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For certain nodes and events, combat begins in the Night Combat stage, then proceeds to Day combat, if certain conditions are met.
 
For certain nodes and events, combat begins in the Night Combat stage, then proceeds to Day combat, if certain conditions are met.
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 +
    
==Formation Selection==
 
==Formation Selection==
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*Line Abreast is the best formation for anti-sub purposes.
 
*Line Abreast is the best formation for anti-sub purposes.
 
*Echelon has not been tested extensively, but it is hypothesized to be a defensive formation for submarines.
 
*Echelon has not been tested extensively, but it is hypothesized to be a defensive formation for submarines.
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==Detection==
 
==Detection==
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*Success increases fleet accuracy and evasion.
 
*Success increases fleet accuracy and evasion.
 
*Failure prevents participation of allied planes in the aerial combat phase.
 
*Failure prevents participation of allied planes in the aerial combat phase.
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==Aerial Combat==
 
==Aerial Combat==
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|See ''Damage Calculation'' for details
 
|See ''Damage Calculation'' for details
 
|}
 
|}
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===Fighter Combat===
 
===Fighter Combat===
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*Even if allied planes secure air supremacy, planes can still be lost (up to 10%), and the subsequent anti-air defense stage can eliminate more bombers.
 
*Even if allied planes secure air supremacy, planes can still be lost (up to 10%), and the subsequent anti-air defense stage can eliminate more bombers.
 
*If enemy fleet launches no fighters, and any planes are launched, the result defaults to Air Supremacy. If both sides launch no planes, then the rest of the battle is treated the same as if Air Parity was achieved.
 
*If enemy fleet launches no fighters, and any planes are launched, the result defaults to Air Supremacy. If both sides launch no planes, then the rest of the battle is treated the same as if Air Parity was achieved.
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====Enemy Ship Fighter Power====
 
====Enemy Ship Fighter Power====
 
{| class="article-table" style="width:700px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" style="width:700px;" border="0" cellpadding="1" cellspacing="1"
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| style="text-align:center;" |76
 
| style="text-align:center;" |76
 
|}
 
|}
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=== Anti-Air Cut-In ===
 
=== Anti-Air Cut-In ===
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Certain equipment combinations will provide a chance for an Anti-Air Cut-In during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). Although there's currently on conclusion on how it's applied onto the Fleet Anti-air Defense formula (see the section below), a general consensus suggests the effectiveness scales with the AA stat({{AA}}) of the ship who is triggering it .
 
Certain equipment combinations will provide a chance for an Anti-Air Cut-In during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). Although there's currently on conclusion on how it's applied onto the Fleet Anti-air Defense formula (see the section below), a general consensus suggests the effectiveness scales with the AA stat({{AA}}) of the ship who is triggering it .
   −
'''Effect''':  
+
'''Effect''':
* Provide an AoE blast on all the incoming enemy bombers from the ship who is triggering it. ([http://kancolle.wikia.com/wiki/User_blog:Reikyu/A_brief_look_at_AA_defense_and_AA_cut-in_performance source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2]).
+
* Provide an AoE blast on all the incoming enemy bombers from the ship who is triggering it. ([http://kancolle.wikia.com/wiki/User_blog:Reikyu/A_brief_look_at_AA_defense_and_AA_cut-in_performance source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2]).
'''Trigger chance''':  
+
'''Trigger chance''':
 
* Luck stat does not affect the trigger rate significantly. ([http://kankoregouchin.blog.fc2.com/blog-entry-40.html source], require further verification)
 
* Luck stat does not affect the trigger rate significantly. ([http://kankoregouchin.blog.fc2.com/blog-entry-40.html source], require further verification)
 
* Air radar on CA does not increase the trigger chance on a large scale. ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source], require further verification)
 
* Air radar on CA does not increase the trigger chance on a large scale. ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source], require further verification)
 
With an AA Cut-In from a ship with high AA stat '''it is possible to obliterate all incoming bombers''' before they do any damage and even prevent opposing carriers from attacking during the shelling phase because they lack bombers. '''It is possible for opponents in PVP Exercises to AA Cut-In your bombers but it is not currently shown''', but may disable your carriers and inflict brutal Bauxite resupply costs. Since any ship can potentially be fit for an AA Cut-In, be wary of using carriers and bombers against fleets containing high AA ships (especially [[Akizuki]]), as they may be equipped to clear the skies of bombers. Fighter planes can still be used to establish air superiority, but bombers will be at great risk. '''Currently no known Enemy Vessels are capable of an AA Cut-In.'''
 
With an AA Cut-In from a ship with high AA stat '''it is possible to obliterate all incoming bombers''' before they do any damage and even prevent opposing carriers from attacking during the shelling phase because they lack bombers. '''It is possible for opponents in PVP Exercises to AA Cut-In your bombers but it is not currently shown''', but may disable your carriers and inflict brutal Bauxite resupply costs. Since any ship can potentially be fit for an AA Cut-In, be wary of using carriers and bombers against fleets containing high AA ships (especially [[Akizuki]]), as they may be equipped to clear the skies of bombers. Fighter planes can still be used to establish air superiority, but bombers will be at great risk. '''Currently no known Enemy Vessels are capable of an AA Cut-In.'''
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 +
 
===Fleet Anti-air Defense===
 
===Fleet Anti-air Defense===
 
Each enemy bomber slot is assigned at random to a defending ship. Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes. The number of planes shot down is given by the equations below:
 
Each enemy bomber slot is assigned at random to a defending ship. Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes. The number of planes shot down is given by the equations below:
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</center>
 
</center>
 
The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).
 
The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).
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 +
 
====Formation Modifiers====
 
====Formation Modifiers====
 
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
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| style="text-align:center;" |1.6
 
| style="text-align:center;" |1.6
 
|}
 
|}
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====Equipment Modifiers====
 
====Equipment Modifiers====
 
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" style="width:350px;" border="0" cellpadding="1" cellspacing="1"
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*The forward sliding and machine gun animations seem to have no correlation with the calculations.
 
*The forward sliding and machine gun animations seem to have no correlation with the calculations.
 
*These calculations only apply for the allied fleet's anti-air defense; enemy fleets seem to use a different formula.
 
*These calculations only apply for the allied fleet's anti-air defense; enemy fleets seem to use a different formula.
 +
 
==Opening Stages==
 
==Opening Stages==
 
The Opening Stages of combat proceed in order with the Supporting Expedition effect, the Opening Torpedo salvo, then the display of the engagement form
 
The Opening Stages of combat proceed in order with the Supporting Expedition effect, the Opening Torpedo salvo, then the display of the engagement form
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**Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
**Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
*The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.
 
*The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.
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===Engagement Form Modifier===
 
===Engagement Form Modifier===
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*Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
 
*Equipping a {{Template:YellowPlane}}[[Saiun]] effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
 
*It is speculated that the Engagement form also impacts accuracy.
 
*It is speculated that the Engagement form also impacts accuracy.
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==Day Combat==
 
==Day Combat==
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** Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
** Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
** Ships must not be moderately or heavily damaged to participate.
 
** Ships must not be moderately or heavily damaged to participate.
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==Night Combat==
 
==Night Combat==
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**As an exception, in nodes that begin with Night Battle and in [[Combined Fleet]] Night Battle, Formation and Engagement Form anti-sub damage modifiers apply.
 
**As an exception, in nodes that begin with Night Battle and in [[Combined Fleet]] Night Battle, Formation and Engagement Form anti-sub damage modifiers apply.
 
***The Engagement Form is not explicitly shown in Night Battle nodes.
 
***The Engagement Form is not explicitly shown in Night Battle nodes.
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==Damage Calculations==
 
==Damage Calculations==
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*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
 
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
 
|}
 
|}
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===Basic Attack Power===
 
===Basic Attack Power===
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|}
 
|}
 
* According to wikiwiki, multiple SONAR/Depth charges do not boost the ASW Bonus (i.e. 2 of each still makes the bonus 1.15)
 
* According to wikiwiki, multiple SONAR/Depth charges do not boost the ASW Bonus (i.e. 2 of each still makes the bonus 1.15)
 +
    
===Pre-Cap Modifiers===
 
===Pre-Cap Modifiers===
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The Base Attack Power is multiplied by the damage modifier from the selected [[Combat#Formation Selection|Formation]].
 
The Base Attack Power is multiplied by the damage modifier from the selected [[Combat#Formation Selection|Formation]].
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 +
    
====Engagement Modifier====
 
====Engagement Modifier====
    
The Attack power is then multiplied by the damage modifier from the [[Combat#Engagement Form Modifier|Engagement Form]].
 
The Attack power is then multiplied by the damage modifier from the [[Combat#Engagement Form Modifier|Engagement Form]].
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 +
    
====Ship's Health Modifier====
 
====Ship's Health Modifier====
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|}
 
|}
 
This modifier does not affect Aerial Combat.
 
This modifier does not affect Aerial Combat.
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====Plane Scaling====
 
====Plane Scaling====
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[[File:night_cut_in.png|thumb|An example of a cut-in]]
 
[[File:night_cut_in.png|thumb|An example of a cut-in]]
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 +
    
==== Night Special Attack Modifier (Cut-In and Double Attack) ====
 
==== Night Special Attack Modifier (Cut-In and Double Attack) ====
 
Certain Equipment setups have a chance to cause special attacks at night, causing 20-100% more damage. Detailed set ups and damage modifiers can be found in the [[Combat#Combat Equipment Setups|Combat Equipment Setups]] below. In Night Combat, the damage modifiers from the special attack type are applied before the cap.
 
Certain Equipment setups have a chance to cause special attacks at night, causing 20-100% more damage. Detailed set ups and damage modifiers can be found in the [[Combat#Combat Equipment Setups|Combat Equipment Setups]] below. In Night Combat, the damage modifiers from the special attack type are applied before the cap.
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===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
 
===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
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Daytime Attack Cap often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] when possible to increase damage. [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap and the inclusion of torpedo to firepower for attack power calculation.
 
Daytime Attack Cap often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] when possible to increase damage. [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap and the inclusion of torpedo to firepower for attack power calculation.
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===Post-Cap Modifiers===
 
===Post-Cap Modifiers===
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====Artillery Spotting====
 
====Artillery Spotting====
 
Certain Equipment setups have a chance to cause special daytime Artillery Spotting attacks, dealing 10-50%. Detailed set ups and damage modifiers can be found in the [[Combat#Combat Equipment Setups|Combat Equipment Setups]] below. For Artillery Spotting, the damage modifiers from the special attack type are applied after the cap.
 
Certain Equipment setups have a chance to cause special daytime Artillery Spotting attacks, dealing 10-50%. Detailed set ups and damage modifiers can be found in the [[Combat#Combat Equipment Setups|Combat Equipment Setups]] below. For Artillery Spotting, the damage modifiers from the special attack type are applied after the cap.
 +
 +
    
====Critical Modifier====
 
====Critical Modifier====
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|}
 
|}
 
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40,''' regardless of whether the 150% modifier was applied or not. On the other hand, the critical message will never appear when damage dealt is less than or equal to 14, even if the 150% modifier was applied.
 
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40,''' regardless of whether the 150% modifier was applied or not. On the other hand, the critical message will never appear when damage dealt is less than or equal to 14, even if the 150% modifier was applied.
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====Contact====
 
====Contact====
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| style="text-align:center;" |~50%
 
| style="text-align:center;" |~50%
 
|}
 
|}
'''Contact Damage Modifier'''
+
====='''Contact Damage Modifier'''=====
 
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
 
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
 
{| class="article-table" border="0" cellpadding="1" cellspacing="1"
 
{| class="article-table" border="0" cellpadding="1" cellspacing="1"
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| style="text-align:center;" |120%
 
| style="text-align:center;" |120%
 
|}
 
|}
'''Notes'''
+
 
 +
====='''Notes'''=====
 
*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
 
*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
 
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
 
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
 +
    
===Remaining Ammo Modifier===
 
===Remaining Ammo Modifier===
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==Combat Equipment Setups==
 
==Combat Equipment Setups==
      
'''Artillery spotting''' allows your ships with seaplanes to double attack and cut-in during day battle.
 
'''Artillery spotting''' allows your ships with seaplanes to double attack and cut-in during day battle.
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**Not in heavily damaged (大破) state
 
**Not in heavily damaged (大破) state
 
**Ship is carrying at least 1 [[List_of_Seaplanes_by_stats|seaplane]] {{Template:Seaplane}} (i.e. slots are not all at 0 remaining).
 
**Ship is carrying at least 1 [[List_of_Seaplanes_by_stats|seaplane]] {{Template:Seaplane}} (i.e. slots are not all at 0 remaining).
 +
 
Notes:
 
Notes:
 
*Luck {{Template:Luck}} and sparkling do not affect the trigger chance of artillery spotting.
 
*Luck {{Template:Luck}} and sparkling do not affect the trigger chance of artillery spotting.
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*[[Type 3 Shell]] {{Template:GreenAmmo}}, [[List of Torpedoes by stats|torpedoes]] {{Template:TorpedoWeapon}}, [[List of Anti-Air Guns by stats|machine guns]] {{Template:GreenGunMG}}, [[List of Anti-Submarine Equipment by stats|SONAR]] {{Template:Sonar}} and other miscellaneous equipment such turbines do not count toward triggering artillery spotting.
 
*[[Type 3 Shell]] {{Template:GreenAmmo}}, [[List of Torpedoes by stats|torpedoes]] {{Template:TorpedoWeapon}}, [[List of Anti-Air Guns by stats|machine guns]] {{Template:GreenGunMG}}, [[List of Anti-Submarine Equipment by stats|SONAR]] {{Template:Sonar}} and other miscellaneous equipment such turbines do not count toward triggering artillery spotting.
 
*Tables of [[List_of_Main_Guns_by_stats|main guns]] and [[List_of_Secondary_Guns_by_stats|secondary guns]]
 
*Tables of [[List_of_Main_Guns_by_stats|main guns]] and [[List_of_Secondary_Guns_by_stats|secondary guns]]
 +
    
=== Day Battle Special Attacks (Artillery Spotting) ===
 
=== Day Battle Special Attacks (Artillery Spotting) ===
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**A double attack/cut-in was not triggered by chance.
 
**A double attack/cut-in was not triggered by chance.
 
*Damage: 100%
 
*Damage: 100%
 +
    
<u>Double Attack</u>
 
<u>Double Attack</u>
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*Damage: 120 % x 2
 
*Damage: 120 % x 2
 
*Trigger chance: '''~50%, affected by [http://kancolle.wikia.com/wiki/Artillery_Spotting#The_Trigger_Chance_of_Artillery_Spotting:_.28Beta_ver..29 various factors]'''
 
*Trigger chance: '''~50%, affected by [http://kancolle.wikia.com/wiki/Artillery_Spotting#The_Trigger_Chance_of_Artillery_Spotting:_.28Beta_ver..29 various factors]'''
 +
    
<u>Cut-in Attack</u>
 
<u>Cut-in Attack</u>
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*Cut-in attacks receive an accuracy bonus.
 
*Cut-in attacks receive an accuracy bonus.
 
*Trigger chance: '''<nowiki>~50%'</nowiki>''''', affected by [http://kancolle.wikia.com/wiki/Artillery_Spotting#The_Trigger_Chance_of_Artillery_Spotting:_.28Beta_ver..29 various factors]'''
 
*Trigger chance: '''<nowiki>~50%'</nowiki>''''', affected by [http://kancolle.wikia.com/wiki/Artillery_Spotting#The_Trigger_Chance_of_Artillery_Spotting:_.28Beta_ver..29 various factors]'''
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<u>Mixed Attack</u>
 
<u>Mixed Attack</u>
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**a Double or Cut-in attack was not triggered by chance.
 
**a Double or Cut-in attack was not triggered by chance.
 
*Damage: 100%
 
*Damage: 100%
 +
    
<u>Double Attack</u>
 
<u>Double Attack</u>
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* Damage: 120% x 2
 
* Damage: 120% x 2
 
* Trigger Chance: Very '''High''' (??%)
 
* Trigger Chance: Very '''High''' (??%)
 +
 
<u>Cut-In Attack</u>
 
<u>Cut-In Attack</u>
 
*Several types of Cut-In attacks exist
 
*Several types of Cut-In attacks exist
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Note: If two attacks (simultaneous or consecutive) are made, the total damage is displayed together but the Damage Cap (and enemy Armor) is applied separately to each attack.
 
Note: If two attacks (simultaneous or consecutive) are made, the total damage is displayed together but the Damage Cap (and enemy Armor) is applied separately to each attack.
 +
 +
    
<u>Anti-Sub Warfare</u>
 
<u>Anti-Sub Warfare</u>
    
Any enemy submarines will force Destroyers and Light Cruisers to target them. Cut-In and Double Attacks are ignored. In normal Night Battles, ASW damage is scratch damage only. In battles starting at night, Formation Modifiers apply.
 
Any enemy submarines will force Destroyers and Light Cruisers to target them. Cut-In and Double Attacks are ignored. In normal Night Battles, ASW damage is scratch damage only. In battles starting at night, Formation Modifiers apply.
 +
 +
    
'''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:'''
    
<center><math>(\text{Luck} + \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% </math></center>
 
<center><math>(\text{Luck} + \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% </math></center>
 +
    
*There appears to be diminishing returns or a hard cap on luck over 40 for three-gun cut-ins and luck over 50 for torpedo cut-ins.
 
*There appears to be diminishing returns or a hard cap on luck over 40 for three-gun cut-ins and luck over 50 for torpedo cut-ins.
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| style="text-align:right;" | -10
 
| style="text-align:right;" | -10
 
|}
 
|}
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=== Common Setups ===
 
=== Common Setups ===
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** Torpedo Bombers and Dive Bombers are roughly equivalent to each other. While Torpedo Bombers have the advantage in the preemptive aerial bombing, their damage are dependent on number of surviving planes, making air superiority very important for them. In cases where Air Superiority is not feasible, using more Dive Bombers may prove more effective.
 
** Torpedo Bombers and Dive Bombers are roughly equivalent to each other. While Torpedo Bombers have the advantage in the preemptive aerial bombing, their damage are dependent on number of surviving planes, making air superiority very important for them. In cases where Air Superiority is not feasible, using more Dive Bombers may prove more effective.
 
** It is possible to equip [[List of Secondary Guns by stats|Secondary Guns]] like the [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] or the special [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase the carrier's range and put it higher in the Range Order shelling phase, which can be very useful for prioritizing the CV(L) damage when in a DD heavy fleet.
 
** It is possible to equip [[List of Secondary Guns by stats|Secondary Guns]] like the [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] or the special [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] to increase the carrier's range and put it higher in the Range Order shelling phase, which can be very useful for prioritizing the CV(L) damage when in a DD heavy fleet.
 +
 
===Full Setup List===
 
===Full Setup List===
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* {{color|gold|Yellow}}: Cut-In or Double Attack Possible
 
* {{color|gold|Yellow}}: Cut-In or Double Attack Possible
 +
    
====Two Slots====
 
====Two Slots====
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| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 
|}
 
|}
 +
 
====Three Slots====
 
====Three Slots====
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| colspan="8" style="text-align:center;" |For Night Combat setups, see Day Combat 4 slot setups below and ignore the seaplane.<br />The Day attack will be a Single Attack at 100%.
 
| colspan="8" style="text-align:center;" |For Night Combat setups, see Day Combat 4 slot setups below and ignore the seaplane.<br />The Day attack will be a Single Attack at 100%.
 
|}
 
|}
 +
    
====Four Slots====
 
====Four Slots====
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*Friendly ship sunk while not meeting any victory conditions.
 
*Friendly ship sunk while not meeting any victory conditions.
 
*No damage done to enemy, while taking over a certain amount (Never happens in a fleet of 1).
 
*No damage done to enemy, while taking over a certain amount (Never happens in a fleet of 1).
 
+
==='''Notes'''===
 
  −
'''Notes'''
   
*The Minimum Sunk Requirement:
 
*The Minimum Sunk Requirement:
 
** 4 ships out of a fleet of 6
 
** 4 ships out of a fleet of 6
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***There appears to be a correlation between enemy fleet formations and drops, but this information is still under verification and beyond player control.<ref name="Source">http://wikiwiki.jp/kancolle/?%BD%D0%B7%E2%A5%C9%A5%ED%A5%C3%A5%D7</ref>
 
***There appears to be a correlation between enemy fleet formations and drops, but this information is still under verification and beyond player control.<ref name="Source">http://wikiwiki.jp/kancolle/?%BD%D0%B7%E2%A5%C9%A5%ED%A5%C3%A5%D7</ref>
 
* In PvP, having any ship remains with 1HP will be counted as friendly-ship sunk.
 
* In PvP, having any ship remains with 1HP will be counted as friendly-ship sunk.
 +
    
==Additional Explanation/Details==
 
==Additional Explanation/Details==
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