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| =Overview= | | =Overview= |
− | When scoring a victory on certain combat nodes, depending on the situation, a ship might be dropped and added to the inventory. | + | When scoring a victory on certain combat nodes, depending on the situation, a ship might be dropped and added to the ship list. |
| * Ship drops are always level 1 and on base remodel and modernization. | | * Ship drops are always level 1 and on base remodel and modernization. |
− | * Having either the ship or equipment slot full will prevent any drop. | + | * Having either ship slots or equipment slots full will prevent any drop (similar to ship construction). |
| * The drop tables of each map are listed here on the wiki, as well as on each map page and ship page, please refer to those tables for each situation. | | * The drop tables of each map are listed here on the wiki, as well as on each map page and ship page, please refer to those tables for each situation. |
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− | For a given drop pool, each droppable ship will have a given base drop rate which is then affected by the factor detailed below: | + | For a given node drop pool, each droppable ship will have a given base drop rate which is then affected by the factors detailed below: |
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− | ;Victory Rank | + | ;Combat Rank |
− | * "Victories" (S, A, and B ranks) being the only way to drop a ship. | + | * "Victories" (S, A, and B ranks) are the only way to drop a ship. |
| * Scoring a greater victory will usually yield more and better drops. | | * Scoring a greater victory will usually yield more and better drops. |
| ;Nodes | | ;Nodes |
− | * Most nodes dropping ships on higher ranks only (mostly "A and S only", or even "S only"), | + | * Most nodes drop ships on higher ranks only (mostly "A and S only", or even "S only"), |
| * Normal nodes have a base rate of 30-40% to drop nothing, | | * Normal nodes have a base rate of 30-40% to drop nothing, |
| ** Some nodes will have a higher chance of dropping nothing, | | ** Some nodes will have a higher chance of dropping nothing, |
| ** Some nodes do not drop ship in any situation (mostly minor event nodes), | | ** Some nodes do not drop ship in any situation (mostly minor event nodes), |
− | * Boss node always dropping ships (only applicable to the final boss on most multi-boss maps), | + | * Boss nodes always dropping ships (only applicable to the final boss on most multi-boss maps), |
| ;Enemy Formation | | ;Enemy Formation |
− | * Some "easier" formation may not drop the rarer ship | + | * Some "easier" formations may not drop the rarer ship |
| ;Specific Mechanic | | ;Specific Mechanic |
− | * In the case of [[#Limited Time Drops]] on normal maps, they usually overlap or replace an existing rate. | + | * In the case of [[#Limited Time Drops]] on normal maps, they usually overlap or replace existing drop rates. |
− | * Some individual drop rates might also be affected by drop caps, proportionally increasing the rest of the drop rates of the list. | + | * Some individual drop rates might also be affected by [[#Drop Caps]], proportionally increasing the rest of the drop rates of the list. |
− | * The difficulty (event only) changing the enemy formation, with better drops being limited to higher difficulties' formation. | + | * The difficulty ([[event]] only) changing the enemy formations, with better drops being limited to higher difficulties' formations. |
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| Drops do '''NOT''' depend on: | | Drops do '''NOT''' depend on: |
| + | *"Perfect S Victory", being exactly the same as a regular S rank. |
| *Items drops (e.g. [[Saury]]), where it is possible to drop both a ship and an item when applicable, the two being independent. | | *Items drops (e.g. [[Saury]]), where it is possible to drop both a ship and an item when applicable, the two being independent. |
| *Some "mercy mechanic", improving the odds of dropping something after a given amount of attempts. | | *Some "mercy mechanic", improving the odds of dropping something after a given amount of attempts. |
| *Any direct effect of HQ level is currently unproven. However HQ level has an indirect effect as it affects enemy formation. | | *Any direct effect of HQ level is currently unproven. However HQ level has an indirect effect as it affects enemy formation. |
| *The fact that a ship was [[scrap]]ped rectly. | | *The fact that a ship was [[scrap]]ped rectly. |
− | **''Certain rumors pretend that scrapping given ships will prevent said ships from dropping for a long time, but so far this has never been verified, being additionally an odd arbitrary mechanic by itself. | + | **''Certain rumors pretend that scrapping given ships will prevent said ships from dropping for a long time, but so far this has never been verified, being additionally an unlikely odd/arbitrary mechanic by itself. |
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− | ==Drop caps== | + | ==Drop Caps== |
− | The drop caps (only applicable for few ships), is when some "rarer/more valuable" ships are limited in how many copies can be owned at once ("dupe cap") or on how many can be dropped in a certain period of time ("overfishing cap"). This way, the majority of ships can be dropped an infinite amount of time (certain players have 200+ copies of a ship), but certain ships will have an arbitrary limit: | + | The "drop cap" (only applicable for few ships), is when some "rarer/more valuable" ships are limited in how many copies can be owned at once ("dupe cap") or on how many can be dropped in a certain period of time ("overfishing cap"). This way, the majority of ships can be dropped an infinite amount of time (certain players have 200+ copies of a ship), but certain ships will have an arbitrary limit: |
| *Unlikely, for [[Akashi]] on [[1-5]] and [[3-5]], and [[Ooyodo]] on [[1-6]], they will drop '''only''' if currently not possessed, meaning that duplicates cannot be dropped here (dupes are still possible on any other location). | | *Unlikely, for [[Akashi]] on [[1-5]] and [[3-5]], and [[Ooyodo]] on [[1-6]], they will drop '''only''' if currently not possessed, meaning that duplicates cannot be dropped here (dupes are still possible on any other location). |
− | *For the '''"dupe cap"''', some ships will be limited on how many can be owned at once, with their drop rate falling to zero on all locations when this cap is reached. | + | *For the '''"dupe caps"''', some ships will be limited on how many can be owned at once, with their drop rate falling to zero on all locations when this cap is reached. |
− | **Usually, the amount of a given ship being possessed will affect the drop rate, the more ships the worse the rate, down to 0 %. | + | **Usually, the amount of a given ship being possessed will affect the drop rate, the more ships the worse the rate, down to 0 %, and being presented back if the duplicates are "removed" (scraped, fodder uses, ...). |
| **As this mechanic is not fully understood and is not very limiting, there is no clear list of the affected ships. | | **As this mechanic is not fully understood and is not very limiting, there is no clear list of the affected ships. |
| **Famously, for the first few events after their introduction, [[Intrepid]], [[Nelson]], and [[Atlanta]] were each limited to only 1, meaning that it was impossible to drop duplicates. As of {{GameUpdates|2024-06-27}} update, those limitations have been raised to at least 3 for all ships in the game. | | **Famously, for the first few events after their introduction, [[Intrepid]], [[Nelson]], and [[Atlanta]] were each limited to only 1, meaning that it was impossible to drop duplicates. As of {{GameUpdates|2024-06-27}} update, those limitations have been raised to at least 3 for all ships in the game. |
− | *For the '''"overfishing cap"''', so far only observed for [[Kaiboukan]]s and maybe just a fluke, there might be a limit on how many DE can be dropped by an account on ALL maps (normal and event) for a given amount of time or period [https://note.com/shiroos/n/nc69eeb09585f][https://note.com/shiroos/n/nf94178915b6c][https://twitter.com/Sashimi91640578/status/1807745269595025450]. | + | *For the '''"overfishing cap"''', there might be a limit on how many DE can be dropped by an account on ALL maps (normal and event) for a given amount of time or period. |
| + | **''So far only observed for [[Kaiboukan]]s and maybe just a fluke [https://note.com/shiroos/n/nc69eeb09585f][https://note.com/shiroos/n/nf94178915b6c][https://twitter.com/Sashimi91640578/status/1807745269595025450]. |
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| ==Drop Theory== | | ==Drop Theory== |
| + | On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or events) only the last one is considered a boss node and the other are considered normal nodes. |
| + | These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. A same ship can be on multiple rows. Boss tables never have empty rows. |
| + | *Note that rare ships are at the beginning of the table and the empty rows are always at the end. |
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− | On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or event) only the last one is considered a boss node and the other are considered normal nodes.
| + | Once the battle is finished, the process choosing the drop is as follows: |
− | These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. The same ship can be on multiple rows. Boss table seems to never have empty rows.
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− | Note that rare ships are at the beginning of the table and the empty rows are always at the end.
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− | Once the battle is finished the process that choise the drop is as follows: | |
| # The game rolls if there is a drop or not with the following rates: | | # The game rolls if there is a drop or not with the following rates: |
| #* Normal nodes: | | #* Normal nodes: |
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| [https://kancolle.fandom.com/wiki/User_blog:Fouryuu/Drop_Mechanics] | | [https://kancolle.fandom.com/wiki/User_blog:Fouryuu/Drop_Mechanics] |
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− | ;Pratical conclusion | + | ;Practical conclusion |
| * In a specific node, in a specific enemy formation, in a specific victory rank, 50 rows from the drop table will be selectable by the procedure and each one of them has a 2% chance to be selected. | | * In a specific node, in a specific enemy formation, in a specific victory rank, 50 rows from the drop table will be selectable by the procedure and each one of them has a 2% chance to be selected. |
| * If a correctly filtered drop sample shows drop rates that are not multiple of 2%, that means these drops are conditional. | | * If a correctly filtered drop sample shows drop rates that are not multiple of 2%, that means these drops are conditional. |
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− | ===Conditionnal Drop===
| + | ;Conditional Drops |
| + | In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met. This is notably used for the following mechanics: |
| + | * Limited time drop, when a ship is added to the list or part of it, |
| + | * Drop caps, where a capped ship is faded out of the list. |
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− | In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met.
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− | This is used for the following mechanics:
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− | * Limited time drop
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− | * DE "overfishing"
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− | * Drop caps
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− | * May include other things
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− | ** For example the very high drop rate of [[Yamakaze]] during some events on nodes close to where she sunk.
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| =Limited Time Drops= | | =Limited Time Drops= |
| A list of all the limited drops available on regular [[map]]s. | | A list of all the limited drops available on regular [[map]]s. |