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Difference between revisions of "Early Spring 2024 Event/E-4/Sandbox"
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| Hard|| AS|| S|| S|| S | | Hard|| AS|| S|| S|| S | ||
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| Easy|| ?|| ?|| ?|| ? | | Easy|| ?|| ?|| ?|| ? |
Latest revision as of 21:07, 14 March 2024
Sandbox Rules
This sandbox is to be used to construct an event guide for the above-mentioned event map. These guides are to all of the following requirements:
- An overview of the map, including ship/equipment bonuses, Ship Locks, and special mechanics,
- List of branching unlocking requirements (if there are multiple requirements, compositions for each path along with the below requirements will be needed to discuss the unlocking requirements in question),
- A list of working compositions that work: (T=these must have possible alternatives for players who may or may not have all ships needed for a specific path),
- The Paths said compositions will take (to explain each path the composition will/can take),
- A summary or description of what kind of obstacles a composition will face.
- A description of the boss node: what it consists of, and a descriptive guide on what the player should consider for a course of action to successfully win the battle,
- Optional: Tips/guides to farm certain ships and/or resources (this can also require compositions, paths, and possible descriptions).
Editors are to construct their own version of the guide/part of the guide, and complete it in a timely fashion.
No editor is allowed to edit over other editors' work without the consent of the editor and his approval to do so.
Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Early Spring 2024 Event, being reviewed and updated once more before it can be released.
Overall there should be 3 versions of the guide that have to be constructed, including: Preliminary > Polished > Finalized Guides
With each approval of each version of the guide, the said guide will be updated to the main page, and construction of the next version will begin.
All guides outside of the approved version will be removed and work will begin from the approved version to make it better for the next version until the finalized version is made.
Branching Table
E-4 Branching Rules (Start Points) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
Start | 1 |
|
2 |
| |
3 |
|
E-4 Branching Rules (Start Point 1) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
1 |
A |
|
A1 |
| |
P |
| |
A |
A1 |
|
B |
| |
A1 |
A2 |
|
B |
| |
B |
C |
Active Branching |
D | ||
C |
C1 |
|
C2 |
| |
D |
D1 |
|
D2 |
| |
E |
F |
|
F1 |
| |
F |
F1 |
|
J1 |
| |
F1 |
F2 |
|
G |
| |
J |
F |
|
J1 |
| |
J1 |
J2 |
|
Q |
| |
R |
|
E-4 Branching Rules (Start Point 2) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
H |
I |
|
J |
| |
I1 |
I2 |
??? |
I3 |
??? | |
J |
J1 |
|
J2 |
K |
??? |
L |
| |
M |
| |
L |
M |
|
M |
N |
|
O |
|
E-4 Branching Rules (Start Point 3) ▼/▲ | ||
---|---|---|
Nodes | Rules | |
3 |
F |
|
T |
| |
F |
U |
|
J2 |
K |
??? |
L |
| |
V |
| |
L |
M |
|
U |
J2 |
|
V |
| |
V |
W |
??? |
X |
??? | |
X |
Y |
|
Z |
|
* = Rule under review
? = Ship type/amount under review
Historical Bonuses
DISCLAIMER: This information is based on user-submitted data and is subject to revisions as more data is gathered. Any version of the ship receives the bonus regardless of remodel.
Ship Bonuses
??
Equipment Bonuses
??
Debuff
??
XX's Guide
Map Overview
E4 is a Combined fleet four-phase map consisting of one transport phase and three boss phases.
- 3 LBAS are available to sortie on this map.
- This map uses 4 locks:
- An Emergency Anchorage Repair node is present on W,
- An "Airstrike Supported Battle" node is present on K,
- Node S is an "atoll node", where the new Ka-Tsu tanks
' opening can be deployed.
Phase 0.3: Gimmick 1
The following steps have to be performed to unlock the next phase.
A3 | C | D | |
---|---|---|---|
Hard | Sx2 | Sx2 | Sx2 |
Medium | S? x2 | ? | S? x2 |
Easy | ? | ? | ? |
Casual | ? | ? | ? |
Refer to #Phase 1: Boss 1's fleet for composition and routing.
Refer to #Phase 1: Boss 1's fleet for composition and routing.
Phase 0.7: Gimmick 2
The following steps have to be performed to unlock the next phase.
C1 | C2 | D1 | D2 | |
---|---|---|---|---|
Hard | AS | S | S | S |
Medium | AS | S? | S? | S? |
Easy | ? | ? | ? | ? |
Casual | ? | ? | ? | ? |
Refer to #Phase 1: Boss 1's fleet for composition and routing.
AS | |
---|---|
Hard | 486 |
Medium | 431 |
Easy | 378 |
Casual | 254 |
- STF/CTF: #Phase 1: Boss 1's fleet, SLOW with 4+ CV(B/L)
- Route: 1 A B C C2
- LBAS range: 2
- CTF: 2 CV(B), 1CVL, 2 CA(V), 1 CL/DD + 1 CA(V), 1 CL, 4 DD
- Route: 1 A B D D1
- LBAS range: 2
- ASW is required to secure the S rank.
Refer to #Phase 1: Boss 1's fleet for composition.
Phase 1: Boss 1
The boss is the new New Mass-Produced Aircraft Carrier Princess, with up to 3 of them in Hard LD.
- CTF/STF: 2 (F)BB(V), 2-3 CV(B/L), 1-2 CAV/CL/DD + 0-2 CA(V)/CLT, 1 CL, 3-5 DD, Fast
- Route: 1 A1 B C C1 E F1 G
- This is the most advised fleet, as it brings the best balance of power.
- 4 DD are needed when using a Yamato-class, and 5 DD with both.
- CTF: 2 (F)BB(V), 2 CV(B/L), 2 CA(V)/AV, 1 CL/DD + 0-1 CA(V), 1 CL, 3-5 DD, Slow
- Route: 1 A B C C1 E F1 G
- Equivalent to the fast fleet, being more permisive for slow ships, but with one less carrier.
- 4 DD are needed when using a Yamato-class, and 5 DD with both.
- LoS check: ??
- LBAS range: 5
- AP/AS:
- 307/690 (Hard pre-LD)
- 449/1008 (Hard LD)
- Bringing an AACI and several OASW is recommended.
- With air power that high, it is most likely that the boss will be fought under AD in last dance, requiring appropriate setups.
- All LBAS should be sent to the boss, with 2 fighters and 2 bombers per base.
- Using both an ASW node support expedition and a boss support expedition is recommended.
- The use of Special Attacks is recommended, especially the Yamato touch, as this can be a fast fleet touch.
- Using Smokes can help pass through node C a bit in some cases.
Phase 2: TP
Phase 1 is a "Transport Operation".
- TCF: 1-2 AV, 0-1 CVE/CL, 4-5 DD + 1-2 CL, 4-5 DD, Fast
- Route: 2 H J J1 J2 M O
- LoS check: 75 (Cn3, Hard)
- LBAS range: 9
- As many Landing Craft, Drum Canisters, and Amphibious Tanks should be utilised in the fleet.
- Bringing an AACI and several OASW is recomanded.
Phase 3: Boss 3
The boss node is an "atoll node", meaning that it is possible to deploy the new Ka-Tsu tanks
' opening.
- The new Atoll Aircraft Carrier Anchorage Princess is not an "Installation".
- Striking Force: 1 AS, 4-5 SS(V), 0-1 AV, 1-2 DD
- Route: 1 P J J1 R S
- This fleet can utilize the "Submarine Touch", a Special Attack involving a Submarine Tender leading a fleet of at least two submarines.
- The flagship must be a Submarine Tender (AS) at Lv 30+,
- She must not be more than moderately damaged (中破).
- The 2nd and 3rd ships must be Submarines (SS) or Aircraft Carrying Submarines (SSV) and not evacuated via SFFCF,
- The 4th ship may optionally be a SS(V), but does not affect the above requirement,
- At least two SS(V) among the 2nd, 3rd, and 4th ships must not be more than lightly damaged (小破),
- If all 3 ships are SS(V), the 2nd and 4th ones will attack; if one of the two is moderately damaged (中破), the 3rd one will attack instead.[1]
- The fleet must be a single fleet or a Striking Force Fleet,
- The formation needs to be either Echelon or Line Abreast,
- At least one Submarine Supply Material must be available in the inventory.
- Two SS(V) will launch torpedo strikes.
- The attack power of each strike is postcapped and unaffected by formation, engagement, or damage cap.
- A rough damage formula per Submarine attack is:
[math]\displaystyle{ \text{DMG}_\text{day} = \text{TP} \times ( 1.2 + 0.04 \times \sqrt{LV} ) }[/math]
[math]\displaystyle{ \text{DMG}_\text{night} = ( \text{FP + TP} ) \times ( 1.2 + 0.04 \times \sqrt{LV} ) }[/math] |
- With
- [math]\displaystyle{ \text{DMG} }[/math] the damage result for day and night battle respectively,
- [math]\displaystyle{ \text{FP} }[/math] the submarine's Firepower stat,
- [math]\displaystyle{ \text{TP} }[/math] the submarine's Torpedo stat,
- [math]\displaystyle{ \text{LV} }[/math] the submarine's Level.
- [math]\displaystyle{ 1.2 + 0.04 \times \sqrt{LV} = 1.6 }[/math] at Lv 100.
The number of attacks per Touch ranges from 2 to 4.
- Each submarine will trough either 1 or 2 torpedo strikes.
- Only Lv 75+ submarines can trigger 2 strikes,
- If a Lv 75+ submarine does not carry any Submarine Radar, it rolls between 1 and 2 strikes randomly (exact rate unclear yet),
- If a Lv 75+ submarine does carry any Submarine Radar, it is guaranteed to roll 2 strikes.
One Submarine Supply Material will be consumed for EACH battle the Touch triggers in.
It does not consume any extra ammo. If the game is refreshed before the battle ends, then no material will be consumed even if the touch triggered.Trigger rate is affected by the Level and luck stat of the participating ships[1].
- Submarine Radars affect the trigger rate, each increasing the trigger rate by about 10 %[2].
- It can trigger in both day and night for the same battle.
- It can only trigger once during day battle.
- If it fails to trigger during the day battle, there is still a chance to trigger it in the follow-up night battle.
- If all enemies sunk, then touch stops early.
- 1-1-2-2 for 4 attacks,
- 1-1-2 or 1-2-2 for 3 attacks,
- 1-2 for 2 attacks.
- If touch stops early, then attacks can be just 1-1
- Also note that the actual order may be different from client animation of who shoots torpedoes, which always assigns attackers alternately like 1-2-1-2 or 1-2-1 or 1-2, so you may mismatch the real attack.
When attacking a fleet, the usual Targeting rules apply.
- The torpedoes fired target ships independently,
- When facing a Combined Fleet, if any ship is present in the escort fleet on day battle, then all torpedoes will be fired to the escort fleet.
Regular |
---|
Seasonal |
Anti-PT boat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
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[edit] |
Using the Ka-Tsu tanks attacks is mandatory in higher difficulties:
Ka-Tsu Animation | |||
---|---|---|---|
Ka-Tsu: | |||
Ka-Tsu Kai: |
Uniquely on "Atoll Nodes", it is possible to deploy the Ka-Tsu tanks
to trigger a special Opening Torpedo Salvo.
- On those nodes, regular oTorp will not work,
- This can only be deployed by SS, SSV, and the AV Mikuma Kai Ni Toku, Nisshin A, and Mizuho Kai fast,
- They must carry at least one Ka-Tsu tank,
- On the "atoll node", ships meeting those requirements will carry out a special opening torpedo attack,
- In night battle, those ships will additionally trigger the same attack as a cutin,
- This attack overrides regular Night Cut-ins attacks (e.g. if a ship is setuped for a TCI, it will still trigger the Ka-Tsu attack).
- Using several Ka-Tsu tanks on a same ship will make it carry out several of those attacks in a row (day and night),
- It capped at 2 attacks per ship at night.
- This attack utilizes a new special animation, with the tank climbing the atoll's soil.
When using it, it is better to have pairs of Ka-Tsu on the historical ships, and normal Night Cut-ins for the other ones.
Phase 4: Boss 4
The boss is the new Abyssal I-go Water Princess submarine.
- STF: 1-2 BBV/CV(E), 0-1 CAV, 3-5 CL, 0-1 DD/DE + 1 CL, 3-5 DD, 0-2 DE
- Route: 3 T U V X Z
- LoS check: ??
- LBAS range: 10
- As the flagship boss is a submarine, it is possible and heavily advised to focus the fleet on ASW only and snipe the boss.
- As many OASW as possible ships should be utilized in the escort fleet.
- The flagship should then be Hyuuga Kai Ni, Kaga Kai Ni Go, or any CVE Kai Ni, as they have good ASW stat in addition of being able to equip fighters.
- The main fleet should maintain high ASW, with additional roles such as:
- The LBAS can be either:
- ASW focused to kill the boss,
- Surface focused to clear the boss escort or the pre-boss nodes.
- As it is a combined fleet, it is possible to kill the submarine boss even on night battle.
Phase 4.5: Debuff
Once LD has been reached, the following steps have to be performed to debuff the boss.
- Debuff might be optional for most players, as the boss ASW snipe is generally enough to kill the boss.
A3 | C2 | D2 | F1 | O | S | X | LBAS | |
---|---|---|---|---|---|---|---|---|
Hard | S | S | S | AS | A+ x2 | A+ x2 | AS | AS |
Medium | ? | ? | ? | ? | ? | ? | ? | ? |
Easy | ? | ? | ? | ? | ? | ? | ? | ? |
Casual | ? | ? | ? | ? | ? | ? | ? | ? |
Refer to #Phase 0.3: Gimmick 1's fleet for composition and routing.
Refer to #Phase 0.7: Gimmick 2's fleets for compositions and routings.
Refer to #Phase 1: Boss 1's fleet for composition and routing.
AS | |
---|---|
Hard | 684 |
Medium | 431 |
Easy | 378 |
Casual | 254 |
Refer to #Phase 2: TP's fleet for composition and routing.
Refer to #Phase 3: Boss 3's fleet for composition and routing.
Refer to #Phase 4: Boss 4's fleet for composition and routing.
AS | |
---|---|
Hard | 867 |
Medium | 756 |
Easy | 687 |
Casual | 470 |
- These are the highest values for AS taken from Last Dance Compositions, there's a chance AS value could be lower than the one shown in the table.
- Set all 3 LBAS on defense with good interceptors.
Once Debuff is complete the CG will change to the following:
Abyssal I-go Water Princess |
---|