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#[[#Friendly Fleets|Friendly Fleets]] have different rules, avoiding targeting the enemy flagship.
 
#[[#Friendly Fleets|Friendly Fleets]] have different rules, avoiding targeting the enemy flagship.
  
 +
;Notes
 +
*[[Special Attacks]] and the [[Night Cut-In|Night Zuiun Cut-In]] carry out several shoots that each target an enemy at random following the above mention elements.
 +
*Other [[Night Cut-In]]s and [[Artillery Spotting]] that carry out 2 shoots will target only a unique enemy at random following the above mention elements, hitting it twice.
  
 
==Submarines==
 
==Submarines==

Revision as of 16:27, 17 August 2023

Combat Portal
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LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet  · Drop
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


The player cannot directly control any combat aspect. The only sources of control come from:

Those elements can therefore be used to control the Shooting Order and Targeting of the fleets, described below.

Shooting Order

The firing order of the girls will depends on the combat phase:

Phase Firing Order Notes
Aerial Combat All at once
Opening Torpedo Salvo
Closing Torpedo Salvo Some behaviors can make the allied fleet to do damage 1st
(see here)
OASW Random and
grouped by range
Affected by Range
1st Shelling Phase
2nd Shelling Phase Fleet order Skips over ships unable to attack
(damaged/deplaned carriers, sunk/evacuated ships)
Friendly Fleets
Night Battle Do not skips any ship in the order
(ships unable to attack will perform an actionless turn)

Range

Range Range is a stat that determines the ship attack order during the First Shelling Phase and OASW.

  • In those phases, both fleets will take turns shelling the opposing fleet, with the turn order defined by each ship's range Range stat. It is possible to increase a ship's range with proper equipment.
    • Player fleet and enemy fleet always alternate taking turns shelling, even if one fleet has more ships of higher range than the other fleet.
      • For example: If every ship in player fleet is Long range and every ship in enemy fleet is Short range, they will still take turns "Player -> Enemy -> Player -> Enemy...".
    • Player fleet always goes first, even if enemy fleet has a higher range ship.
    • The order is determined at the beginning of shelling phase. If a ship is sunk or disabled before their turn comes up, it is skipped, and the other side may shell again.
  • The shelling order is Longest > Very Long > Long > Medium > Short > None.
    • If two or more ships tie for range within a fleet, the order between them is random.

Range Tie Randomness

When several ships share the same range, the chance of any of them attacking first is random, but not uniformly random.

  • Some orders are weighted more commonly than others for reasons not fully understood yet.
Notes
  • This can notably affect mechanics, like in Special Attacks, where it is preferable to have the flagship attack first to trigger the attack, before having any chance of being disabled.
  • So far, no tests can include all possible range combinations (there are 335916 combinations in total). So far the tests:
    • Focuses on fleets with a common range across the fleet, or with the two first ships with a same high range, as those situations are the most common and useful gameplaywise.
    • Omit fleets with fewer ships (2, 3, & 5), as they are not common, focusing on 4, 6, & 7 ships fleets.
    • Omit "Longest Range" as it is rarely used.


Practical case - Flagship priority

For fleets with 6 ships (single & combined), if the flagship shares its range with a second one (e.g. in a Special Attack), the flagship has about up to 50% and down to 20% chance of attacking first.

  • This is explained by some range combination nerfing the 1st attack rate of the flagship.

Where are ranges A > B > C > D, combos confirmed to nerf rate of flagship shelling 1st, worst to least-bad, where "A/A/C/B/B/B" can mean ships with ranges in order of "VL/VL/S/M/M/M", or "VL/VL/M/L/L/L", or "VL/VL/S/L/L/L" etc...

  • Those are preliminary tests and will be updated once enough data has been collected.
Range Order Rate of flagship
1st attacking
A/A/B/B/B/B 46.7%~47.7%
A/A/C/C/B/C 43.6%~46.5%
A/A/C/B/C/C 41.9%~44.6%
A/A/C/C/C/B 41.2%~44.3%
A/A/D/B/D/C 36.7%~45.3%
A/A/D/D/B/C 32.1%~46.2%
A/A/D/C/B/D 32.7%~44.5%
A/A/C/C/B/B 37.2%~40.0%
A/A/C/B/B/C 37.2%~39.4%
A/A/D/B/C/D 36.2%~40.0%
A/A/C/B/C/B 35.0%~38.5%
A/A/D/C/B/C 21.2%~32.7%
A/A/D/B/C/C 23.3%~29.7%
A/A/C/B/B/B 25.0%~27.3%
A/A/D/C/C/B 16.0%~34.0%
A/A/D/B/B/C 13.5%~27.5%
A/A/D/C/B/B 0.1%~23.1%

Sources: [2] [3] [4] [5]

Combined Combat Flow

In addition to the standard shooting order, Combined Fleets have some extra combat ordering, directly resulting from the presence of two fleets.

  • See here for more details.

Targeting

When a ship is carrying an attack, the target will be a "random valid opponent".

In a theoretical situation, the rate is therefore:

[math]\displaystyle{ \text{Target}_\text{Chance %} = \frac{100}{N_\text{V}} }[/math]
With
  • [math]\displaystyle{ N_\text{V} }[/math] the number of "valid opponents": enemies that are not sunk or evacuated, and that can be targeted by the upcoming attack.
    • Especially, if Submarines are present in the opposing fleet and the ship can attack them, N is the number of submarines, else, N is the number of valid targets, which now excludes submarines (see below),
    • Installations may also affect the validity of the target in some situations, especially for SS(V), CV(B/L), and LST.
  • For a vs 6 combat, an attack will target opponents with a 1/6 = 16.67 % chance.


Do note that this bare targeting rate will be more or less affected by the following factors:

  1. Flagship Protection, lowering the chance of the flagship to be targeted, at the cost of an increased chance for the ships that will protect it.
    • Only "valid protectors" can protect the flagship, and so if none are present, this flagship protection cannot be activated.
    • The intensity of this effect will depend on the formation.
  2. Searchlights will play a similar role as flagship protection, with an inversed logic.
  3. Vanguard Formation have additional modifiers for both its "Upper Half" and "Bottom Half"
  4. PT Imps have unique modifiers applied when Amagiri Kai Ni/DAmagiri Kai Ni
    Amagiri Kai Ni D
    is present.
  5. Combined Fleets use different rules depending on the combat phase.
  6. Friendly Fleets have different rules, avoiding targeting the enemy flagship.
Notes

Submarines

Only certain ships meeting certain conditions can attack SS(V).

  • Most often, if a ship can attack a submarine, focusing it will take over any other target.

Here, Dive-bomber or Torpedo Bomber refers to any Dive Bomber/Torpedo Bomber.

Ship Conditions Day Battle Night Battle
Stats Equipment
Taiyou-class Kai NiTaiyou Kai Ni
Shinyou Kai Ni
Unyou Kai Ni

Kaga Kai Ni GoKaga Kai Ni Go
Not more than
moderately damaged (中破)
Dive-bomber or Torpedo Bomber with 1+Anti-Submarine Warfare[1][2] Prioritize SS Night Air Attack will prioritize surface target[3]
Night Shelling prioritize SS
Gambier Bay Mk.IIGambier Bay Mk.II Prioritize SS (with a special night air attack)
All other CVL Do not attack SS
Mogami-class Kou Kai NiSuzuya Kou Kai Ni
Kumano Kou Kai Ni
Prioritize surface target[4]
BBV, CAV, AV, LHA None Equipped with Seaplane BomberBomber, Rotorcraft, Liaison Aircraft, Large Flying Boat, or Dive-bomber or Torpedo Bomber with 1+Anti-Submarine Warfare[2] Prioritize SS
Fusou-class Kai NiFusou Kai Ni
Yamashiro Kai Ni

No.101 Transport ShipNo.101 Transport Ship
Equipped with Depth Charges Prioritize SS
Any CV, CVL, BBV, CAV, AV, LHA Not equipped with the above-mentioned equipment Do not attack SS
Hayasui KaiHayasui Kai
Yamashio Maru KaiYamashio Maru Kai
Equipped with Dive-bomber or Torpedo Bomber[2] Prioritize SS Do not attack SS
Not equipped with Dive-bomber or Torpedo Bomber Prioritize SS
All other ships At least 1 base Anti-Submarine Warfare ASW None
No base Anti-Submarine Warfare ASW Do not attack SS
  1. A 0Anti-Submarine Warfare attack plane paired with a Rotorcraft Rotorcraft or a Liaison Aircraft Liaison Aircraft do work
  2. 2.0 2.1 2.2 If all relevant aircraft are in zero plane slots, the ship cannot attack SS.
  3. In absence of surface target will do a night shelling against SS
  4. Can still attack SS
Notes
  • As Abyssals also follow those conditions, SS/V can be used as "Submarine Tanks" (Sub-tanking) on some maps to deviate attacks from the fleet to the submarine.

Air strike

Planes typically cannot target submarines during air strike.

  • Some abyssals can target player submarines on Air Raid nodes
    • They do not prioritize submarines.
    • They cannot target submarines on normal Battle nodes.
  • ASW Aircraft prioritize submarines during LBAS Phase.
    • When attacking Combined Fleets, the fleet (main or escort) is selected first, which may result in a submarine not being targeted if the fleet they are in is not selected.

Installations

Installations are immune to certain types of attacks:

Shelling

Carriers can only attack installations if equipped with at least one anti-installation Dive Bombers with non-zero slot, or if equipped with only torpedo bombers (no dive bombers or jets).

  • Carriers equipped with no anti-installation Dive Bombers and at least one Normal dive bomber or jet with non-zero slot can not attack installations.
Dive Bomber Dive-Bombers that can attack installations
This is a segment from a bigger article. See Combat/Anti-Installation for details on Installation mechanics.

Carriers will only attack installations in the shelling phase if equipped with Torpedo Bombers or Anti-Installation Dive Bombers.

  • Additionally, carriers will attack installations if equipped with non-special dive bombers AND one of the special dive bombers below.
  • Any other dive bomber will completely disable shelling against installations even if the carrier has a torpedo bomber equipped.
  • This can be very useful to manipulate the targeting mechanic so the carriers attack important targets.
Equipment Card Ju 87C Kai.png
Ju 87C Kai
Equipment Card Prototype Nanzan.png
Prototype Nanzan
Equipment Card F4U-1D.png
F4U-1D
Equipment Card FM-2.png
FM-2
Equipment Card Ju 87C Kai 2 (w KMX).png
Ju 87C Kai Ni (w/ KMX)
Equipment Card Ju 87C Kai 2 (w KMX Skilled).png
Ju 87C Kai Ni (w/ KMX/Skilled)

Equipment Card Suisei Model 12 (634 Air Group w Type 3 Cluster Bombs).png
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)
AAR
Equipment Card Suisei Model 12 (w Type 31 Photoelectric Fuze Bombs).png
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)
AAR
Equipment Card Type 99 Dive Bomber Model 22.png
Type 99 Dive Bomber Model 22
Equipment Card Type 99 Dive Bomber Model 22 (Skilled).png
Type 99 Dive Bomber Model 22 (Skilled)
Equipment Card SB2C-3.png
SB2C-3
Equipment Card SB2C-5.png
SB2C-5
Equipment Card F4U-4.png
F4U-4
AAR

Submarines can only attack installations during the shelling if equipped with Amphibious Vehicle Special Amphibious Tanks.

  • They will only target installations during the shelling phases.
  • They will be able to attack installations at night regardless of equipment.
  • Their low firepower makes them poor anti-installation ships.

Carriers are unable to perform CVCI on installations, even if equipped with anti-installation dive bombers.

"LST" type ships (No.101 Transport ShipNo.101 Transport Ship so far) will focus on installations if any are present.

Special Attacks behave like normal against installation.

Torpedo

Both Opening Torpedo Salvos and Closing Torpedo Salvos cannot target installations.

  • Opening and closing torpedoes will fail to trigger if only installation targets remain.

Flagship Protection

Flagship Protection is when a non-flagship protects the flagship from being targeted by receiving the attack instead. When activated, a "curved shield" animation plays in front of the flagship's banner.

  • Activation rate is determined solely by the selected formation. If activated, a ship with HP above Minor Damage (小破) is randomly selected to be the protector.
    • If no ships are above Minor Damage, flagship protection cannot activate.
    • Having more ships above Minor Damage does not increase the rate.
  • It may activate on any type of attack, including shelling, torpedo, ASW, airstrike, and support.
  • Submarines do not protect surface ships and surface ships do not protect submarines.
  • Installations cannot perform protection, and cannot receive protection if they are flagship.

Single Fleets FP

Single fleets, and Striking Force Fleets by extension, follow the following rates:

Formation Flagship Protection Notes
Line Ahead Formation 1: Line Ahead 45%
Diamond Formation 3: Diamond 75%
Double Line Formation 2: Double Line 60%
Echelon Formation 4: Echelon
Line Abreast Formation 5: Line Abreast
Vanguard Formation 6: Vanguard Medium Upper half of the fleet
High Bottom half of the fleet

Combined Fleets FP

In Combined Fleets:

  • During day battles, only the main fleet flagship receives flagship protection.
    • The escort's flagship does not receive flagship protection and is counted as a "protector".
    • Depending on the phase, either the main fleet or both fleets can protect the flagship, see below.
  • During night battles, the escort's flagship does receive flagship protection,
    • Up to 5 ships can protect the flagship in this case.

Combined Fleets follow the following rates:

Formation Flagship Protection Notes
Cruising Formation 1 Cruising Formation 1 - ASW Day ? Main FS
Night Escort FS
Cruising Formation 2 Cruising Formation 2 - Forward Day 60% Main FS
Night Escort FS
Cruising Formation 3 Cruising Formation 3 - Ring Day ? Main FS
Night Escort FS
Cruising Formation 4 Cruising Formation 4 - Battle Day 60% Main FS
Night Escort FS

Source: [6]

Searchlights

The following table describes how SearchlightSearchlightsSearchlight
Type 96 150cm Searchlight
actually work on the game side, assuming a night battle fleet with 6 ships.

  • When a ship is attacking, it will roll a random "regular target" like usual, and then:
    • If a searchlight is activated, the game will try additional rolls, to check whether the SL carrier(s) will be the new target or not.
      • The game treat whoever is carrying a SL as the SL carrier, thus increasing the chance of hitting the SL carrier as mentioned below (the process will stop as soon as the game "rolled an SL carrier", even if that girl's searchlight did not triggered).
    • If this attempt fails to roll that girl, it will repeat the roll again, up to two or three times, depending on the type of searchlight.
    • This process stops once it rolled the girl carrying the SL or after it failed all the attempts and accepts the regular target rolled in the last attempt as the girl to be aimed at.
In-game Behaviors
Small SearchlightSmall Small SearchlightSearchlight Large SearchlightLarge Large SearchlightType 96 150cm Searchlight
Rolls 2 rolls are made at most 3 rolls are made at most
Scenario 1 Attempt 1:

The game rolls the SL carrier immediately: 1/6 chance = 16.67%

Scenario 2 Attempt 2:

The game fails the first attempt (rolled any other 5 ships instead, so 5/6 = 83.33%), but successfully the SL carrier on the second attempt (1/6 = 16.67%), meaning this scenario has 83.33% x 16.67% = 13.89% chance of happening.

Scenario 3 All attempts fail:

The game fails both attempts, meaning 5/6 x 5/6 = 69.44% chance that the SL carrier will NOT get aimed at.

Attempt 3:

The game fails the first two attempts (rolled any other 5 ships instead, so 5/6 x 5/6 = 69.44%), but successfully the SL carrier on the third attempt (1/6 = 16.69%), meaning this scenario has 69.44% x 16.67% = 11.57% chance of happening

Scenario 4 N/A All attempts failed:

The game fails both attempts, meaning 5/6 x 5/6 x 5/6 = 57.87% chance that the SL carrier will NOT get aimed at.

Results The SL carrier has 30.56%16.67% + 13.89% chance to get aimed at (69.44% of not getting aimed at). The SL carrier has 42.13%16.67% + 13.88% + 11.57% chance to get aimed at (57.87% of not getting aimed at).
Fleet Size Aimed rate
Small SL Large SL
2 75.00% 87.50%
3 55.56% 70.37%
4 43.75% 57.81%
5 36.00% 48.80%
6 30.56% 42.13%
7 26.53% 37.03%
Notes
  • The lower the better

Source: [7]

Side SL Effects

All SL carriers get an 80% evasion penalty, regardless of searchlight activation (see evasion).

Improvements Improved on SL only provide firepower/yasen (up to +3.16 Firepower at Max-Improved).

If the fleet contains 2 girls or more carrying the small SL and large SL, the large SL takes priority.

  • If they carry the same type of SL, the priority follows ship order.

SL Flagship Protection

All the cases mentioned above assumed all the ships have an equal chance of getting aimed rate, ignoring Flagship Protection.

  • If the SL carrier is the flagship, she will be shielded by the other ships in the fleet, thus reducing the chance of getting aimed at compared to the previously shown rates.
Formation Flagship Protection SL Flagship Protection Notes
Small SL Large SL
Line Ahead Formation 1: Line Ahead 45% 13.74% 18.94%
Diamond Formation 3: Diamond 75% 22.90% 31.57%
Double Line Formation 2: Double Line 60% 18.32% 25.26%
Echelon Formation 4: Echelon 60%
Line Abreast Formation 5: Line Abreast 60%
Vanguard Formation 6: Vanguard Medium ? ? Upper half of the fleet
High ? ? Bottom half of the fleet
Cruising Formation 1 Cruising Formation 1 - ASW ? ? ? Escort
Cruising Formation 3 Cruising Formation 3 - Ring
Cruising Formation 2 Cruising Formation 2 - Forward 60% 18.32% 25.26%
Cruising Formation 4 Cruising Formation 4 - Battle

In practical use, it is ill-advised to put a searchlight on the flagship, as flagship protection has an higher chance to trigger and so put at risk other ships

  • Do note that the ships shielding the flagship do not suffer the 80% evasion penalty, and so can still effectively aggro and evade the shots.

Vanguard Formation

Vanguard is only available during Events, and is usable on any map during this time.

  • The modifiers on Vanguard Formation refer respectively to the "upper half" and "bottom half" of the fleet.
    • For a fleet with 6 or 7 ships, the top row applies to ships 1 to 3, and the bottom row applies to the remaining ships.
    • For a fleet with 4 or 5 ships, the top row applies to ships 1 and 2 and the bottom row applies to the remaining ships.
  • Damage and accuracy of Support Fleets are affected by the top row multipliers, meaning the 50% damage modifier is applied.

Vanguard gives an accuracy penalty to the opposite fleet. See here for more details.

The bottom half ships have an increased chance to be targeted.

  • The targeting is determined as follows:
    • 1. Target a ship from the fleet.
    • 2. If the selected ship is an upper half ship, target a ship from the fleet again.[1]
  • Target rate based on the above procedure (without other factor):
Target Rate
Fleet position Number of ships
4 5 6 7
1 12,50% 8,00% 8,33% 6,13%
2 12,50% 8,00% 8,33% 6,13%
3 37,50% 28,00% 8,33% 6,13%
4 37,50% 28,00% 25,00% 20,40%
5 28,00% 25,00% 20,40%
6 25,00% 20,40%
7 20,40%

PT Imp

Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT Imp with significantly increased accuracy if any are present.

  • Ships placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT-Imp if any are present.
Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13][14]
1 1.3 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
    Special Type 4 Amphibious Tank Kai
    bonus does not stack with the Landing Craft Armed BoatsSoukoutei (Armored Boat Class)
    Armed Daihatsu
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

Combined Fleets

Combined Fleets do not follow the regular targeting logic in combined fleet combat, focusing on either the main or the escort fleet depending on the situation.

The targeting logic is here affected by:

  1. Fleet selection.
    • In some phases, fleet selection (main or escort) is done before picking the defender.
    • In other phases (where both main and escort fleets can be targeted), the target is uniformly randomly picked from all possible defenders.
  2. Defender for Flagship Protection.
    • The list of ships that are eligible as defenders is determined by the phase.
    • Some phases allow all ships (main & escort) to be a defender, whereas in other phases, only the ships in the main fleet can be a defender.
  3. Flagship Protection.
    • FS protection will trigger at a rate that is tied to the formation.
    • The rate is inherited by the flagships in the 6 v 6 night battle phase.
Targeting logic
Phase Fleet Selection FS Protection Defenders
Main Escort
LBAS 45% 55% Main only
Airstrike No fleet selection.
Uniformly random amongst all surviving ships.
All
Support[1] 40% 60% Main only
(fleet selection before defender selection)
Opening torpedo No fleet selection.
Uniformly random amongst all surviving ships.
Main only
Shelling[2] 61% 39% Main only
Closing torpedo 35% 65% Main only
Friendly fleet No fleet selection.
Uniformly random amongst all surviving ships.
All
  1. See a later test: [1]
  2. Shelling here refers to phases where both fleets can be targeted, e.g. second shelling round of STF.

Source: [8] [9]

Friendly Fleets

Friendly Fleets do not follow the regular targeting priorities, avoiding the enemy flagship.

When a FF member chose a target, it:

  1. Rolls a target,
  2. If the target is the flagship, roll, again unconditionally,
  3. If FS protection is possible, roll FS protection (FS will be targeted if this fails).
Notes
  • The FS protection rates for Combined Fleets have not been formally confirmed.
  • The targeting logic may not apply to all FFs.

Soures: [10] [11]

See Also