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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.  
+
'''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 <math>\lfloor \ \rfloor</math> are rounded down.'''
+
*'''Please note that all formulas between <math>\lfloor \ \rfloor</math> are rounded down.
   −
=Hit Rate=
+
='''Hit Rate'''=
The hit rate is used by all attacks.  
+
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.
    +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Hit Rate
 +
|-
 +
|
 
<math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math>
 
<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:
 
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{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)</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{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy|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{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula.
 
* <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.
 
* <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''',
 
** Sparkled is '''0.7''',
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* The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''.
 
* 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'''.
 
* The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''is 96'''.
 +
|}
    
'''Notes:'''
 
'''Notes:'''
 
* Hit rate has an effective '''minimum of 11%''' and a '''maximum of 97%'''.
 
* 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.
 +
* The effect of sparkle is reduce the closer '''Hit rate''' is to the caps.
    
==Critical Hit Rate==
 
==Critical Hit Rate==
The following are the various formulas for determining critical hits for attacks.
+
'''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending of the attack type.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Critical Rate
 +
|-
 +
|
 +
<math>{Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Const}_\text{CV}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
 +
 
 +
With:
 +
* <math>{Mod}_\text{type}</math> the attack type modifier :
 +
{|class="wikitable" style="text-align:center"
 +
!colspan=2|<math>{Mod}_\text{type}</math>
 +
|-
 +
!Attack type
 +
!Attack modifier
 +
|-
 +
|Shelling
 +
|rowspan=2|1.3
 +
|-
 +
|ASW
 +
|-
 +
|Torpedo
 +
|1.5
 +
|-
 +
|Airstrike
 +
|0
 +
|-
 +
|Night Battle<ref>Carreir Night Air Attack (NB CVCI) use the night battle Mod.</ref>
 +
|<math>1.5 + \text{Const}_\text{contact}</math>
 +
|-
 +
|Shelling Support
 +
|1.0
 +
|-
 +
|Airstrike Support
 +
|0.2
 +
|}
 +
* <math>\text{Const}_\text{contact}</math> the night contact constant from {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}, being '''0.07''' if night contact is triggered, and '''0''' otherwise,
   −
* Shelling/ASW (including carriers): <math>\lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
+
* <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]],
* 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{CV}</math> is a constant, being '''<math>\sqrt{12}+9 = 12.46</math>''' if the ship use the carrier shelling, and '''0''' otherwise,
* <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)|Loire 130M|text=Night Recons|link_category=Night Recon}}. It is '''0.07''' if night contact is triggered, '''0''' otherwise.
     −
=Accuracy Formulas=
+
* <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details.
 +
<references/>
 +
|}
 +
 
 +
 
 +
===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:
 +
 
 +
{|class="wikitable" width="75%" style="margin:auto"
 +
!colspan=3|Roll Example
 +
|-
 +
!width=10% style="background:yellow; color:black"|Critical Hit 10%
 +
!width=40% style="background:lime; color:black"|Hit 40%
 +
!width=50% style="background:red; color:black"|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 damages):
 +
* {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}} (no damage),
 +
* {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}} (normal damage)
 +
* {{TextGlow|'''25 Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}} (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.
 +
*This causes that displayed critical hits are rarely true critical hits, and misses are rarely true misses.
 +
 
 +
The displayed damage status is as followed:
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=2|Display Behavior
 +
|-
 +
!Damage Dealt
 +
!Damage Displayed
 +
|-
 +
|Miss
 +
|Miss displayed normally
 +
|-
 +
|0
 +
|Always displayed as a {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}}
 +
|-
 +
|≤14
 +
|Never displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 +
|-
 +
|[15;39]
 +
|Criticals displayed normally
 +
|-
 +
|≥40
 +
|Always displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 +
|}
 +
 
 +
;Notes
 +
*A patch exists to fix this misleading behavior and display the real damage status, see ''[[Help:3rd Party Software#Patches|here]]''.
 +
 
 +
='''Accuracy'''=
 
Below are the common variables used in all 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{Level}</math> is the level of the attacking ship.
 
* <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship.
 
* <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship.
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* <math>\text{Mod}_\text{fit}</math> is the [[Hidden Fit Bonuses]] bonuses or penalties when applicable.
 
* <math>\text{Mod}_\text{fit}</math> is the [[Hidden Fit Bonuses]] bonuses or penalties when applicable.
 
* <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. ''See [[Combat#Formation Selection|Combat]] for more details.''
 
* <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. ''See [[Combat#Formation Selection|Combat]] for more details.''
 +
** Modifiers for single fleet against combined fleet are unknown.
    
{|class="wikitable mw-collapsible mw-collapsed"
 
{|class="wikitable mw-collapsible mw-collapsed"
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!Day Shelling &<br>Carrier Attacks
 
!Day Shelling &<br>Carrier Attacks
 
!Torpedo Attacks
 
!Torpedo Attacks
!ASW
+
!ASW <ref>https://twitter.com/Divinity_123/status/1453371971446743045</ref>
 
!Night Battles
 
!Night Battles
 
|-
 
|-
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|Line Abreast||1.2||0.3||1.2||0.8
 
|Line Abreast||1.2||0.3||1.2||0.8
 
|-
 
|-
|Vanguard (Top)||0.8||0.7||?||?
+
|Vanguard (Top)||0.8||0.7||1.0||?
 
|-
 
|-
|Vanguard (Bottom)||1.2||0.9||?||?
+
|Vanguard (Bottom)||1.2||0.9||1.1||?
 
|-
 
|-
|Vanguard (Both) vs DD||1.1||1.2||?||?
+
!Colspan=5|Exception
 
|-
 
|-
|Double Line vs Line Abreast||rowspan=3|1.0||rowspan=3|N/A||rowspan=3|1.0||rowspan=3|N/A
+
|{{Tooltip|Vanguard (Both) vs DD bonus|mutiply with above}}||1.1||1.2||?||?
 +
|-
 +
|Double Line vs Line Abreast||rowspan=4|1.0||rowspan=4|N/A||rowspan=4|1.0||rowspan=4|N/A
 
|-
 
|-
 
|Echelon vs Line Ahead
 
|Echelon vs Line Ahead
Line 87: Line 186:  
|Line Abreast vs Echelon
 
|Line Abreast vs Echelon
 
|-
 
|-
|Combined Fleet Cruising Formation 1||?||?||?||?
+
|single fleet vs combined fleet
 +
|-
 +
!Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 +
|-
 +
|Combined Fleet Cruising Formation 1||?||?||1.25||?
 
|-
 
|-
|Combined Fleet Cruising Formation 2||1.0||?||?||?
+
|Combined Fleet Cruising Formation 2||1.0||1.0||?||1.0
 
|-
 
|-
|Combined Fleet Cruising Formation 3||?||?||?||?
+
|Combined Fleet Cruising Formation 3||0.8||0.4?||?||0.8
 
|-
 
|-
|Combined Fleet Cruising Formation 4||1.1||?||?||?
+
|Combined Fleet Cruising Formation 4||1.1||1.2||?||1.1
 
|}
 
|}
 +
* <math>\text{Mod}_\text{vanguard}</math> an accuracy malus when the opposite fleet is in Vanguard formation. See ''[[#Vanguard Formation|below]]'' for more details.
 +
** It is still unknown if this affects night battles, airstrikes, ASW, or LBAS.
    
* <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. ''See [[Morale_and_Fatigue#Morale Effects|Morale and Fatigue]] 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. ''See [[Morale_and_Fatigue#Morale Effects|Morale and Fatigue]] for more details''.
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|}
 
|}
   −
'''Notes:'''
+
;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.
+
* 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, ...).
 +
<references/>
   −
==Daytime Shelling==
+
==Combat==
 +
''In no particular order.
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Daytime Shelling
 +
|-
 +
|
 
This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes.
 
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} = \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{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \bigg) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \bigg\rfloor </math>
+
<math>\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 </math>
   −
* <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack.
+
With:
** 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.
+
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
 +
** These values apply to the Player as the "attacker" and the Enemy as the "target". Values for Enemy attacker vs Player target are unclear/unknown, except for single vs single = 90.
    
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
!colspan=4| 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>
+
!colspan=4| Fleet type base accuracy values for Player side<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 
|-
 
|-
 
!rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy
 
!rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy
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| '''Single Fleet'''|| 90|| 80
 
| '''Single Fleet'''|| 90|| 80
 
|-
 
|-
| '''CTF Main'''|| 78|| 77
+
| '''CTF Main'''|| 78|| 78
 
|-
 
|-
 
| '''CTF Escort'''|| 45|| 67
 
| '''CTF Escort'''|| 45|| 67
 
|-
 
|-
| '''STF Main'''|| 45|| 77
+
| '''STF Main'''|| 45|| 78
 
|-
 
|-
 
| '''STF Escort'''|| 67|| 67
 
| '''STF Escort'''|| 67|| 67
Line 141: Line 253:  
|-
 
|-
 
| '''TCF Escort'''|| 45|| 67
 
| '''TCF Escort'''|| 45|| 67
 +
|-
 +
!rowspan=3|Abyssal
 +
| '''Single Fleet'''|| 90
 +
|
 +
{|class="wikitable"
 +
! CFT Main|| CTF Escort
 +
|-
 +
| 88|| 65
 +
|-
 +
! STF Main|| STF Escort
 +
|-
 +
| 65|| 75
 +
|-
 +
! TCF Main|| TCF Escort
 +
|-
 +
| 88|| 65
 +
|}
 +
|-
 +
| '''Combind Main'''|| 90|| 8
 +
|-
 +
| '''Combined Escort'''|| 75|| 75
 
|}
 
|}
   −
* <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.
+
* <math>\text{Mod}_\text{spotting}</math> the artillery spotting /CVCI bonus if applicable. See ''[[Combat/Artillery Spotting#Setups and Attack Types|here]]'' for more details.
   −
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
!colspan=6|<math>\text{Mod}_\text{spotting}</math>
 
!colspan=6|<math>\text{Mod}_\text{spotting}</math>
 +
|-
 +
!colspan=6|Artillery Spotting
 
|-
 
|-
 
!Attack Type
 
!Attack Type
Line 154: Line 289:  
!Hits
 
!Hits
 
!Notes
 
!Notes
 +
|-
 +
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 +
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
 +
|1.35||?||1
 +
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 
|-
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
 
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
 
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
 
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
 
|1.3||?||1
 
|1.3||?||1
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
  −
|-
  −
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
  −
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
  −
|1.35||?||1
   
|-
 
|-
 
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
Line 188: Line 323:  
|1.2||1.1||2
 
|1.2||1.1||2
 
|
 
|
 +
|-
 +
!colspan=6|CVCI
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier
 +
!Hits
 +
!Note
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
 +
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
 +
|1.25||1.2~1.3?||1||
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
 +
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}}
 +
|1.2||1.2~1.3?||1||
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}}
 +
|nowrap|{{RedPlane}}{{BluePlane}}
 +
|1.15||1.2~1.3?||1||
 
|}
 
|}
   −
* <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:
+
* <math>\text{Mod}_\text{AP}</math> 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 mw-collapsible mw-collapsed" style="text-align:center"
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
!colspan=2|<math>\text{Mod}_\text{AP}</math>
 
!colspan=2|<math>\text{Mod}_\text{AP}</math>
 
|-
 
|-
Line 205: Line 361:  
|}
 
|}
   −
'''Notes:'''
+
;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 set-ups 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.
 
<references/>
 
<references/>
 +
|}
   −
==Shelling Support==
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Shelling Support
 +
|-
 +
|
 
This formula applies to surface shelling and carrier attacks during shelling support.
 
This formula applies to surface shelling and carrier attacks during shelling support.
   −
<math>\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{formation}? \times \text{Mod}_\text{morale} \bigg\rfloor </math>
+
<math>\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} + \text{Mod}_\text{fit} \bigg\rfloor </math>
   −
* <math>\text{Acc}_\text{equip base}</math> does not include any [[Equipment Bonuses|visible bonus]] nor [[Improvement]].
+
* <math>\text{Acc}_\text{equip base}</math> does not include any [[Visible Bonus]] nor [[Improvement]].
* <math>\text{Mod}_\text{formation}</math> exists in KanColle Kai, but it is unclear if it applies to browser KanColle using the Daytime Shelling formation modifier of the main fleet.
+
|}
   −
==Torpedo Attacks==
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
This formula only applies to opening and closing torpedo attacks in day.
+
!Torpedo Attacks
 +
|-
 +
|
 +
This formula only applies to opening and closing torpedo attacks during day battles.
 +
 
 +
<math>\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}</math>
 +
 
 +
With:
 +
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
   −
<math>\text{Accuracy}_\text{torpedo} = \left( 85 + 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{formation} \times \text{Mod}_\text{morale}</math>
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=4| Fleet type base accuracy values<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 +
|-
 +
!rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy
 +
|-
 +
| '''Single Fleet'''|| '''Combined Fleet'''
 +
|-
 +
!rowspan=4|Player
 +
| '''Single Fleet'''|| 85|| 50
 +
|-
 +
| '''CTF Escort'''|| 85|| 46
 +
|-
 +
| '''STF Escort'''|| 85|| 46
 +
|-
 +
| '''TCF Escort'''|| 85?|| ?
 +
|-
 +
!rowspan=3|Abyssal
 +
| '''Single Fleet'''|| 85||85
 +
|-
 +
| '''Combind Main'''|| ?|| ?
 +
|-
 +
| '''Combined Escort'''|| ?|| ?
 +
|}
   −
* <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.
+
* <math>\text{Attack}_\text{torp}</math> the final basic torpedo attack power of the ship. See ''[[Damage_Calculations#Torpedo_Attacks|here]]'' for more details.
 
** The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
 
** 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.
+
** The 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 '''0'''.
+
* <math>\text{Mod}_\text{ship}</math> the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above '''0''' ([https://twitter.com/Divinity_123/status/1566374937732030465]).
 
+
<references/>
==Aerial Combat==
+
|}
    +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!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.
 
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>
+
<math>\text{Accuracy}_\text{airstrike} = \text{Acc}_\text{base}</math>
 +
95
 +
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=5| Fleet type base accuracy values<ref>https://twitter.com/Divinity_123/status/1564593191705272322</ref>
 +
|-
 +
!colspan=2|Attacker
 +
!Defender
 +
!Normal Combat
 +
!Air Raid
 +
|-
 +
!rowspan=6|Player
 +
!rowspan=3|Single Fleet
 +
|Abyssal Single||95|| -
 +
|-
 +
|Abyssal Main||115|| -
 +
|-
 +
|Abyssal Escort||80|| -
 +
|-
 +
!rowspan=3|Combined Fleet
 +
|Abyssal Single||95|| -
 +
|-
 +
|Abyssal Main||110|| -
 +
|-
 +
|Abyssal Escort||80|| -
 +
|-
 +
!rowspan=2|Abyssal
 +
!rowspan=2|Single/Combined
 +
|Player Main||110||105<ref name="*">Based on formation 3 only; information lacking on formation 3 evasion modifier to confirm the value.</ref>
 +
|-
 +
|Player Escort||75||70<ref name="*"/>
 +
|}
   −
'''Important Notes'''
+
;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.
 +
<references/>
 +
|}
   −
==Anti-Submarine Warfare==
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Anti-Submarine Warfare
 +
|-
 +
|
 
This formula applies to all ASW attacks in the combat phase and support.
 
This formula applies to all ASW attacks in the combat phase and support.
   −
<math>\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{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy}</math>
+
<math>\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}</math>
   −
* <math>\text{Acc}_\bigstar</math> does '''not''' include {{Hit}} accuracy stat of the equipment, only the amount from [[Improvement]] related to ASW accuracy
+
With:
* <math>\text{ASW}_\text{sonar}</math> is the '''base''' ASW stat of any sonars equipped.
+
* <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only)
* <math>\text{Mod}_\text{synergy}</math> is the synergy bonus from equipping certain combinations of ASW equipment.
+
* <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped.
 +
** {{Large Sonar}} {{Equipment/Link|Type 0 Passive Sonar|text=Large Sonars|link_category=Large Sonars}} are not counted for this bonus.
 +
* <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment.
 
** Synergy bonus is either currently bugged or so small it cannot be tested.
 
** Synergy bonus is either currently bugged or so small it cannot be tested.
   −
'''Notes:'''
+
;Notes
 +
* The base {{Hit}} accuracy stat of the equipment is '''not''' included here.
 
* Equipping more sonars is the best way to boost ASW accuracy.
 
* Equipping more sonars is the best way to boost ASW accuracy.
** {{Equipment/Link|Type 0 Passive Sonar|text=Large Sonars|link_category=Large Sonar}} are not counted for this bonus.
+
<references/>
 +
|}
   −
==Night Battles==
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Night Battles
 +
|-
 +
|
 
This formula applies to '''all''' night battle attacks.  
 
This formula applies to '''all''' night battle attacks.  
   −
<math>\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{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit}</math>
+
<math>\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}</math>
   −
* <math>\text{Mod}_\text{contact}</math> is '''1.1''' if a {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recon|link_category=Night Recon}} triggered, '''1.0''' otherwise.
+
With:
* <math>\text{Mod}_\text{star shell}</math> is '''5.0''' if a {{StarShell}} {{EquipmentLink|Star Shell}} is triggered, '''0''' otherwise.
+
* <math>\text{Mod}_\text{contact}</math> the modifier of the Night contact, its value depends on the {{Hit}} stat of the {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recon|link_category=Night Recon}}.
* <math>\text{Mod}_\text{searchlight}</math> is '''7.0''' if a {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlight|link_category=Searchlight}} is triggered, '''0''' otherwise,
+
 
* <math>\text{Mod}_\text{special}</math> is the night battle special attack modifier. ''See [[Night Battle]] for more details.''
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
** Torpedo Cut-in: '''1.65''',
+
!colspan=2|<math>\text{Mod}_\text{contact}</math>
** Gun Cut-in: '''2.0''',
+
|-
** Mixed Cut-in: '''1.5''',
+
!{{Hit}}
** Secondary Cut-in: '''1.5''',
+
!Contact mod
** Double Attack: '''1.1''',
+
|-
** Other multipliers are unknown.
+
|1||1.1
 +
|-
 +
|2||1.15
 +
|}
 +
* <math>\text{Mod}_\text{star shell}</math> being '''5.0''' if a {{StarShell}} {{EquipmentLink|Star Shell}} is triggered, '''0''' otherwise.
 +
* <math>\text{Mod}_\text{searchlight}</math> being '''7.0''' if a {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlight|link_category=Searchlight}} is triggered, '''0''' otherwise,
 +
* <math>\text{Mod}_\text{special}</math> the night battle special attack modifier. See ''[[Night Battle]]'' for more details.
 +
** Multipliers for DD and carrier cut-ins are unknown.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=3|<math>\text{Mod}_\text{special}</math>
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
!Accuracy<br>Modifier
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Gun Cut-in
 +
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
 +
|2
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 +
|1.5
 +
|-
 +
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
 +
|{{LM Sub Torpedo}} {{SubmarineRadar}}
 +
|rowspan=2|?
 +
|-
 +
|{{LM Sub Torpedo}} {{LM Sub Torpedo}}
 +
|-
 +
!style="background-color:#59f; color:black"|Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{TorpedoWeapon}}
 +
|1.65
 +
|-
 +
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{RedGunHeavy}}
 +
|1.5
 +
|-
 +
!style="background-color:gold; color:black" rowspan=3|Double Attack
 +
|{{RedGunHeavy}}{{RedGunHeavy}}
 +
|rowspan=3|1.1
 +
|-
 +
|{{RedGunHeavy}}{{YellowGun}}
 +
|-
 +
|{{YellowGun}}{{YellowGun}}
 +
|}
 +
|}
    
==Land-Based Air Squadron==
 
==Land-Based Air Squadron==
 
This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per 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( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{morale} + \text{Acc}_\text{proficiency}</math> <ref>https://twitter.com/yukicacoon/status/1432364331694374914</ref>
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!LBAS
 +
|-
 +
|
 +
{{color|red|'''This formula is still under investigation, results are not yet consistant with in-game test.'''}}
   −
* <math>\text{Acc}_\text{equip}</math> is the accuracy stat of the plane.
+
<math>\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}</math> <ref>https://twitter.com/Divinity_123/status/1538517358406418436</ref>
* <math>\text{Acc}_\text{Sp}</math> is accuracy bonus for [[Land-Based Air Squadron#LBAS Special Bombers|LBAS Special Bombers]] on some targets.
+
 
* <math>\text{Mod}_\text{morale}</math> is the morale modifier of the plane.
+
With:
 +
* <math>\text{Acc}_\text{equip}</math> the accuracy stat of the plane.
 +
* <math>\text{Acc}_\text{Sp}</math> accuracy bonus for [[Land-Based Air Squadron#LBAS Special Bombers|LBAS Special Bombers]] on some targets.
 +
* <math>\text{Mod}_\text{morale}</math> the morale modifier of the plane;
 
** Normal/Orange morale: '''1.0'''
 
** Normal/Orange morale: '''1.0'''
 
** Red morale: '''0.8'''
 
** Red morale: '''0.8'''
* <math>\text{Acc}_\text{proficiency}</math> is the plane proficiency accuracy bonus. ''See [[Plane Proficiency]] for more details.''
+
* <math>\text{Mod}_\text{CF}</math> being '''1.1''' id the enemy fleet is a [[Combined Fleet]], '''0''' otherwise.
 +
* <math>\text{Acc}_\text{proficiency}</math> the plane proficiency accuracy bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details.
 
** Unclear if applied here or after <math>\text{Hit}_\text{cap}</math>. If applying here, skip <math>\text{Acc}_\text{proficiency}</math> for [[#Hit Rate|hit rate]].
 
** Unclear if applied here or after <math>\text{Hit}_\text{cap}</math>. If applying here, skip <math>\text{Acc}_\text{proficiency}</math> for [[#Hit Rate|hit rate]].
 
** The value is '''12''' for {{Double Chevron}} planes.
 
** The value is '''12''' for {{Double Chevron}} planes.
 
<references/>
 
<references/>
 +
|}
   −
=Evasion Formulas=
+
;Notes
Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
+
* For {{Interceptor Fighter}}/{{Interceptor Fighter2}} [[Interceptor]]s, the {{Anti-Bomber}} and {{Interception}} stats are respectively "Anti-Bomber" and "Interception" and not {{Hit}} Accuracy and {{Evasion}} Evasion.
   −
<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>
+
='''Evasion'''=
 +
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Evasion
 +
|-
 +
|
 +
<math>\text{Evasion}_\text{pre-cap} = \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.
+
With:
* <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.
+
* <math>\text{Evasion}_\text{ship}</math> the displayed evasion {{Evasion}} of the ship, '''including''' any equipment stats and [[Visible Bonus]]es.
** Currently modifiers for Vanguard are unknown.
+
* <math>\text{Mod}_\text{formation}</math> the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation Selection|Combat]] for more details.
 +
** Vanguard's modifiers are unknown yet.
   −
 
+
The evasion is then capped as follows:
The various capped evasion formulas to calculate the final evasion rate is as follows:
+
{|class="wikitable" style="text-align:center"
 
+
!<math>\text{Evasion}_\text{pre-cap}</math>
* <math>\text{Evasion}_\text{base} < 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base}</math>
+
!<math>\text{Evasion}_\text{cap}</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>
+
| ≤ 40|| <math>\text{Evasion}_\text{pre-cap}</math>
 +
|-
 +
| ≥ 40 & ≤ 65|| <math>\lfloor 40 + 3\sqrt{\text{Evasion}_\text{pre-cap} - 40} \rfloor</math>
 +
|-
 +
| ≥ 65|| <math>\lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor</math>
 +
|}
    
Capped evasion is then modified by post-cap modifiers:
 
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{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</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.
+
With:
* <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{searchlight}</math> the {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlights}} 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> the {{Evasion}} gained from {{Sonar}} [[Sonar]]s' [[Improvement]]s, 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{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{CA}</math> the [[CA]]/[[CAV]] 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:
+
* <math>\text{Mod}_\text{DD}</math> the [[DD]] night battle evasion bonus. If the DD is equipped with a {{Surface Radar}} [[Surface Radar]] '''AND''' a {{SurfaceShipPersonnel}} {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookout|link_category=Surface Ship Personnel}}, then it is '''10'''.
** For ships at the top (slots 1-2 or 1-3): Non-destroyers get a 5% bonus. Destroyers get a 20% bonus.
+
* <math>\text{Mod}_\text{fuel}</math> the remaining fuel penalty:
** 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>
 
** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math>
 
** If fuel is above 75%, the penalty is 0.  
 
** If fuel is above 75%, the penalty is 0.  
Line 332: Line 635:  
<references/>
 
<references/>
 
{{clear}}
 
{{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,
 +
* Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
 +
* As most ships are capable of reaching 65 {{Evasion}}, trying to increase evasion using pre-cap means, has little to no effect, this includes:
 +
** Increasing the {{Evasion}} (e.g. with boilers, even if improved),
 +
** [[Modernization#Luck Modernization|Luckmoding]] {{Luck}},
 +
** Choosing a weaker formation with an evasion bonus (excepted for [[Vanguard]]).
 +
* Historical evasion exist but is not measured due to the limited-time nature of events.
 +
 +
='''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 <math>\text{Mod}_\text{vanguard}</math> in the accuracy formulas above.
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=4|<math>\text{Mod}_\text{vanguard}</math><ref>https://twitter.com/Divinity_123/status/1566375780380282882</ref>
 +
|-
 +
!colspan=4|Shelling Phase
 +
|-
 +
|Fleet Position
 +
|Non-DD
 +
|DD (normal map)
 +
|DD (event)
 +
|-
 +
|1
 +
|rowspan=4|0.95
 +
|rowspan=2|0.95
 +
|rowspan=2|0.95
 +
|-
 +
|2
 +
|-
 +
|3
 +
|rowspan=2|0.8
 +
|rowspan=2|0.6
 +
|-
 +
|4
 +
|-
 +
|5||0.86||0.69||0.52
 +
|-
 +
|6||0.8||0.64||0.48
 +
|-
 +
|7||0.7|| -||<0.4
 +
|-
 +
!colspan=4|Torpedo Phase
 +
|-
 +
|1
 +
|rowspan=2|0.9
 +
|rowspan=2|0.9
 +
|rowspan=2|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|| -||?
 +
|-
 +
!colspan=4|ASW
 +
|-
 +
|colspan=4|''?
 +
|-
 +
!colspan=4|Night Battle
 +
|-
 +
|colspan=4|''?
 +
|}
 +
<references/>
 +
 +
==Debuffs==
 +
During [[Events]], some [[Debuffs]] have been measured to give some additional bonuses of Accuracy {{Acc}} and Evasion {{Evasion}}.
 +
*Please, refer to the current [[Event]] page for up to date information.
 +
 +
==Arctic Map Bonuses==
 +
On all "arctic maps", namely all [[World 3]] maps, as well a some [[Event]] maps, the {{ArmorEquipment}} {{Equipment/Link|Arctic Camouflage (+ Arctic Equipment)}} gives:
 +
*3 Armor {{Armor}} (non-stacking),
 +
*Some Evasion {{Evasion}}.
 +
 +
'''''Sources: [https://kancolle.fandom.com/ja/f/p/2795672881332226463/r/3180511782502402644] [https://docs.google.com/spreadsheets/d/1e6U4aLsrbdvkFlxdgT6wuJCmACpuOD3yYN0Om1o24fI/edit#gid=239440540]'''''
   −
'''Notes:'''
+
==20.3cm Japanese Guns==
* The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test.
+
'''So far, no hidden evasion bonus has been observed from equipping any gun on any ship.
* Using [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate fuel penalties.
+
 
 +
*This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280].
   −
=Special Cases=
   
==PT Imps==
 
==PT Imps==
 
{{Anti-PT Imp Setups|uncollapsed=true}}
 
{{Anti-PT Imp Setups|uncollapsed=true}}
    
=See Also=
 
=See Also=
 +
*[[Stats]]
 
{{Mechanics}}
 
{{Mechanics}}
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