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Difference between revisions of "Drop"

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(Redirected page to Drop List)
Tag: New redirect
 
(Removed redirect to Drop List)
Tag: Removed redirect
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#REDIRECT [[Drop List]]
+
Dropping ships from [[node|combat nodes]] in sorties is the main way to obtain new girls in the game, with a majority of "good" ships being only obtainable this way.
 +
*''See [[Drop List]] to view all the ship drop locations.
 +
 
 +
=Overview=
 +
When scoring a victory on certain combat nodes, depending on the situation, a ship might be dropped and added to the ship list.
 +
* Ship drops are always level 1 and on base remodel and modernization.
 +
* Having either ship slots or equipment slots full will prevent any drop (similar to ship construction).
 +
* The drop tables of each map are listed here on the wiki, as well as on each map page and ship page, please refer to those tables for each situation.
 +
 
 +
For a given node drop pool, each droppable ship will have a given base drop rate which is then affected by the factors detailed below:
 +
 
 +
;Combat Rank
 +
* "Victories" (S, A, and B ranks) are the only way to drop a ship.
 +
* Scoring a greater victory will usually yield more and better drops.
 +
;Nodes
 +
* Most nodes drop ships on higher ranks only (mostly "A and S only", or even "S only"),
 +
* Normal nodes have a base rate of 30-40% to drop nothing,
 +
** Some nodes will have a higher chance of dropping nothing,
 +
** Some nodes do not drop ship in any situation (mostly minor event nodes),
 +
* Boss nodes always dropping ships (only applicable to the final boss on most multi-boss maps),
 +
;Enemy Formation
 +
* Some "easier" formations may not drop the rarer ship
 +
;Specific Mechanic
 +
* In the case of [[#Limited Time Drops]] on normal maps, they usually overlap or replace existing drop rates.
 +
* Some individual drop rates might also be affected by [[#Drop Caps]], proportionally increasing the rest of the drop rates of the list.
 +
* The difficulty ([[event]] only) changing the enemy formations, with better drops being limited to higher difficulties' formations.
 +
 
 +
 
 +
Drops do '''NOT''' depend on:
 +
*"Perfect S Victory", being exactly the same as a regular S rank.
 +
*Items drops (e.g. [[Saury]]), where it is possible to drop both a ship and an item when applicable, the two being independent.
 +
*Some "mercy mechanic", improving the odds of dropping something after a given amount of attempts.
 +
*Any direct effect of HQ level is currently unproven. However HQ level has an indirect effect as it affects enemy formation.
 +
*The fact that a ship was [[scrap]]ped rectly.
 +
**''Certain rumors pretend that scrapping given ships will prevent said ships from dropping for a long time, but so far this has never been verified, being additionally an unlikely odd/arbitrary mechanic by itself.
 +
 
 +
==Drop Caps==
 +
The "drop cap" (only applicable for few ships), is when some "rarer/more valuable" ships are limited in how many copies can be owned at once ("dupe cap") or on how many can be dropped in a certain period of time ("overfishing cap"). This way, the majority of ships can be dropped an infinite amount of time (certain players have 200+ copies of a ship), but certain ships will have an arbitrary limit:
 +
*Unlikely, for [[Akashi]] on [[1-5]] and [[3-5]], and [[Ooyodo]] on [[1-6]], they will drop '''only''' if currently not possessed, meaning that duplicates cannot be dropped here (dupes are still possible on any other location).
 +
*For the '''"dupe caps"''', some ships will be limited on how many can be owned at once, with their drop rate falling to zero on all locations when this cap is reached.
 +
**Usually, the amount of a given ship being possessed will affect the drop rate, the more ships the worse the rate, down to 0 %, and being presented back if the duplicates are "removed" (scraped, fodder uses, ...).
 +
**As this mechanic is not fully understood and is not very limiting, there is no clear list of the affected ships.
 +
**Famously, for the first few events after their introduction, [[Intrepid]], [[Nelson]], and [[Atlanta]] were each limited to only 1, meaning that it was impossible to drop duplicates. As of {{GameUpdates|2024-06-27}} update, those limitations have been raised to at least 3 for all ships in the game.
 +
*For the '''"overfishing cap"''', there might be a limit on how many DE can be dropped by an account on ALL maps (normal and event) for a given amount of time or period.
 +
**''So far only observed for [[Kaiboukan]]s and maybe just a fluke [https://note.com/shiroos/n/nc69eeb09585f][https://note.com/shiroos/n/nf94178915b6c][https://twitter.com/Sashimi91640578/status/1807745269595025450].
 +
 
 +
==Drop Theory==
 +
On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or events) only the last one is considered a boss node and the other are considered normal nodes.
 +
These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. A same ship can be on multiple rows. Boss tables never have empty rows.
 +
*Note that rare ships are at the beginning of the table and the empty rows are always at the end.
 +
 
 +
Once the battle is finished, the process choosing the drop is as follows:
 +
# The game rolls if there is a drop or not with the following rates:
 +
#* Normal nodes:
 +
#** S: 70%,
 +
#** A: 60%,
 +
#** B: 70%,
 +
#* Boss nodes:
 +
#** 100%,
 +
# The game will roll a random whole number between two boundaries included <math>ID=Rand(a,b)</math>,
 +
#* The boundaries depend on the victory rank,
 +
#** S: 1-50,
 +
#** A: 20-70,
 +
#** B: 51-100,
 +
# An "offset" is added to the generated number. <math>ID=ID+OFFSET</math>,
 +
#* The offset is solely determined by the enemy formation, each one has a fixed offset,
 +
#** As a general rule easy enemy formation especially on normal nodes have a higher offset,
 +
# The resulting number <math>ID</math> determines which row of the table will be chosen (the row may be empty resulting in no drop).
 +
[https://kancolle.fandom.com/wiki/User_blog:Fouryuu/Drop_Mechanics]
 +
 
 +
;Practical conclusion
 +
* In a specific node, in a specific enemy formation, in a specific victory rank, 50 rows from the drop table will be selectable by the procedure and each one of them has a 2% chance to be selected.
 +
* If a correctly filtered drop sample shows drop rates that are not multiple of 2%, that means these drops are conditional.
 +
 
 +
;Conditional Drops
 +
In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met. This is notably used for the following mechanics:
 +
* Limited time drop, when a ship is added to the list,
 +
** This case can rarely happen in events with some specific ships, in order to massively increase their drop rate as a gimmick.
 +
* Drop caps, where a capped ship is faded out of the list in profit of a single other ship not being capped.
 +
 
 +
=See Also=
 +
*[[Drop List]]
 +
*[[Sortie]]
 +
{{Mechanics}}

Revision as of 06:53, 18 July 2024

Dropping ships from combat nodes in sorties is the main way to obtain new girls in the game, with a majority of "good" ships being only obtainable this way.

  • See Drop List to view all the ship drop locations.

Overview

When scoring a victory on certain combat nodes, depending on the situation, a ship might be dropped and added to the ship list.

  • Ship drops are always level 1 and on base remodel and modernization.
  • Having either ship slots or equipment slots full will prevent any drop (similar to ship construction).
  • The drop tables of each map are listed here on the wiki, as well as on each map page and ship page, please refer to those tables for each situation.

For a given node drop pool, each droppable ship will have a given base drop rate which is then affected by the factors detailed below:

Combat Rank
  • "Victories" (S, A, and B ranks) are the only way to drop a ship.
  • Scoring a greater victory will usually yield more and better drops.
Nodes
  • Most nodes drop ships on higher ranks only (mostly "A and S only", or even "S only"),
  • Normal nodes have a base rate of 30-40% to drop nothing,
    • Some nodes will have a higher chance of dropping nothing,
    • Some nodes do not drop ship in any situation (mostly minor event nodes),
  • Boss nodes always dropping ships (only applicable to the final boss on most multi-boss maps),
Enemy Formation
  • Some "easier" formations may not drop the rarer ship
Specific Mechanic
  • In the case of #Limited Time Drops on normal maps, they usually overlap or replace existing drop rates.
  • Some individual drop rates might also be affected by #Drop Caps, proportionally increasing the rest of the drop rates of the list.
  • The difficulty (event only) changing the enemy formations, with better drops being limited to higher difficulties' formations.


Drops do NOT depend on:

  • "Perfect S Victory", being exactly the same as a regular S rank.
  • Items drops (e.g. Saury), where it is possible to drop both a ship and an item when applicable, the two being independent.
  • Some "mercy mechanic", improving the odds of dropping something after a given amount of attempts.
  • Any direct effect of HQ level is currently unproven. However HQ level has an indirect effect as it affects enemy formation.
  • The fact that a ship was scrapped rectly.
    • Certain rumors pretend that scrapping given ships will prevent said ships from dropping for a long time, but so far this has never been verified, being additionally an unlikely odd/arbitrary mechanic by itself.

Drop Caps

The "drop cap" (only applicable for few ships), is when some "rarer/more valuable" ships are limited in how many copies can be owned at once ("dupe cap") or on how many can be dropped in a certain period of time ("overfishing cap"). This way, the majority of ships can be dropped an infinite amount of time (certain players have 200+ copies of a ship), but certain ships will have an arbitrary limit:

  • Unlikely, for Akashi on 1-5 and 3-5, and Ooyodo on 1-6, they will drop only if currently not possessed, meaning that duplicates cannot be dropped here (dupes are still possible on any other location).
  • For the "dupe caps", some ships will be limited on how many can be owned at once, with their drop rate falling to zero on all locations when this cap is reached.
    • Usually, the amount of a given ship being possessed will affect the drop rate, the more ships the worse the rate, down to 0 %, and being presented back if the duplicates are "removed" (scraped, fodder uses, ...).
    • As this mechanic is not fully understood and is not very limiting, there is no clear list of the affected ships.
    • Famously, for the first few events after their introduction, Intrepid, Nelson, and Atlanta were each limited to only 1, meaning that it was impossible to drop duplicates. As of 2024-06-27 update, those limitations have been raised to at least 3 for all ships in the game.
  • For the "overfishing cap", there might be a limit on how many DE can be dropped by an account on ALL maps (normal and event) for a given amount of time or period.

Drop Theory

On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or events) only the last one is considered a boss node and the other are considered normal nodes. These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. A same ship can be on multiple rows. Boss tables never have empty rows.

  • Note that rare ships are at the beginning of the table and the empty rows are always at the end.

Once the battle is finished, the process choosing the drop is as follows:

  1. The game rolls if there is a drop or not with the following rates:
    • Normal nodes:
      • S: 70%,
      • A: 60%,
      • B: 70%,
    • Boss nodes:
      • 100%,
  2. The game will roll a random whole number between two boundaries included [math]\displaystyle{ ID=Rand(a,b) }[/math],
    • The boundaries depend on the victory rank,
      • S: 1-50,
      • A: 20-70,
      • B: 51-100,
  3. An "offset" is added to the generated number. [math]\displaystyle{ ID=ID+OFFSET }[/math],
    • The offset is solely determined by the enemy formation, each one has a fixed offset,
      • As a general rule easy enemy formation especially on normal nodes have a higher offset,
  4. The resulting number [math]\displaystyle{ ID }[/math] determines which row of the table will be chosen (the row may be empty resulting in no drop).

[4]

Practical conclusion
  • In a specific node, in a specific enemy formation, in a specific victory rank, 50 rows from the drop table will be selectable by the procedure and each one of them has a 2% chance to be selected.
  • If a correctly filtered drop sample shows drop rates that are not multiple of 2%, that means these drops are conditional.
Conditional Drops

In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met. This is notably used for the following mechanics:

  • Limited time drop, when a ship is added to the list,
    • This case can rarely happen in events with some specific ships, in order to massively increase their drop rate as a gimmick.
  • Drop caps, where a capped ship is faded out of the list in profit of a single other ship not being capped.

See Also