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Difference between revisions of "Accuracy, Evasion and Criticals"
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|- | |- | ||
| | | | ||
− | <math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math> | + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
+ | |valign="center"| <math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math> | ||
+ | |} | ||
Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is: | Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is: | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Hit}_\text{cap} = MIN \Big[ \big( MAX \big[ ( \text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap} ) ; {\color{tomato} \text{10}} \big] \times \text{Morale}_\text{defender} \big) ; {\color{DeepSkyBlue} \text{96}} \Big]</math> | ||
+ | |} | ||
− | + | ;With | |
− | |||
* <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy|below]] for the various accuracy formulas. | * <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy|below]] for the various accuracy formulas. | ||
* <math>\text{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula. | * <math>\text{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula. | ||
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;Hit Rate Caps | ;Hit Rate Caps | ||
− | + | By following this formula, the hit rate is: | |
− | + | * '''10''' at minimum, | |
− | * | + | * '''96''' at maximum. |
− | * | ||
|} | |} | ||
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==Critical Hit Rate== | ==Critical Hit Rate== | ||
'''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type. | '''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type. | ||
− | + | {{Formula | |
− | + | |Title=Critical Rate | |
− | + | |Math={Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Acc}_\text{proficiency} } \rfloor + \text{Crit}_\text{proficiency} + 1 | |
− | | | + | |Var=<math>{Mod}_\text{type}</math> the attack type modifier : |
− | + | {{{!}}class="wikitable" style="text-align:center" | |
− | + | !colspan=2{{!}}<math>{Mod}_\text{type}</math> | |
− | + | {{!}}- | |
− | |||
− | |||
− | { | ||
− | !colspan=2 | ||
− | |||
!Attack type | !Attack type | ||
!Attack modifier | !Attack modifier | ||
− | + | {{!}}- | |
− | + | {{!}}Shelling | |
− | + | {{!}}rowspan=2{{!}}1.3 | |
− | + | {{!}}- | |
− | + | {{!}}ASW | |
− | + | {{!}}- | |
− | + | {{!}}Torpedo | |
− | + | {{!}}1.5 | |
− | + | {{!}}- | |
− | + | {{!}}Airstrike | |
− | + | {{!}}0 | |
− | + | {{!}}- | |
− | + | {{!}}Night Battle<ref>Carrier Night Air Attacks (NB CVCI) use the night battle Mod.</ref> | |
− | + | {{!}}<math>1.5 + \text{Const}_\text{contact}</math> | |
− | + | {{!}}- | |
− | + | {{!}}Shelling Support | |
− | + | {{!}}1.0 | |
− | + | {{!}}- | |
− | + | {{!}}Airstrike Support | |
− | + | {{!}}0.2<ref>Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version</ref> | |
− | + | {{!}}} | |
* <math>\text{Const}_\text{contact}</math> the night contact constant from {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}, its value depends on the {{Hit}} stat of the {{Night Recon}} if night contact is triggered, and '''0''' otherwise, | * <math>\text{Const}_\text{contact}</math> the night contact constant from {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}, its value depends on the {{Hit}} stat of the {{Night Recon}} if night contact is triggered, and '''0''' otherwise, | ||
− | { | + | {{{!}}class="wikitable mw-collapsible mw-collapsed" style="text-align:center" |
− | !colspan=2 | + | !colspan=2{{!}}<math>\text{Const}_\text{contact}</math> |
− | + | {{!}}- | |
!{{Hit}} | !{{Hit}} | ||
!Contact constant | !Contact constant | ||
− | + | {{!}}- | |
− | + | {{!}}1{{!}}{{!}}0.07 | |
− | + | {{!}}- | |
− | + | {{!}}2{{!}}{{!}}0.14 | |
− | + | {{!}}} | |
* <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]], | * <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]], | ||
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* <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details. | * <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details. | ||
<references/> | <references/> | ||
− | + | }} | |
− | |||
===Hit Rate & Critical Roll=== | ===Hit Rate & Critical Roll=== | ||
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!Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref> | !Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref> | ||
|- | |- | ||
− | |Combined Fleet Cruising Formation 1|| | + | |Combined Fleet Cruising Formation 1||0.9||?||1.25||? |
|- | |- | ||
|Combined Fleet Cruising Formation 2||1.0||1.0||?||0.9 | |Combined Fleet Cruising Formation 2||1.0||1.0||?||0.9 | ||
Line 232: | Line 229: | ||
|- | |- | ||
|Red||0.5 | |Red||0.5 | ||
+ | |} | ||
+ | |||
+ | *<math>\text{Mod}_\text{smoke}</math> is an accuracy malus when {{Smoke}} [[Smoke Generator]]s are used. | ||
+ | **{{Color|red|Please note that these are initial estimations and are subject to change.}} | ||
+ | ** It is currently unknown if the airstrike accuracy is affected by the smoke. | ||
+ | ** Some modifiers are impossible to determine because the fleet hit the lower bound hit rate (11% hard cap). | ||
+ | ** There are some inconsistencies between "old" and "new" enemies. | ||
+ | ** Having a ([[Surface Radar|surface ?]]) [[radar]] equipped reduces the smoke effect for both fleets, but only for the shelling phase. | ||
+ | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center" | ||
+ | !colspan=5|<math>\text{Mod}_\text{smoke}</math><ref>https://twitter.com/Divinity_123/status/1707331554228195746</ref> | ||
+ | |- | ||
+ | !colspan=5|Day Shelling | ||
+ | |- | ||
+ | !Fleet!!Radar Equipped!!Type 1!!Type 2!!Type 3 | ||
+ | |- | ||
+ | |rowspan=2|Allied | ||
+ | |No||< 0.3||<0.33||<0.37 | ||
+ | |- | ||
+ | |Yes||0.35||0.25||< 0.37 | ||
+ | |- | ||
+ | |rowspan=2|Enemy | ||
+ | |No||< 0.69||< 0.7||<0.7 | ||
+ | |- | ||
+ | |Yes||0.91||0.83||0.75 | ||
+ | |- | ||
+ | !colspan=5|Torpedo Phase | ||
+ | |- | ||
+ | !colspan=2|Fleet!!Type 1!!Type 2!!Type 3 | ||
+ | |- | ||
+ | |colspan=2|Allied||0.45||0.42||0.42 | ||
+ | |- | ||
+ | |colspan=2|Enemy||0.7||0.6||0.5 | ||
+ | |- | ||
+ | !colspan=5|ASW | ||
+ | |- | ||
+ | |colspan=2|Allied||colspan=3|0.25 | ||
+ | |- | ||
+ | |colspan=2|Enemy||colspan=3|~1.0?<ref>https://twitter.com/about6833/status/1658101370430574592</ref> | ||
|} | |} | ||
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| | | | ||
This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes. | This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes. | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Accuracy}_\text{shelling} = \bigg\lfloor \bigg( \Big( \text{Acc}_\text{base} + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \text{Mod}_\text{Amagiri} \Big) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \bigg) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \times \text{Mod}_\text{smoke} \bigg\rfloor </math> | ||
+ | |} | ||
− | + | ;With | |
− | |||
− | With | ||
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. | * <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. | ||
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| '''Combined Escort'''|| 75|| 75 | | '''Combined Escort'''|| 75|| 75 | ||
|} | |} | ||
+ | |||
+ | * <math>\text{Mod}_\text{Amagiri}</math>is a bonus against [[PT boat]]: | ||
+ | ** '''65''' for {{Ship/Link|Amagiri/Kai Ni|Amagiri/Kai Ni D|text=Amagiri Kai Ni/D}} | ||
+ | ** '''35?''' for [[DD]] and [[DE]] adjacent to Amagiri Kai Ni/D. | ||
+ | ** '''0''' otherwise. | ||
* <math>\text{Mod}_\text{spotting}</math> the artillery spotting / CVCI bonus if applicable. See ''[[Combat/Artillery Spotting#Setups and Attack Types|here]]'' for more details. | * <math>\text{Mod}_\text{spotting}</math> the artillery spotting / CVCI bonus if applicable. See ''[[Combat/Artillery Spotting#Setups and Attack Types|here]]'' for more details. | ||
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|{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3 | |{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3 | ||
|} | |} | ||
− | + | |- | |
+ | | | ||
;Notes | ;Notes | ||
* It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups will interfere with artillery spotting and cost better attack bonuses. | * It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups will interfere with artillery spotting and cost better attack bonuses. | ||
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| | | | ||
This formula applies to surface shelling and carrier attacks during shelling support. | This formula applies to surface shelling and carrier attacks during shelling support. | ||
− | + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | |
− | <math>\text{Accuracy}_\text{shelling support} = \bigg\lfloor \Big( 64 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip base} \Big) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \bigg\rfloor </math> | + | |valign="center"| <math>\text{Accuracy}_\text{shelling support} = \bigg\lfloor \Big( 64 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip base} \Big) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \bigg\rfloor </math> |
− | + | |} | |
+ | ;With | ||
* <math>\text{Acc}_\text{equip base}</math> does not include any [[Visible Bonus]] nor [[Improvement]]. | * <math>\text{Acc}_\text{equip base}</math> does not include any [[Visible Bonus]] nor [[Improvement]]. | ||
* <math>\text{Mod}_\text{formation}</math> uses the same Day Shelling [[#Accuracy|formation modifier]] as the sortieing fleet if Single vs Single combat, or '''1.0''' if the player fleet is Combined | * <math>\text{Mod}_\text{formation}</math> uses the same Day Shelling [[#Accuracy|formation modifier]] as the sortieing fleet if Single vs Single combat, or '''1.0''' if the player fleet is Combined | ||
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| | | | ||
This formula only applies to opening and closing torpedo attacks during day battles. | This formula only applies to opening and closing torpedo attacks during day battles. | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Accuracy}_\text{torpedo} = \bigg\lfloor \left( \text{Acc}_\text{base} + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{smoke} \bigg\rfloor</math> | ||
+ | |} | ||
− | + | ;With | |
− | |||
− | With | ||
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. | * <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. | ||
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| | | | ||
This formula applies to the airstrikes performed during the aerial combat phase and support. Although ASW support functions like an airstrike for damage, it '''does not''' use this formula. | This formula applies to the airstrikes performed during the aerial combat phase and support. Although ASW support functions like an airstrike for damage, it '''does not''' use this formula. | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Accuracy}_\text{airstrike} = \text{Acc}_\text{base}</math> | ||
+ | |} | ||
− | + | ;With | |
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. | * <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. | ||
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" | ||
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|Player Escort||75||70<ref name="*"/> | |Player Escort||75||70<ref name="*"/> | ||
|} | |} | ||
− | + | |- | |
+ | | | ||
;Notes | ;Notes | ||
* Airstrike accuracy is a constant and '''not affected''' by any outside factors. | * Airstrike accuracy is a constant and '''not affected''' by any outside factors. | ||
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| | | | ||
This formula applies to all ASW attacks in the combat phase and support. | This formula applies to all ASW attacks in the combat phase and support. | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Accuracy}_\text{ASW} = \bigg\lfloor \left( 80 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\bigstar + 2 \times \sum \text{ASW}_\text{sonar} \right) \times \text{Mod}_\text{vanguard}? \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy} \times \text{Mod}_\text{smoke} \bigg\rfloor</math> | ||
+ | |} | ||
− | + | ;With | |
− | |||
− | With | ||
* <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only) | * <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only) | ||
* <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped. | * <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped. | ||
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* <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment. | * <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment. | ||
** Synergy bonus is either currently bugged or so small it cannot be tested. | ** Synergy bonus is either currently bugged or so small it cannot be tested. | ||
− | + | |- | |
+ | | | ||
;Notes | ;Notes | ||
* The base {{Hit}} accuracy stat of the equipment is '''not''' included here. | * The base {{Hit}} accuracy stat of the equipment is '''not''' included here. | ||
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| | | | ||
This formula applies to '''all''' night battle attacks. | This formula applies to '''all''' night battle attacks. | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Accuracy}_\text{NB} = \bigg\lfloor \bigg( \text{Mod}_\text{contact} \times \Big( 69 + \text{Mod}_\text{star shell} \Big) + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \bigg) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CI} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} \bigg\rfloor</math> | ||
+ | |} | ||
− | + | ;With | |
− | |||
− | With | ||
* <math>\text{Mod}_\text{contact}</math> the modifier of the Night contact, its value depends on the {{Hit}} stat of the {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recon|link_category=Night Recon}}. | * <math>\text{Mod}_\text{contact}</math> the modifier of the Night contact, its value depends on the {{Hit}} stat of the {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recon|link_category=Night Recon}}. | ||
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='''Evasion'''= | ='''Evasion'''= | ||
+ | |||
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows: | Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows: | ||
+ | |||
{|class="wikitable mw-collapsible mw-collapsed" width="100%" | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | ||
− | !Evasion | + | !colspan=2|Evasion |
|- | |- | ||
+ | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div> | ||
| | | | ||
− | <math>\text{Evasion}_\text{pre-cap} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor</math> | + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
+ | |valign="center"| <math>\text{Evasion}_\text{pre-cap} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor</math> | ||
+ | |} | ||
− | With | + | ;With |
* <math>\text{Evasion}_\text{ship}</math> the displayed evasion {{Evasion}} of the ship, '''including''' any equipment stats and [[Visible Bonus]]es. | * <math>\text{Evasion}_\text{ship}</math> the displayed evasion {{Evasion}} of the ship, '''including''' any equipment stats and [[Visible Bonus]]es. | ||
* <math>\text{Mod}_\text{formation}</math> the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation Selection|Combat]] for more details. | * <math>\text{Mod}_\text{formation}</math> the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation Selection|Combat]] for more details. | ||
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|Combined Fleet Cruising Formation 4||?||?||1.0||1.0 | |Combined Fleet Cruising Formation 4||?||?||1.0||1.0 | ||
|} | |} | ||
− | + | |- | |
+ | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Cap</div> | ||
+ | | | ||
The evasion is then capped as follows: | The evasion is then capped as follows: | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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| ≥ 65|| <math>\lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor</math> | | ≥ 65|| <math>\lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor</math> | ||
|} | |} | ||
− | + | |- | |
+ | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Post-cap</div> | ||
+ | | | ||
Capped evasion is then modified by post-cap modifiers: | Capped evasion is then modified by post-cap modifiers: | ||
+ | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | ||
+ | |valign="center"| <math>\text{Evasion}_\text{post-cap} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{DD} - \text{Mod}_\text{fuel} \right) \biggr\rfloor</math> | ||
+ | |} | ||
− | + | ;With | |
− | |||
− | With | ||
* <math>\text{Mod}_\text{searchlight}</math> the {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlights}} evasion penalty. It is '''0.2''' for any ship equipped with a searchlight (even if not triggered) and '''1.0''' otherwise. | * <math>\text{Mod}_\text{searchlight}</math> the {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlights}} evasion penalty. It is '''0.2''' for any ship equipped with a searchlight (even if not triggered) and '''1.0''' otherwise. | ||
* <math>\text{Mod}_\text{sonar}</math> the {{Evasion}} gained from {{Sonar}} [[Sonar]]s' [[Improvement]]s, that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise. | * <math>\text{Mod}_\text{sonar}</math> the {{Evasion}} gained from {{Sonar}} [[Sonar]]s' [[Improvement]]s, that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise. | ||
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*This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280]. | *This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280]. | ||
− | ==PT | + | ==[[PT boat]]s== |
{{Anti-PT Imp Setups|uncollapsed=true}} | {{Anti-PT Imp Setups|uncollapsed=true}} | ||
Revision as of 19:45, 27 March 2024
Accuracy, Evasion, and Criticals are three mechanics intertwined together, representing the ability of a ship to hit another one. The formulas presented on this page are still subject to change as more testing is done.
- Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] are rounded down.
Hit Rate
The hit rate is the probability of an attack hitting the target. It's the same for all attacks as well as abyssals. It stems from the difference between the Accuracy of the attack and the evasion of the target.
Hit Rate | ||
---|---|---|
Where, the Capped Hit Rate [math]\displaystyle{ \left( \text{Hit}_\text{cap} \right) }[/math] is:
By following this formula, the hit rate is:
|
- Notes
- Hit rate has an effective minimum of 11% and a maximum of 97%.
- Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
- The effect of sparkle is reduced the closer Hit rate is to the caps.
Critical Hit Rate
Critical Hits are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type.
Critical Rate | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Hit Rate & Critical Roll
There is a single roll for both normal and critical hits.
For example, for a hit rate of 50% on a shelling attack, the crit rate is then 10%. The roll can be represented as followed:
Roll Example | ||
---|---|---|
Critical Hit 10% | Hit 40% | Miss 50% |
The normal hit rate is 40% and the remaining 10% is the critical hit rate.
- Notes
- The effect of accuracy and sparkling on crit rate is limited
- Because it stems directly from hit rate, it is also affected by the caps.
- With low accuracy, a disproportionately high amount of successful hits will be "criticals".
- With proficiency bonus it's possible to have a crititical rate above the hit rate, in this case the critical rate override the hit rate.[1]
Damage Animations
When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damage):
- miss (no damage),
- 25 (normal damage)
- 25 Critical hit! (critical damage).
However, the damage status displayed is mostly defined by the amount of damage dealt, and not the real damage status happening in the game.
- Due to this, displayed critical hits and misses are rarely true critical hits or misses.
The displayed damage status is as follows:
Display Behavior | |
---|---|
Damage Dealt | Damage Displayed |
Miss | Miss displayed normally |
0 | Always displayed as a miss |
≤14 | Never displayed as Critical hit! |
[15;39] | Criticals displayed normally |
≥40 | Always displayed as Critical hit! |
- Notes
- A patch exists to fix this misleading behavior and display the real damage status, see here.
Accuracy
Below are the common variables used in all accuracy formulas:
- [math]\displaystyle{ \text{Level} }[/math] is the level of the attacking ship.
- [math]\displaystyle{ \text{Luck} }[/math] is the luck of the attacking ship.
- [math]\displaystyle{ \text{Acc}_\text{equip} = \text{Acc}_\text{equip base} + \text{Acc}_\text{equip bonus} + \text{Acc}_\bigstar }[/math] is the total accuracy provided by an equipment, with:
- [math]\displaystyle{ \text{Acc}_\text{equip base} }[/math] is the base accuracy of the equipment,
- [math]\displaystyle{ \text{Acc}_\text{equip bonus} }[/math] is the visible accuracy bonuses,
- [math]\displaystyle{ \text{Acc}_\bigstar }[/math] is the equipment's accuracy gained from Improvement,
- [math]\displaystyle{ \text{Mod}_\text{fit} }[/math] is the Hidden Fit Bonuses bonuses or penalties when applicable.
- [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] is the formation modifier for the applicable attack. See Combat for more details.
- Modifiers for single fleet against combined fleet are unknown.
[math]\displaystyle{ \text{Mod}_\text{formation} }[/math] | ||||
---|---|---|---|---|
Formation | Day Shelling & Carrier Attacks |
Torpedo Attacks | ASW [1] | Night Battles[2] |
Line Ahead | 1.0 | 1.0 | 1.0 | 1.0 |
Double Line | 1.2 | 0.8 | 1.2 | 0.9 |
Diamond | 1.0 | 0.4 | 1.0 | 0.7 |
Echelon | 1.2 | 0.75 | 1.2 | 0.9 |
Line Abreast | 1.2 | 0.3 | 1.2 | 0.8 |
Vanguard (Top) | 0.8 | 0.7 | 1.0 | 0.8 |
Vanguard (Bottom) | 1.2 | 0.9 | 1.1 | 1.2 |
Exception | ||||
Vanguard (Top) vs DD | 0.880.8 * 1.1 | 0.840.7 * 1.2 | N/A | 0.880.8 * 1.1 |
Vanguard (Bottom) vs DD | 1.321.2 * 1.1 | 1.080.9 * 1.2 | N/A | 1.321.2 * 1.1 |
Double Line vs Line Abreast | 1.0 | - | 1.0 | - |
Echelon vs Line Ahead | ||||
Line Abreast vs Echelon | ||||
Echelon vs Combined Fleet | - | 0.6 | - | 0.8? |
Combined Fleet[3] | ||||
Combined Fleet Cruising Formation 1 | 0.9 | ? | 1.25 | ? |
Combined Fleet Cruising Formation 2 | 1.0 | 1.0 | ? | 0.9 |
Combined Fleet Cruising Formation 3 | 0.8 | 0.4? | ? | 0.7 |
Combined Fleet Cruising Formation 4 | 1.1 | 1.2 | ? | 1.0 |
- [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] is an accuracy malus when the opposite fleet is in Vanguard formation. See below for more details.
- It is still unknown if this affects night battles, airstrikes, ASW, or LBAS.
- [math]\displaystyle{ \text{Mod}_\text{morale} }[/math] is the morale modifier of the attacking ship. Morale is referring to the value of attacking timing, not the value before entering battle. See Morale and Fatigue for more details.
[math]\displaystyle{ \text{Mod}_\text{morale} }[/math] | |
---|---|
Sparkled | 1.2 |
Normal | 1.0 |
Orange | 0.8 |
Red | 0.5 |
- [math]\displaystyle{ \text{Mod}_\text{smoke} }[/math] is an accuracy malus when Smoke Generators are used.
- Please note that these are initial estimations and are subject to change.
- It is currently unknown if the airstrike accuracy is affected by the smoke.
- Some modifiers are impossible to determine because the fleet hit the lower bound hit rate (11% hard cap).
- There are some inconsistencies between "old" and "new" enemies.
- Having a (surface ?) radar equipped reduces the smoke effect for both fleets, but only for the shelling phase.
[math]\displaystyle{ \text{Mod}_\text{smoke} }[/math][4] | ||||
---|---|---|---|---|
Day Shelling | ||||
Fleet | Radar Equipped | Type 1 | Type 2 | Type 3 |
Allied | No | < 0.3 | <0.33 | <0.37 |
Yes | 0.35 | 0.25 | < 0.37 | |
Enemy | No | < 0.69 | < 0.7 | <0.7 |
Yes | 0.91 | 0.83 | 0.75 | |
Torpedo Phase | ||||
Fleet | Type 1 | Type 2 | Type 3 | |
Allied | 0.45 | 0.42 | 0.42 | |
Enemy | 0.7 | 0.6 | 0.5 | |
ASW | ||||
Allied | 0.25 | |||
Enemy | ~1.0?[5] |
- Notes
- Because of the number of modifiers to accuracy in-game, it is not trivial to increase accuracy. Therefore it is more important to prioritize attack power (firepower, torpedo, ASW, airstrike, LBAS, ...).
- ↑ https://twitter.com/Divinity_123/status/1453371971446743045
- ↑ https://twitter.com/Divinity_123/status/1680199577989685251
- ↑ https://twitter.com/Divinity_123/status/1470001784009773057
- ↑ https://twitter.com/Divinity_123/status/1707331554228195746
- ↑ https://twitter.com/about6833/status/1658101370430574592
Combat
In no particular order.
Daytime Shelling | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes.
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Shelling Support | |
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This formula applies to surface shelling and carrier attacks during shelling support.
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Torpedo Attacks | ||||||||||||||||||||||||||||||||||
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This formula only applies to opening and closing torpedo attacks during day battles.
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Aerial Combat | ||||||||||||||||||||||||||||||||||||||||
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This formula applies to the airstrikes performed during the aerial combat phase and support. Although ASW support functions like an airstrike for damage, it does not use this formula.
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Anti-Submarine Warfare | |
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This formula applies to all ASW attacks in the combat phase and support.
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Night Battles | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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This formula applies to all night battle attacks.
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Land-Based Air Squadron
This formula applies to attacks made by Land-Based Air Squadrons. The accuracy is calculated independently per squadron.
LBAS |
---|
This formula is still under investigation, results are not yet consistant with in-game test. [math]\displaystyle{ \text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{vanguard}? \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CF} + \text{Acc}_\text{proficiency} }[/math] [1] With:
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- Notes
- For / Interceptors, the and stats are respectively "Anti-Bomber" and "Interception" and not Accuracy and Evasion.
Evasion
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
Evasion | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Pre-cap
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Cap
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The evasion is then capped as follows:
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Post-cap
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Capped evasion is then modified by post-cap modifiers:
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- Notes
- Evasion term can be negative with the fuel penalty.
- The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test,
- Using Underway Replenishment is a way to mitigate fuel penalties,
- Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
- As most ships are capable of reaching 65 , trying to increase evasion using pre-cap means has little to no effect, this includes:
- Increasing the (e.g. with boilers, even if improved),
- Luckmodding ,
- Choosing a weaker formation with an evasion bonus (except for Vanguard).
- Historical evasion exists but is not always measured due to the limited-time nature of events.
Special Cases
Vanguard Formation
This mechanic's effects are still under evaluation, so values are subject to change.
When a fleet is in Vanguard Formation it gives an accuracy malus to the opposite fleet. This malus is determined by 4 factors:
- Ship position in the fleet,
- Ship type,
- Normal or event map,
- Combat phase,
It is the same for the Abyssals.
It is called [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] in the accuracy formulas above.
[math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math][1] | |||
---|---|---|---|
Shelling Phase and Night Battle | |||
Fleet Position | Non-DD | DD (normal map) | DD (event) |
1 | 0.95 | 0.95 | 0.95 |
2 | |||
3 | 0.8 | 0.6 | |
4 | |||
5 | 0.86 | 0.69 | 0.52 |
6 | 0.8 | 0.64 | 0.48 |
7 | 0.7 | - | <0.4 |
Torpedo Phase | |||
1 | 0.9 | 0.9 | 0.9 |
2 | |||
3 | 0.77 | 0.65 | 0.55 |
4 | 0.67 | 0.58 | 0.475 |
5 | 0.64 | 0.5 | 0.4? |
6 | 0.55 | 0.42 | 0.35? |
7 | 0.51 | - | ? |
ASW | |||
? |
Debuffs
During Events, some Debuffs have been measured to give some additional bonuses of Accuracy and Evasion .
- Please, refer to the current Event page for up to date information.
Arctic Map Bonuses
On all "arctic maps", namely all World 3 maps, as well as some Event maps, the Arctic Camouflage (+ Arctic Equipment) gives:
20.3cm Japanese Guns
So far, no hidden evasion bonus has been observed from equipping any gun on any ship.
- This idea comes from a misinterpretation of an ambiguous tweet by the devs [5].
PT boats
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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] |
See Also
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