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* 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.
+
* The effect of sparkle is reduced the closer '''Hit rate''' is to the caps.
    
==Critical Hit Rate==
 
==Critical Hit Rate==
'''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.
+
'''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type.
    
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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|0
 
|0
 
|-
 
|-
|Night Battle<ref>Carreir Night Air Attack (NB CVCI) use the night battle Mod.</ref>
+
|Night Battle<ref>Carrier Night Air Attacks (NB CVCI) use the night battle Mod.</ref>
 
|<math>1.5 + \text{Const}_\text{contact}</math>
 
|<math>1.5 + \text{Const}_\text{contact}</math>
 
|-
 
|-
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===Damage Animations===
 
===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):
+
When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damage):
 
* {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}} (no damage),
 
* {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}} (no damage),
 
* {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}} (normal damage)
 
* {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}} (normal damage)
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*This causes that displayed critical hits are rarely true critical hits, and misses are rarely true misses.
 
*This causes that displayed critical hits are rarely true critical hits, and misses are rarely true misses.
   −
The displayed damage status is as followed:
+
The displayed damage status is as follows:
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 
!colspan=2|Display Behavior
 
!colspan=2|Display Behavior
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|Combined Fleet Cruising Formation 4||1.1||1.2||?||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.
+
* <math>\text{Mod}_\text{vanguard}</math> is 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.
 
** It is still unknown if this affects night battles, airstrikes, ASW, or LBAS.
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|
 
|
 
{|class="wikitable"
 
{|class="wikitable"
! CFT Main|| CTF Escort
+
! CTF Main|| CTF Escort
 
|-
 
|-
 
| 88|| 65
 
| 88|| 65
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|}
 
|}
 
|-
 
|-
| '''Combind Main'''|| 90|| 8
+
| '''Combined Main'''|| 90|| 88
 
|-
 
|-
 
| '''Combined Escort'''|| 75|| 75
 
| '''Combined Escort'''|| 75|| 75
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| '''Single Fleet'''|| 85||85
 
| '''Single Fleet'''|| 85||85
 
|-
 
|-
| '''Combind Main'''|| ?|| ?
+
| '''Combined Main'''|| ?|| ?
 
|-
 
|-
 
| '''Combined Escort'''|| ?|| ?
 
| '''Combined Escort'''|| ?|| ?
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;Notes
 
;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,
* Using [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate fuel penalties,
+
* Using [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties,
 
* Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
 
* 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:
+
* 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),
 
** Increasing the {{Evasion}} (e.g. with boilers, even if improved),
** [[Modernization#Luck Modernization|Luckmoding]] {{Luck}},
+
** [[Modernization#Luck Modernization|Luckmodding]] {{Luck}},
** Choosing a weaker formation with an evasion bonus (excepted for [[Vanguard]]).
+
** Choosing a weaker formation with an evasion bonus (except for [[Vanguard]]).
* Historical evasion exist but is not measured due to the limited-time nature of events.
+
* Historical evasion exists but is not measured due to the limited-time nature of events.
    
='''Special Cases'''=
 
='''Special Cases'''=
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==Arctic Map Bonuses==
 
==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:
+
On all "arctic maps", namely all [[World 3]] maps, as well as some [[Event]] maps, the {{ArmorEquipment}} {{Equipment/Link|Arctic Camouflage (+ Arctic Equipment)}} gives:
 
*3 Armor {{Armor}} (non-stacking),
 
*3 Armor {{Armor}} (non-stacking),
 
*Some Evasion {{Evasion}}.
 
*Some Evasion {{Evasion}}.
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