat]] for more details. |
| + | * <math>\text{Mod}_\text{morale}</math> is the morale modifier of the attacking ship. Morale is referring to the value of attacking timing, not the value before entering battle. Please see [[Morale_and_Fatigue#Morale Effects|Morale and Fatigue]] for more details. |
| + | ** Sparkled is '''1.2''', |
| + | ** Normal is '''1.0''', |
| + | ** Orange is '''0.8''', |
| + | ** Red is '''0.5'''. |
| + | |
| + | '''Notes:''' |
| + | * Because of the number of modifiers to accuracy in-game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritize firepower. |
| + | |
| + | ==Daytime Shelling== |
| + | This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes. |
| + | |
| + | <math>\text{Accuracy}_\text{shelling} = \biggl\lfloor \left( \left( \text{Acc}_\text{base} + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{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} \biggr\rfloor </math> |
| + | |
| + | * <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack. |
| + | ** These values apply for Player as attacker and Enemy as targets. Values for Enemy attacker vs Player target are unclear/unknown, except single vs single = 90. |
| | | |
| {|class="wikitable" | | {|class="wikitable" |
− | !Equipment Setup
| + | |+ Fleet type base accuracy values for Player side<ref>https://twitter.com/Xe_UCH/status/1172380690207215616</ref><ref>https://twitter.com/Divinity__123/status/1447941755182227458</ref> |
− | !width="800px"|Notes
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− | |-
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− | !colspan=2|[[BB]]/[[FBB]]/[[BBV]]
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| |- | | |- |
− | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}} | + | !rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy |
− | |The basic battleship setup. Because they can reach the damage cap easily, they do not benefit much from anti-installation equipment. The standard artillery spotting setup will allow them to be effective against all other targets including the installation. | |
| |- | | |- |
− | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{GreenAmmo}} | + | | '''Single Fleet'''|| '''Combined Fleet''' |
− | |This is an option when facing soft-skinned installations. Taking an AA shell will limit the battleship's effectiveness against all other targets. | |
| |- | | |- |
− | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{GreenAmmo}}{{RedAmmo}} | + | !rowspan=7|Player |
− | |[[:Category:Yamato Class|''Yamato''-class Kai Ni]] & [[:Category:Ise Class|''Ise''-class Kai Ni]] only.
| + | | '''Single Fleet'''|| 90|| 80 |
− | *"Best of both worlds" for 5-slot battleships.
| |
| |- | | |- |
− | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{LandingCraft}}<br>{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{Amphibious Tank}} | + | | '''CTF Main'''|| 78|| 77 |
− | |[[:Category:Nagato Class|''Nagato''-class Kai Ni]] & [[Yamato Kai Ni Juu]] only.
| |
− | *The landing craft/amphibious tank will make their [[Special Attacks]] deal significantly more damage to installation enemies. Keeping the seaplane allows to still perform artillery spotting to maintain enough effectiveness against other targets.
| |
| |- | | |- |
− | |{{RedGunHeavy}}{{Seaplane}}{{AntiGroundArtillery}}{{LandingCraft}}{{Amphibious Tank}}+{{YellowGun}}
| + | | '''CTF Escort'''|| 45|| 67 |
− | |"{{TextGlow|'''Nuke'''|black|text-colour=lime|glow-size=2px}} setups", [[Yamato Kai Ni Juu]] only.
| |
− | *A proper nuke setup keeping the Double Attack and artillery spotting, that uses Yamato's ability to carry [[:Category:Secondary Gun|Secondary Guns]] in her [[Reinforcement Expansion|RE]], also taking advantage of her [[Special Attack]].
| |
| |- | | |- |
− | !colspan=2|[[CA]]/[[CAV]]
| + | | '''STF Main'''|| 45|| 77 |
− | |- | |
− | |{{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{GreenAmmo}} | |
− | |The standard anti-installation setup for heavy cruisers. It allows artillery spotting and deals decent damage against installations. | |
| |- | | |- |
− | |{{RedGunMedium}}{{RedGunMedium}}{{AntiGroundArtillery}}{{GreenAmmo}} | + | | '''STF Escort'''|| 67|| 67 |
− | |This is an alternative setup only for '''aviation cruisers'''. It removes the ability to artillery spot for much more powerful anti-installation damage at night.
| |
| |- | | |- |
− | |{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{LandingCraft}}{{Amphibious Tank}}<br>{{RedGunMedium}}{{RedGunMedium}}{{LandingCraft}}{{Amphibious Tank}}<br>{{RedGunMedium}}{{AntiGroundArtillery}}{{LandingCraft}}{{Amphibious Tank}}+{{GreenGunDP}} | + | | '''TCF Main'''|| 54|| 54 |
− | |"{{TextGlow|'''Nuke'''|black|text-colour=lime|glow-size=2px}} setups", [[Mogami Kai Ni Toku]] only.
| |
− | *The last setup uses Mogami's ability to carry {{EquipmentLink|8cm High-angle Gun|8cm High-angle Gun Kai + Additional Machine Guns|text=8cm High-angle Guns}} in her [[Reinforcement Expansion|RE]], making this a true nuke setup while keeping the Double Attack.
| |
| |- | | |- |
− | !colspan=2|[[CL]]
| + | | '''TCF Escort'''|| 45|| 67 |
− | |- | + | |} |
− | |{{AntiGroundArtillery}}{{LandingCraft}}{{Amphibious Tank}}
| + | <references/> |
− | |"{{TextGlow|'''Nuke'''|black|text-colour=lime|glow-size=2px}} setup".
| + | |
| + | * <math>\text{Mod}_\text{formation}</math> for '''shelling and carrier attacks''' is as follows: |
| + | ** Line Ahead/Diamond: '''1.0''' |
| + | ** Double Line/Echelon/Line Abreast/Vanguard (Bottom): '''1.2''' |
| + | *** Exception, certain combinations reduce this to '''1.0''' |
| + | **** Double Line attacking Line Abreast |
| + | **** Echelon attacking Line Ahead |
| + | **** Line Abreast attacking Echelon |
| + | ** Vanguard (Top): '''0.8''' |
| + | ** Combined Fleet Cruising Formation 1: '''?''', |
| + | ** Combined Fleet Cruising Formation 2: '''1.0''', |
| + | ** Combined Fleet Cruising Formation 3: '''?''', |
| + | ** Combined Fleet Cruising Formation 4: '''1.1'''. |
| + | * <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{spotting}</math> is the artillery spotting bonus if applicable. Please see [[Artillery_Spotting#Setups and Attack Types|Artillery Spotting]] for more details. |
| + | ** Main/Main: '''1.2''', |
| + | ** Main/AP: '''1.3''', |
| + | ** Main/RADAR: '''1.5''', |
| + | ** Main/Secondary: '''1.3''', |
| + | ** Double Attack: '''1.1''', |
| + | ** Other multipliers are unknown. |
| + | * <math>\text{Mod}_\text{AP}</math> is the {{RedAmmo}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armour-Piercing Shells}} accuracy modifier: |
| + | |
| + | {|class="wikitable" |
| + | !Type!!Modifier |
| |- | | |- |
− | |{{RedGunMedium}}{{RedGunMedium}}{{AntiGroundArtillery}}{{AntiGroundArtillery}} | + | |{{RedAmmo}}{{RedGunHeavy}}||1.1 |
− | |A setup for 4-slot light cruisers. This preserves their ability to double attack at night while giving them significant anti-installation power. | |
| |- | | |- |
− | !colspan=2|[[DD]]
| + | |{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}||1.2 |
− | |-
| |
− | |{{AntiGroundArtillery}}{{LandingCraft}}{{Amphibious Tank}} | |
− | |"{{TextGlow|'''Nuke'''|black|text-colour=lime|glow-size=2px}} setup". | |
| |- | | |- |
− | |{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{LandingCraft}}<br>{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{Amphibious Tank}}<br>{{AntiGroundArtillery}}{{LandingCraft}}{{LandingCraft}} | + | |{{RedAmmo}}{{RedGunHeavy}}{{Radar}}||1.25 |
− | |"{{TextGlow|'''Mini-Nuke'''|black|text-colour=lime|glow-size=2px}} setup" | |
− | *Substitute nukes to use ONLY when lacking Landing Craft or Amphibious Tanks.
| |
| |- | | |- |
− | |{{RedGunLight}}{{RedGunLight}}{{LandingCraft}}<br>{{RedGunLight}}{{RedGunLight}}{{Amphibious Tank}} | + | |{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3 |
− | |Setups that keep the Double Attack while maintaining decent anti-installation power, allowing reasonable effectiveness against installation and other targets at night. | + | |} |
| + | |
| + | '''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. |
| + | * Unlike when calculating damage, the bonus applies to all targets. |
| + | |
| + | ==Shelling Support== |
| + | |
| + | This formula applies to surface shelling and carrier attacks during shelling support. |
| + | |
| + | <math>\text{Accuracy}_\text{shelling support} = \biggl\lfloor \left( 64 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip base} \right) \times \text{Mod}_\text{formation}? \times \text{Mod}_\text{morale} \biggr\rfloor </math> |
| + | |
| + | * <math>\text{Acc}_\text{equip base}</math> does not include accuracy from improvement level. |
| + | * <math>\text{Mod}_\text{formation}</math> exists in KanColle Kai, but unclear if it applies to browser KanColle using the Daytime Shelling formation modifier of the main fleet. |
| + | |
| + | ==Torpedo Attacks== |
| + | |
| + | This formula only applies to opening and closing torpedo attacks in day. |
| + | |
| + | <math>\text{Accuracy}_\text{torpedo} = \left( 85 + 2\sqrt{\text{Level}} + 1.5\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{formation} \times \text{Mod}_\text{morale}</math> |
| + | |
| + | * <math>\text{Mod}_\text{formation}</math> for '''torpedo attacks''' is as follows: |
| + | ** Line Ahead: '''1.0''', |
| + | ** Double Line: '''0.8''', |
| + | ** Diamond: '''0.4''', |
| + | ** Echelon: '''0.6''', |
| + | ** Line Abreast: '''0.3''', |
| + | ** Vanguard (Top & Bottom): '''?''', |
| + | ** Accuracy modifiers for Combined Fleets is still unknown. |
| + | * <math>\text{Attack}_\text{torp}</math> is the final basic torpedo attack power of the ship. Please see [[Damage_Calculations#Torpedo_Attacks|Damage Calculations]] for details. |
| + | ** The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap. |
| + | ** 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>. |
| + | |
| + | ==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. |
| + | |
| + | <math>\text{Accuracy}_\text{airstrike} = 95</math> |
| + | |
| + | '''Important Notes''' |
| + | * Airstrike accuracy is a constant and '''not affected''' by any outside factors. |
| + | |
| + | ==Anti-Submarine Warfare== |
| + | This formula applies to all ASW attacks in the combat phase and support. |
| + | |
| + | <math>\text{Accuracy}_\text{ASW} = \left( 80 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{Impr} + 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{Mod}_\text{formation}</math> for '''ASW''' is as follows: |
| + | ** Line Ahead/Diamond: '''1.0''', |
| + | ** Double Line/Echelon/Line Abreast: '''1.2'''. |
| + | *** Exception, certain combinations reduce this to '''1.0''': |
| + | **** Double Line attacking Line Abreast |
| + | **** Echelon attacking Line Ahead |
| + | **** Line Abreast attacking Echelon |
| + | ** Vanguard (Top & Bottom): '''?''' |
| + | ** Accuracy modifiers for Combined Fleets is still unknown. |
| + | * <math>\text{Acc}_\text{Impr}</math> does '''not''' include {{Hit}} accuracy stat of the equipment, only the amount from improvement related to ASW accuracy |
| + | * <math>\text{ASW}_\text{sonar}</math> is the '''base''' ASW stat of any sonars equipped. |
| + | * <math>\text{Mod}_\text{synergy}</math> is the synergy bonus from equipping certain combinations of ASW equipment. |
| + | ** Synergy bonus is either currently bugged or so small it cannot be tested. |
| + | |
| + | '''Notes:''' |
| + | * Equipping more sonars is the best way to boost ASW accuracy. |
| + | ** Large sonars are not counted for this bonus. |
| + | |
| + | ==Night Battles== |
| + | |
| + | This formula applies to '''all''' night battle attacks. |
| + | |
| + | <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}_\text{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 '''1.1''' if triggered, '''1.0''' otherwise. |
| + | * <math>\text{Mod}_\text{star shell}</math> is the star shell modifier of of '''5''' if triggered, '''0''' otherwise. |
| + | * <math>\text{Mod}_\text{formation}</math> for night battle is as follows: |
| + | ** Line Ahead: '''1.0''', |
| + | ** Double Line/Echelon: '''0.9''', |
| + | ** Diamond: '''0.7''', |
| + | ** Line Abreast: '''0.8''', |
| + | ** Vanguard (Top & Bottom): '''?''', |
| + | ** Accuracy modifiers for Combined Fleets is still unknown. |
| + | * <math>\text{Mod}_\text{special}</math> is the night battle special attack modifier. Please see [[Night Battle]] for more details. |
| + | ** Torpedo Cut-in: '''1.65''', |
| + | ** Gun Cut-in: '''2.0''', |
| + | ** Mixed Cut-in: '''1.5''', |
| + | ** Secondary Cut-in: '''1.5''', |
| + | ** Double Attack: '''1.1''', |
| + | ** Other multipliers are unknown. |
| + | * <math>\text{Mod}_\text{searchlight}</math> is the {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlight}} modifier of '''7''' if triggered, '''0''' otherwise. |
| + | * <math>\text{Mod}_\text{20.3cm}</math> is the heavy cruiser bonus for equipping {{Equipment/Link|20.3cm Twin Gun Mount|20.3cm (No.2) Twin Gun Mount|20.3cm (No.3) Twin Gun Mount|text=IJN 20.3 cm guns}} variants. |
| + | ** One gun: '''10''' |
| + | ** Two guns: '''15''' |
| + | ** 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. |
| + | |
| + | ==Land-Based Air Squadron== |
| + | |
| + | This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per squadron. |
| + | |
| + | <math>\text{Accuracy}_\text{LBAS} = \left( 95 + ( 7 \times {\text{Acc}_\text{equip}}) \right) \times \text{Mod}_\text{morale} + \text{Mod}_\text{proficiency}</math> <ref>https://twitter.com/yukicacoon/status/1432364331694374914</ref> |
| + | |
| + | * <math>\text{Acc}_\text{equip}</math> is the accuracy stat of the plane. |
| + | * <math>\text{Mod}_\text{morale}</math> is the morale modifier of the plane. |
| + | ** Normal/Orange morale: '''1.0''' |
| + | ** Red morale: '''0.8''' |
| + | * <math>\text{Mod}_\text{proficiency}</math> is the plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details. |
| + | ** The value is '''12''' for [[Plane Proficiency|{{TextGlow|'''❱❱'''|black|text-colour=gold|glow-size=2px}}]] ranked planes. |
| + | <references/> |
| + | |
| + | =Evasion Formulas= |
| + | Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows: |
| + | |
| + | <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> |
| + | |
| + | * <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 Selection|Combat]] for more details. |
| + | ** Currently modifiers for Vanguard are unknown. |
| + | |
| + | |
| + | The various capped evasion formulas to calculate the final evasion rate is as follows: |
| + | |
| + | * <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} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{base} - 40} \rfloor</math> |
| + | * <math>\text{Evasion}_\text{base} > 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{base} - 65}\rfloor</math> |
| + | |
| + | Capped evasion is then modified by post-cap modifiers: |
| + | |
| + | <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> |
| + | |
| + | * <math>\text{Mod}_\text{searchlight}</math> is the searchlight evasion penalty. It is '''0.2''' for any ship equipped with a searchlight (even if not triggered) and '''1.0''' otherwise. |
| + | * <math>\text{Mod}_\text{sonar}</math> is the sonar improvement modifier that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise. |
| + | ** <math>\text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar}</math> |
| + | * <math>\text{Mod}_\text{CA}</math> is the heavy/aviation cruiser night battle evasion bonus. It is '''5''' for heavy/aviation cruisers and '''0''' otherwise. |
| + | * <math>\text{Mod}_\text{vanguard}</math> is the Vanguard evasion bonus. This is different from the formation modifier that gets taken into account for base evasion. Bonuses are: |
| + | ** For ships at the top (slots 1-2 or 1-3): Non-destroyers get a 5% bonus. Destroyers get a 20% bonus. |
| + | ** For the rest of the ships at the bottom (slots 3-5 or 4-7): Non-destroyers get a 20% bonus. Destroyers get a 40% bonus. |
| + | * <math>\text{Mod}_\text{fuel}</math> is the remaining fuel penalty. |
| + | ** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math> |
| + | ** If fuel is above 75%, the penalty is 0. |
| + | ** The penalty is an integer and not a percentage. |
| + | |
| + | {|class="wikitable" style="text-align:center" |
| + | |+ Remaining Fuel Penalty |
| |- | | |- |
− | |{{RedGunLight}}{{RedGunLight}}{{AntiGroundArtillery}}{{AntiGroundArtillery}}
| + | !Battle #<ref>This only takes into account normal day battles. Special nodes have different resource consumption.</ref> |
− | |[[Tashkent]] only.
| + | !Remaining Fuel!!Penalty |
− | *Functions much like the light cruiser setup with a powerful night battle double attack.
| |
| |- | | |- |
− | !colspan=2|[[CV]]/[[CVB]]/[[CVL]]
| + | |2nd Battle||80%||0 |
− | |- | |
− | |{{RedPlane}}{{BluePlane}}{{GreenPlane}} | |
− | |This is only to be used when having [[:Category:Anti-Installation Dive Bombers|anti-installation dive bombers]]. It will allow the carrier to still perform CVCI against other targets. | |
| |- | | |- |
− | |{{BluePlane}}{{BluePlane}}{{GreenPlane}} | + | |3rd Battle||60%||15 |
− | |The numbers of torpedo bombers and fighters in this setup can be varied depending on the amount of fighter power required. This is the standard carrier anti-installation setup. While it does sacrifice CVCI, the carrier shelling formula, and proficiency bonuses, it still ensures that carriers will do significant damage to installations and other targets. | |
| |- | | |- |
− | |{{RedPlane}}{{BluePlane}}{{LandingCraft}}{{LandingCraft}} | + | |4th Battle||40%||35 |
− | |[[Gambier Bay Mk.II]] & [[Unyou|Unyou Kai/Ni]] only. | |
− | *The closest setup to a proper "CV nuke".
| |
| |- | | |- |
− | !colspan=2|[[AV]]
| + | |5th Battle||20%||55 |
− | |- | |
− | |{{AntiGroundArtillery}}{{LandingCraft}}{{Amphibious Tank}} | |
− | |"{{TextGlow|'''Nuke'''|black|text-colour=lime|glow-size=2px}} setup". | |
− | *4-slot AVs can also either take a 2nd anti-ground rocket, a midget sub, or a seaplane fighter in their last slot.
| |
| |- | | |- |
− | !colspan=2|[[LHA]]
| + | |6th+ Battle||0%||75 |
− | |-
| |
− | |{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{LandingCraft}}{{Amphibious Tank}}
| |
− | |"{{TextGlow|'''Nuke'''|black|text-colour=lime|glow-size=2px}} setup".
| |
− | *LHA can carry the strongest 4 slots nukes.
| |
− | |-
| |
− | |{{AntiGroundArtillery}}{{AntiGroundArtillery}}{{LandingCraft}}{{Amphibious Tank}}+{{LandingCraft}}
| |
− | |"{{TextGlow|'''Mega-Nuke'''|black|text-colour=lime|glow-size=2px}} setup", [[Shinshuu Maru Kai]] only.
| |
− | *Use Shinshuu Maru's unique ability to carry a {{Equipment/Link|Soukoutei (Armored Boat Class)}} in her [[Reinforcement Expansion|RE]] to further improve the LHA setup.
| |
| |} | | |} |
| + | <references/> |
| + | {{clear}} |
| + | |
| + | '''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 {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate fuel penalties. |
| + | |
| + | =Special Cases= |
| + | ==PT Imps== |
| + | [[PT Imp Group|PT Imps]] were introduced during the [[Summer 2017 Event]]. |
| + | |
| + | {{Anti-PT Imp Setups|uncollapsed=true}} |
| + | |
| + | {{Mechanics}} |