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(Created page with "== Foreword and Credits == Originally written by Mikabro (X@McQueen1919) in Chinese. Translated and adapted by Transporange and Jiga. Smoke is the only thing between Taihas...")
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Revision as of 10:51, 8 July 2024

Foreword and Credits

Originally written by Mikabro (X@McQueen1919) in Chinese. Translated and adapted by Transporange and Jiga.

Smoke is the only thing between Taihas and 6 Abyssal Princesses. Effective understanding and use of Smoke is key to reduce retreats and Damegami expenditure.

Equipment Full Smoke Generator Kai (Smoke Screen).png
TL;DR!
  • Smoke reduces accuracy of both sides
  • You need 2 layers of smoke to affect Artillery phase
  • 1 layer of smoke affects opening torpedo phase, 3 affects closing
  • Fossils should get the two Smoke Kais and one Smoke Max-Improved
    • Luck Mod your main Yamato (preferably all Yamatos) to 29 Luck
  • Newbies should get the Smoke Kai from Factory Quest F115, improve two Smoke to Max-Improved and prepare one Smoke at Improved+0
    • Luck Mod your main Yamato to 37 Luck, or luck mod yourself
  • Best use case of smoke is in 1. Princess infested preboss nodes (Example) or 2. TCF preboss nodes
  • Don't spam smoke

What is Smoke

Smoke Generator Smoke Generators can be used in combat to deploy a smoke screen.

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 Improved 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.

Smoke activation button next to the Formation ones.
  • 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 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 3 different smoke size

Two formulas have been determined to approximate the trigger rate of smoke screens.

  • The 2nd formula is based on the 1st one with additional hypothesis,
  • A measurement of the trigger rate can be found here,
  • Both formulas can be directly compared 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.
Trigger Rate Formula 1 [3]
[math]\displaystyle{ \text{P}_\text{0} = 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} }[/math]
  • If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{P}_\text{0} = 0 }[/math]
[math]\displaystyle{ \text{K} = \bigg\lceil \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} \bigg\rceil }[/math]
[math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math] [math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math] [math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
[math]\displaystyle{ \begin{align} \text{P}_\text{1} &= 1 - \text{P}_\text{0} \\ \text{P}_\text{2} &= 0 \\ \text{P}_\text{3} &= 0 \end{align} }[/math]
[math]\displaystyle{ \begin{align} \text{P}_\text{1} &= 1 - \text{P}_\text{0} - \text{P}_\text{2} \\ \text{P}_\text{2} &= 0.05 \times ( 1 - \text{P}_\text{0} ) \times ( \text{K} + 2 ) \\ \text{P}_\text{3} &= 0 \end{align} }[/math]
[math]\displaystyle{ \begin{align} \text{P}_\text{1} &= 1 - \text{P}_\text{2} - \text{P}_\text{3} \\ \text{P}_\text{2} &= \min ( 0.3 ; 1 - \text{P}_\text{3}) \\ \text{P}_\text{3} &= X \times \text{K} + 0.15 \times ( \text{N}_\text{Generator} - 3 ) \end{align} }[/math]
  • The X coefficient is unclear yet, being about 0.04~0.045.
With
  • [math]\displaystyle{ \text{P}_\text{0}, \text{P}_\text{1}, \text{P}_\text{2}, \text{P}_\text{3} }[/math] the respective rates for the trigger of smokes levels 0 to 3,
  • [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
  • [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
  • [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement Improved level of the base generators,
  • [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement Improved level of the Kai generators,
Trigger Rate Formula 2 [4]
[math]\displaystyle{ \text{Level 0}_\text{Rate %} = \max \big( 0 ; \min ( 100 ; 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} ) \big) }[/math]
  • If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{Level 0}_\text{Rate %} = 0 }[/math]
[math]\displaystyle{ \text{K} = 5 \times \text{N}_\text{Generator} + 1.5 \times \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} }[/math]
[math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math] [math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math] [math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
[math]\displaystyle{ \begin{align} \text{Level 1}_\text{Rate %} &= 100 - \text{Level 0}_\text{Rate %} \\ \text{Level 2}_\text{Rate %} &= 0 \\ \text{Level 3}_\text{Rate %} &= 0 \end{align} }[/math]
[math]\displaystyle{ \begin{align} \text{Level 1}_\text{Rate %} &= ( 100 - \text{Level 2}_\text{Rate %} ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\ \text{Level 2}_\text{Rate %} &= ( 3 \times \big\lceil \text{K} - 5 \big\rceil + 1 ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\ \text{Level 3}_\text{Rate %} &= 0 \end{align} }[/math]
[math]\displaystyle{ \begin{align} \text{Level 1}_\text{Rate %} &= \min ( 0 ; 100 - \text{Level 2}_\text{Rate %} - \text{Level 3}_\text{Rate %}) \\ \text{Level 2}_\text{Rate %} &= \min ( 30 ; 100 - \text{Level 3}_\text{Rate %} ) \\ \text{Level 3}_\text{Rate %} &= 3 \times \big\lceil \text{K} - 15 \big\rceil + 1 \end{align} }[/math]
With
  • [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
  • [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
  • [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement Improved level of the base generators,
  • [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement Improved level of the Kai generators,

  • 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 near 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
Special Attacks[2]
Allied 1
Torpedo Phases
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.

For Jiga: Potential update of Category

  • Airstrike Accuracy remains buffed from Plane Proficiency. This serves as a remark and is not important.
  • Smoke on ASW: We know that Smoke reduces ASW accuracy, but not as severe as Artillery accuracy. Abyssal Evasion is not affected. However using smoke and proper ASW is mutually exclusive. It would be a curiosity outside of practical combat considerations.
  • One layer of smoke affects opening torps, Two layers of smoke affects Artillery phase, Three layers of smoke affects Closing torps.
  • There are currently two formulae for smoke rates. x.com/yukicacoon/status/1739481809375895854 by Yumemi and x.com/Xe_UCH/status/1767407602554855730 by Xe. There is a calculator for smoke rates as well at docs.google.com/spreadsheets/d/1tEqI13g2LmzR0L8N-I39W6mgmAyc8DxJ-R0_qlEkjlQ/edit if this is useful. Aircalc uses Xe's formula when displaying Smoke rates.
    • The main difference between the formulae comes from the luck thresholds.

Why Smoke

The main effect of Smoke is reducing accuracy from both sides. This clearly helps with preboss pass rates. However offence is the best defence, we would have killed everything first if we could.

Hence the main use of smoke is when it is impossible for us to sink the enemy first . Examples include:

  • Preboss nodes with 6 Abyssal Princesses;
  • When using TCF
  • Sub nodes

One needs 3 layers to make smoke useful in sub nodes, hence Toukai wings remain the best counter to submarines. The first two cases however are commonplace in recent events.

Conclusion

  • Smoke to evade unsinkable enemies.
  • You want at minimum 2 layers of smoke guaranteed.

How to Smoke

As written in the Smoke Template, Fleet Flagship Luck and Smoke improvement levels affects smoke proc rates. Clearly the better your smoke generators are, the less taxing is on your Luck mods. We provide some calculations for Newbies and Fossils, with the assumption that you need to guarantee 2 layers of smoke.

We write "you need A/B Luck" to mean that "by Yumemi's formula you need A Luck, by Xe's formula you need B Luck".

This means you have a the Smoke Kai Improved+2 from 2023 Summer E1H and the Smoke Kai from Miyuki K2 quest. If you only use these two Smoke Kai it takes 122/114 Luck to guarantee 2 layers. Clearly someone lost his head. Hence we add an extra Smoke Max-Improved to the mix. It takes 26/29 Luck. For fossils, please get both Smoke Kais and one Smoke +10, as well as Flagship Luck ≥26/≥29.

You don't have Smoke Kai from Event, so we assume you will use Miyuki's Smoke Kai and two Smoke Max-Improved. You will need 37/54 Luck. A big challenge. We provide three solutions.

  • Well at 29 Luck you have 9% of one layer smoke. You can pray to RNG.
  • Get your main Yamato to 37 Luck. This works for the first formula, and also crosses a threshold in the second formula.
  • If you can spare a slot, plug a Smoke Improved+0. Then you need 10/17 Luck. Perfectly doable.
Depending on the situation you may use any of the three above. Be prepared and get two Smoke Max-Improved and one Smoke Improved+0 .

Smoke luck mods

For this purpose you should mod Ship Banner Yamato Kai Ni.pngKai Ni

If your fleet has no touch but needs smoke, just plug a high luck ship as Flagship. It is only when you need touch attacks that your Flagship is fixed. Ship Banner Nagato Kai Ni.png has 40 Luck, Ship Banner Nelson Kai.png also has 29 Luck if you ring her. However Ship Banner Yamato Kai Ni.png has 18 Luck before marriage.

What about Musashi K2?

If you do Event RTA, Musashi K2 deserves luck modding. For non-RTA players, we note that although Musashi K2 Flagship gives a stronger Touch (Yamato K2J third shot will be heavier), but you may get hard blocked via a Fast or Hotels ≤ 1 navigation check. Luck modding Yamato K2 will do.