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;Opening Torpedo Salvo
 
;Opening Torpedo Salvo
Participants: [[::Category:Submarines|SS]] over level 10, ships equipped with {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[::Category:Submarines|SS]]) and enemy [[Battleship Re-Class#Elite|Battleship Re-Class Elite]]. All participants fire their torpedoes simultaneously.
+
Participants: [[:Category:Submarines|SS]] over level 10, ships equipped with {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[:Category:Submarines|SS]]) and enemy [[Battleship Re-Class#Elite|Battleship Re-Class Elite]]. All participants fire their torpedoes simultaneously.
    
;Engagement Form
 
;Engagement Form
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Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between sides, prioritizing ships at the top of the list.
 
Participants: All ships except [[:Category:Submarines|SS]]. Firing order alternates between sides, prioritizing ships at the top of the list.
   −
Only occurs when either side has a [[:Category:Battleships|BB]], [[:Category:Aviation Battleships|BBV]], or the enemy has one of the special ship classes (鬼 ''Oni''/Ogress, 姫 ''Hime/''Princess) which acts like a BB/BBV: [[Destroyer Princess]] (駆逐棲姫) does not, while [[Battleship Princess]] (戦艦棲姫) does. The distinction between [[Enemy Vessel#Bosses|Bosses]] that do and those that do not trigger this phase is not always clear from their names.
+
Only occurs when either side has a [[:Category:Battleships|BB]], [[:Category:Aviation Battleships|BBV]], or the enemy has one of the special ship classes (鬼 ''Oni''/Ogress, 姫 ''Hime/''Princess) which acts like a BB/BBV: {{nihongo|[[Destroyer Princess]]|駆逐棲姫}} does not, while {{nihongo|[[Battleship Princess]]|戦艦棲姫}} does. The distinction between [[Enemy Vessel#Bosses|Bosses]] that do and those that do not trigger this phase is not always clear from their names.
    
;Closing Torpedo Salvo
 
;Closing Torpedo Salvo
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==Formation Selection==
 
==Formation Selection==
   
With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage and hit rate.
 
With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage and hit rate.
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==Detection==
 
==Detection==
   
*Fleet LOS affects Detection rate.
 
*Fleet LOS affects Detection rate.
 
*Success increases fleet accuracy and evasion.
 
*Success increases fleet accuracy and evasion.
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*This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
 
*This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
 
*The percentage of planes shot down applies for both sides' respective outcomes, and is calculated per slot.
 
*The percentage of planes shot down applies for both sides' respective outcomes, and is calculated per slot.
**For example, securing Air Superiority means allied planes shoot down up to 80% of enemy planes, and the enemy under Air Incapability will shoot down up to 40%.
+
:*For example, securing Air Superiority means allied planes shoot down up to 80% of enemy planes, and the enemy under Air Incapability will shoot down up to 40%.
**As this is applied per slot, 80% of one enemy bomber group can be shot down while a second has 0% shot down.
+
:*As this is applied per slot, 80% of one enemy bomber group can be shot down while a second has 0% shot down.
 
*[[Combat#Contact|Contact]] can be triggered by having at least 1 carrier scout plane, seaplane scout, and/or torpedo bomber equipped. It increases damage during the bombing phase depending on the accuracy bonus of the squad triggering Contact.
 
*[[Combat#Contact|Contact]] can be triggered by having at least 1 carrier scout plane, seaplane scout, and/or torpedo bomber equipped. It increases damage during the bombing phase depending on the accuracy bonus of the squad triggering Contact.
 
*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.
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====Requirement====
 
====Requirement====
 
* One of the following sets:
 
* One of the following sets:
*# <u>Heavy Main Gun</u>{{Template:RedGunHeavy}}, <u>Type 3 Shell</u> {{GreenAmmo}}, plus <u>Anti-Aircraft Fire Director</u>''' (AAFD)''' {{AntiAircraftFireDirector}}
+
*# <u>Heavy Main Gun</u>{{Template:RedGunHeavy}}, <u>Type 3 Shell</u> {{GreenAmmo}}, plus <u>Anti-Aircraft Fire Director</u> '''(AAFD)''' {{AntiAircraftFireDirector}}
 
*#* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
*#* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
*#* Only available for BB(V)s.  
 
*#* Only available for BB(V)s.  
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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
 
*In [[World 5]] and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on [[Expedition#Support_Expeditions|Support Expeditions]]. The type of supporting fire depends on the composition of the expedition fleet.
 
*In [[World 5]] and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on [[Expedition#Support_Expeditions|Support Expeditions]]. The type of supporting fire depends on the composition of the expedition fleet.
*The Opening Torpedo Salvo is fired by Submarines over level 10, ships with the {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[::Category:Submarines|SS]]) equipped, and the Enemy [[Battleship Re-Class]].
+
*The Opening Torpedo Salvo is fired by Submarines over level 10, ships with the {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[:Category:Submarines|SS]]) equipped, and the Enemy [[Battleship Re-Class]].
**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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*Day Combat consists of up to 3 phases: 1st Shelling, 2nd Shelling, Closing Torpedo
 
*Day Combat consists of up to 3 phases: 1st Shelling, 2nd Shelling, Closing Torpedo
 
*During the first shelling stage, the order of fire is determined by the ship's maximum range.
 
*During the first shelling stage, the order of fire is determined by the ship's maximum range.
**Ships are arranged in order from Very Long → Long → Medium → Short → Very Short range.
+
:*Ships are arranged in order from Very Long → Long → Medium → Short → Very Short range.
**The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.
+
:*The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.
 
*The second shelling phase moves from the top to the bottom of the combat line.
 
*The second shelling phase moves from the top to the bottom of the combat line.
**Ships unable to attack at all in the shelling phase (''i.e.'' submarines) will be skipped, but those normally able to attack but rendered unable to (''e.g.'' damaged carriers) will still take actionless turns.
+
:*Ships unable to attack at all in the shelling phase (''i.e.'' submarines) will be skipped, but those normally able to attack but rendered unable to (''e.g.'' damaged carriers) will still take actionless turns.
 
*CVLs and CVs must be in good or lightly damaged condition in order to participate in shelling phases, with the exception of Armored Aircraft Carriers (''e.g.'' [[Taihou]]) who can still attack while moderately damaged.
 
*CVLs and CVs must be in good or lightly damaged condition in order to participate in shelling phases, with the exception of Armored Aircraft Carriers (''e.g.'' [[Taihou]]) who can still attack while moderately damaged.
 
* The Closing Torpedo salvo is fired by all SS(V), DD, CL(T), CA(V), AV, [[Bismarck|Bismarck drei]], and the enemy [[Battleship Re-Class]].
 
* The Closing Torpedo salvo is fired by all SS(V), DD, CL(T), CA(V), AV, [[Bismarck|Bismarck drei]], and the enemy [[Battleship Re-Class]].
** 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.
    
==Night Combat==
 
==Night Combat==
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*Any vessel at night must not be heavily damaged (red) before attacking in order to participate in night battle.
 
*Any vessel at night must not be heavily damaged (red) before attacking in order to participate in night battle.
 
*Certain combinations of weapon equipment ([[List of Main Guns by stats|Main Guns]], [[List of Secondary Guns by stats|Secondary Guns]], [[List of Torpedoes by stats|Torpedoes]]) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
 
*Certain combinations of weapon equipment ([[List of Main Guns by stats|Main Guns]], [[List of Secondary Guns by stats|Secondary Guns]], [[List of Torpedoes by stats|Torpedoes]]) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
**Auxiliary equipment (e.g [[List of Radars by stats|RADAR]], [[List of Anti-Submarine Equipment by stats|SONAR]], [[List of Anti-Submarine Equipment by stats|Depth Charges]], Searchlights, Turbines, Special ammunition, [[List of Anti-Air Guns by stats|Pure AA Equipment]], Torpedo Bulges, and [[Type A Ko-hyoteki|Midget-subs]]) will not affect the combination.
+
:*Auxiliary equipment (e.g [[List of Radars by stats|RADAR]], [[List of Anti-Submarine Equipment by stats|SONAR]], [[List of Anti-Submarine Equipment by stats|Depth Charges]], Searchlights, Turbines, Special ammunition, [[List of Anti-Air Guns by stats|Pure AA Equipment]], Torpedo Bulges, and [[Type A Ko-hyoteki|Midget-subs]]) will not affect the combination.
 
*If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as [[Star Shell]]s and [[Searchlight]]. [[Type 98 Recon Seaplane (Night Scout)]] is also an option.
 
*If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as [[Star Shell]]s and [[Searchlight]]. [[Type 98 Recon Seaplane (Night Scout)]] is also an option.
 
* Evasion of submarines are greatly increased in regular Night Battles, so they cannot take more than scratch damage. In battles starting at night and [[Combined Fleet]] sorties, submarines do not get the Evasion boost, so they will take damage as normal.
 
* Evasion of submarines are greatly increased in regular Night Battles, so they cannot take more than scratch damage. In battles starting at night and [[Combined Fleet]] sorties, submarines do not get the Evasion boost, so they will take damage as normal.
 
*Formation damage modifiers and Engagement Form damage modifiers do not apply in Night Battle (i.e. they are always 100%).
 
*Formation damage modifiers and Engagement Form damage modifiers do not apply in Night Battle (i.e. they are always 100%).
**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.
 
*The animation for ships equipped with 2 different torpedoes may be different but the damage output is still the same.
 
*The animation for ships equipped with 2 different torpedoes may be different but the damage output is still the same.
**A [[Prototype FaT Type 95 Oxygen Torpedo Kai]] + [[61cm Quint (Oxygen) Torpedo Mount]] will show a cut-in animation of FaT+Quint+Quint and if equipped the other way around, the cut-in animation will show Quint+FaT+FaT. However, both animation produces the same damage output.
+
:*A [[Prototype FaT Type 95 Oxygen Torpedo Kai]] + [[61cm Quint (Oxygen) Torpedo Mount]] will show a cut-in animation of FaT+Quint+Quint and if equipped the other way around, the cut-in animation will show Quint+FaT+FaT. However, both animation produces the same damage output.
    
==Damage Calculations==
 
==Damage Calculations==
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! scope="col" style="text-align:center;" |Modifier
 
! scope="col" style="text-align:center;" |Modifier
 
|-
 
|-
| Minor damage (小破 Shouha) or less
+
| {{nihongo|Minor damage|小破|Shōha}} or less
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 
|-
 
|-
| Moderate damage (中破 Chuuha)
+
| {{nihongo|Moderate damage|中破|Chūha}}
 
| style="text-align:center;" |70%
 
| style="text-align:center;" |70%
 
|-
 
|-
| Heavy damage (大破 Taiha)
+
| {{nihongo|Heavy damage|大破|Taiha}}
 
| style="text-align:center;" |40%
 
| style="text-align:center;" |40%
 
|}
 
|}
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<u>Condition</u>: If your pre-cap attack power exceeds:
 
<u>Condition</u>: If your pre-cap attack power exceeds:
* '''150 '''for Day Battle
+
* '''150''' for Day Battle
* '''300 '''for Night Battle
+
* '''300''' for Night Battle
* '''100 '''for Anti-sub attacks
+
* '''100''' for Anti-sub attacks
 
The Attack Power Cap will be activated, nerfing the effectiveness of your pre-cap attack power. The calculation is:
 
The Attack Power Cap will be activated, nerfing the effectiveness of your pre-cap attack power. The calculation is:
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*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
 
*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
 
*Trigger conditions:
 
*Trigger conditions:
**More air control than Air Denial
+
:*More air control than Air Denial
**At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
+
:*At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
***Seaplane bombers, [[Type 3 Spotter/Liaison (ASW)|Type 3 Spotter]], and [[Ka-type_Observation_Autogyro|Ka-type Autogyros]] cannot perform contact.
+
::*Seaplane bombers, [[Type 3 Spotter/Liaison (ASW)|Type 3 Spotter]], and [[Ka-type_Observation_Autogyro|Ka-type Autogyros]] cannot perform contact.
**It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all eligible equipped planes.
+
:*It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all eligible equipped planes.
 
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
 
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
 
{| class="wikitable"
 
{| class="wikitable"
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|}
 
|}
   −
====='''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.
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*Because most battles will consume 2 bars of ammunition each, try to engage the boss before the 5th battle, or else achieving victory becomes unlikely (but not impossible).
 
*Because most battles will consume 2 bars of ammunition each, try to engage the boss before the 5th battle, or else achieving victory becomes unlikely (but not impossible).
 
*When attempting to defeat boss nodes, avoid night battles and whirlpools on the way.
 
*When attempting to defeat boss nodes, avoid night battles and whirlpools on the way.
**Whirlpools will decrease either {{Fuel}} or {{Ammo}} bars of your sorted fleet, which can be disadvantageous in long sorties.  Equipping one or more ships with RADAR can help reduce losses taken from these.
+
:*Whirlpools will decrease either {{Fuel}} or {{Ammo}} bars of your sorted fleet, which can be disadvantageous in long sorties.  Equipping one or more ships with RADAR can help reduce losses taken from these.
 
*Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.
 
*Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.
    
===Player Damage Taken===
 
===Player Damage Taken===
 
While the above formulas and statements are generally true for damage taken by a player's ships, there are additional limits that apply to friendly units only.
 
While the above formulas and statements are generally true for damage taken by a player's ships, there are additional limits that apply to friendly units only.
*For ships entering battle at ''chuuha'' (orange) or higher HP:
+
*For ships entering battle at ''chūha'' (orange) or higher HP:
**Damage taken cannot reduce HP below 1.
+
:*Damage taken cannot reduce HP below 1.
***Any further hits will become misses.
+
::*Any further hits will become misses.
 
*For flagships, as well as ships with 20 morale or more (''i.e.'' not red face):
 
*For flagships, as well as ships with 20 morale or more (''i.e.'' not red face):
**If damage taken exceeds a certain amount, then it is possible that instead of taking full damage, the damage of the current attack is limited to 50%-79% (rounded down) of current HP.
+
:*If damage taken exceeds a certain amount, then it is possible that instead of taking full damage, the damage of the current attack is limited to 50%-79% (rounded down) of current HP.
***For multi-hit attacks, such as night battle torpedo cut-in attacks, each hit is calculated separately.
+
::*For multi-hit attacks, such as night battle torpedo cut-in attacks, each hit is calculated separately.
***It's thought that the trigger for activating this limit is taking damage equal to or greater than current HP prior to the limit.
+
::*It's thought that the trigger for activating this limit is taking damage equal to or greater than current HP prior to the limit.
    
==Combat Equipment Setup==
 
==Combat Equipment Setup==
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=== Day Battle Special Attacks (Artillery Spotting) ===
 
=== Day Battle Special Attacks (Artillery Spotting) ===
Artillery spotting allows your ship with seaplanes to double attack (DA) and cut-in (CI) during day battle.[[File:KanColle-140425-17422431.png|thumb|Cut-in Type Observed Fire using 1Main 1Sec & Type 91 AP shell]]'''Requirement'''
+
[[File:KanColle-140425-17422431.png|thumb|Cut-in Type Observed Fire using 1Main 1Sec & Type 91 AP shell]]
 +
Artillery spotting allows your ship with seaplanes to double attack (DA) and cut-in (CI) during day battle.
 +
 
 +
====Requirement====
 
*Air superiority (AS) or greater achieved in aerial combat phase
 
*Air superiority (AS) or greater achieved in aerial combat phase
* 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]]{{Seaplane}}. (i.e. slots are not all at 0 remaining)
+
*Ship is carrying at least 1 [[List_of_Seaplanes_by_stats|seaplane]]{{Seaplane}}. (i.e. slots are not all at 0 remaining)
* Certain equipment setup (see below)
+
*Certain equipment setup (see below)
'''Set up and Attack Modes'''
      +
====Set up and Attack Modes====
 
Different set ups provide chances to trigger various modes of attack.
 
Different set ups provide chances to trigger various modes of attack.
 
{| class="wikitable"
 
{| class="wikitable"
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*Lists of {{RedGunHeavy}}[[List_of_Main_Guns_by_stats|Main gun]] and {{YellowGun}}[[List_of_Secondary_Guns_by_stats|Secondary gun]].
 
*Lists of {{RedGunHeavy}}[[List_of_Main_Guns_by_stats|Main gun]] and {{YellowGun}}[[List_of_Secondary_Guns_by_stats|Secondary gun]].
 
*These are the basic setups used in the game. You don't need to exactly follow the placement (1st slot = main, 3rd slot = seaplane, etc) as long as those equipment are placed on the same ship.
 
*These are the basic setups used in the game. You don't need to exactly follow the placement (1st slot = main, 3rd slot = seaplane, etc) as long as those equipment are placed on the same ship.
* Any other setup variation will NOT change the attack mode or damage modifier. Feel free to add another auxiliary equipment when possible.
+
*Any other setup variation will NOT change the attack mode or damage modifier. Feel free to add another auxiliary equipment when possible.
* Mixed Attacks provide chances for both day battle DA and CI.
+
*Mixed Attacks provide chances for both day battle DA and CI.
* When either CI or DA is not triggered by chance, the ship will just do a normal single attack, dealing 100% damage.
+
*When either CI or DA is not triggered by chance, the ship will just do a normal single attack, dealing 100% damage.
* Trigger chances were estimated under the following conditions: '''''AS+;  FLoS = 300;'''  '''Non-flagship'''''<nowiki/>'''.'''
+
*Trigger chances were estimated under the following conditions: '''''AS+;  FLoS = 300;'''  '''Non-flagship'''''<nowiki/>'''.'''
* The enemy is capable of doing Artillery Spotting on your fleet, both DA & CI.
+
*The enemy is capable of doing Artillery Spotting on your fleet, both DA & CI.
* For more info on the Day Special Attack mechanics, you may visit page [[Artillery_Spotting|Artillery Spotting]].
+
*For more info on the Day Special Attack mechanics, you may visit page [[Artillery_Spotting|Artillery Spotting]].
   −
'''Trigger Chance of Artillery Spotting'''
+
====Trigger Chance of Artillery Spotting====
 
* The flagship has ~15% higher chance in triggering Artillery Spotting.
 
* The flagship has ~15% higher chance in triggering Artillery Spotting.
 
* Losing Air Supremacy (AS+) to Air Superiority (AS) will lower the trigger chances by ~12%. Higher penalty for mixed attack.
 
* Losing Air Supremacy (AS+) to Air Superiority (AS) will lower the trigger chances by ~12%. Higher penalty for mixed attack.
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Night battle special attacks allow your ship to double attack (DA) and cut-in (CI) at night. These special attacks are less demanding on the conditions, but more reliable and powerful than artillery spotting in the day.
 
Night battle special attacks allow your ship to double attack (DA) and cut-in (CI) at night. These special attacks are less demanding on the conditions, but more reliable and powerful than artillery spotting in the day.
   −
'''Requirement'''
+
====Requirement====
 
* Not in heavily damaged (大破) state
 
* Not in heavily damaged (大破) state
 
* Certain equipment setup (see below)
 
* Certain equipment setup (see below)
'''Set up and Attack Modes'''
      +
====Set up and Attack Modes====
 
Different set ups have chances to trigger different modes of attack. Attack modes are '''only''' determined by the prerequisite. Also, feel free to add any auxiliary equipment (AP shell{{RedAmmo}}, seaplane{{Seaplane}}, AA gun{{GreenGunMG}}, etc.).on the remaining slots.
 
Different set ups have chances to trigger different modes of attack. Attack modes are '''only''' determined by the prerequisite. Also, feel free to add any auxiliary equipment (AP shell{{RedAmmo}}, seaplane{{Seaplane}}, AA gun{{GreenGunMG}}, etc.).on the remaining slots.
 
{| class="wikitable"
 
{| class="wikitable"
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* When either DA or CI is not triggered by chance, the ship will just do a normal single attack.
 
* When either DA or CI is not triggered by chance, the ship will just do a normal single attack.
   −
'''Night Double Attack Chance'''
+
====Night Double Attack Chance====
 
   
Has a very high (~99%) and relatively consistent activation chance. <s>Activation rate decreases with damage states</s> (source required), 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 very high (~99%) and relatively consistent activation chance. <s>Activation rate decreases with damage states</s> (source required), 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>
 
<center>
 
<math>(\text{Luck} + \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% </math>
 
<math>(\text{Luck} + \text{Placement Modifier} + \text{Health Modifier} + \text{Searchlight Modifier} ) \% </math>
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* '''Either diminishing returns or a hard cap on luck over 50 for torpedo cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#I_-_Luck.2C_Placement_.26_Night_Battle_Cut-In_Chances source 1], [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#II_-_Searchlight_.26_Cut-In_Chances 2])
 
* '''Either diminishing returns or a hard cap on luck over 50 for torpedo cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#I_-_Luck.2C_Placement_.26_Night_Battle_Cut-In_Chances source 1], [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#II_-_Searchlight_.26_Cut-In_Chances 2])
** Therefore, the torpedo CI chance for Yukikaze ''(60 luck)'' would be around the same level as Shigure ''(50 luck).''
+
:* Therefore, the torpedo CI chance for Yukikaze ''(60 luck)'' would be around the same level as Shigure ''(50 luck).''
 
* '''Either diminishing returns or a hard cap on luck over 40 for three gun cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#V_-_Health_State_.26_Cut-In_Chances source])
 
* '''Either diminishing returns or a hard cap on luck over 40 for three gun cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#V_-_Health_State_.26_Cut-In_Chances source])
** Therefore, ships with high luck will suffer from 5~10% lower cut-in chances when using the 3 gun cut-in setup compared to two-torpedo.
+
:* Therefore, ships with high luck will suffer from 5~10% lower cut-in chances when using the 3 gun cut-in setup compared to two-torpedo.
 
* '''Either diminishing returns or a hard cap on luck over 60 for mixed cut-ins''' ([http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/89 source 1], [http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/203 2])
 
* '''Either diminishing returns or a hard cap on luck over 60 for mixed cut-ins''' ([http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/89 source 1], [http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/203 2])
 
{| class="wikitable"
 
{| class="wikitable"
Line 854: Line 853:  
| style="text-align:right;" |0
 
| style="text-align:right;" |0
 
|-
 
|-
|Minor damage (小破 Shouha)
+
|Minor damage (小破 Shōha)
 
| style="text-align:right;" | (+5)
 
| style="text-align:right;" | (+5)
 
|-
 
|-
|Moderate damage (中破 Chuuha)
+
|Moderate damage (中破 Chūha)
 
| style="text-align:right;" | +20
 
| style="text-align:right;" | +20
 
|- valign="top"
 
|- valign="top"
Line 876: Line 875:  
* According to [https://8b40eaa819a95ca736613ae455c69f1cb3424509.googledrive.com/host/0B80mPtzxVnOddUtjcUtyN09XUVk/cutin.html various reports], the exact values of ''flagship'' and ''minor damage'' modifiers are still in controversy. The mean values are shown in brackets, with deviation of +/- 5.
 
* According to [https://8b40eaa819a95ca736613ae455c69f1cb3424509.googledrive.com/host/0B80mPtzxVnOddUtjcUtyN09XUVk/cutin.html various reports], the exact values of ''flagship'' and ''minor damage'' modifiers are still in controversy. The mean values are shown in brackets, with deviation of +/- 5.
   −
'''Anti-Sub Warfare'''
+
====Anti-Sub Warfare====
 
   
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.
   Line 883: Line 881:  
* Common ship equipment setups and their purpose
 
* Common ship equipment setups and their purpose
 
* '''Destroyers'''
 
* '''Destroyers'''
** As destroyers do not have the ability to field seaplanes, have low firepower but high torpedo stats, and few equipment slots, their use in fleets is generally to meet composition requirements. Their common setups focus on Anti-Sub Warfare, Night Torpedo, or Fleet Anti-Air Support
+
:* As destroyers do not have the ability to field seaplanes, have low firepower but high torpedo stats, and few equipment slots, their use in fleets is generally to meet composition requirements. Their common setups focus on Anti-Sub Warfare, Night Torpedo, or Fleet Anti-Air Support
** A Mixture of [[List of Anti-Submarine Equipment by stats|SONAR and Depth Charges]] ({{Template:Sonar}}{{Template:DepthCharge}}) make your destroyers effective, accurate sub killers when enemy fleets contain Submarines.
+
:* A Mixture of [[List of Anti-Submarine Equipment by stats|SONAR and Depth Charges]] ({{Template:Sonar}}{{Template:DepthCharge}}) make your destroyers effective, accurate sub killers when enemy fleets contain Submarines.
** On destroyers with high luck ([[Ayanami]], [[Shigure]], [[Yukikaze]]), 2 or 3 pieces of [[List of Torpedoes by stats|Torpedo Equipment]] ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) will often trigger a potent Torpedo Cut-In attack in Night Battle.
+
:* On destroyers with high luck ([[Ayanami]], [[Shigure]], [[Yukikaze]]), 2 or 3 pieces of [[List of Torpedoes by stats|Torpedo Equipment]] ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) will often trigger a potent Torpedo Cut-In attack in Night Battle.
** When facing maps with many enemy fleets with carriers, destroyers can provide a considerable amount of fleet AA support using [[List_of_Main_Guns_by_stats#Light_Guns|high-angle mounts]] {{Template:GreenGunDP}} and [[Combat#Anti-Air_Cut-In|anti-air cut-in]] setups to reduce incoming bomber damage.
+
:* When facing maps with many enemy fleets with carriers, destroyers can provide a considerable amount of fleet AA support using [[List_of_Main_Guns_by_stats#Light_Guns|high-angle mounts]] {{Template:GreenGunDP}} and [[Combat#Anti-Air_Cut-In|anti-air cut-in]] setups to reduce incoming bomber damage.
 
* '''Light Cruisers'''
 
* '''Light Cruisers'''
** Light Cruisers gain access to the Medium size Main guns to buff their firepower as well as seaplanes (with a few exceptions with regards to seaplanes, those being CLTs, Isuzu Kai Ni, Yuubari and both of the Tenryuu class), making Artillery Spotting setups feasible and effective against moderately armored enemy vessels.
+
:* Light Cruisers gain access to the Medium size Main guns to buff their firepower as well as seaplanes (with a few exceptions with regards to seaplanes, those being CLTs, Isuzu Kai Ni, Yuubari and both of the Tenryuu class), making Artillery Spotting setups feasible and effective against moderately armored enemy vessels.
** For light cruisers facing enemy fleets, a setup with 2 Main guns and a Seaplane ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}}) offers a potent double attack in both daytime Artillery Spotting and Night Battle.
+
:* For light cruisers facing enemy fleets, a setup with 2 Main guns and a Seaplane ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}}) offers a potent double attack in both daytime Artillery Spotting and Night Battle.
** For fleets without air power, one [[List_of_Main_Guns_by_stats#Medium_Guns|medium main gun]] and two [[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mounts]] ({{RedGunMedium}}{{Template:YellowGun}}{{Template:YellowGun}}) will maximize firepower while maintaining double attacks in Night Battle
+
:* For fleets without air power, one [[List_of_Main_Guns_by_stats#Medium_Guns|medium main gun]] and two [[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mounts]] ({{RedGunMedium}}{{Template:YellowGun}}{{Template:YellowGun}}) will maximize firepower while maintaining double attacks in Night Battle
** The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] (to enable opening torpedo strikes). To diversify their damage output, typically two medium main guns and/or [[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mounts]] are equipped to increase shelling damage and enable Night Battle Double Attacks ({{RedGunMedium}}{{Template:YellowGun}}{{Template:TorpedoWeapon}}).
+
:* The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] (to enable opening torpedo strikes). To diversify their damage output, typically two medium main guns and/or [[15.5cm_Triple_Gun_Mount_(Secondary)|15.5cm Triple Gun Mounts]] are equipped to increase shelling damage and enable Night Battle Double Attacks ({{RedGunMedium}}{{Template:YellowGun}}{{Template:TorpedoWeapon}}).
*** Before a Torpedo Cruiser's final remodel, due to limited slots it's advisable to use [[Type A Ko-hyoteki]] and a torpedo ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) to make the most of their preemptive attack.
+
::* Before a Torpedo Cruiser's final remodel, due to limited slots it's advisable to use [[Type A Ko-hyoteki]] and a torpedo ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) to make the most of their preemptive attack.
 
* '''Heavy Cruisers'''
 
* '''Heavy Cruisers'''
** Heavy Cruisers see the introduction of 4 slot setups after remodeling and all of them feature the ability to launch seaplanes for artillery spotting. While they are still limited to the Medium main guns, their higher firepower and armor can make them solid combatants when Battleships are unavailable or overkill.
+
:* Heavy Cruisers see the introduction of 4 slot setups after remodeling and all of them feature the ability to launch seaplanes for artillery spotting. While they are still limited to the Medium main guns, their higher firepower and armor can make them solid combatants when Battleships are unavailable or overkill.
** The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Template:Seaplane}}) which provides day and night double attack potential.
+
:* The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Template:Seaplane}}) which provides day and night double attack potential.
** 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 RADAR for a [[Type 3 Shell]] ({{RedGunMedium}}{{RedGunMedium}}{{Template:GreenAmmo}}{{Template:Seaplane}}) to be effective 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 RADAR for a [[Type 3 Shell]] ({{RedGunMedium}}{{RedGunMedium}}{{Template:GreenAmmo}}{{Template:Seaplane}}) to be effective against such targets (see [[Airfield Princess]]).
** In the case of a battle occurring with Night Battle first, one option is to replace the RADAR and seaplane with two torpedoes {{RedGunMedium}}{{RedGunMedium}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}, which will lose the day battle special attacks but give the chance for powerful two-torpedo cut-in attacks.
+
:* In the case of a battle occurring with Night Battle first, one option is to replace the RADAR and seaplane with two torpedoes {{RedGunMedium}}{{RedGunMedium}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}, which will lose the day battle special attacks but give the chance for powerful two-torpedo cut-in attacks.
 
* '''Battleships'''
 
* '''Battleships'''
** Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
+
:* Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
** The Armor Piercing Shells that battleships have access to allows for the highly effective 2 Main gun, AP Shell, Seaplane setup ({{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:RedAmmo}}{{Template:Seaplane}}) which has a more effective Artillery Spotting Cut-In, while providing better stats than secondary guns.
+
:* The Armor Piercing Shells that battleships have access to allows for the highly effective 2 Main gun, AP Shell, Seaplane setup ({{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:RedAmmo}}{{Template:Seaplane}}) which has a more effective Artillery Spotting Cut-In, while providing better stats than secondary guns.
** Note: Official tweets state that overuse of cannons larger than what a BB is meant for will make it "overweight" and incur a "minor" accuracy penalty. (''I.e.'' Too many 46cm or even 41cm cannons on Fast Battleships such as Kongou-class and Bismarck.)
+
:* Note: Official tweets state that overuse of cannons larger than what a BB is meant for will make it "overweight" and incur a "minor" accuracy penalty. (''I.e.'' Too many 46cm or even 41cm cannons on Fast Battleships such as Kongou-class and Bismarck.)
** As with Heavy Cruisers, the [[Type 3 Shell]] setup ({{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:GreenAmmo}}{{Template:Seaplane}}) is effective against installation-type/land base enemies.
+
:* As with Heavy Cruisers, the [[Type 3 Shell]] setup ({{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Template:GreenAmmo}}{{Template:Seaplane}}) is effective against installation-type/land base enemies.
 
* '''Carriers'''
 
* '''Carriers'''
** Planes. Enough Fighters to achieve Air Superiority or Supremacy, fill out with Torpedo Bombers on larger slots for preemptive bombing damage and/or Dive Bombers on smaller slots for shelling damage.
+
:* Planes. Enough Fighters to achieve Air Superiority or Supremacy, fill out with Torpedo Bombers on larger slots for preemptive bombing damage and/or Dive Bombers on smaller slots for shelling damage.
** 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.
** To save bauxite (especially in exercises against other fleets), a combination of two [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] and/or [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] with a [[Saiun]] and a single bomber in the 4th slot can allow powerful shelling attacks at the cost of opening airstrike potency ({{Template:YellowGun}}{{Template:YellowGun}}{{YellowPlane}}{{RedPlane}}).
+
:* To save bauxite (especially in exercises against other fleets), a combination of two [[15.5cm Triple Gun Mount (Secondary)|15.5cm Triple Gun Mount]] and/or [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]] with a [[Saiun]] and a single bomber in the 4th slot can allow powerful shelling attacks at the cost of opening airstrike potency ({{Template:YellowGun}}{{Template:YellowGun}}{{YellowPlane}}{{RedPlane}}).
    
===Full Setup List===
 
===Full Setup List===
   
* What follows is an extensive list of possible equipment setups related to Artillery Spotting and Night Battle attacks.
 
* What follows is an extensive list of possible equipment setups related to Artillery Spotting and Night Battle attacks.
   
* {{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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====Three Slots====
 
====Three Slots====
   
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====Four Slots====
 
====Four Slots====
   
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;D (Defeat)
 
;D (Defeat)
 
*Enemy took less than a certain amount of damage.
 
*Enemy took less than a certain amount of damage.
**Both sides taking 0 damage is also D.
+
:*Both sides taking 0 damage is also D.
**If your fleet consist only 1 ship and it is reaching Heavy Damage without meeting any winning requirements, it will instantly judged as D as well.
+
:*If your fleet consist only 1 ship and it is reaching Heavy Damage without meeting any winning requirements, it will instantly judged as D as well.
 
*Damage gauge lower than enemy gauge.
 
*Damage gauge lower than enemy gauge.
 
*Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
 
*Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
Line 1,644: Line 1,637:  
*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
** 3 ships out of a fleet of 5
+
:* 3 ships out of a fleet of 5
** 2 ships out of a fleet of 4
+
:* 2 ships out of a fleet of 4
** 2 ships out of a fleet of 3
+
:* 2 ships out of a fleet of 3
** 1 ship out of a fleet of 2
+
:* 1 ship out of a fleet of 2
 
*Victory status affects the chance of getting drops and rare drops on the specified node.
 
*Victory status affects the chance of getting drops and rare drops on the specified node.
**B rank or above is necessary to obtain drops.
+
:*B rank or above is necessary to obtain drops.
**A rank or above is typically necessary for obtaining rare drops.
+
:*A rank or above is typically necessary for obtaining rare drops.
**S rank has a higher chance of obtaining rare drops than A rank, and is required for some very rare drops.
+
:*S rank has a higher chance of obtaining rare drops than A rank, and is required for some very rare drops.
    
==Additional Explanation/Details==
 
==Additional Explanation/Details==
   
{{reflist}}
 
{{reflist}}
   −
<br />
   
[[zh:战斗]]
 
[[zh:战斗]]
 
[[Category:Calculation]]
 
[[Category:Calculation]]
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