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! scope="col" style="text-align:center;" |Modifier
 
! scope="col" style="text-align:center;" |Modifier
 
|-
 
|-
| 5 to 10 {{Ammo}} bars
+
| 50% or more
 
| style="text-align:center;" |100%
 
| style="text-align:center;" |100%
 
|-
 
|-
| 4 {{Ammo}} bars
+
| 40%
 
| style="text-align:center;" |80%
 
| style="text-align:center;" |80%
 
|-
 
|-
| 3 {{Ammo}} bars
+
| 30%
 
| style="text-align:center;" |60%
 
| style="text-align:center;" |60%
 
|-
 
|-
| 2 {{Ammo}} bars
+
| 20%
 
| style="text-align:center;" |40%
 
| style="text-align:center;" |40%
 
|-
 
|-
| 1 {{Ammo}} bar
+
| 10%
 
| style="text-align:center;" |20%
 
| style="text-align:center;" |20%
 
|-
 
|-
| 0 {{Ammo}} bars
+
| 0%
 
| style="text-align:center;" |Scratch Damage
 
| style="text-align:center;" |Scratch Damage
 
|}
 
|}
*In general, two bars of {{Ammo}} will be used in Day Battle for all ships, regardless of whether they attack or not.
+
*More specifically, the modifier is <math>\min \{ 100 \%, 2 \times \text {% of Ammo Remaining} \} </math>
 
*The Remaining Ammo Modifier affects all phases, including the opening Aerial Combat Phase.
 
*The Remaining Ammo Modifier affects all phases, including the opening Aerial Combat Phase.
*When entering night battle (from day), the Remaining Ammo Modifier on a vessel remains same as the previous day battle. One additional bar of {{Ammo}} is used for all ships in Night Battle, regardless of whether they attack or not.
+
*At the end of the combat, 20% of Maximum Fuel is consumed for all ships. Depending on whether both day and night battle phase occurred, either 20% (if only Day or Night battle occurred) or 30% (if both Day and Night Battle occurred) of Maximum Ammo will be consumed.
*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 entering night battle (from day), the Remaining Ammo Modifier on a vessel remains same as the day battle.
*When attempting to defeat boss nodes, avoid night battles and whirlpools on the way.
+
*Even if you do not engage in night battle along the way, if the boss node is the 5th battle of the sortie, the damage dealt is dramatically reduced. It is even worse if it's the 6th (or later!) battle, as you can only deal scratch damage. Either scenario will dramatically reduce the chance of you winning.
:*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.
+
**An example of the latter scenario would be [[World_2#2-4|2-4]]'s northwest route. Because node G is a combat node if coming from D, the boss battle ends up being the 6th battle. This is the primary reason why players typically end the sortie early if sent on that route.
 +
**This is also the reason to avoid night battles and maelstroms along the way when trying to win at a boss node.
 +
***Whirlpools will decrease either {{Fuel}} or {{Ammo}} of your deployed fleet, which can be disadvantageous in long sorties. Equipping one or more ships with RADAR can help reduce losses taken. <!-- See [[Resources#Maelstrom Loss Rule|here]] for details. -->
 
*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.
  
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