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Difference between revisions of "Line of Sight"

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=Introduction=
+
'''Line of Sight''' (LoS) is a stat that will indirectly affect several mechanics, being:
 +
* [[#Effective Line of Sight|Effective Line of Sight]] for map [[routing]],
 +
* [[#Detection|Detection]] success rate,
 +
* [[#Contact|Contact]] trigger rate, for airstrike damage,
 +
* [[#LBAS LoS|Reconnaissance Defense Bonus]] for LBAS Defense Fighter-Power,
 +
* [[#Artillery Spotting|Artillery Spotting]] trigger rate.
  
 +
For details on the LoS {{LOS}} stat growth please see ''[[Stats#Stat Growth|Stats]]''.
  
This page is for Effective Line of Sight (ELoS) as it pertains to branching requirements. Certain maps require your fleet to hit a certain LoS threshold in order to get routed to the boss or pre-boss. As a rule '''LoS from equipment is more important than ship LoS''' when determining ELoS.
+
=Effective Line of Sight=
 +
"'''Effective Line of Sight'''" (ELoS, also called "Fleet LoS") is the Line of Sight (LoS) that affect certain maps' [[routing]]. Certain branching requirements in sorties are affected by the LoS of the entire fleet, this total LoS following unintuitive behaviors.
 +
*As a general rule: '''equipment LoS is more impactful than ship LoS''' when determining ELoS.
  
 +
==Formula 33==
 +
The Formula 33, sometimes referred to as F33, is the most accurate "Fleet LoS" calculation formula known. It is described as follows<ref>http://ja.kancolle.wikia.com/wiki/%E3%83%9E%E3%83%83%E3%83%97%E7%B4%A2%E6%95%B5</ref>:
 +
{{Formula
 +
|Title=LoS Formula 33
 +
|Math= \text{LoS}_\text{Fleet} = \sum_{\text{All Ships} } \sqrt{LoS_\text{Ship} } + C_{n} \times \sum_{\text{All Equipment} } C_{e} \times ( \text{LoS}_{e} + C_{\star} \times \sqrt{\bigstar} ) - \lceil Q \times Lv_\text{HQ} \rceil + 2M
 +
|Var=<math>\text{LoS}_\text{Ship}</math> the ship's base LoS {{LOS}}.
 +
**Total LoS {{LOS}} of [[Visible Fit Bonuses]] should be added to this part, unlike equipment improvement bonuses.
 +
*<math>C_{n}</math> the Node factor, it represents the weighting of the formula that is '''known to vary''' across different maps and nodes (''see [[#Estimated LoS|below]]''),
 +
*<math>C_{e}</math> the equipment multiplier (''see [[#Equipment Types|below]]''),
 +
*<math>LoS_{e}</math> the equipment's base LoS {{LOS}}, excluding visible fit bonus,
 +
*<math>C_{\star}</math> is the [[improvement]] modifier of the equipment (''see [[#Equipment Types|below]]''),
 +
*<math>\bigstar</math> the equipment's [[improvement]] {{Star}} level,
 +
*<math>Q</math> the HQ level modifier, varying depending on the map:
 +
** '''0.35''' on [[5-2]] and [[6-3]].
 +
** '''0.4''' otherwise.
 +
*<math>Lv_\text{HQ}</math> the [[HQ]] level.
  
For a details on the LoS {{LOS}} stat, please see [[Stats#Line of Sight|Stats]].
+
*<math>M</math> the number of empty ship slots in the fleet:
 +
**'''0''' for 6 ships fleet,
 +
**'''+1''' increase per missing ship,
 +
***This value can increase mid-sortie if a ship is ''sunk'' or ''[[Evacuation|evacuated]]''.
 +
**'''-1''' for a full [[Striking Force Fleet]] (7 ships).
 +
|Notes=Equipment LoS weight more than ship LoS.
 +
}}
  
 +
==Equipment LoS Weighting Modifier==
 +
The node factor <math>C_{n}</math> affects the weighting of equipment LoS.
 +
* It depends on the map (''see the [[#Estimated LoS|below]]'').
 +
The equipment and improvement multiplier <math>C_{e}</math> and <math>C_{\star}</math> will affect the "real" LoS given per equipment.
 +
* It depends on the equipment type (''see the [[#Equipment Types|below]]'').
  
=Calculating LoS=
+
Because of those factors:
===Formula 33===
+
*Some equipment are more efficient to provide LoS,
Similar to the New Fall Simplified formula, but reportedly more accurate. Using this model, a value of 31 eLoS would guarantee failing the 2-5 LoS check, while a value of 33 eLoS would succeed 100% of the time. It is described as follows<ref>http://ja.kancolle.wikia.com/wiki/%E3%83%9E%E3%83%83%E3%83%97%E7%B4%A2%E6%95%B5</ref>:
+
*Ship LoS is less relevant, notably in maps with higher node factors.
  
<math>
+
===Equipment Types===
\begin{align}
+
{|class="wikitable" style="text-align:center"
\phi &= \sum_{s \in \text{Ships}} \sqrt{L_s} + C_{n} \sum_{l \in \text{Slots}}C_{l} ( S_{l} + S_l^{\star} ) - \lceil 0.4 H \rceil + 2M \\
+
!colspan=2|Equipment type
S_l^{\star} &= C_l^{\star} \cdot \sqrt{\bigstar_l}
+
!width=50px|<math>C_{e}</math>
\end{align}
+
!width=50px|<math>C_{\star}</math>
</math>
+
|-
 +
!{{SPR}}!![[Seaplane Recon]]s
 +
|1.2
 +
|1.2
 +
|-
 +
!{{SPB}}!![[Seaplane Bomber]]s
 +
|1.1
 +
|1.1
 +
|-
 +
!{{Carrier Recon}}!![[Carrier Recon]]s
 +
|1
 +
|1.2
 +
|-
 +
!{{Torpedo Bomber}}!![[Torpedo Bomber]]s
 +
|0.8
 +
|0
 +
|-
 +
!{{LFB}}!![[Large Flying Boat]]s
 +
|rowspan=6|0.6
 +
|1.2
 +
|-
 +
!{{Small Radar}}!![[Small Radar]]s
 +
|1.25
 +
|-
 +
!{{Large Radar}}!![[Large Radar]]s
 +
|1.4
 +
|-
 +
!{{ASWPlane}}||[[Liaison Aircraft]]
 +
|1
 +
|-
 +
!colspan=2|
 +
{|class="wikitable mw-collapsible mw-collapsed"
 +
!colspan=2|All other equipment types:
 +
|-
 +
|{{Fighter}}||[[Fighter]]s
 +
|-
 +
|{{Dive Bomber}}||[[Dive Bomber]]s
 +
|-
 +
|{{SPF}}||[[Seaplane Fighter]]s
 +
|-
 +
|{{Autogyro}}||[[Rotorcraft]]
 +
|-
 +
|{{Sonar}}||[[Sonar]]s
 +
|-
 +
|{{Searchlight}}||[[Searchlights]]
 +
|-
 +
|{{SurfaceShipPersonnel}}||[[Lookout]]s
 +
|-
 +
|{{Aviation Personnel}}||[[Aviation Personnel]]
 +
|-
 +
|{{FCF}}||[[Command Facilities]]
 +
|-
 +
|{{SubmarineRadar}}||[[Submarine Equipment]]
 +
|-
 +
|{{Landing Craft}}||[[Landing Craft]]
 +
|-
 +
|{{Minisub}}||[[Midget Submarine]]s
 +
|-
 +
|{{Light Gun}}||[[Small Caliber Main Gun]]s
 +
|-
 +
|{{Med Gun}}||[[Medium Caliber Main Gun]]s
 +
|}
 +
|0
 +
|}
 +
Other equipment types are speculated to be:<ref>Default based on Vita datamine</ref>
 +
*<math>C_{e}=0.6</math>
 +
*<math>C_{\star}=0</math>
  
*<math>L_s</math> is the ship's base LoS.
+
===Estimated LoS===
*<math>C_{n}</math> is the node factor, it represents the weighting of the formula that is '''known to vary''' across different maps and nodes. See [[Line_of_Sight#Equipment LoS weighting modifier|following section]] for more details.
+
''Data sourced from [http://kc.piro.moe/nav/#/ TsunDB]. Values are the lowest and highest reported LoS for routing. Please note that there may be some margin of error due to random routing.''
*<math>C_{l}</math> is the equipment multiplier:
 
**Carrier-Based Fighter: 0.6
 
**Carrier-Based Dive Bomber: 0.6
 
**Carrier-Based Torpedo Bomber: 0.8
 
**Carrier-Based Reconnaissance Aircraft: 1
 
**Reconnaissance Seaplane: 1.2
 
**Seaplane Bomber: 1.1
 
**Small Radar: 0.6
 
**Large Radar: 0.6
 
**ASW Patrol Aircraft: 0.6
 
**Searchlight (Small and Large): 0.6
 
**Fleet Command Facility: 0.6
 
**SCAMP: 0.6
 
**Skilled Lookouts: 0.6
 
**Sonar: 0.6
 
**Large Flying Boat: 0.6
 
**Seaplane Fighter: 0.6
 
*<math>S_{l}</math> is the displayed LoS value of the equipment.
 
*<math>S_l^{\star}</math> is the equipment's improvement bonus to eLoS.
 
**This is calculated by multiplying <math>C_l^{\star}</math>, the improvement multiplier of that equipment, with the square root of the equipment's improvement level.
 
***The improvement multiplier of Small Radars is 1.25, Large Radars is 1.4, Reconnaissance Seaplanes is 1.2, and Searchlight is 0 (that is, it receives no eLoS bonus when improved)
 
*<math>H</math> is your HQ level. The result is rounded up to the nearest whole number.
 
*<math>M</math> is the number of empty ship slots in your fleet.
 
**It is unknown whether this value increases mid-sortie if a ship disappears from your fleet (e.g. sinking).
 
  
===Equipment LoS weighting modifier===
+
{|class="wikitable" style="text-align: center"
* Also known as node factor.
+
!Map!!C<sub>n</sub>!!Origin Node!!Lower Threshold!!Upper Threshold!!Destination Node!!Fail Destination!!Notes
* Depending on the map, equipment is weighted with more importance.
+
|-
* It is denoted as C<sub>n</sub> in the formula.
+
![[1-6]]
* For all tested nodes, C<sub>n</sub> for 2-5 is 1, for 3-5 and 6-1 are 4, for 6-2 and 6-3 are 3.
+
| 3|| M|| 29.7|| 159.6|| J||L
** This means equipment LoS is 3 times more important in 6-2 and 6-3 compared to 2-5 and 4 times as important in 3-5 and 6-1.
+
|Not meeting composition requirements also routes to L.
** Ship LoS is less effective in those maps with higher equipment weight modifiers.
+
|-
*In 2-5, F33(C<sub>n</sub>=1) have to be 31< to have a chance to enter boss and 33≤ to guarantee branching to the boss.
+
!rowspan=3| [[2-5]]
*In 6-2, F33(C<sub>n</sub>=3) have to be 43> to guarantee F>H and 40< to guarantee H>K.
+
|rowspan=3| 1
 
+
| G|| 37.3|| 87.8|| L||K
=FAQ=
+
|-
 +
| I|| 31.2|| 59.4|| O|| H
 +
|-
 +
| J|| 42.4|| 91.2|| O|| H
 +
|-
 +
!rowspan=2| [[3-5]]
 +
|rowspan=2| 4
 +
| G|| 24|| 337|| K|| I
 +
|-
 +
| H|| 39.1|| 321.4|| K|| J
 +
|-
 +
!rowspan=2| [[7-2]]
 +
| ??|| E|| -32.1|| 136.5|| G||F
 +
| Appears to be fixed routing based on composition but still plays the LoS routing animation.
 +
|-
 +
| 4|| I|| 66.1|| 294.5|| M|| L
 +
|-
 +
!rowspan=3| [[7-4]]
 +
| ??|| G|| ??|| ??|| L||F
 +
|-
 +
| ??|| E|| ??|| ??|| K/P||L
 +
|Not meeting composition requirements also routes to L.
 +
|-
 +
| 4|| M|| 50?|| ??|| O||N
 +
|Not meeting composition requirements also routes to N or P.
 +
|-
 +
!rowspan=2| [[7-5]]
 +
|rowspan=2|4 || O|| 57|| ??|| M||L
 +
|-
 +
| P|| 58|| ??|| T/R||S
 +
|Composition determines the T/R route.
 +
|-
 +
!rowspan=3| [[4-5]]
 +
|rowspan=2| 2
 +
| K|| 64.8|| 146.5|| T|| L
 +
|-
 +
| Q|| 62|| 167|| N/O|| P
 +
| '''Low number of reports.'''
 +
|-
 +
| ??|| O|| 62|| 167|| T|| N
 +
| Appears to be fixed routing based on composition but still plays the LoS routing animation.
 +
|-
 +
!rowspan=2| [[5-2]]
 +
|rowspan=2| 2
 +
| F|| 64|| 147|| O|| H
 +
|-
 +
| L|| 73.8|| 81|| K|| N
 +
| '''Low number of reports.'''
 +
|-
 +
!rowspan=2| [[5-4]]
 +
|rowspan=2| 2
 +
| L|| 57|| 185|| P|| N
 +
|-
 +
| M|| 42.3|| 150.1|| P|| O
 +
|-
 +
!rowspan=2| [[5-5]]
 +
|rowspan=2| 2
 +
| O|| 63.8|| 134.5|| S|| R
 +
|-
 +
| P|| 74.4|| 167.7|| S|| Q
 +
|-
 +
!rowspan=3| [[6-1]]
 +
|rowspan=3| 4
 +
| G|| 16.7|| 218.1|| H|| I
 +
|-
 +
| H|| 25.4|| 201.4
 +
|rowspan=2| K
 +
|rowspan=2| E
 +
|With [[AS]]
 +
|-
 +
| H|| 23.3|| 218.1
 +
|Without [[AS]]
 +
|-
 +
!rowspan=3| [[6-2]]
 +
|rowspan=3| 3
 +
| E|| 46|| 179.8|| J|| I
 +
|-
 +
| H|| 42.8|| 42.8|| K|| G
 +
| '''Low number of reports.'''
 +
|-
 +
| I|| 35.7|| 205.8|| K|| G
 +
|-
 +
![[6-3]]
 +
| 3|| E|| 19.4|| 180|| G|| F
 +
| Routing is heavily influenced by composition as well.
 +
|-
 +
!rowspan=2| [[6-5]]
 +
| 3|| G|| 56.3|| 196.2|| M|| K
 +
|-
 +
| ??|| J|| 37.2|| 193|| M|| L
 +
| Appears to be fixed routing based on composition but still plays the LoS routing animation.
 +
|}
  
 +
===Events===
 +
In [[events]], LoS cheks are also performed following the same rules, but will additionally vary with difficulties, higher difficulties recruiting higher LoS.
  
 +
===FAQ===
 
'''Q: Why do I keep getting offrouted?'''
 
'''Q: Why do I keep getting offrouted?'''
  
Line 73: Line 244:
  
 
'''A:''' Planes that are wiped out no longer contribute to LoS. If you were depending on bombers to hit the LoS threshold, you can fall under the threshold when encountering heavy enemy anti-air.
 
'''A:''' Planes that are wiped out no longer contribute to LoS. If you were depending on bombers to hit the LoS threshold, you can fall under the threshold when encountering heavy enemy anti-air.
 +
 +
<references/>
 +
 +
=Detection=
 +
{{details|Detection}}
 +
 +
At the start of any [[Day Battle]], "detection" will be attempted by the fleet. Detection is required to take part in the [[Aerial Combat]] phase.
 +
 +
Only the Ship's LoS and the LoS from the participating planes is taken into account for the trigger rate:
 +
* {{Carrier Recon}}{{Large Recon}} [[Carrier Recon]]s,
 +
* {{SPR}}/{{Night Recon}} [[Seaplane Recon]]s,
 +
* {{SPB}}/{{Night SPB}} [[Seaplane Bomber]]s,
 +
* {{LFB}} {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Large Flying Boats|link_category=Large Flying Boat}}.
 +
 +
=Contact=
 +
{{details|Contact}}
 +
 +
At the start of any [[Airstrike]] phase, "contact" may be triggered, increasing the airstrike power if triggered.
 +
 +
Only the LoS from the participating planes is taken into account for the trigger rate (step 1):
 +
* {{Carrier Recon}}{{Large Recon}} [[Carrier Recon]]s,
 +
* {{SPR}}/{{Night Recon}} [[Seaplane Recon]]s,
 +
* {{LFB}} {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Large Flying Boats|link_category=Large Flying Boats}},
 +
 +
Only the LoS from the participating planes is taken into account for the plane selection (step 2):
 +
* {{Carrier Recon}}{{Large Recon}} [[Carrier Recon]]s,
 +
* {{SPR}}/{{Night Recon}} [[Seaplane Recon]]s,
 +
* {{LFB}} {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Large Flying Boats|link_category=Large Flying Boats}},
 +
* {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber]]s.
 +
 +
=LBAS LoS=
 +
{{details|LBAS#Defense Fighter-Power|l1=LBAS Defense Fighter-Power}}
 +
 +
Unlike ship mechanics, [[LBAS]] do not need/utilize the LoS stat and so this stat is mostly useless.
 +
 +
The only use for LoS is for "[[LBAS#Defense Fighter-Power|Defense Fighter-Power]]" in air defense mode, where it determines the "Reconnaissance Defense Bonus" (<math>\text{Mod}_\text{recon}</math>) for {{SPR}} [[Seaplane Recon]]s, {{LFB}} [[Large Flying Boat]]s, {{Carrier Recon}} [[Carrier Recon]]s, and {{LB Recon}} [[Land-based Recon]]s:
 +
 +
{|class="wikitable" style="text-align:center"
 +
!colspan=4|Reconnaissance Defense Bonus
 +
|-
 +
!LoS
 +
!{{SPR}}Seaplane<br>{{LFB}}Large Flying Boat
 +
!{{Carrier Recon}}Carrier-based
 +
!{{Land-Based Recon}}Land-Based
 +
|-
 +
|≥9||1.16||1.3||1.24
 +
|-
 +
|8||1.13|| -||1.18
 +
|-
 +
|≤7||1.1||1.2|| -
 +
|}
 +
 +
The LoS on all other aircraft or in other LBAS modes is not counted.
 +
 +
=Artillery Spotting=
 +
{{details|Artillery Spotting}}
 +
 +
Artillery Spotting attacks require the use of recons/bombers.
 +
 +
Only the Ship's LoS and the LoS from the participating planes is taken into account for the trigger rate:
 +
* {{SPR}}/{{Night Recon}} [[Seaplane Recon]]s,
 +
* {{SPB}}/{{Night SPB}} [[Seaplane Bomber]]s,
 +
* {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber]]s,
 +
* {{Dive Bomber}} [[Dive Bomber]]s.
  
 
=See Also=
 
=See Also=
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 17:34, 23 November 2024

Line of Sight (LoS) is a stat that will indirectly affect several mechanics, being:

For details on the LoS Line of Sight stat growth please see Stats.

Effective Line of Sight

"Effective Line of Sight" (ELoS, also called "Fleet LoS") is the Line of Sight (LoS) that affect certain maps' routing. Certain branching requirements in sorties are affected by the LoS of the entire fleet, this total LoS following unintuitive behaviors.

  • As a general rule: equipment LoS is more impactful than ship LoS when determining ELoS.

Formula 33

The Formula 33, sometimes referred to as F33, is the most accurate "Fleet LoS" calculation formula known. It is described as follows[1]:

LoS Formula 33
[math]\displaystyle{ \text{LoS}_\text{Fleet} = \sum_{\text{All Ships} } \sqrt{LoS_\text{Ship} } + C_{n} \times \sum_{\text{All Equipment} } C_{e} \times ( \text{LoS}_{e} + C_{\star} \times \sqrt{\bigstar} ) - \lceil Q \times Lv_\text{HQ} \rceil + 2M }[/math]
With
  • [math]\displaystyle{ \text{LoS}_\text{Ship} }[/math] the ship's base LoS Line of Sight.
    • Total LoS Line of Sight of Visible Fit Bonuses should be added to this part, unlike equipment improvement bonuses.
  • [math]\displaystyle{ C_{n} }[/math] the Node factor, it represents the weighting of the formula that is known to vary across different maps and nodes (see below),
  • [math]\displaystyle{ C_{e} }[/math] the equipment multiplier (see below),
  • [math]\displaystyle{ LoS_{e} }[/math] the equipment's base LoS Line of Sight, excluding visible fit bonus,
  • [math]\displaystyle{ C_{\star} }[/math] is the improvement modifier of the equipment (see below),
  • [math]\displaystyle{ \bigstar }[/math] the equipment's improvement Improved level,
  • [math]\displaystyle{ Q }[/math] the HQ level modifier, varying depending on the map:
    • 0.35 on 5-2 and 6-3.
    • 0.4 otherwise.
  • [math]\displaystyle{ Lv_\text{HQ} }[/math] the HQ level.
  • [math]\displaystyle{ M }[/math] the number of empty ship slots in the fleet:
    • 0 for 6 ships fleet,
    • +1 increase per missing ship,
      • This value can increase mid-sortie if a ship is sunk or evacuated.
    • -1 for a full Striking Force Fleet (7 ships).
Notes
  • Equipment LoS weight more than ship LoS.

Equipment LoS Weighting Modifier

The node factor [math]\displaystyle{ C_{n} }[/math] affects the weighting of equipment LoS.

  • It depends on the map (see the below).

The equipment and improvement multiplier [math]\displaystyle{ C_{e} }[/math] and [math]\displaystyle{ C_{\star} }[/math] will affect the "real" LoS given per equipment.

  • It depends on the equipment type (see the below).

Because of those factors:

  • Some equipment are more efficient to provide LoS,
  • Ship LoS is less relevant, notably in maps with higher node factors.

Equipment Types

Equipment type [math]\displaystyle{ C_{e} }[/math] [math]\displaystyle{ C_{\star} }[/math]
Reconnaissance SeaplaneRecon Seaplane Recons 1.2 1.2
Seaplane BomberBomber Seaplane Bombers 1.1 1.1
Reconnaissance Aircraft Carrier Recons 1 1.2
Torpedo Bomber Torpedo Bombers 0.8 0
Large Flying Boat Large Flying Boats 0.6 1.2
Small RADARSmall Small Radars 1.25
Large RADARLarge Large Radars 1.4
Liaison Aircraft Liaison Aircraft 1
All other equipment types:
Fighter Fighters
Dive Bomber Dive Bombers
Seaplane Fighter Seaplane Fighters
Rotorcraft Rotorcraft
SONAR Sonars
Searchlight Searchlights
Lookout Lookouts
Aviation Personnel Aviation Personnel
Command Facility Command Facilities
Submarine Equipment Submarine Equipment
Landing Craft Landing Craft
Midget SubmarineMinisub Midget Submarines
Small Caliber Main Gun Small Caliber Main Guns
Medium Caliber Main Gun Medium Caliber Main Guns
0

Other equipment types are speculated to be:[2]

  • [math]\displaystyle{ C_{e}=0.6 }[/math]
  • [math]\displaystyle{ C_{\star}=0 }[/math]

Estimated LoS

Data sourced from TsunDB. Values are the lowest and highest reported LoS for routing. Please note that there may be some margin of error due to random routing.

Map Cn Origin Node Lower Threshold Upper Threshold Destination Node Fail Destination Notes
1-6 3 M 29.7 159.6 J L Not meeting composition requirements also routes to L.
2-5 1 G 37.3 87.8 L K
I 31.2 59.4 O H
J 42.4 91.2 O H
3-5 4 G 24 337 K I
H 39.1 321.4 K J
7-2 ?? E -32.1 136.5 G F Appears to be fixed routing based on composition but still plays the LoS routing animation.
4 I 66.1 294.5 M L
7-4 ?? G ?? ?? L F
?? E ?? ?? K/P L Not meeting composition requirements also routes to L.
4 M 50? ?? O N Not meeting composition requirements also routes to N or P.
7-5 4 O 57 ?? M L
P 58 ?? T/R S Composition determines the T/R route.
4-5 2 K 64.8 146.5 T L
Q 62 167 N/O P Low number of reports.
?? O 62 167 T N Appears to be fixed routing based on composition but still plays the LoS routing animation.
5-2 2 F 64 147 O H
L 73.8 81 K N Low number of reports.
5-4 2 L 57 185 P N
M 42.3 150.1 P O
5-5 2 O 63.8 134.5 S R
P 74.4 167.7 S Q
6-1 4 G 16.7 218.1 H I
H 25.4 201.4 K E With AS
H 23.3 218.1 Without AS
6-2 3 E 46 179.8 J I
H 42.8 42.8 K G Low number of reports.
I 35.7 205.8 K G
6-3 3 E 19.4 180 G F Routing is heavily influenced by composition as well.
6-5 3 G 56.3 196.2 M K
?? J 37.2 193 M L Appears to be fixed routing based on composition but still plays the LoS routing animation.

Events

In events, LoS cheks are also performed following the same rules, but will additionally vary with difficulties, higher difficulties recruiting higher LoS.

FAQ

Q: Why do I keep getting offrouted?

A: Double check that your fleet LoS according to relevant formula meets the LoS threshold for the map. Viewers such as KanColle Command Center Kai, Poi Viewer, KCANotify, KanColle Viewer and Electronic Observer can calculate your fleet's LoS easily for you.


Q: How do I increase my LoS?

A: Reconnaissance seaplanes are the fastest way to raise LoS. The other easy way is to stack radars. Upgrades to reconnaissance seaplanes are also a good way to increase LoS when slots are limited. It is not recommended to stack carrier-based recons or seaplane bombers because too many can compromise the combat ability of your fleet. Another way is to level your ships. Because LoS increases as you level, marrying your ships means their LoS stat can go even higher.


Q: I had enough LoS, how did I get off routed?

A: Planes that are wiped out no longer contribute to LoS. If you were depending on bombers to hit the LoS threshold, you can fall under the threshold when encountering heavy enemy anti-air.

Detection

At the start of any Day Battle, "detection" will be attempted by the fleet. Detection is required to take part in the Aerial Combat phase.

Only the Ship's LoS and the LoS from the participating planes is taken into account for the trigger rate:

Contact

At the start of any Airstrike phase, "contact" may be triggered, increasing the airstrike power if triggered.

Only the LoS from the participating planes is taken into account for the trigger rate (step 1):

Only the LoS from the participating planes is taken into account for the plane selection (step 2):

LBAS LoS

Unlike ship mechanics, LBAS do not need/utilize the LoS stat and so this stat is mostly useless.

The only use for LoS is for "Defense Fighter-Power" in air defense mode, where it determines the "Reconnaissance Defense Bonus" ([math]\displaystyle{ \text{Mod}_\text{recon} }[/math]) for Reconnaissance SeaplaneRecon Seaplane Recons, Large Flying Boat Large Flying Boats, Reconnaissance Aircraft Carrier Recons, and Land-based Reconnaissance AircraftLB Land-based Recons:

Reconnaissance Defense Bonus
LoS Reconnaissance SeaplaneReconSeaplane
Large Flying BoatLarge Flying Boat
Reconnaissance AircraftCarrier-based Land-based Reconnaissance AircraftLBLand-Based
≥9 1.16 1.3 1.24
8 1.13 - 1.18
≤7 1.1 1.2 -

The LoS on all other aircraft or in other LBAS modes is not counted.

Artillery Spotting

Artillery Spotting attacks require the use of recons/bombers.

Only the Ship's LoS and the LoS from the participating planes is taken into account for the trigger rate:

See Also