• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Difference between revisions of "User:Minhfongboy"

From Kancolle Wiki
Jump to navigation Jump to search
Line 5: Line 5:
 
Server : '''Brunei Anchorage'''
 
Server : '''Brunei Anchorage'''
 
<br/>IGN : '''Minhfongboy'''
 
<br/>IGN : '''Minhfongboy'''
==Rulebook==
+
<br/><font color= "red">Main discord server: '''Admiral Night Club''' [http://discord.gg/Q2af3Ab]</font>
*1. Do not advance when Taiha ships
 
*2. When in doubt, pick the one with the most stars
 
*3. When in doubt, double support all the way
 
*4. Do not turn on searchlight in a night battle route
 
*5. Believe in the power of sparkle
 
*6. If the admiral looks new and has 1 fcm only, 100% that fcm came from hinamatsuri event
 
*7. Avoid 4n or 12n HP for light ships
 
*8. Whatever requirements applied to hard mode can also be used in lower modes with no harm done, but '''NOT''' the other way around !
 
*9. Same idea above, whatever requirements you have done in hard mode will also be kept if you drop to lower modes, but '''NOT''' the other way around !
 
*10. Sinking fodder ships returns more value than scrapping
 
*11. Improving sonar for '''post-cap torpedo evasion'''
 
*12. Going vanguard to increase '''post-cap evasion''' on bottom half of the fleet (Stronger effect for DDs), but watch out ! This is a double edge sword as this formation will also ruin your support damage, your top half of the fleet damage. Sometimes, ''killing them all before they kill you'' '''is better''' than ''you gaining evasion and attempting to dodge all of their possible shots'' ('''Overrides rule 19 below''')
 
*13. If there is second shelling, it's alway better to put stronger ships in first few slots to take enemies out faster
 
*14. If multiple ships scored the same damage, including the flagship, the MVP will 100% be rigged back to the flagship
 
*15. If multiple ships scored the same damage, excluding the flagship, the MVP roll will be random
 
*16. If you want to modernize HP for shipgirls, better to '''grind both DEs to total lv 150+ for 83% HP success rate''', or even higher. The higher the better (Total lv of both DEs = 180+ equals to around 93%) [https://twitter.com/Matsu_class_DD/status/1188450823769968641]
 
*17. Radar + Skilled lookout on DDs give them more evasion at night
 
*18. If you don't need anymore firepower or accuracy, but still have some free slots on BB(V) or CA(V), better to stack the seaplane on the remaining slot to '''increase the total artillery spotting rate'''
 
*19. '''Do not go any other formations but Line Ahead at night battle node''', as if your girls are 99, they have already capped evasion, anymore evasion buff coming from the formation will not be added ! Furthermore, you will also '''hurt your accuracy if you go any other formations''' (Vanguard is the only exception of this rule, however)
 
*20. Due to how night battle formula works, CVL Nu and CV Wo aren't scary at night (Some of the strong final Nu variants such as KF4 can still hurt you though, but unlikely)
 
*21. If you are sure you won't even get at least AS, and you have already met the LoS requirement without seaplanes, it's better to drop all the seaplanes
 
*22. On the same note, if you can aim for Air Denial, it's a good idea to slot a Night Scout in for a small chance of triggering
 
*23. Searchlight and star shell, beside increasing your TCI chance, also increases your night battle accuracy, bring them if you can
 
 
 
==Theories and suspicions==
 
*<font color="red">'''Higher speed gives post-cap evasion'''</font> (Proven to be '''wrong''', it does nothing [https://docs.google.com/spreadsheets/d/1TKyl8BwePzRwIQ-KsKyzd-sKm9YWHKZTmh4UF_XOAB4/edit#gid=0])
 
*<font color="green">'''Echelon has the same accuracy as double line, not line ahead'''</font> (Already proven to be '''true''', as stated in formation modifier of accuracy)
 
*<font color="green">'''New Submarine Princess (Loli sub) has increased post-cap evasion or reduced hit rate applied for our girls'''</font> (Proven to be '''true''', the tests suggested that she '''doesn't take extra accuracy''' from our sonars so our total hit rates are reduced [https://twitter.com/Divinity__123/status/1238644817804091392])
 
*<font color="red">'''Submarines gain accuracy in echelon'''</font> ('''False''' claim, torpedo accuracy is the same as echelon before the buff)
 
*<font color="green">'''Air raid in 6-4 and 6-5 consumes like PT Imp node, giving more ammo penalty at the boss node'''</font> (Proven to be '''true''', can be observed in the viewers)
 
*<font color="green">'''Touch chance increases linearly with luck of the participants, more luck = higher chance'''</font> (Proven to be '''true''', as in the tests shown here [https://twitter.com/aktsm_Youknow/status/1257303525207339010] [https://twitter.com/yukicacoon/status/1292026421934608384])
 
*Touch chance increases but will be capped once the participants hit 50 luck (Unknown, ongoing testing on my side. 98 luck Nelson gives 68%, my Nelson is 52 luck which is observed to be around 68% as of current, will get more samples to confirm later, already at 74/104 which is roughly around 68% ?)
 
  
 
==KC Stuffs==
 
==KC Stuffs==
 +
I have a place to dump some test stuffs to verify and confirm several theories regarding the KC technical stuffs, check out the following page for more info
 +
----
 
*LBAS air power calculator: [https://noro6.github.io/kcTools/simulator/]
 
*LBAS air power calculator: [https://noro6.github.io/kcTools/simulator/]
 
*Support hit rate calculator: [https://yuich1.github.io/kcHitTool/]
 
*Support hit rate calculator: [https://yuich1.github.io/kcHitTool/]

Revision as of 17:48, 26 June 2021

Just a casual Vietnamese admiral

Joined on 4/28/2015
Discord : Minhfongboy
Server : Brunei Anchorage
IGN : Minhfongboy
Main discord server: Admiral Night Club [1]

KC Stuffs

I have a place to dump some test stuffs to verify and confirm several theories regarding the KC technical stuffs, check out the following page for more info


  • LBAS air power calculator: [2]
  • Support hit rate calculator: [3]
  • PT Imp hit rate table: [4]

External links

  • Youtube : [5]
  • Twitch : [6]
  • Kantai Collection Cursor (Rasa is the original owner who made these, but currently inactive. All download links and instruction are in the description) : [7]

Event Difficulty Summary

The difficulty of an event is judged based on 3 factors:

  • How easy can an admiral that is fully prepared clear hard mode of all the maps
  • It assumes all available mechanics at the time of that event
  • It also assumes all available friendly fleet at the time of that event, especially after the final batch

Lower point means easy event, the higher the point is, the harder the event

The following table considers the difficulty of all the maps in general
Year Winter Spring Summer Fall
2015 9.3/10 5.9/10
2016 6.4/10 8.5/10 7.7/10 7.7/10
2017 5.9/10 5.5/10 8.1/10 7.7/10
2018 9.1/10 7.2/10
2019 6.9/10 8.8/10 6.4/10 8.1/10
2020 3/10 8.3/10 5.7/10

KC P2 Ranking Blog

This section deserves its own page which can be found here [8]

Expedition Type (Great Success conditions)

Conditions for GS in expedition are splited into 3 types:

Expedition Type GS Conditions
Type I (Normal type) All ships must be sparkled

All numerical expeditions (Excluding World 7 ones, i.e 41-45) that don't require drums follow this rule

  • A1, B1, B2 and 42 also follow this rule
  • 24 and 40 are the only exception that don't follow this
Type II (Drum type) 4 ships must be sparkled

Number of the total drums brought must be 135% the amount of the requirement (rounded down)
All drum expeditions follow this rule, i.e 21 37 38 44

  • 24 and 40 also follow this rule, despite not being a drum expedition for some reason. They both require 4 drums to meet the 135% drum condition above
Type III (Level type) Greatly depends on the flagship level, meet one of the following:
  • Flagship Lv 128+ and 4 ships in the fleet sparkled
  • Flagship Lv 33+ and 5 ships in the fleet sparkled
  • Flagship Lv 32- and all ships must be sparkled (This ideally meets the same condition as Type I, but I will include it here anyway)

All World 7 and letter expeditions (Excluding some of the letter ones mentioned above obviously) follow this rule, i.e A2-A6, B3-B5, 41, 43, 45, D1-D2, E1

  • 32 also follows this rule although it's unlikely players will use expedition 32 due to it's long duration
World 1 World 2 World 3 World 7 World 4 World 5
1 9 17 41 25 33
2 10 18 42 26 34
3 11 19 43 27 35
4 12 20 44 28 36
5 13 21 45 29 37
6 14 22 46 30 38
7 15 23 31 39
8 16 24 32 40
A1 B1 D1 E1
A2 B2 D2 E2
A3 B3 D3
A4 B4
A5 B5
A6 B6

Searchlight Behavior

How searchlight actually works: Okay, assuming a night battle fleet with 6 ships. If the searchlight was activated, the game will attempt to roll the target to check whether that target is the girl carrying the searchlight (SL). If this attempt failed to roll that girl, it will repeat the roll again up to two or three attempts total, depends on the type of the searchlight. The process will stop once it rolled the girl carrying the SL OR once it failed all the attempts and accept the target rolled in the last attempt as the girl to be aimed at.

Normal SL

  • For this type, the game will roll only twice at most.
  • So what is the rate of the girl carrying SL will get aimed? Lets take a look of all the scenarios:
    • Scenario 1. Attempt 1: The game will roll her immediately, thats 1/6 chance = 16.66%
    • Scenario 2. Attempt 2: The game will fail the first attempt (Rolled 5 other ships instead of that girl, so 5/6 = 83.33%), but will successfully roll her on the second attempt (1/6 = 16.66%), that means this scenario has 83.33% x 16.66% = 13.88% chance of happening
    • Scenario 3. All attempts failed: The game will fail both attempts, meaning 5/6 x 5/6 = 69.44% chance that she will NOT get aimed at
  • We can see above to draw the following conclusion:
    • The girl carrying SL has 16.66% + 13.88% = 30.54% chance of getting aimed at
    • 69.44% that she will NOT get aimed at

T96 Big SL

  • For this type, the game will roll only thrice at most.
  • So what is the rate of the girl carrying SL will get aimed? Lets take a look of all the scenarios:
    • Scenario 1. Attempt 1: The game will roll her immediately, thats 1/6 chance = 16.66%
    • Scenario 2. Attempt 2: The game will fail the first attempt (Rolled 5 other ships instead of that girl, so 5/6 = 83.33%), but will successfully roll her on the second attempt (1/6 = 16.66%), that means this scenario has 83.33% x 16.66% = 13.88% chance of happening
    • Scenario 3. Attempt 3: The game will fail the first two attempts (Rolled 5 other ships instead of that girl twice, so 5/6 x 5/6 = 69.44%), but will successfully roll her on the third attempt (1/6 = 16.66%), that means this scenario has 69.44% x 16.66% = 11.56% chance of happening
    • Scenario 4. All attempts failed: The game will fail all attempts, meaning 5/6 x 5/6 x 5/6 = 57.87% chance that she will NOT get aimed at
  • We can see above to draw the following conclusion:
    • The girl carrying SL has 16.66% + 13.88% + 11.56% = 42.1% chance of getting aimed at
    • 57.87% that she will NOT get aimed at

Effect of the SL on the girl

  • Whoever carried it will get -80% evasion (0.2x modifier stacked on her effective evasion). If the said SL is +max, the chance of her getting HIT increases (More likely to take damage)
    • On the same note, +max searchlight doesn't change the rate of getting AIMED at, it's still the same as base one.
  • If the fleet contains 2 girls or more carrying the SL and T96 SL, the T96 SL will take priority. If they carry the same type of SL, the higher-order girl will take priority, as in ship 1 being the highest order, followed by 2, 3 and so on....
  • Notice one important thing in the above point: All the girls carrying the SL will get -80% evasion regardless of her searchlight being activated or not
    • On the same note, the game will also treat whoever carrying the SL as the SL target, thus increasing the chance of hitting the SL girls as mentioned above (The process will stop as long as the game rolled the girl carrying SL, even if that girl's searchlight never activated before)
  • Despite the increased getting hit rate, it's still recommended to max the SL because it offers +3 firepower. It's also suggested that improved SL reduces enemy CI even further while increasing our side CI so it's great to put some investment on this equipment

Flagship protection shielding the girl holding the SL

So far, all the cases mentioned above assumed all the ships have equal getting aimed rate, meaning the flagship position wasn't considered. If we consider the flagship protection too, we can have a more interesting result where the girl carrying the SL in flagship will be shielded by the other ships in the fleet, thus reducing the chance of getting aimed at.

  • Line Ahead has 45% FS protection, the rate of triggering the shield are 13.74% (Normal) and 18.94% (Big SL)
  • Diamond has 75% FS protection, the rate of triggering the shield are 22.90% (Normal) and 31.57% (Big SL)
  • Double Line, Echelon and Line Abreast has 60% FS protection, the rate of triggering the shield are 18.32% (Normal) and 25.26% (Big SL)

(CF4 and CF2 in combined fleet might be equivalent to Line Ahead and Double Line respectively, but no data proved this yet, take this claim with a grain of salt)

In practical use, especially during event, it's ill-advised to put searchlight on FS due to the potential of triggering this shield where the other girls could have stood alone and shot the enemies instead of taking bullets for the flagship and wasting a shot.



Data source: [9]