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| Thus, Tokyo Express requires 4 sparkled ships for near 100% success. 4 ship expedition fleets give 80% chance, 5 ship fleets give 95%. | | Thus, Tokyo Express requires 4 sparkled ships for near 100% success. 4 ship expedition fleets give 80% chance, 5 ship fleets give 95%. |
| + | |
| + | ==Page 2 Info== |
| + | |
| + | Support expedition appearance chance |
| + | |
| + | Route support base chance: 50% |
| + | Boss support base chance: 85% |
| + | |
| + | Sparkled flagship adds 15%. Sparkled escort flagship adds 5%. Orange or red morale do not affect the proc chance. |
| + | |
| + | Thus, route support chance is 90% at most. |
| + | |
| + | |
| + | |
| + | Shelling support accuracy term = Morale modifier * (90 + 1.5*√Luck + 2*√Level + Equipment accuracy) |
| + | |
| + | Morale modifier: |
| + | x1.2 for sparkled |
| + | x1.0 for normal |
| + | x0.8 for orange |
| + | x0.5 for red |
| + | |
| + | Evasion term: |
| + | [I'll use the evasion operator, E(x), which isn't in the posts.] |
| + | |
| + | If x ≥ 65: |
| + | E(x) = 55 + 2√(x - 65) |
| + | If 65 > x ≥ 40: |
| + | E(x) = 40 + 3√(x - 40) |
| + | Otherwise: |
| + | E(x) = x |
| + | |
| + | Formation modifier: |
| + | x1.0 for line ahead and double line |
| + | x1.1 for ring |
| + | x1.2 for echelon |
| + | x1.3 for line abreast |
| + | |
| + | If ship fuel proportion < 75%, fuel penalty = 75% - ship fuel proportion |
| + | |
| + | Evasion term = E(Formation modifier*[Ship evasion + 2*√Luck]) - Fuel penalty |
| + | |
| + | Hit rate (%) = Target ship's morale modifier * (Accuracy term - Evasion term) |
| + | |
| + | Target ship's morale modifier: |
| + | x0.7 for sparkled |
| + | x1.0 for normal |
| + | x1.2 for orange |
| + | x1.4 for red |
| + | |
| + | I made a mistake in >>15894280. Fit mechanics affect the hit rate, not the accuracy term. |
| + | |
| + | Hit rate is capped at 96%. |
| + | (Accuracy term - Evasion term) will never go below 10%. |
| + | |
| + | |
| + | |
| + | Compare to the July 2016 formula chart for daytime shelling: |
| + | |
| + | Accuracy calculations |
| + | |
| + | This only applies to daytime shelling. |
| + | ASW attacks, torpedo attacks, aerial battle and night battle do not follow this formula. |
| + | |
| + | Accuracy term = 0.03 + (0.9 + 0.02*√(Level - 1) + 0.01*Equipment accuracy + 0.015*Luck) * Formation modifier * Morale modifier |
| + | |
| + | Evasion term = E((Evasion stat + Equipment evasion + 0.15*Luck) * (7/6)/100 * Formation modifier * Morale modifier * Fuel modifier) |
| + | |
| + | If x > 0.5, |
| + | E(x) = x/(x + 0.5) |
| + | Otherwise, |
| + | E(x) = x |
| + | |
| + | Proposed hit rate = Accuracy term - Evasion term |
| + | Proposed crit rate = 0.125 * Hit rate + 0.01 |
| + | |
| + | Formation modifiers: |
| + | x1.0 in line ahead and ring |
| + | x1.2 in double line, echelon and line abreast |
| + | |
| + | Morale modifier: |
| + | x1.2 for sparkled |
| + | x1.0 for normal |
| + | x0.75~0.8 for orange |
| + | x0.5 for red |
| + | |
| + | Suijou main fleet suffers a -40% accuracy penalty. Suijou escort fleet suffers -15%. |
| + | Hit rate can never go below 10%. |
| + | |
| + | ==Page 4-5 Info== |
| + | Apparently double attack is treated as a cut-in in KanColle Kai. |
| + | |
| + | Night recon proc |
| + | |
| + | First, list all equipped night recon planes in decreasing order of accuracy |
| + | Have them attempt to proc in order. For each night recon, proc chance = √Plane LoS * √Equipping ship's level * 0.04 |
| + | The first plane that procs will be the contact plane. |
| + | |
| + | If accuracy ≤ 1: |
| + | Night attack +5 |
| + | Accuracy * 1.1 |
| + | Critical hits do 157% damage |
| + | |
| + | If accuracy = 2: |
| + | Night attack +7 |
| + | Accuracy * 1.15 |
| + | Critical hits do 164% damage |
| + | |
| + | If accuracy = 3: |
| + | Night attack +9 |
| + | Accuracy * 1.2 |
| + | Critical hits do 170% damage |
| + | |
| + | Night attack damage bonus is affected by ship status (chuuha/taiha), special attack type (eg. torp CI), and is pre-cap. |
| + | Accuracy modifiers affect the this.valance2 part of the accuracy calculations for night battle, which is taken from accuracy calculations for daytime shelling. Default for night battles is 69 (instead of 90 for daytime shelling) |
| + | Critical hits do 150% damage by default |
| + | |
| + | Questions: |
| + | No info on plane proficiency or upgraded equipment. KanColle Kai doesn't have either mechanic? |
| + | Why are there differing accuracies for night recon proc? (Wild guesses: reserved for future night recon planes, reserved for upgrades, accuracy carried over from daytime contact) |
| + | |
| + | |
| + | |
| + | Night attacks |
| + | |
| + | First select target, then select cut-in type (3 red gun CI > 2 red 1 yellow gun CI > torp CI > mixed CI > double attack) |
| + | If target is a submarine, then exit calculations |
| + | If luck < 50, proc rate = 15 + Luck + 0.75*√Level |
| + | If luck ≥ 50, proc rate = 65 + √(Luck - 50) + 0.8*√Level |
| + | Next calculate various additions: |
| + | Skilled lookout: +5 [the chinks call it men's toilet] |
| + | Own fleet searchlight activation: +7 |
| + | Own fleet flare activation: +4 |
| + | Enemy fleet searchlight activation: -5 |
| + | Enemy fleet flare activation: -10 |
| + | Own ship chuuha: +18 |
| + | Flagship bonus: +15 |
| + | |
| + | Note: Enemy searchlights/flares are only available in PvP [guy left out CL Hime] |
| + | Different CIs have different proc rates |
| + | Divide the obtained result by a value depending on the cut-in type, to obtain the final proc rate. |
| + | |
| + | 3 red gun CI: 140 |
| + | 2 red 1 yellow gun CI: 130 |
| + | Torp CI: 122 |
| + | Mixed CI: 115 |
| + | Double attack: 110 |
| + | |
| + | Question: What is double attack doing here? Its proc rate is too high… |
| + | Answer: Double attack proc rate has been reduced in KC Kai, while torp CI has been nerfed to single attack. |
| + | |
| + | In KC Kai, if a CI fails to proc, the game rolls for the next available CI in order (3 red gun CI > 2 red 1 yellow gun CI > torp CI > mixed CI > double attack). This is not the case in the browser game. |