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'''Expedition Supporting Fire'''
 
'''Expedition Supporting Fire'''
   −
Supporting Fire from Sortie [[Expedition#Support_Expeditions|Support Expeditions]]. This has an aspect of randomness and may not trigger.  
+
Supporting Fire from Sortie [[Expedition#Support_Expeditions|Support Expeditions]]. This has an aspect of randomness and may not trigger.
    
'''Opening Torpedo Salvo'''
 
'''Opening Torpedo Salvo'''
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'''Shelling, 1st Round (Range Order)'''
 
'''Shelling, 1st Round (Range Order)'''
   −
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between allied and enemy sides starting with allied. For each side, ships with higher range have priority. The firing order is composed of only ships that are able to take part and is set at the start of each shelling phase. Any ships sunk or incapacitated before their turn results in a lost turn for the side it is on.
+
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between allied and enemy sides starting with allied. For each side, ships with higher range have priority. The firing order is composed of only ships that are able to take part and is set at the start of each shelling phase. Any ships sunk or incapacitated before their turn results in a lost turn for the side it is on.
    
'''Shelling, 2nd Round (Lineup Order)'''
 
'''Shelling, 2nd Round (Lineup Order)'''
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|-
 
|-
 
|Anti-sub warfare
 
|Anti-sub warfare
|Synergy * (Floor(Ship ASW / 5) + 2 * Equipment ASW + Type)
+
|Bonus * (Ship ASW / 5) + 2 * Equipment ASW + Type)
|Type: 25 if Sonar/Depth Charge, 10 if Aircraft, 0 otherwise
+
|Type: 25 if Sonar/Depth Charge (DD, CL), 10 if aircraft (CVL, CAV, BBV)
Synergy: 1.15 if both Sonar and Depth Charge, 1.0 otherwise.
+
Bonus: 1.15 if both Sonar and Depth Charge are equipped, 1.0 otherwise.
 
|-
 
|-
 
|Night Battle
 
|Night Battle
|Firepower + Torpedo  
+
|Firepower + Torpedo
 
|
 
|
 
|}
 
|}
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'''Night Double Attack Chance'''
 
'''Night Double Attack Chance'''
   −
Has a high and relatively consistent activation chance. Activation rate decreases with damage states, but is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.
+
Has a high and relatively consistent activation chance. Activation rate decreases with damage states, but is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.
    
'''Night Cut-in chance:'''
 
'''Night Cut-in chance:'''
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** The go-to setup for most situations will be the 2 Main, 1 Secondary gun, 1 seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:YellowGun}}{{Template:Seaplane}}) which provides a mixed attack pattern of double and cut-in attacks with a high activation chance during Artillery Spotting as well as a shelling cut-in during night combat.
 
** The go-to setup for most situations will be the 2 Main, 1 Secondary gun, 1 seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:YellowGun}}{{Template:Seaplane}}) which provides a mixed attack pattern of double and cut-in attacks with a high activation chance during Artillery Spotting as well as a shelling cut-in during night combat.
 
** When LOS requirements are important, the Secondary Gun can be replaced with a RADAR to get a Day and Night Double Attack setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Template:Seaplane}}).
 
** When LOS requirements are important, the Secondary Gun can be replaced with a RADAR to get a Day and Night Double Attack setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Template:Seaplane}}).
** Certain Event bosses take additional damage when a ship is equipped with [[Type 3 Shell|Type 3 Shells]]. As heavy cruisers have access to these, a Heavy Cruiser may find swapping the secondary gun for a [[Type 3 Shell]] ({{RedGunMedium}}{{RedGunMedium}}{{Template:GreenAmmo}}{{Template:Seaplane}}) to be an effective pocket battleship against such targets (see [[Airfield Princess]]).
+
** Certain Event bosses take additional damage when a ship is equipped with [[Type 3 Shell]]s. As heavy cruisers have access to these, a Heavy Cruiser may find swapping the secondary gun for a [[Type 3 Shell]] ({{RedGunMedium}}{{RedGunMedium}}{{Template:GreenAmmo}}{{Template:Seaplane}}) to be an effective pocket battleship against such targets (see [[Airfield Princess]]).
 
** In the case of a battle occurring with Night Combat first, one option is to replace the seaplane with and additional gun, lose the day combat special attacks to double down on the shelling cut-in damage at night ({{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}{{Template:YellowGun}})
 
** In the case of a battle occurring with Night Combat first, one option is to replace the seaplane with and additional gun, lose the day combat special attacks to double down on the shelling cut-in damage at night ({{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}{{Template:YellowGun}})
 
* '''Battleships'''
 
* '''Battleships'''
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| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |Single Attack
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
|-
  −
   
|}
 
|}
   
====Three Slots====
 
====Three Slots====
  
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