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Difference between revisions of "Plane Proficiency"
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− | ;Critical | + | ;Critical Hit Rate |
There are two separate critical modifier bonuses for plane proficiency. One affects '''normal carrier attacks''' and '''carrier night cut-ins''', the other affects '''carrier cut-in attacks'''. | There are two separate critical modifier bonuses for plane proficiency. One affects '''normal carrier attacks''' and '''carrier night cut-ins''', the other affects '''carrier cut-in attacks'''. | ||
*The "'''Captain'''" refers to the plane in the 1st slot. | *The "'''Captain'''" refers to the plane in the 1st slot. | ||
Line 222: | Line 222: | ||
<references/> | <references/> | ||
|} | |} | ||
+ | |||
;Critical Hit Damage Modifier | ;Critical Hit Damage Modifier | ||
Carriers get a bonus critical modifier when equipped with high-proficiency planes. This modifier is multiplicative with the normal critical modifier. See ''[[Damage Calculations#Critical_Strikes|here]]'' for more details. | Carriers get a bonus critical modifier when equipped with high-proficiency planes. This modifier is multiplicative with the normal critical modifier. See ''[[Damage Calculations#Critical_Strikes|here]]'' for more details. | ||
− | * For ' | + | |
− | * | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
− | * For '''[[CVCI]]''', | + | !Critical Hit Damage Modifier |
+ | |- | ||
+ | | | ||
+ | <math> {Crit}_\text{Mod} = 1.5 \times \Big( 1 + \sum^{\text{ Plane slots }} \frac{\lfloor \sqrt{ Exp } + Const \rfloor}{{Slot}_\text{Mod} \times 100} \Big)</math> | ||
+ | |||
+ | With: | ||
+ | * 1.5 is the base critical modifier. | ||
+ | * <math>\sum^{\text{ Plane slots }}</math> | ||
+ | ** for carrier shelling attacks (both day and night) the bonus given by each plane is summed. | ||
+ | ** For airstrike and LBAS the bonus is calculated slot by slot (there is no sum). | ||
+ | * <math>Exp</math> is the current experience value of the plane. | ||
+ | * <math>{Slot}_\text{Mod}</math> is a modifier that change according to the slot | ||
+ | ** It's '''1''' for the first carrier slot and every LBAS slots | ||
+ | ** It's '''2''' for every other carrier slots. | ||
+ | |||
+ | * <math>Const</math> is a constant that depends on the experience | ||
+ | |||
+ | {|class="wikitable" style="text-align:center" | ||
+ | !colspan=3|<math>Const</math> | ||
+ | |- | ||
+ | !Plane Rank | ||
+ | !<math>Exp</math> | ||
+ | !constant value | ||
+ | |- | ||
+ | |''(blank)'' | ||
+ | |0-9||0 | ||
+ | |- | ||
+ | |style="color:blue; text-shadow: 0 0 5px blue"|'''| | ||
+ | |10-24||1 | ||
+ | |- | ||
+ | |style="color:blue; text-shadow: 0 0 5px blue"|'''<nowiki>||</nowiki> | ||
+ | |25-39||2 | ||
+ | |- | ||
+ | |style="color:blue; text-shadow: 0 0 5px blue"|'''<nowiki>|||</nowiki> | ||
+ | |40-54||3 | ||
+ | |- | ||
+ | |style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\ | ||
+ | |55-69||4 | ||
+ | |- | ||
+ | |rowspan=2; style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\\\ | ||
+ | |70-79||5 | ||
+ | |- | ||
+ | |rowspan=2| 80-99 | ||
+ | |7 | ||
+ | |- | ||
+ | |style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\\\\\ | ||
+ | |7 | ||
+ | |- | ||
+ | |{{Double Chevron}} | ||
+ | |100-120||10 | ||
+ | |} | ||
+ | This is the vita formula that have been validated by tests [https://twitter.com/Divinity_123/status/1659942237147471882]. | ||
+ | |} | ||
+ | |||
+ | ;Exception | ||
+ | * For day '''[[CVCI]]''' (night CVCI follow the above formula), the formula is yet to be understood. We do know that the bonus is 1.256 if all planes are {{Double Chevron}}. | ||
+ | * The two {{Equipment/Link|Type 1 Fighter Hayabusa Model II Kai (20th Squadron)|Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)|text=Hayabusa(20th)}} do not follow the same formula as other planes. | ||
+ | ** the experience seems to have a 0.85 modifier but we lack data to confirmed it. | ||
===Accuracy Bonus=== | ===Accuracy Bonus=== |
Revision as of 20:04, 20 May 2023
Home Port's Mechanics Portal | ||
---|---|---|
Ship | Equipment | |
Marriage · Morale and Fatigue · Gifting · Supply Repairs · Remodel · Modernization · Construction |
Development · Improvement · Fit Bonuses Speed · Range · Plane Proficiency | |
Stats · Resources · Experience and Rank · Ranking |
Planes have the ability to earn experience and gain ranks. Experience is gained from combat, be it normal sorties or LBAS attacks and defense.
- Certain elite planes such as the Tenzan Model 12 (Tomonaga Squadron) already have some ranks when they are obtained.
Overview
As planes earn experience, they will progress through the ranks as follows:
Rank Level | Displayed Insignia | Experience | Fighter Power Bonus (All Planes) |
Aditional Fighter Power Bonus | |
---|---|---|---|---|---|
Bomber | Hayabusa | ||||
0 | (blank) | 0-9 | 0 | +0 | +0 |
1 | | | 10-24 | +1 ~ 1.549 | +0 | +0 |
2 | || | 25-39 | +1.581 ~ 1.975 | +1 | +2 |
3 | ||| | 40-54 | +2 ~ 2.324 | +1 | +5 |
4 | \ | 55-69 | +2.345 ~ 2.627 | +1 | +9 |
5 | \\\ | 70-84 | +2.646 ~ 2.898 | +3 | +14 |
6 | \\\\\ | 85-99 | +2.915 ~ 3.146 | +3 | +14 |
7 | ❱❱ | 100-120 | +3.162 ~ 3.464 | +6 | +22 |
- Notes
- Planes will gain ranks at different speeds, each having a fixed leveling speed.
- See below for more details.
- Planes getting shot down will lose ranks.
- A slot getting emptied has a high chance of resetting plane ranks.
- Ranks cannot be gained or lost in PvP.
- Abyssal planes do not have proficiency.
- Opposing PvP fleets do have proficiency.
- It is important to secure air superiority where possible to preserve plane proficiency.
- The "Fighter Power Bonus" is calculated as [math]\displaystyle{ \sqrt{\frac{\text{Exp}_\text{plane}}{10}} }[/math]; with [math]\displaystyle{ \text{Exp}_\text{plane} }[/math] the experience of the plane.
- Unlike most other formulas in the game, it is not rounded down.
Rank Effects
Fighter Power Bonus
The biggest bonus from plane proficiency is giving a fighter power bonus to help during the Stage 1. The innate bonus is added onto the fighter power bonus of the relevant plane to get the full fighter power bonus.
Plane Type | Plane Type | Fighter Power Bonus |
---|---|---|
Fighters | Hayabusa | +25.464 |
Seaplane Bombers | Bomber | +9.464 |
All other planes | SpLBReconbomber | +3.464 |
- Notes
- Fighter-Bombers and Jets are considered dive bombers and only get the +3 bonus and not the +25.
- This is a flat bonus applied after the fighter power of the slot is calculated. This means it is not affected by rounding.
- Even if the plane has 0 , it will still get the relevant bonus.
Critical Bonus
- Critical Hit Rate
There are two separate critical modifier bonuses for plane proficiency. One affects normal carrier attacks and carrier night cut-ins, the other affects carrier cut-in attacks.
- The "Captain" refers to the plane in the 1st slot.
- See here for more details.
Carrier Attack Modifier[1] | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[math]\displaystyle{ {Crit}_\text{proficiency} = \lfloor \text{Mod}_\text{slot} \times \text{Mod}_\text{rank} \rfloor }[/math]
With:
|
Computed values:
[math]\displaystyle{ {Crit}_\text{proficiency} }[/math] | ||
---|---|---|
Plane Rank | First carrier slot LBAS slots |
Other carrier slots |
(blank) | 0 | 0 |
| | 0 | 0 |
|| | 1 | 1 |
||| | 2 | 1 |
\ | 3 | 2 |
\\\ | 4 | 3 |
\\\\\ | 5 | 4 |
❱❱ | 8 | 6 |
Carrier Cut-In Attacks[1] |
---|
[math]\displaystyle{ {Crit}_\text{proficiency} = {Const}_\text{captain} + {Mod}_\text{proficiency} }[/math] With:
|
- Critical Hit Damage Modifier
Carriers get a bonus critical modifier when equipped with high-proficiency planes. This modifier is multiplicative with the normal critical modifier. See here for more details.
Critical Hit Damage Modifier | |||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[math]\displaystyle{ {Crit}_\text{Mod} = 1.5 \times \Big( 1 + \sum^{\text{ Plane slots }} \frac{\lfloor \sqrt{ Exp } + Const \rfloor}{{Slot}_\text{Mod} \times 100} \Big) }[/math] With:
This is the vita formula that have been validated by tests [1]. |
- Exception
- For day CVCI (night CVCI follow the above formula), the formula is yet to be understood. We do know that the bonus is 1.256 if all planes are ❱❱ .
- The two Hayabusa(20th)
do not follow the same formula as other planes.- the experience seems to have a 0.85 modifier but we lack data to confirmed it.
Accuracy Bonus
The average proficiency of all "bombers" on the carrier are taken into account for calculating the accuracy bonus.
- This bonus is used to calculate the Hit Rate, and maybe the LBAS accuracy.
- The formula is:
[math]\displaystyle{ \text{Acc}_\text{proficiency} = \sqrt{0.1 \times \text{Exp}_\text{Avg}} + \text{Mod}_\text{proficiency} }[/math]
With:
- [math]\displaystyle{ \text{Exp}_\text{Avg} }[/math] is the average experience level of all relevant planes on the carrier.
- [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the extra bonus depending on the proficiency level.
Rank | [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] | [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] |
---|---|---|
(blank) | 0 | 0 |
| | 0 | +1 |
|| | +1 | +2 |
||| | +2 | +4 |
\ | +3 | +5 |
\\\ | +4 | +6 |
\\\\\ | +6 | +8-9 |
❱❱ | +9 | +12 |
- Notes
- Remember that fighters are not counted for the accuracy bonus.
LoS
- The developers have stated that proficiency will provide a bonus to LoS and contact rate.
- The increase is either bugged or too small to be observed.
Ranking Planes
Carrier-Based Planes & Seaplanes
Carrier-based planes and seaplanes can be ranked anywhere. The most resource-efficient way is to send them on sorties to surface nodes with little to no air power. It is possible to rank them through LBAS but it gets expensive. The following are recommended spots:
- 1-1
- 2-2: 3CV(L) off route
Land-Based Planes
Land-based planes can only be ranked through LBAS. This makes ranking them quite expensive. Outside of events, only 7-4, 6-4, and 6-5 have LBAS available to use for now. Of these:
- 7-4 is the best place as it has multiple submarine nodes that are easy to reach, and are on the main resources farming route. This allows any land-based plane to be ranked while doing regular "risk-free" resource farming.
- 6-5 is also a good place, as it allows the use of two land bases and has a Range 1 submarine node at node B, that can be reached using 1CL and a mix of DD & DE.
Important Notes on Ranking Planes
- Numbered air group planes like the Ryuusei (601 Air Group) start at |.
- Named squadron planes like the Type 97 Torpedo Bomber (Murata Squadron) start at ||.
- Remodeling planes to better versions through quests will retain their ranks if it is higher than the default rank.
- Exceptions are for remodels that require the plane to be at maxed proficiency like for the Zero Fighter Type 53 (Iwamoto Squadron).
- Remodelling a plane using Akashi's Improvement Arsenal will only retain 60% of the plane's proficiency.
- Ranks can decrease by 1-2 if a large number of planes are shot down.
- Ranks will be reset if the entire squadron is shot down.
- Even elite squadrons with default ranks can lose all their ranks.
- There is a visual bug where elite squadrons may retain default ranks visually, sortieing them again will update it to their actual value.
- Even elite squadrons with default ranks can lose all their ranks.
- Rank loss is calculated before rank gain, therefore it is possible for a squadron that was wiped to retain 1-2 ranks if it did well.
- Rank is only calculated once the fleet returns to port.
- It is possible to save ranks by quitting the sortie before the results screen is shown. This can be useful during events to save preparation time for boss kills.
- Planes will not gain or lose ranks in Support Expeditions or Exercises.
- Planes must participate in aerial combat or detection to gain/lose ranks.
- Planes in 0 slots will not gain or lose ranks.
- If planes are not launched due to failing Detection, they will not gain or lose ranks.
- In Combined Fleets, when facing a single fleet, no plane in the escort fleet will not gain or lose ranks.
Leveling Speed
Planes gain a certain number of internal proficiency points with some random variance every time they participate in Aerial Combat or Detection. The amount gained depends on the exp-rate group of the plane.[1]
Detection: Seaplanes, Recons, Large Flying Boats
Aerial Combat: Fighters, Dive Bombers, Torpedo Bombers, BomberSeaplane Bombers, Seaplane Fighters, Jets, Land-based Bombers, Interceptors, Land-based Heavy Bombers
LBAS Attack, LBAS Defence, Jet Assault, and LBAS Jet Assault also count as Aerial Combat.
- Each LBAS Attack wave counts as one round of Aerial Combat, so planes attacking the same node twice gain experience twice. There is no Detection for LBAS, so recons (including Land-based Recons) do not gain experience.
- Because Seaplane Bombers participate in both Aerial Combat and Detection, they effectively level twice as fast as other planes of their group in most cases.
- Jets receive experience from both Jet Assault and the following Aerial Combat, effectively leveling twice as fast as other planes of their group in most cases. However, Jet Assault does not occur against all-submarine fleets, so they gain experience only once in this case.
Leveling speed is measured in the estimated number of battles it will take to get a plane from no rank to ❱❱ .
See Also
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