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==Mechanics== | ==Mechanics== | ||
− | <onlyinclude> | + | <onlyinclude>{{Smoke}} '''[[Smoke Generator]]s''' can be used in combat to deploy a smoke screen. |
− | {{Smoke}} '''[[Smoke Generator]]s''' can be used in combat to deploy a smoke screen. | ||
− | ''{{ | + | <tabber> |
− | + | |-|Generality= | |
+ | [[File:Deployed smoke large.png|thumb|220px|Example of a large smoke deployed.]] | ||
+ | *There are 3 smoke screen sizes, being '''Small < Medium < Large. | ||
+ | **The maximum smoke size that can be generated is dependent on the number of smoke generators, being respectively 1/2/3. | ||
+ | **Note that {{Star}} [[improvement]]s also affect the maximum smoke level possible. | ||
+ | *It sharply reduces the accuracy of all fleets, proportionally to the smoke screen size (the hit rate is still capped at 11%). | ||
+ | **This effect can be partially bypassed by using radars (both sides). | ||
+ | *The effect will last for the day battle, even so the animation will fade before the battle's end. | ||
+ | {{Clear}} | ||
+ | |||
+ | |-|Activation requirements= | ||
+ | [[File:Smoke Button.png|thumb|220px|Smoke activation button next to the Formation ones.]] | ||
*If equipped, it can be activated with a specific button when [[Fleet Preview|selecting the formation]]. | *If equipped, it can be activated with a specific button when [[Fleet Preview|selecting the formation]]. | ||
− | **It can be activated multiple times per sortie until it triggers, being triggerable once, in day battle. | + | **It can be activated multiple times per sortie until it triggers, '''being triggerable once''', in day battle only. |
*It cannot be activated in [[Exercises]] in the current implementation. | *It cannot be activated in [[Exercises]] in the current implementation. | ||
*The trigger rate is not 100% and depends on the fleet's flagship's luck {{Luck}}, as well as the amount and type of Smoke Generators used. | *The trigger rate is not 100% and depends on the fleet's flagship's luck {{Luck}}, as well as the amount and type of Smoke Generators used. | ||
**For combined fleets, it is the luck of the main flagship. | **For combined fleets, it is the luck of the main flagship. | ||
+ | **The size of the triggered smoke screen depends on how many smoke generators are used. | ||
*It will only trigger at the beginning of the [[Shelling]] phase. | *It will only trigger at the beginning of the [[Shelling]] phase. | ||
+ | {{Clear}} | ||
+ | |||
+ | |-|Trigger Rate= | ||
+ | [[File:Smoke Size.png|thumb|220px|The 3 different smoke size]] | ||
+ | *The trigger rate depends on: | ||
+ | **The number of "Smoke Generators" in the fleet, | ||
+ | **The flagship [[Level]] and {{Luck}} '''Luck''' (secretary for [[Combined Fleet]]s), | ||
+ | **{{Star}} [[improvement]]s of the generator. | ||
+ | *Regarding the equipment: | ||
+ | ** Each {{Equipment/Link|Smoke Generator (Smoke Screen)}} counts as 1, | ||
+ | ** Each {{Equipment/Link|Smoke Generator Kai (Smoke Screen)}} counts as 2, | ||
+ | ** {{Star}} [[improvement]]s of the generator can also count as 1 ([https://twitter.com/Nanano88_/status/1777318858845749464][https://twitter.com/DjArpeggio/status/1777361218925420902?t=LadScMNhTupd4Gbj-LkZSw&s=19]). | ||
+ | *There is no formula yet, but a measure of trigger rate can be found here: [https://docs.google.com/spreadsheets/d/1I_HMplw81mR7g9_jUKRmI7ylhlhKkuvGKtrpj3DJ9zo/edit#gid=0|here]. | ||
+ | *It is possible to have a total trigger rate for all 3 sizes of 100%, giving the FS has enough luck & enough generators are used. | ||
+ | {{Clear}} | ||
+ | |||
+ | |-|Accuracy Effect= | ||
+ | *The smoke gives an [[Accuracy]] malus to both fleets when 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 | ||
+ | |} | ||
+ | <references/> | ||
− | + | |-|AA Effect= | |
− | *The | + | *[[AA#Proportional and Fixed shootdowns|AA]] effects: |
− | * | + | **The smoke affects the allied shootdown but not the enemy shootdown. |
− | ** | + | **No fixed shootdown above 2 has been observed under a smoke. |
− | *The | + | **The guaranteed shootdown does not seem to be affected. |
+ | **A modifier to the '''Adjusted AA''' is suspected but there is not enough data to confirm it. | ||
+ | * The [[Smoke]] reduce the [[Anti-Air Rocket Barrage]] trigger rate either directly or by reducing the '''Adjusted AA'''. | ||
+ | </tabber></onlyinclude> | ||
==Listed by stats== | ==Listed by stats== |
Revision as of 21:59, 9 April 2024
This category contains all equipment or equipment types classified as Smoke Generators.
This category is populated by Template:EquipmentCategoriesKai. Please do not manually add pages to this category.
Mechanics
Smoke Generators can be used in combat to deploy a smoke screen.
- There are 3 smoke screen sizes, being Small < Medium < Large.
- The maximum smoke size that can be generated is dependent on the number of smoke generators, being respectively 1/2/3.
- Note that improvements also affect the maximum smoke level possible.
- It sharply reduces the accuracy of all fleets, proportionally to the smoke screen size (the hit rate is still capped at 11%).
- This effect can be partially bypassed by using radars (both sides).
- The effect will last for the day battle, even so the animation will fade before the battle's end.
- If equipped, it can be activated with a specific button when selecting the formation.
- It can be activated multiple times per sortie until it triggers, being triggerable once, in day battle only.
- It cannot be activated in Exercises in the current implementation.
- The trigger rate is not 100% and depends on the fleet's flagship's luck , as well as the amount and type of Smoke Generators used.
- For combined fleets, it is the luck of the main flagship.
- The size of the triggered smoke screen depends on how many smoke generators are used.
- It will only trigger at the beginning of the Shelling phase.
- The trigger rate depends on:
- The number of "Smoke Generators" in the fleet,
- The flagship Level and Luck (secretary for Combined Fleets),
- improvements of the generator.
- Regarding the equipment:
- Each Smoke Generator (Smoke Screen) counts as 1,
- Each Smoke Generator Kai (Smoke Screen) counts as 2,
- improvements of the generator can also count as 1 ([1][2]).
- There is no formula yet, but a measure of trigger rate can be found here: [3].
- It is possible to have a total trigger rate for all 3 sizes of 100%, giving the FS has enough luck & enough generators are used.
- The smoke gives an Accuracy malus to both fleets when 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][1] | ||||
---|---|---|---|---|
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 |
- AA effects:
- The smoke affects the allied shootdown but not the enemy shootdown.
- No fixed shootdown above 2 has been observed under a smoke.
- The guaranteed shootdown does not seem to be affected.
- A modifier to the Adjusted AA is suspected but there is not enough data to confirm it.
- The Smoke reduce the Anti-Air Rocket Barrage trigger rate either directly or by reducing the Adjusted AA.
Listed by stats
No. | Rarity | Name | Equipment Type | Refittable Types | Notes | |||
---|---|---|---|---|---|---|---|---|
500 | ☆
|
Smoke Generator (Smoke Screen) 発煙装置(煙幕) |
Surface Ship Equipment | 1 | DE, DD, CL, CLT, CA, CAV, FBB (Only: Richelieu Deux), BBV (Only: Fusou Kai Ni, Yamashiro Kai Ni), AV (Only: Mikuma Kai Ni Toku), CT, AO (Only: Souya (AGB), Souya (AGL), Souya (AGS)) | ✔️ | ✔️ | |
501 | ☆
☆ |
Smoke Generator Kai (Smoke Screen) 発煙装置改(煙幕) |
3 | ❌ | ❌ | |||
No. | Rarity | Name | Equipment Type | Refittable Types | Notes |
Pages in category "Smoke Generators"
The following 2 pages are in this category, out of 2 total.