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| |start_to_B = Carrier Task Force with [[Akitsu Maru]]<br>Surface Task Force with [[Akitsu Maru]] and CV<br>Weighted Random otherwise<br>(75% B, 25% E for Surface; 25% B, 75% for Carrier) | | |start_to_B = Carrier Task Force with [[Akitsu Maru]]<br>Surface Task Force with [[Akitsu Maru]] and CV<br>Weighted Random otherwise<br>(75% B, 25% E for Surface; 25% B, 75% for Carrier) |
| |start_to_E = Weighted Random if not fixed for B<br>(75% B, 25% E for Surface; 25% B, 75% for Carrier) | | |start_to_E = Weighted Random if not fixed for B<br>(75% B, 25% E for Surface; 25% B, 75% for Carrier) |
− | |B_to_A = SS or CLT in 2nd fleet<br>Weighted Random otherwise (20% A, 80% X) | + | |B_to_A = SS in fleet<br>CLT in 2nd fleet<br>Weighted Random otherwise (20% A, 80% X) |
| |B_to_X = Weighted Random if not fixed for A<br>(20% A, 80% X) | | |B_to_X = Weighted Random if not fixed for A<br>(20% A, 80% X) |
| |D_to_F = Weighted Random if not fixed for H (leaning towards F) | | |D_to_F = Weighted Random if not fixed for H (leaning towards F) |
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| |H_to_J = Active Branching | | |H_to_J = Active Branching |
| |H_to_Y = Active Branching | | |H_to_Y = Active Branching |
− | |J_to_M = Low chance if previous node was H | + | |J_to_M = Low chance if Surface Task Force |
− | |J_to_L = Low chance if previous node was G | + | |J_to_L = Low chance if Carrier Task Force |
| |J_to_Y = ??? | | |J_to_Y = ??? |
| |K_to_M = LoS Check | | |K_to_M = LoS Check |
| |K_to_P = Fail LoS Check | | |K_to_P = Fail LoS Check |
− | |L_to_O = CLT in fleet<br>SS in fleet(?)<br>Otherwise Failed LoS | + | |L_to_O = CLT in 2nd fleet<br>SS in fleet(?)<br>Otherwise Failed LoS |
| |L_to_Z = LoS Check | | |L_to_Z = LoS Check |
− | |M_to_N = CLT in fleet<br>SS in fleet(?)<br>Otherwise Failed LoS | + | |M_to_N = CLT in 2nd fleet<br>SS in fleet(?)<br>Otherwise Failed LoS |
| |M_to_Z = LoS Check | | |M_to_Z = LoS Check |
| |Y_to_L = LoS Check | | |Y_to_L = LoS Check |
− | |Y_to_O = CLT in fleet<br>Otherwise Failed LoS | + | |Y_to_O = CLT in 2nd fleet<br>Otherwise Failed LoS |
| }} | | }} |
| |tips = | | |tips = |
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| *Node K is an Air Battle Node. | | *Node K is an Air Battle Node. |
| *No CLTs are allowed. They will result in dead-end nodes. | | *No CLTs are allowed. They will result in dead-end nodes. |
− | *Though waiting on further intel, boss is known to have armor in the range of ~350.
| + | **'''It is confirmed that killing the flagship of nodes X and Y 3 times each will make the boss easier to kill.'''. The stat decrease is not shown in displayed boss's statistics. |
− | **'''It is confirmed that killing the flagship of nodes KYX 3 times will lower the boss's armor to 190 on Hard'''. Other difficulties are not confirmed, but some reports say it may affect it. Reports also suggest the stat decrease may be hidden, though this is not confirmed nor disconfirmed. | + | ::*The current Japanese consensus is that the effect '''increases the [[Combat#Critical_Modifier|critical modifier]]''' above 150% (which is the normal value). |
− | ***'''''This effect will <span style="color:red">reset</span> daily at midnight JST''''' This is a regenerating '''stat''' map, though not a regenerating health map.
| + | ::*Players have reported that the decrease is '''not''' reset when difficulty is changed. |
| + | ::*'''''This effect <span style="color:red">resets</span> daily at midnight JST.''''' This is a regenerating '''stat''' map, though not a regenerating health map. |
| | | |
| *Suggestions: | | *Suggestions: |
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| :::Akitsumaru: 2 Fighters plus [[Fleet Command Facility]] | | :::Akitsumaru: 2 Fighters plus [[Fleet Command Facility]] |
| :::CVL: 2 Fighters, 1 bomber, plus Saiun or Fighter | | :::CVL: 2 Fighters, 1 bomber, plus Saiun or Fighter |
− | :::CV: 3 Fighters plus either [[Type 52 Zero Fighter-bomber]] or another Fighter | + | :::CV: 3 Fighters plus either [[Type 62 Zero Fighter-bomber]] or another Fighter |
| :::CL: Sonar, Depth Charge, plus WG42 (or [[Type A Ko-hyoteki]] for [[Abukuma#Second Upgrade|Abukuma Kai Ni]]) | | :::CL: Sonar, Depth Charge, plus WG42 (or [[Type A Ko-hyoteki]] for [[Abukuma#Second Upgrade|Abukuma Kai Ni]]) |
| :::DD: Sonar, Depth Charge, plus WG42 or Sonar. | | :::DD: Sonar, Depth Charge, plus WG42 or Sonar. |
− | ::*Route is B -> X -> D -> H -> Y, and return to base after Y. | + | ::*Route is B -> X -> D -> H -> Y, and return to base after Y. Ensure you enter night battle at both nodes for S-rank. It may be possible to S-rank node X during the day, but not as likely for node Y. |
| + | :*For Chipping/Clearing runs: |
| + | ::*'''Carrier Fleet''' is preferred because the map is littered with [[Standard Carrier Wo-Class#Kai|Wo-Class Kai]] even on the easiest difficulty. |
| + | ::*Fleet Makeup: |
| + | :::''First Fleet'': 2BB + 4CV ''or'' 2BB + CA + 3CVL |
| + | :::''Second Fleet'': CL + 2DD + 2CA(V) + 1 (DD ''or'' CA(V) ''or'' FBB) |
| + | ::*Equip Makeup: |
| + | :::*For Chipping runs: |
| + | ::::''First Fleet'': 10 Slots of Fighters can gain AS+ everywhere (depending on expertise level and slot capacity). Note that enemy has good anti-air defense, so expect a lot of loss on the bombers. BB and CA(V) should use the normal [[Artillery Spotting|artillery spotting]] equipment setup, unless [[Maya#Second Upgrade|Maya Kai Ni]] is using her AACI in the first fleet. |
| + | ::::''Second Fleet'': you don't need to necessarily go for the kill, so most of the time you can get away without using double attack gear. It's more important that you bring all three night battle equipment ([[Searchlight]], [[Type 98 Recon Seaplane (Night Scout)]], and [[Star Shell]]) to increase the effectiveness of your attacks. |
| + | :::*For Clearing runs: |
| + | ::::''First Fleet'': Except on hard (which has the same stats throughout), the boss has better stats (including AA). Don't count on your carriers for damage because of bomber shot-downs. |
| + | ::::''Second Fleet'': This is where you may need to consider bringing cut-in setups for ships that can reliably do so. Again, night battle equipment will make your job easier. |
| + | ::*Your Route should (ideally) be E-> G -> J -> M -> Z. Consider retreating if you reach node Y, because (1) node L is rather difficult to pass unscathed and (2) you suffer from a 40% modifier to damage (instead of 80%) due to ammo remaining. |
| | | |
| <tabber>Hard= | | <tabber>Hard= |