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To judge whether the comp is good for ranking, and to measure the efficiency, the KC simulator will be used to gauge the value and put in the following table as reference data. While '''it is true that the simulator code is not 100% correct as the game code, simulator code might miss some modifier here and there, this is still the closest data to the game that we players can reference to'''. After all, having some close numbers that we can base our comps on is still better than measuring a comp efficiency without any numbers to back it up.
 
To judge whether the comp is good for ranking, and to measure the efficiency, the KC simulator will be used to gauge the value and put in the following table as reference data. While '''it is true that the simulator code is not 100% correct as the game code, simulator code might miss some modifier here and there, this is still the closest data to the game that we players can reference to'''. After all, having some close numbers that we can base our comps on is still better than measuring a comp efficiency without any numbers to back it up.
 
*Due to this reason, some of the numbers down here might not reflect the true rate in the game, but since they are the closest rate to the game we can get, it is still a good reference that we can use to estimate the true reality rate around the expected range in the table below.
 
*Due to this reason, some of the numbers down here might not reflect the true rate in the game, but since they are the closest rate to the game we can get, it is still a good reference that we can use to estimate the true reality rate around the expected range in the table below.
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All the simulations are done with 10K samples. Probability variance might cause the rate to be a little off, but eventually they will end up at the expected value in the table with more samples.
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<br/>
 
<div align="center">
 
<div align="center">
 
{| class = "wikitable" style="text-align: center;"
 
{| class = "wikitable" style="text-align: center;"
 
!Map & Comp
 
!Map & Comp
!Rpt gain / hour
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!Morale draining rate
 
!Boss sunk rate
 
!Boss sunk rate
 
!Retreat rate
 
!Retreat rate
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|-
 
|'''6-3 1CL 4DD 1AV''' - Opening Torpedo + 3 SPB + 4 OASW
 
|'''6-3 1CL 4DD 1AV''' - Opening Torpedo + 3 SPB + 4 OASW
|<font color="red">'''26.16'''</font>
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|Medium
 
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|-
 
|'''3-2 1CL 5DD''' - Fast+ fleet 4 radars
 
|'''3-2 1CL 5DD''' - Fast+ fleet 4 radars
|<font color="blue">'''26'''</font>
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|High
 
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|-
 
|'''4-4 3CVL 1CL 2DD''' - 3-6 OASW
 
|'''4-4 3CVL 1CL 2DD''' - 3-6 OASW
|<font color="blue">'''24'''</font>
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|Medium
 
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|-
 
|'''7-1 1CL 4DD''' - Damegami RE
 
|'''7-1 1CL 4DD''' - Damegami RE
|'''22.05'''
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|Medium
 
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|-
 
|'''7-3 1AV 2CA 3DD''' - Kamikaze Ashigara Haguro historical fleet
 
|'''7-3 1AV 2CA 3DD''' - Kamikaze Ashigara Haguro historical fleet
|'''20.16'''
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|Medium
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|'''7-4 1CL 1BBV 1CVL 3DD''' - 4-5 OASW & Atlanta AACI
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|Low
 
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