• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Difference between revisions of "User:Ninnin/Sandbox/1"

From Kancolle Wiki
Jump to navigation Jump to search
(Blanked the page)
Tag: Blanking
 
(192 intermediate revisions by 2 users not shown)
Line 1: Line 1:
'''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>\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.
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Hit Rate
 
|-
 
|
 
<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:
 
 
<math>\text{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap}\right) \times \text{Morale}_\text{defender} \right)</math>
 
 
* <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy_Formulas|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{Morale}_\text{defender}</math> is the morale state modifier of the defending ship. Morale is referring to the value of attacking timing, not the value before entering battle. Please see [[Morale_and_Fatigue#Morale Effects|Morale and Fatigue]] for more details.
 
** Sparkled is '''0.7''',
 
** Normal is '''1.0''',
 
** Orange is '''1.2''',
 
** Red is '''1.4'''.
 
* <math>\text{Acc}_\text{proficiency}</math> is the '''average''' plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details.
 
** The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
 
** The value is '''12''' for {{Double Chevron}} planes.
 
 
'''Hit Rate Caps'''
 
 
There is a minimum and maximum hit rate in the game.
 
* The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''.
 
* The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''is 96'''.
 
|}
 
 
'''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 reduce 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 of the attack type.
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Critical Rate
 
|-
 
|
 
<math>\lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
 
 
* <math>{Mod}_\text{type}</math> is a mod that depend of the type of attack
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 
!colspan=2|<math>{Mod}_\text{type}</math>
 
|-
 
!Attack type
 
!Attack modifier
 
|-
 
|Shelling
 
|rowspan=2|1.3
 
|-
 
|ASW
 
|-
 
|Torpedo
 
|1.5
 
|-
 
|Airstrike
 
|0.2
 
|-
 
|Night Battle
 
|<math>1.5 + \text{Const}_\text{contact}</math>
 
|-
 
|Shelling Support
 
|1.0
 
|-
 
|Airstrike Support
 
|0.2
 
|}
 
 
* <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details.
 
* <math>\text{Const}_\text{contact}</math> is 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}}. It is '''0.07''' if night contact is triggered, '''0''' otherwise.
 
|}
 
 
===Hit rate and crit 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:
 
 
{|class="wikitable" width="75%" style="text-align:center; margin:auto"
 
!colspan=3|Roll Example
 
|-
 
|width=10% style="background:yellow; color:black"|Critical Hit 10%
 
|width=40% style="background:lime; color:black"|Hit 40%
 
|width=50% style="background:red; color:black"|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".
 
 
===Crit Display===
 
When a ship take a hit the game display the damage in 3 possible way:
 
* {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}}
 
* {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}}
 
* {{TextGlow|'''25 Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 
However the behavior of this display change depending of the damage. Behavior which cause that a display critical hit is rarely a critical hit and a miss is not always a miss.
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 
!colspan=2|Display behavior
 
|-
 
!Damage range
 
!Critical display
 
|-
 
|0
 
|always display as {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}}
 
|-
 
|<15
 
|never displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 
|-
 
|[15;39]
 
|criticals displayed normally
 
|-
 
|>39
 
|always display as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 
|}
 
 
=Accuracy=
 
Below are the common variables used in all accuracy formulas:
 
 
* <math>\text{Level}</math> is the level of the attacking ship.
 
* <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship.
 
* <math>\text{Acc}_\text{equip} = \text{Acc}_\text{equip base} + \text{Acc}_\text{equip bonus} + \text{Acc}_\bigstar</math> is the total accuracy {{Hit}} provided by an equipment, with:
 
** <math>\text{Acc}_\text{equip base}</math> is the base accuracy {{Hit}} of the equipment,
 
** <math>\text{Acc}_\text{equip bonus}</math> is the [[Equipment Bonuses|visible]] accuracy {{Hit}} bonuses,
 
** <math>\text{Acc}_\bigstar</math> is the equipment's accuracy {{Hit}} gained from [[Improvement]],
 
* <math>\text{Mod}_\text{fit}</math> is the [[Hidden Fit Bonuses]] bonuses or penalties when applicable.
 
* <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. ''See [[Combat#Formation Selection|Combat]] for more details.''
 
 
{|class="wikitable mw-collapsible mw-collapsed"
 
!colspan=5|<math>\text{Mod}_\text{formation}</math>
 
|-
 
!Formation
 
!Day Shelling &<br>Carrier Attacks
 
!Torpedo Attacks
 
!ASW
 
!Night Battles
 
|-
 
|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||?||?
 
|-
 
|Vanguard (Bottom)||1.2||0.9||?||?
 
|-
 
|Vanguard (Both) vs DD||1.1||1.2||?||?
 
|-
 
|Double Line vs Line Abreast||rowspan=3|1.0||rowspan=3|N/A||rowspan=3|1.0||rowspan=3|N/A
 
|-
 
|Echelon vs Line Ahead
 
|-
 
|Line Abreast vs Echelon
 
|-
 
|Combined Fleet Cruising Formation 1||?||?||?||?
 
|-
 
|Combined Fleet Cruising Formation 2||1.0||?||?||?
 
|-
 
|Combined Fleet Cruising Formation 3||?||?||?||?
 
|-
 
|Combined Fleet Cruising Formation 4||1.1||?||?||?
 
|}
 
 
* <math>\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#Morale Effects|Morale and Fatigue]] for more details''.
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 
!colspan=2|<math>\text{Mod}_\text{morale}</math>
 
|-
 
|Sparkled||1.2
 
|-
 
|Normal||1.0
 
|-
 
|Orange||0.8
 
|-
 
|Red||0.5
 
|}
 
 
'''Notes:'''
 
* Because of the number of modifiers to accuracy in-game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritize firepower.
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Daytime Shelling
 
|-
 
|
 
This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes.
 
 
<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} \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} \bigg\rfloor </math>
 
 
* <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack.
 
** These values apply for Player as attacker and Enemy as targets. Values for Enemy attacker vs Player target are unclear/unknown, except single vs single = 90.
 
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
!colspan=4| Fleet type base accuracy values for Player side<ref>https://twitter.com/Xe_UCH/status/1172380690207215616</ref><ref>https://twitter.com/Divinity__123/status/1447941755182227458</ref>
 
|-
 
!rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy
 
|-
 
| '''Single Fleet'''|| '''Combined Fleet'''
 
|-
 
!rowspan=7|Player
 
| '''Single Fleet'''|| 90|| 80
 
|-
 
| '''CTF Main'''|| 78|| 77
 
|-
 
| '''CTF Escort'''|| 45|| 67
 
|-
 
| '''STF Main'''|| 45|| 77
 
|-
 
| '''STF Escort'''|| 67|| 67
 
|-
 
| '''TCF Main'''|| 54|| 54
 
|-
 
| '''TCF Escort'''|| 45|| 67
 
|}
 
 
* <math>\text{Mod}_\text{vanguard}</math> is an accuracy malus when the opposite fleet is in Vangard fiormation. ''See [[Accuracy, Evasion and Criticals#Vanguard formation|below]] for more information
 
 
* <math>\text{Mod}_\text{spotting}</math> is the artillery spotting bonus if applicable. Please see [[Artillery_Spotting#Setups and Attack Types|Artillery Spotting]] for more details.
 
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 
!colspan=6|<math>\text{Mod}_\text{spotting}</math>
 
|-
 
!Attack Type
 
!Prerequisites
 
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
!Accuracy<br>Modifier
 
!Hits
 
!Notes
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
 
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
 
|1.3||?||1
 
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
 
|1.35||?||1
 
|-
 
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
 
|1.5||1.2||1
 
|
 
|-
 
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
 
|1.3||1.3||1
 
|
 
|-
 
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
 
|1.2||1.5||1
 
|
 
|-
 
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
 
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}
 
|1.1||1.3||1
 
|
 
|-
 
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}
 
|1.2||1.1||2
 
|
 
|}
 
 
* <math>\text{Mod}_\text{AP}</math> is the {{RedAmmo}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armour-Piercing Shells}} accuracy modifier:
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 
!colspan=2|<math>\text{Mod}_\text{AP}</math>
 
|-
 
!Type!!Modifier
 
|-
 
|{{RedAmmo}}{{RedGunHeavy}}||1.1
 
|-
 
|{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}||1.2
 
|-
 
|{{RedAmmo}}{{RedGunHeavy}}{{Radar}}||1.25
 
|-
 
|{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3
 
|}
 
 
'''Notes:'''
 
* It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses.
 
* Unlike when calculating damage, the bonus applies to all targets.
 
<references/>
 
|}
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Shelling Support
 
|-
 
|
 
This formula applies to surface shelling and carrier attacks during shelling support.
 
 
<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{formation}? \times \text{Mod}_\text{morale} \bigg\rfloor </math>
 
 
* <math>\text{Acc}_\text{equip base}</math> does not include any [[Equipment Bonuses|visible bonus]] nor [[Improvement]].
 
* <math>\text{Mod}_\text{formation}</math> exists in KanColle Kai, but it is unclear if it applies to browser KanColle using the Daytime Shelling formation modifier of the main fleet.
 
|}
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Torpedo Attacks
 
|-
 
|
 
This formula only applies to opening and closing torpedo attacks in day.
 
 
<math>\text{Accuracy}_\text{torpedo} = \left( 85 + 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}</math>
 
 
* <math>\text{Mod}_\text{vanguard}</math> is an accuracy malus when the opposite fleet is in Vangard fiormation. ''See [[Accuracy, Evasion and Criticals#Vanguard formation|below]] for more information
 
* <math>\text{Attack}_\text{torp}</math> is the final basic torpedo attack power of the ship. Please see [[Damage_Calculations#Torpedo_Attacks|Damage Calculations]] for details.
 
** The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
 
** This means that engagement and damage state play a role in torpedo accuracy.
 
* <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above '''0'''.
 
|}
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Aerial Combat
 
|-
 
|
 
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.
 
 
<math>\text{Accuracy}_\text{airstrike} = 95</math>
 
 
'''Important Notes'''
 
* Airstrike accuracy is a constant and '''not affected''' by any outside factors.
 
|}
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Anti-Submarine Warfare
 
|-
 
|
 
This formula applies to all ASW attacks in the combat phase and support.
 
 
<math>\text{Accuracy}_\text{ASW} = \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{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy}</math>
 
 
* <math>\text{Acc}_\bigstar</math> does '''not''' include {{Hit}} accuracy stat of the equipment, only the amount from [[Improvement]] related to ASW accuracy
 
* <math>\text{ASW}_\text{sonar}</math> is the '''base''' ASW stat of any sonars equipped.
 
* <math>\text{Mod}_\text{synergy}</math> is the synergy bonus from equipping certain combinations of ASW equipment.
 
** Synergy bonus is either currently bugged or so small it cannot be tested.
 
 
'''Notes:'''
 
* Equipping more sonars is the best way to boost ASW accuracy.
 
** {{Equipment/Link|Type 0 Passive Sonar|text=Large Sonars|link_category=Large Sonar}} are not counted for this bonus.
 
|}
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Night Battles
 
|-
 
|
 
This formula applies to '''all''' night battle attacks.
 
 
<math>\text{Accuracy}_\text{NB} = \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{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit}</math>
 
 
* <math>\text{Mod}_\text{contact}</math> is '''1.1''' if a {{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}} triggered, '''1.0''' otherwise.
 
* <math>\text{Mod}_\text{star shell}</math> is '''5.0''' if a {{StarShell}} {{EquipmentLink|Star Shell}} is triggered, '''0''' otherwise.
 
* <math>\text{Mod}_\text{searchlight}</math> is '''7.0''' if a {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlight|link_category=Searchlight}} is triggered, '''0''' otherwise,
 
* <math>\text{Mod}_\text{special}</math> is the night battle special attack modifier. ''See [[Night Battle]] for more details.''
 
** Torpedo Cut-in: '''1.65''',
 
** Gun Cut-in: '''2.0''',
 
** Mixed Cut-in: '''1.5''',
 
** Secondary Cut-in: '''1.5''',
 
** Double Attack: '''1.1''',
 
** Other multipliers are unknown.
 
|}
 
 
==Land-Based Air Squadron==
 
This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per squadron.
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!LBAS
 
|-
 
|
 
<math>\text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{morale} + \text{Acc}_\text{proficiency}</math> <ref>https://twitter.com/yukicacoon/status/1432364331694374914</ref>
 
 
* <math>\text{Acc}_\text{equip}</math> is the accuracy stat of the plane.
 
* <math>\text{Acc}_\text{Sp}</math> is accuracy bonus for [[Land-Based Air Squadron#LBAS Special Bombers|LBAS Special Bombers]] on some targets.
 
* <math>\text{Mod}_\text{morale}</math> is the morale modifier of the plane.
 
** Normal/Orange morale: '''1.0'''
 
** Red morale: '''0.8'''
 
* <math>\text{Acc}_\text{proficiency}</math> is the plane proficiency accuracy bonus. ''See [[Plane Proficiency]] for more details.''
 
** Unclear if applied here or after <math>\text{Hit}_\text{cap}</math>. If applying here, skip <math>\text{Acc}_\text{proficiency}</math> for [[#Hit Rate|hit rate]].
 
** The value is '''12''' for {{Double Chevron}} planes.
 
<references/>
 
|}
 
 
;Notes
 
* For {{Interceptor Fighter}}/{{Interceptor Fighter2}} [[Interceptor]]s, the {{Anti-Bomber}} and {{Interception}} stats are respectively "Anti-Bomber" and "Interception" and not {{Hit}} Accuracy and {{Evasion}} Evasion.
 
 
=Evasion=
 
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%"
 
!Evasion
 
|-
 
|
 
<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>
 
 
* <math>\text{Evasion}_\text{ship}</math> is the evasion {{Evasion}} of the ship '''including''' any visible equipment bonuses.
 
* <math>\text{Mod}_\text{formation}</math> is the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation Selection|Combat]] for more details.
 
** Currently modifiers for Vanguard are unknown.
 
 
The evasion is then capped as follows:
 
 
* <math>\text{Evasion}_\text{base} < 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{pre-cap}</math>
 
* <math>40 < \text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{pre-cap} - 40} \rfloor</math>
 
* <math>\text{Evasion}_\text{base} > 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor</math>
 
 
Capped evasion is then modified by post-cap modifiers:
 
 
<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>
 
 
* <math>\text{Mod}_\text{searchlight}</math> is 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> is the {{Sonar}} [[Sonars]] [[Improvement]] modifier that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise.
 
** <math>\text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar}</math>
 
* <math>\text{Mod}_\text{CA}</math> is the [[CA]]/[[CAV]] night battle evasion bonus. It is '''5''' for heavy/aviation cruisers and '''0''' otherwise.
 
* <math>\text{Mod}_\text{DD}</math> is the [[DD]] night battle evasion bonus. If the DD is equipped with a {{Surface Radar}} [[Surface Radar]] '''AND''' a {{SurfaceShipPersonnel}} {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookout|link_category=Surface Ship Personnel}}, then it is '''10'''.
 
* <math>\text{Mod}_\text{fuel}</math> is the remaining fuel penalty.
 
** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math>
 
** If fuel is above 75%, the penalty is 0.
 
** The penalty is an integer and not a percentage.
 
 
{|class="wikitable" style="text-align:center"
 
|+ Remaining Fuel Penalty
 
|-
 
!Battle #<ref>This only takes into account normal day battles. Special nodes have different resource consumption.</ref>
 
!Remaining Fuel!!Penalty
 
|-
 
|2nd Battle||80%||0
 
|-
 
|3rd Battle||60%||15
 
|-
 
|4th Battle||40%||35
 
|-
 
|5th Battle||20%||55
 
|-
 
|6th+ Battle||0%||75
 
|}
 
<references/>
 
{{clear}}
 
|}
 
 
;Notes
 
* 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 [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate fuel penalties,
 
* Due to the cap trying to increase evasion above 65 have little effects,
 
* As most ships are capable of reaching 65 {{Evasion}}, trying to increase evasion using pre-cap means, has little to no effect, this includes:
 
** Increasing the {{Evasion}} (e.g. with boilers, even if improved),
 
** Luckmoding {{Luck}},
 
** Choosing a weaker formation with an evasion bonus (except for [[Vanguard]]).
 
* Historical evasion bonus is believed to exist but is not 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>\text{Mod}_\text{vanguard}</math> in the accuracy formulas above.
 
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 
!colspan=4|<math>\text{Mod}_\text{vanguard}</math>
 
|-
 
!colspan=4|Shelling Phase
 
|-
 
|Fleet Position
 
|Non-DD
 
|DD (normal map)
 
|DD (event)
 
|-
 
|1
 
|rowspan=4|0.95
 
|rowspan=2|0.95
 
|rowspan=2|0.95
 
|-
 
|2
 
|-
 
|3
 
|rowspan=2|0.8
 
|rowspan=2|0.6
 
|-
 
|4
 
|-
 
|5||0.86||0.69||0.52
 
|-
 
|6||0.8||0.64||0.48
 
|-
 
|7||0.7|| -||<0.4
 
|-
 
!colspan=4|Torpedo Phase
 
|-
 
|1
 
|rowspan=2|0.9
 
|rowspan=2|0.9
 
|rowspan=2|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|| -||?
 
|-
 
!colspan=4|ASW
 
|-
 
|colspan=4|''?
 
|-
 
!colspan=4|Night Battle
 
|-
 
|colspan=4|''?
 
|}
 
 
==Arctic Map bonuses==
 
On all "arctic maps", namely all [[World 3]] maps, as well a some [[Event]] maps, the {{ArmorEquipment}} {{Equipment/Link|Arctic Camouflage (+ Arctic Equipment)}} gives:
 
*3 Armor {{Armor}},
 
*Some Evasion {{Evasion}}.
 
 
'''''Sources: [https://kancolle.fandom.com/ja/f/p/2795672881332226463/r/3180511782502402644] [https://docs.google.com/spreadsheets/d/1e6U4aLsrbdvkFlxdgT6wuJCmACpuOD3yYN0Om1o24fI/edit#gid=239440540]'''''
 
 
==20.3cm Japanese Gun==
 
'''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 [https://twitter.com/kancolle_staff/status/380238803090145280].
 
 
==PT Imps==
 
{{Anti-PT Imp Setups|uncollapsed=true}}
 
 
=See Also=
 
{{Mechanics}}
 

Latest revision as of 20:12, 27 September 2024