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![[File:MaelstromNode.png]]<br>Maelstrom
 
![[File:MaelstromNode.png]]<br>Maelstrom
|{{Anchor|Maelstrom}} Upon entering the node, drains a specific value of a specific resource of the entire '''current fleet'''. This means that penalties derived from low levels of {{Fuel}} and {{Ammo}} are applied immediately. The strength of Maelstroms can be mitigated by the number of ships independently carrying a RADAR. Maelstroms drain either {{Fuel}} or {{Ammo}}, but not both.
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|{{Anchor|Maelstrom}} Upon entering the node, drains a specific value of a specific resource of the entire '''current fleet'''. This means that penalties derived from low levels of {{Fuel}} and {{Ammo}} are applied immediately. The strength of Maelstroms can be mitigated by the number of ships independently carrying a [[Radar]]. Maelstroms drain either {{Fuel}} or {{Ammo}}, but not both.
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*Certain Maelstroms are '''strong''', draining 150% more resources than regular Maelstroms, and having roughly a 25% chance of draining all of a resource.
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*''See [[Maelstrom]] for more details.
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Certain Maelstroms are '''strong''', draining 150% more resources than regular Maelstroms, and having roughly a 25% chance of draining all of a resource. See [[Maelstrom]] page for details.
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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!colspan=5|Resource Drain Values
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|-
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!rowspan=2| Radar-Equipped Girls
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!rowspan=2| Regular Maelstrom
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!colspan=2| Strong Maelstrom
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|-
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!Normal Loss!!Major Loss
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|-
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| 0|| 30%|| 40%|| 100%
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|-
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| 1|| 22.5%|| 30%|| 100%
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|-
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| 2|| 18%|| 24%|| 90%
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|-
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| 3|| 15%|| 20%|| 75%
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|-
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| 4|| 13.5%|| 18%|| 67.5%
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|-
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| 5|| 12.6%|| 16.8%|| 63%
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|-
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| 6|| 12%|| 16%|| 60%
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|}
   
|style="text-align:center"|0 or X%
 
|style="text-align:center"|0 or X%
 
|style="text-align:center"|0 or X%
 
|style="text-align:center"|0 or X%
 
|-
 
|-
 
![[File:ResourceNode.png]]<br>Resource Node
 
![[File:ResourceNode.png]]<br>Resource Node
|Upon entering, adds a specific amount of a specific Resource ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}), consumables ({{IR}}{{IC}}{{DM}}), or Coin Boxes ({{FBsmall}}{{FBmedium}}{{FBlarge}}) to the '''stockpile'''. Resource Nodes do not refill the fleet's current resource levels.
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|Upon entering, adds a specific amount of a specific resource ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}), consumables ({{IR}}{{IC}}{{DM}}), or coin boxes ({{FBsmall}}{{FBmedium}}{{FBlarge}}) to the '''stockpile'''.
 
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*Resource Nodes do not refill the fleet's current resource levels.
Note that the node must be a dead-end node, or a subsequent battle node must be completed, before the resources are added to the overall stockpile. Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
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*Using some {{LandingCraft}} [[Landing Craft]], {{Amphibious Tank}} [[Amphibious Tank]]s, and {{Drum}} [[Drum]]s, increases the resource gain.
 
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*''See [[Resource Node]] for more details.
Using {{Drum}} [[Drum]]s, {{LandingCraft}} [[Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain up to a possible node-specific cap:
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
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! colspan=5|Resource Gain Bonuses
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|-
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! rowspan=2|Type
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! rowspan=2|Name
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! colspan=3|Base Bonus
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|-
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!{{Fuel}}{{Ammo}}{{Steel}}
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!{{Bauxite}}
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!{{IR}}{{IC}}{{DM}}<br>{{FBsmall}}{{FBmedium}}{{FBlarge}}
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|-
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!{{LandingCraft}}
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!{{EquipmentLink|Daihatsu Landing Craft}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft}}<br>{{EquipmentLink|Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force)|text=DLC + T89 Tank}}<br>{{EquipmentLink|Armed Daihatsu}}<br>{{EquipmentLink|Soukoutei (Armored Boat Class)|text=Soukoutei}}<br>{{EquipmentLink|Daihatsu Landing Craft (Panzer II/North African Specification)|text=DLC + Panzer II}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft + Type 1 Gun Tank|text=Toku DLC + Ho-Ni Tank}}
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|rowspan=2| +3
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|rowspan=2| +2
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|rowspan=2| +??
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|-
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! {{Amphibious Tank}}
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! {{EquipmentLink|Special Type 2 Amphibious Tank|text=Ka-Mi Tank}}
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|-
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! {{Drum}}
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! {{EquipmentLink|Drum Canister (Transport Use)|text=Drums}}
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| +2
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| +1.5
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| +??
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|-
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!{{LandingCraft}}
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!{{EquipmentLink|Toku Daihatsu Landing Craft + 11th Tank Regiment|text=Toku DLC + 11th Reg}}<br>{{EquipmentLink|M4A1 DD}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft + Panzer III (North African Specification)|text=Toku DLC + Panzer III}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft + Chi-Ha|text=Toku DLC + Chi-Ha}}<br>{{EquipmentLink|Toku Daihatsu Landing Craft + Chi-Ha Kai|text=Toku DLC + Chi-Ha Kai}}
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| 0
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| 0
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| 0
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|}
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*Those values will vary from map to map, being +10 {{Fuel}} for DLC on 5-5 for instance.
   
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![[File:FinishLineNode.png]]<br>Finish Line<br>Harbour Node
 
![[File:FinishLineNode.png]]<br>Finish Line<br>Harbour Node
 
|Is often considered an Ending node like Boss nodes.
 
|Is often considered an Ending node like Boss nodes.
*It can reward none, one, or two resources at once, but no consumable so far.
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*It behaves very similarly to Resource Nodes.
**Like Resources nodes, using {{Drum}} [[Drum]]s, {{LandingCraft}} [[Landing Craft]], and {{Amphibious Tank}} {{EquipmentLink|Special Type 2 Amphibious Tank|text=Tanks}} increases the resource gain, but equipment effectiveness may vary.
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*[[1-6]]'s Finish Line has unique behaviors with a pool of possible resources as rewards rather than a single one, and which cannot be increased using any equipment.
*In [[1-6]], the Finish Line has a pool of possible resources as rewards rather than a single one.
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*''See [[Finish Line]] for more details.
**Unlike other Nodes, the resources here cannot be increased using any equipment.
   
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|-
 
|-
 
![[File:TransportLoadoutNode.png]]<br>Transport Loadout
 
![[File:TransportLoadoutNode.png]]<br>Transport Loadout
|Present in any map with Trasport Loadout operation. Upon reaching this node, the fleet's {{Drum}}, {{LandingCraft}}, {{Landing Craft}}, and {{Rations}}, as well as ships that are not '''Heavily Damaged''' will be taken account of. The result of this node determines the quantity of Transport Points (TP) deducted of a map's Transport Gauge after a successful Boss Battle with A-Rank or higher. Simply reaching this node has no effect on the map's Transport Gauge.
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|Present in any map with Trasport Loadout operation. Upon reaching this node, the fleet's {{LandingCraft}}, {{LAmphibious Tank}}, {{Drum}}, and {{Rations}}, as well as ships that are not '''Heavily Damaged''' will be taken account of. The result of this node determines the quantity of Transport Points (TP) deducted of a map's Transport Gauge after a successful Boss Battle with A-Rank or higher. Simply reaching this node has no effect on the map's Transport Gauge.
*See [[Transport Operation]] page for breakdown of values.
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*''See [[Transport Operation]] for more details.
 
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|Exclusive to [[6-3]]. Can reward some Ammo {{Ammo}}, Bauxite {{Bauxite}}, or Devmats {{DM}}, using some aircraft. The type of aircraft as well as the ship carrying it influences the result. Unlike Resource Nodes, the resources obtainable originate from a drop pool.
 
|Exclusive to [[6-3]]. Can reward some Ammo {{Ammo}}, Bauxite {{Bauxite}}, or Devmats {{DM}}, using some aircraft. The type of aircraft as well as the ship carrying it influences the result. Unlike Resource Nodes, the resources obtainable originate from a drop pool.
 
*If the Boss Battle is a Defeat, the resources are forfeited. Otherwise, a small message saying that the resources were secured will be shown on the lower right side of the victory screen.
 
*If the Boss Battle is a Defeat, the resources are forfeited. Otherwise, a small message saying that the resources were secured will be shown on the lower right side of the victory screen.
*See [[Air Reconnaissance|here]] for more detail.
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*''See [[Air Reconnaissance]] for more details.
 
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