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|id = 59-1
 
|id = 59-1
 
|order = 0,1,2,A,C,C1,C2,E,G
 
|order = 0,1,2,A,C,C1,C2,E,G
|0 -> 1 = * If Start Point 2 is unlocked, meet '''ALL''' of the following requirements:
+
|0 -> 1 = * If Start Point 2 is unlocked, meet '''ANY''' of the following requirements:
 
** Amount of CV(B) + AO ≥ 1
 
** Amount of CV(B) + AO ≥ 1
 
** Fleet contains at least 1(F)BB(V) and 1AV
 
** Fleet contains at least 1(F)BB(V) and 1AV
 +
** Amount of CL ≥ 3 *
 
|0 -> 2 = * Does not meet requirements for Start Point 1
 
|0 -> 2 = * Does not meet requirements for Start Point 1
 
|2 -> I/battle = * Does not meet requirements to go to J
 
|2 -> I/battle = * Does not meet requirements to go to J
Line 49: Line 50:
 
|A/empty -> D/battle = * Meet '''ALL''' of the following requirements:
 
|A/empty -> D/battle = * Meet '''ALL''' of the following requirements:
 
** Does not meet the requirements to go to B
 
** Does not meet the requirements to go to B
** Amount of (F)BB(V) + CV(B/L) + CAV? + AV <= 3
+
** If amount of (F)BB(V) + CV(B/L) + CAV + AV = 4, then amount of DD ≥ 2
 
** Amount of SS(V) = 0
 
** Amount of SS(V) = 0
 
|C/empty -> C1/battle, C2/battle = Active Branching
 
|C/empty -> C1/battle, C2/battle = Active Branching
Line 67: Line 68:
 
|G/pink -> K/battle = * From Start Point 2
 
|G/pink -> K/battle = * From Start Point 2
 
|G/pink -> L/battle = * From Start Point 2
 
|G/pink -> L/battle = * From Start Point 2
* Meet '''ALL''' of the following requirements:
+
* If Fast+, then amount of DD ≥ 2 *
 +
* Otherwise, meet '''ALL''' of the following requirements:
 
** Route to L is unlocked
 
** Route to L is unlocked
 
** Fast Fleet
 
** Fast Fleet
** (F)BB(V) + CVL ≤ 1
+
** Amount of (F)BB(V) + CVL ≤ 1
*** If (F)BB(V) + CVL = 1, then amount of DD ≥ 4
+
*** If amount of (F)BB(V) + CVL = 1, then amount of DD ≥ 4
 
** Amount of CL ≤ 1
 
** Amount of CL ≤ 1
 
** Amount of DD ≥ 3
 
** Amount of DD ≥ 3
*** If Fast+, then amount of DD ≥ 2?
 
 
}}
 
}}
  
Line 96: Line 97:
 
=Dark's Day 1 Guide=
 
=Dark's Day 1 Guide=
 
==Map Overview==
 
==Map Overview==
E1 is a single fleet, one main phase map with 2 unlocking phases before the HP Phase.  
+
E1 is a single fleet one phase map, with 2 unlocking phases before the boss Phase.  
  
* 1 [[LBAS]] is available to sortie on this map
+
* 2 [[LBAS]] are available on this map:
 +
** Only 1 can be set on '''Sortie''', the other being limited to '''Defense''',
 
* This map uses 1 lock:
 
* This map uses 1 lock:
** [[File:{{ROOTPAGENAME}} Tag 1.png|40px]] '''1st Fleet''', Starting point 1
+
** [[File:{{ROOTPAGENAME}} Tag 1.png|40px]] '''Home Fleet''' (reused in E-2 & E-3)
  
==Phase 0.3: Unlock the Second Starting Point==
+
* {{Balloon}} '''[[Barrage Balloon]]s''' can be deployed on installation nodes {{MapRoute|I|red|M|red}}.
 +
 
 +
==Phase 0.3: Unlock The Second Starting Point==
 
The following steps have to be performed to unlock the transport phase.
 
The following steps have to be performed to unlock the transport phase.
* The [[File:{{ROOTPAGENAME}} Tag 1.png|40px]] tag is used in this phase.
 
  
 
{|class="wikitable"  
 
{|class="wikitable"  
Line 111: Line 114:
 
| Hard  || Sx2 || Reach x2 || Reach x2
 
| Hard  || Sx2 || Reach x2 || Reach x2
 
|-
 
|-
| Medium|| ? || ? || ?
+
| Medium|| ? || Reach x? || Reach x?
 
|-
 
|-
| Easy  || (A?) Sx1 || Reach x1 || Reach x1
+
| Easy  || S?x1 || Reach x1 || Reach x1
 
|-
 
|-
 
| Casual|| ? || ? || ?
 
| Casual|| ? || ? || ?
Line 120: Line 123:
 
<tabber>
 
<tabber>
 
|-|Node C2=
 
|-|Node C2=
* Single Fleet: '''0-1 CV, CL, 4 DD'''
+
* Single Fleet: '''0-1 CV, CL, 4 DD''' [[File:{{ROOTPAGENAME}} Tag 1.png|30px]]
 
* Route: {{MapRoute|1||A|blue|B|red|C|blue|C2|red}}
 
* Route: {{MapRoute|1||A|blue|B|red|C|blue|C2|red}}
 
* The CV can be a throwaway as they will not be used in the main phase.
 
* The CV can be a throwaway as they will not be used in the main phase.
 
* Have DD setup for ASW if {{MapRoute|B|red}} is an issue.  
 
* Have DD setup for ASW if {{MapRoute|B|red}} is an issue.  
* LBAS Range to {{MapRoute|C2|red}} =is 7. There is no air power at the node.  
+
* LBAS Range to {{MapRoute|C2|red}} is 7. There is no air power at the node.  
  
 
|-|Node F=
 
|-|Node F=
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</tabber>
 
</tabber>
  
==Phase 0.6: Unlock the Boss==
+
==Phase 0.6: Unlock The Boss==
 
The following steps have to be performed to unlock the transport phase.
 
The following steps have to be performed to unlock the transport phase.
* The [[File:{{ROOTPAGENAME}} Tag 1.png|40px]] tag is used in this phase.
 
  
 
{|class="wikitable"  
 
{|class="wikitable"  
!      !! B  !! L !! LBAS
+
!      !! B !! L !! K!! LBAS
 
|-
 
|-
| Hard  || S || S || AS
+
| Hard  || S || 2x S|| S|| AS
 
|-
 
|-
| Medium|| ? || ? || ?
+
| Medium|| ? || ? || ?|| AS
 
|-
 
|-
| Easy  || - || 2x S(?) || 1x AS
+
| Easy  || - || 2x S?|| ? || AS
 
|-
 
|-
| Casual|| ? || ? || ?
+
| Casual|| - || ? || ? || ?
 
|}
 
|}
  
 
<tabber>
 
<tabber>
 
|-|Node B=
 
|-|Node B=
* Single Fleet: '''CV, CL, 4 DD'''
+
* Single Fleet: '''CV, CL, 4 DD''' [[File:{{ROOTPAGENAME}} Tag 1.png|30px]]
 
* Route: {{MapRoute|1||A|blue|B|red}}
 
* Route: {{MapRoute|1||A|blue|B|red}}
 +
* Bringing [[ASW]] is required to clear the node.
  
|-|Node L=
+
|-|Node L & K=
* Single Fleet: '''1 BB, 1 CL, 4 DD'''
+
* Single Fleet: '''1 BB, 1 CL, 4 DD''' [[File:{{ROOTPAGENAME}} Tag 1.png|30px]]
 
* Route: {{MapRoute|2||J|red|G|pink|K|red|L|red}}
 
* Route: {{MapRoute|2||J|red|G|pink|K|red|L|red}}
 
* Comp is similar to the Boss killing comp used for Phase 1.  
 
* Comp is similar to the Boss killing comp used for Phase 1.  
 +
* Bringing [[ASW]] is required to clear {{MapRoute|K|red}}.
  
 
|-|Node LBAS=
 
|-|Node LBAS=
Line 168: Line 172:
 
</tabber>
 
</tabber>
  
* CV is required in the fleet to start at Point 1 once Point 2 is unlocked.
+
* CV is required in the fleet to start at Point 1 once Point 2 is unlocked, notably to reach {{MapRoute|B|red}}.
  
 
==Phase 1: Boss HP==
 
==Phase 1: Boss HP==
* Single Fleet: '''1 BB, 1 CL, 4 DD'''
+
* Single Fleet: '''1 BB, 1 CL, 4 DD''' [[File:{{ROOTPAGENAME}} Tag 1.png|30px]]
 
* Route: {{MapRoute|2||J|red|G|pink|L|red|M|red}}
 
* Route: {{MapRoute|2||J|red|G|pink|L|red|M|red}}
 
* LoS Check: ??
 
* LoS Check: ??
 
* Using [[Boss Support]] is highly recommended for Last Dance for higher difficulties.
 
* Using [[Boss Support]] is highly recommended for Last Dance for higher difficulties.
* The boss is an [[Installation]] Type boss.
+
* The boss is an [[Installation]].
** [[Landing Equipment]] is highly recommended to try and deal with both the Boss and the ([[Pillbox]]es) that appeared alongside the boss
+
** [[Anti-Installation Equipment]] are highly recommended to defeat both the Boss and the [[Pillbox]]es ("hard skin [[installation]]s").
 
* LBAS Range = 5 AD/AP =  33/65 for '''HARD'''
 
* LBAS Range = 5 AD/AP =  33/65 for '''HARD'''
* There are [[PT boat]] that appear along the way to the boss and at the boss node.  
+
* There are [[PT boat]] that appear along the way to the boss and at the boss node's Last Dance.  
{{Anti-PT Imp Setups}}
+
{{Anti-PT boat}}
  
 
=YY's Guide=
 
=YY's Guide=

Latest revision as of 16:48, 28 July 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: (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's work without their consent/approval.

Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Summer 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-1 Branching Rules ▼/▲
Nodes Rules
Start
1
  • If Start Point 2 is unlocked, meet ANY of the following requirements:
    • Amount of CV(B) + AO ≥ 1
    • Fleet contains at least 1(F)BB(V) and 1AV
    • Amount of CL ≥ 3 *
2
  • Does not meet requirements for Start Point 1
2
I
  • Does not meet requirements to go to J
J
  • Meet ALL of the following requirements:
    • Amount of LHA = 0
    • Amount of (F)BB(V) ≤ 2
    • Amount of CVL ≤ 1
    • Amount of DD ≥ 2
    • If Slow Fleet:
      • Amount of LHA = 0
      • Amount of (F)BB(V) + CVL ≤ 1
      • Amount of CL ≥ 1
      • Amount of DD + DE ≥ 2
A
B
  • Force B, if amount of DD + DE = 0
  • Meet ALL of the following requirements:
    • Amount of AO = 0
    • Amount of (F)BB(V) + CV(B/L) ≤ 2
    • Amount of CL + AV ≥ 1
    • Amount of DD ≥ 2
C1
  • Does not meet the requirements to go to B or D
D
  • Meet ALL of the following requirements:
    • Does not meet the requirements to go to B
    • If amount of (F)BB(V) + CV(B/L) + CAV + AV = 4, then amount of DD ≥ 2
    • Amount of SS(V) = 0
C
C1

Active Branching

C2
C1
D
  • Does not meet the requirements to go to E
E
  • Meet ALL of the following requirements:
    • Amount of SS(V) = 0
    • Amount of (F)BB(V) + CV(B) ≤ 1
C2
C1
  • Does not meet the requirements to go to L
L
  • Meet ALL of the following requirements:
    • Fast Fleet
    • Amount of AV ≥ 1
    • Amount of (F)BB(V) ≤ 1
    • Amount of CV(B) = 0
    • Amount of DD ≥ 2
E
F

Active Branching

G
G
H
  • From Start Point 1
K
  • From Start Point 2
L
  • From Start Point 2
  • If Fast+, then amount of DD ≥ 2 *
  • Otherwise, meet ALL of the following requirements:
    • Route to L is unlocked
    • Fast Fleet
    • Amount of (F)BB(V) + CVL ≤ 1
      • If amount of (F)BB(V) + CVL = 1, then amount of DD ≥ 4
    • Amount of CL ≤ 1
    • Amount of DD ≥ 3


* = 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

??


Dark's Day 1 Guide

Map Overview

E1 is a single fleet one phase map, with 2 unlocking phases before the boss Phase.

  • 2 LBAS are available on this map:
    • Only 1 can be set on Sortie, the other being limited to Defense,
  • This map uses 1 lock:
    • Summer 2024 Event Tag 1.png Home Fleet (reused in E-2 & E-3)

Phase 0.3: Unlock The Second Starting Point

The following steps have to be performed to unlock the transport phase.

C2 F H
Hard Sx2 Reach x2 Reach x2
Medium ? Reach x? Reach x?
Easy S?x1 Reach x1 Reach x1
Casual ? ? ?

  • Single Fleet: 0-1 CV, CL, 4 DD Summer 2024 Event Tag 1.png
  • Route: 1 A B C C2
  • The CV can be a throwaway as they will not be used in the main phase.
  • Have DD setup for ASW if B is an issue.
  • LBAS Range to C2 is 7. There is no air power at the node.

  • Refer to C2 for fleet composition
  • Route: 1 A B C C1 E F

  • Refer to C2 for fleet composition
  • Route: 1 A B C C1 E G H
  • If a ship taiha at this node, continue trying to reach H as this is an end node, and no combat is present.

Phase 0.6: Unlock The Boss

The following steps have to be performed to unlock the transport phase.

B L K LBAS
Hard S 2x S S AS
Medium ? ? ? AS
Easy - 2x S? ? AS
Casual - ? ? ?

  • Single Fleet: CV, CL, 4 DD Summer 2024 Event Tag 1.png
  • Route: 1 A B
  • Bringing ASW is required to clear the node.

  • Single Fleet: 1 BB, 1 CL, 4 DD Summer 2024 Event Tag 1.png
  • Route: 2 J G K L
  • Comp is similar to the Boss killing comp used for Phase 1.
  • Bringing ASW is required to clear K.

  • This can be achieved while running through other nodes by having LBAS set on air defense.

  • CV is required in the fleet to start at Point 1 once Point 2 is unlocked, notably to reach B.

Phase 1: Boss HP

  • Single Fleet: 1 BB, 1 CL, 4 DD Summer 2024 Event Tag 1.png
  • Route: 2 J G L M
  • LoS Check: ??
  • Using Boss Support is highly recommended for Last Dance for higher difficulties.
  • The boss is an Installation.
  • LBAS Range = 5 AD/AP = 33/65 for HARD
  • There are PT boat that appear along the way to the boss and at the boss node's Last Dance.
Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13][14]
1 1.3 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
    Special Type 4 Amphibious Tank Kai
    bonus does not stack with the Landing Craft Armed BoatsSoukoutei (Armored Boat Class)
    Armed Daihatsu
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

YY's Guide