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| * '''Effective LoS '''(ELoS), which allows the fleet to reach a specific node (usually a pre-boss or boss node) instead of being diverted to a dead end. Effective LoS is employed in special maps, such as [[Events|event maps]] and extra operations maps ([[World 2#2-5|2-5]], [[World_3#3-5|3-5]]). | | * '''Effective LoS '''(ELoS), which allows the fleet to reach a specific node (usually a pre-boss or boss node) instead of being diverted to a dead end. Effective LoS is employed in special maps, such as [[Events|event maps]] and extra operations maps ([[World 2#2-5|2-5]], [[World_3#3-5|3-5]]). |
| * There are special formula being used to calculate ELoS. As a general consensus, LoS bonus from equipment (esp. recon planes) are more important than individual ship's LoS stats. | | * There are special formula being used to calculate ELoS. As a general consensus, LoS bonus from equipment (esp. recon planes) are more important than individual ship's LoS stats. |
| + | |
| + | ===Formula 33=== |
| + | Similar to the New Fall Simplified formula, but reportedly more accurate. Using this model, a value of 31 eLoS would guarantee failing the 2-5 LoS check, while a value of 33 eLoS would succeed 100% of the time. It is described as follows<ref>http://ja.kancolle.wikia.com/wiki/%E3%83%9E%E3%83%83%E3%83%97%E7%B4%A2%E6%95%B5</ref>: |
| + | |
| + | <math> |
| + | \begin{align} |
| + | \phi &= \sum_{s \in \text{Ships}} \sqrt{L_s} + C_{n} \sum_{l \in \text{Slots}}C_{l} ( S_{l} + S_l^{\star} ) - \lceil 0.4 H \rceil + 2M \\ |
| + | S_l^{\star} &= C_l^{\star} \cdot \sqrt{\bigstar_l} |
| + | \end{align} |
| + | </math> |
| + | |
| + | *<math>L_s</math> is the ship's base LoS |
| + | *<math>C_{n}</math> is the node factor, it represents the weighting of the formula that is '''known to vary''' across different maps and nodes. For example, in 6-2, the node factor of C<sub>n</sub> = 3 means that equipment is 3 times as important compared to the original formula (as tested in 6-2-F/H). See following section for more details. |
| + | *<math>C_{l}</math> is the equipment multiplier: |
| + | **Carrier-Based Fighter: 0.6 |
| + | **Carrier-Based Dive Bomber: 0.6 |
| + | **Carrier-Based Torpedo Bomber: 0.8 |
| + | **Carrier-Based Reconnaissance Aircraft: 1 |
| + | **Reconnaissance Seaplane: 1.2 |
| + | **Seaplane Bomber: 1.1 |
| + | **Small Radar: 0.6 |
| + | **Large Radar: 0.6 |
| + | **ASW Patrol Aircraft: 0.6 |
| + | **Searchlight (Small and Large): 0.6 |
| + | **Fleet Command Facility: 0.6 |
| + | **SCAMP: 0.6 |
| + | **Skilled Lookouts: 0.6 |
| + | **Sonar: 0.6 |
| + | **Large Flying Boat: 0.6 |
| + | **Seaplane Fighter: 0.6 |
| + | *<math>S_{l}</math> is the displayed LoS value of the equipment |
| + | *<math>S_l^{\star}</math> is the equipment's improvement bonus to eLoS |
| + | **This is calculated by multiplying <math>C_l^{\star}</math>, the improvement multiplier of that equipment, with the square root of the equipment's improvement level. |
| + | ***The improvement multiplier of Small Radars is 1.25, Large Radars is 1.4, Reconnaissance Seaplanes is 1.2, and Searchlight is 0 (that is, it receives no eLoS bonus when improved) |
| + | *<math>H</math> is the HQ level. The ceil operation means that the value is rounded up every 2.5 HQ levels. |
| + | *<math>M</math> is an additional variable representing the number of empty ship slots in your fleet. For instance, if your fleet contains only 2 ships, <math>M</math> would be 4 and thus <math>2M</math> would yield 8. |
| + | **It is unknown whether this value increases mid-sortie if a ship disappears from your fleet (e.g. sinking). |
| + | |
| + | ====Equipment LoS weighting modifier==== |
| + | *Also known as node factor |
| + | *In some maps, weighting of equipment would be higher than that others. |
| + | *It is represented as C<sub>n</sub> in the formula. |
| + | *For all tested nodes, C<sub>n</sub> for 2-5 is 1, for 3-5 and 6-1 are 4, for 6-2 and 6-3 are 3. |
| + | **That mean equipment LoS are 3 times more important in 6-2 and 6-3 compare to 2-5 and four time as important in 3-5 and 6-1. |
| + | **In other words, ship LoS are less effective in those maps with higher equipment weighting modifier. |
| + | *In 2-5, F33(C<sub>n</sub>=1) have to be larger than 31 to have a chance to enter boss and 33 to guarantee boss entry. |
| + | *In 6-2, F33(C<sub>n</sub>=3) have to be less than 43 to guarantee F>H and more than 40 to guarantee H>K |
| + | |
| | | |
| == Effective Line of Sight (old formula) == | | == Effective Line of Sight (old formula) == |
| + | * '''OUTDATED AND SHOULD NOT BE USED''' |
| * Effective LoS = Recon LoS×2 + Radar LoS + √(Fleet total LoS - Recon LoS - Radar LoS). This is the formula used since Spring 2014 event; in 2-5, 3-5 boss node, and any node with the seaplane-searching animation. | | * Effective LoS = Recon LoS×2 + Radar LoS + √(Fleet total LoS - Recon LoS - Radar LoS). This is the formula used since Spring 2014 event; in 2-5, 3-5 boss node, and any node with the seaplane-searching animation. |
| * '''Due to the formula, recon planes will contribute more to effective LoS than radars. For the purposes of fulfilling effective LoS, avoid using radars that do not give at least +10 LoS. ''' | | * '''Due to the formula, recon planes will contribute more to effective LoS than radars. For the purposes of fulfilling effective LoS, avoid using radars that do not give at least +10 LoS. ''' |
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| | | |
| == Effective Line of Sight (new formula) == | | == Effective Line of Sight (new formula) == |
| + | *'''DEPRECATED, RECOMMENDED NOT TO USE''' |
| With the advent of the 2014 Fall Event a new formula for Effective LoS has been devised to account for inconsistencies of the old formula. ([http://wikiwiki.jp/kancolle/?%C6%EE%C0%BE%BD%F4%C5%E7%B3%A4%B0%E8#area5 Source 1]) ([http://ch.nicovideo.jp/biikame/blomaga/ar663428 Source 2]) | | With the advent of the 2014 Fall Event a new formula for Effective LoS has been devised to account for inconsistencies of the old formula. ([http://wikiwiki.jp/kancolle/?%C6%EE%C0%BE%BD%F4%C5%E7%B3%A4%B0%E8#area5 Source 1]) ([http://ch.nicovideo.jp/biikame/blomaga/ar663428 Source 2]) |
| * Effective LoS = Dive Bomber LoS x (1.04) + Torpedo Bomber LoS x (1.37) + Carrier-based Recon Plane LoS x (1.66) + Recon Seaplane LoS x (2.00) + Seaplane Bomber LoS x (1.78) + Small Radar LoS x (1.00) + Large Radar LoS x (0.99) + Searchlight LoS x (0.91) + √(base LoS of each ship) x (1.69) + (HQ Lv. rounded up to the next multiple of 5) x (-0.61) | | * Effective LoS = Dive Bomber LoS x (1.04) + Torpedo Bomber LoS x (1.37) + Carrier-based Recon Plane LoS x (1.66) + Recon Seaplane LoS x (2.00) + Seaplane Bomber LoS x (1.78) + Small Radar LoS x (1.00) + Large Radar LoS x (0.99) + Searchlight LoS x (0.91) + √(base LoS of each ship) x (1.69) + (HQ Lv. rounded up to the next multiple of 5) x (-0.61) |