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− ''Please be aware on the part of Artillery Spotting trigger rate estimate. They are not 100% accurate, or even close to the actual codes written. However, the more battles you proceed, you should find those estimates being very close to the actual ones. The estimate formula are constantly being revised, not yet mature (error ~5%), thus more experiments are being conducted for refinement.''
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− <nowiki> </nowiki>The following factors ''might'' have an effect on the trigger rates:+
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− - DA chance bonus depends on their LoS stats ??
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− Some of the suggestions are derived from article ''[http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower All About Firepower] by Nainodel.''
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→Introduction:
== Introduction: ==
== Introduction: ==
This page studies the trigger rates & effectiveness of Artillery Spotting, based on credible in-game testing. An optimal use of Artillery Spotting could considerably improve your fleet's daytime combat performances.
This page studies the trigger rates & effectiveness of Artillery Spotting, based on credible in-game testing. An optimal use of Artillery Spotting could considerably improve your fleet's daytime combat performances.
In brief, Artillery Spotting consists of two types of attack: Cut-In '''[CI] '''& Double Attack '''[DA]'''. When activated, the attacking ship receives a damage output (post-cap) & accuracy bonus. More detailed explanations could be found on the page [http://kancolle.wikia.com/wiki/Combat Game Mechanics -> Artillery Spotting] .
In brief, Artillery Spotting consists of two types of attack: Cut-In '''[CI] '''& Double Attack '''[DA]'''. When activated, the attacking ship receives a damage output (post-cap) & accuracy bonus. More detailed explanations could be found on the page [http://kancolle.wikia.com/wiki/Combat Game Mechanics -> Artillery Spotting] .
== The Trigger Chance of Artillery Spotting: (Beta ver.) ==
== The Trigger Chance of Artillery Spotting: (Beta ver.) ==
Possible factors are listed below, followed by their '''''estimated''''' effects. These values / formula ''might ''be far from the actual ones, but they do give good estimates for the activation rates. For more info on how each factor was evaluated, you may consult [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Mid-Term_Report_on_ASTRE_Project_(work_in_progress) here].
Possible factors are listed below, followed by their '''''estimated''''' effects from experiments. These values / formula ''might ''be different from the actual ones, but they do give good estimates on the activation rates. To see the detailed evaluation process on the effects from each factor, you may consult [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Mid-Term_Report_on_ASTRE_Project_(work_in_progress) here].
The first 5 factors are derived from [http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証-] ''(click [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting here] for a translated version)'' and can be verified in future experiments. In addition, these hypothesis will be used as ''fundamental assumptions'' in experiment data analysis.:
The first 5 factors are assumed to have more solid basis:
# '''<u>Being the flagship / </u>'''旗艦 (+15% for both rates)
# '''<u>Being the flagship / </u>'''旗艦 (+15% for both rates)
# '''<u>Radar & type / </u>'''電探 (+30% CI chance, +10% DA chance, maximum)
# '''<u>Radar & type / </u>'''電探 (+30% CI chance, +10% DA chance, maximum)
# '''<u>Air Supremacy or Superiority / </u>'''制空権の状態 (-12% for both if only Air Superiority is achieved)
# '''<u>Air control state (AS. AS+) / </u>'''制空権の状態 (-12% on both if only Air Superiority is achieved)
# '''<u>Fleet total LoS / </u>'''艦隊合計索敵値/ (+8% DA rate, +10% CI rate, per 100 additional LoS)
# '''<u>Fleet total LoS (FLoS) / </u>'''艦隊合計索敵値 (+8% DA rate, +10% CI rate, per 100 additional LoS)
# <u>'''LoS Values on Seaplane / '''</u>水上機の索敵補正値 (minimal effects)
# <u>'''LoS Values on Seaplane / '''</u>水上機の索敵補正値 (minimal effects)
The following factors have negligible effects on the trigger rates:
The following factors have negligible effects on the trigger rates:
*
*'''Type / number of caliber guns''' / 砲種 / 砲の数 (to be further evaluated)
The following factors ''might'' have an effect on the trigger rates:
# '''Fatigue / 疲労度''' (No effects ?? Severe fatigue penalty was estimated to be -12% on DA chance, before Xmas update, 2014)
# '''Fatigue / 疲労度''' (No effects ??)
# '''Health state / HP''' (Negligible effect ?? )
# '''Health state / HP''' (??)
# '''Level / レベル '''(Negligible effect ?? Assumption based on test results [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Further_Study_on_the_Factors_Affecting_Trigger_Rates_of_Artillery_Spotting#.5B_Exp.27t_D_.5D_2 here])
# '''Level / レベル '''(Negligible effect ??)
# '''Formation / 陣形'''
# '''Formation / 陣形'''
=== Detailed Explanation: ===
=== Detailed Explanation: ===
1. Before we start, let's assume a ''standard situation'', in which '''''Fleet total LoS = 300,''''' test ships are ''beyond minor damage(小破未満) and morale condition = 49''. Fleet formation'' Line Ahead'', and ''Air Supremacy (AS+)'' is achieved for every battle. Based on test results from [http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証] ''(click [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting here] for a translated version)'', we may come up with following hypothesis:
1. Before we start, let's assume a ''standard situation'', in which '''''Fleet total LoS = 300,''''' test ships are ''beyond minor damage(小破未満) and morale condition = 49''. Fleet formation'' Line Ahead'', and ''Air Supremacy (AS+)'' is achieved. Based on preliminary test results from [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting 艦これ-チラ裏検証] & [http://kancolle.wikia.com/wiki/User:Homuhomu123#-_Homu_Test:_Trigger_Rates_of_Artillery_Spotting_.2F_.E3.83.9B.E3.83.A0.E3.83.86.E3.82.B9.E3.83.88.EF.BC.9A.E5.BC.BE.E7.9D.80.E8.A6.B3.E6.B8.AC.E5.B0.84.E6.92.83.E3.81.AB.E3.81.A4.E3.81.84.E3.81.A6 Homu Test], we may come up with the following hypothesis:
- BB(V) equipped with 2 x Main & 1 seaplane has '''DA rate ~ 50%'''.
- BB(V) equipped with 2 x Main & 1 seaplane has '''DA rate ~ 50%'''.
2. As '''total fleet LoS''' incremented from 300 -> 400, the trigger rates increase slightly:
2. As '''total fleet LoS''' incremented from 300 -> 400, the trigger rates increase slightly:
- DA rate + 8%, per 100 additional LoS, approximately.
- DA rate + 8%, per 100 additional LoS.
- CI rate + 10%, per 100 additional LoS, approximately.
- CI rate + 10%, per 100 additional LoS.
- Linear relation at any LoS level ??
- Linear relation at any LoS level ??
- '''Type 0 Observation Plane''' & '''Prototype Seiran''' ''(+ 6 LoS)'' give the highest bonus. (+2%) ??
- '''Type 0 Observation Plane''' & '''Prototype Seiran''' ''(+ 6 LoS)'' give the highest bonus. (+2%) ??
- Night Scout ''(+ 3 LoS)'' gives less bonus on DA chance (-2%) ??
- Night Scout ''(+ 3 LoS)'' provides less bonus on DA chance (-2%) ??
- Different seaplanes have no effect on CI chance ??
- Different seaplanes have no effect on CI chance ??
<s>- '''''This part is currently neglected in DA/CI rate estimation.'''''</s>
<s>- ''This part is currently neglected in DA/CI rate estimation.''</s>
===== - List of seaplanes with their Estimated DA rate modifier (Rough estimates) =====
===== - List of seaplanes with their Estimated DA rate modifier (Rough estimates) =====
2) Prinz Eugen Kai, AS+, FLoS = 300, equipped with 2 main, FuMO32 & Ar196 will have a:
2) Prinz Eugen Kai, AS+, FLoS = 300, equipped with 2 main, FuMO32 & Ar196 will have a:
* DA chance of ...
* DA chance of ...
* 47%''(<s>CA</s> Base)''+ 8%''[Radar Modifier]''+ 0%''(LoS Modifier)'' +1''<nowiki>%<Seaplane>'</nowiki>''' ''''''''= '''56%'''<nowiki/>'''
* 47%''(<s>CA</s> Base)''+ 8%''[Radar Modifier]''+ 0%''(LoS Modifier)'' +1''%<Seaplane> ''= '''56%'''<nowiki/>'''
== Effectiveness of Artillery Spotting ==
== Effectiveness of Artillery Spotting ==
=== DA: ===
=== DA: ===
- Lower activation rate compared to daytime CI.
- Lower activation rate compared to daytime CI.
- It gives accuracy boost.
- It gives accuracy boost.
- More dependent on shelling accuracy if you wish to maximize your damage output ('''''120% post cap''''' x 2)
- More dependent on shelling accuracy if you wish to maximize your damage output ('''''120% post cap''''' x 2)
- With appropriate caliber gun set up (eg. 35.6cm x2 for Fuso), ceteris paribus, BB would possess higher DA accuracy than CA.
- Using appropriate caliber gun set up (eg. 35.6cm x 2 on Fuso), ceteris paribus, BB would possess higher DA accuracy than CA.
- If Head-On, T-disadvantage and/or low firepower, DA would usually do a double-scratch on enemy with heavy armor.
- If Head-On, T-disadvantage and/or low firepower, DA would usually be a double-scratch on the enemy with heavy armor.
- Not feasible with AP shell, unless using hybrid setup.
- Not feasible with AP shell, unless using hybrid setup (much less DA chance).
- Recommended when facing enemy with lower armor than or equivalent to Ru-Class Battleships.
- If high activation rate (eg. flagship) & shelling accuracy guaranteed, DA is recommended when facing enemy with lower armor than or equivalent to Ru-Class Battleships.
- If either attack could wreck the enemy (eg. low armor w/ high evasion), preferably use DA due to higher chance of hitting the target.
- Same as above, if either attack could wreck the enemy (eg. low armor w/ high evasion), preferably use DA due to higher chance of hitting the target.
=== CI: ===
=== CI: ===
- Activate frequently during daytime battle (w/ radar).
- Activate frequently during daytime battle (w/ radar), more reliable trigger-rate-wisely.
- It gives accuracy boost. (equivalent to DA ??)
- It gives accuracy boost. (equivalent to DA ??)
- If you're confident with your firepower, avoiding overkill of weak enemies and/or pursuing higher activation rate, CI + radar is a good choice.
- If you're confident with your firepower, avoiding overkill on weak enemies and/or pursuing higher activation rate, CI + radar is a good choice.
- Works well with AP shells. Recommended when dealing with Ru-Class Battleships and above.
- Works well with AP shells. Recommended when dealing with Ru-Class Battleships and above.
- Accuracy plays an important role in CI, since you have only 1 chance to hit the enemy (2 for DA).
- Accuracy plays an important role in CI, since you have only 1 chance to hit the enemy (2 for DA).
- Since AP shells are not accessible to CA(V), their maximum CI damage is '''''120% post cap''''' with radar. However, if secondary-gun hybrid is used for CA, it could be 130%, but reliability has not been tested. ''(Same activation rate as BB?? Lower shelling accuracy expected).''
- Since AP shells are not accessible to CA(V), their maximum CI damage is '''''120% post cap''''' with radar. However, if secondary-gun hybrid is used for CA, it could be 130%, but reliability has not been tested. ''(Lower shelling accuracy expected? Same trigger rate as BB(V)?).''
- Read more: [http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower#How_much_damage_will_I_deal.3F Comparative study on DA/CI with sample enemies] .
- Read more: [http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower#How_much_damage_will_I_deal.3F Comparative study on DA/CI with sample enemies] .
== Practical Use in Game & Suggestions ==
== Practical Use in Game & Suggestions ==
# Level up your ships & marry them. Ship level correlates with their individual LoS stat, and a high FLoS would guarantee your ships to DA/CI frequently in battles. Also, if we assume a linear LoS growth, lv150 ships would have 50% more LoS than lv99 ships. It means if your central fleet is at lv99, they'd have FLoS ~400 (+10% DA/CI chance). When they're leveled to lv150, you'll have FLoS ~600 (+30% DA/CI chance). No wonder how lv150 ships could do DA/CI so frequently in the videos uploaded.
# Level up your ships & marry them. Ship level correlates with their individual LoS stat, and a high FLoS would guarantee your ships to DA/CI frequently in battles. Also, if we assume a linear LoS growth, lv150 ships would have 50% more LoS than lv99 ships. It means if your central fleet is at lv99, they'd have FLoS ~400 (+10% DA/CI chance). When they're leveled to lv150, you'll have FLoS ~600 (+30% DA/CI chance). No wonder how lv150 ships could do DA/CI so frequently in the videos uploaded.
#
# Since fatigue doesn't seem to penalize the trigger rates while DA / CI boosts shelling accuracy, you could use it to counter fatigue. For example, leveling your ships at 3-2a with red faces. This method could drastically speed up your leveling, but less resource friendly (more buckets & repair cost).
# If ELoS (effective LoS) is prioritized, you wish to have more seaplane bombers, and/or you don't have good radars, equip an extra seaplane on your 4th slot is usually a good choice.
# For newer players, hybrid setup is recommended since your FLoS (fleet total LoS) is usually very low, which in turn will greatly penalize your ship's artillery spotting chances. Hybrid setup, however, has the highest base trigger chances while not so affected by FLoS. However, you should get AS+(制空権確保). But be aware that using 2 x Main + 1 x Sec would shift into CI in night battles, which is VERY dependent on luck stat & placement (flagship)..