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Regarding the nodes:
 
Regarding the nodes:
 
*Node A, B, and G are all [[Active Branching]] nodes.
 
*Node A, B, and G are all [[Active Branching]] nodes.
*The boss is an installation with AS requirement; depending on the fleet setup it may be better to avoid the night battle node (E) due to carriers not participating at night (which may give the enemy free shots)), and the extremely dangerous Ri-Class Kai
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*The boss is an installation with AS requirement; depending on the fleet setup it may be better to avoid the night battle node (E) due to carriers not participating at night (which gives the enemy free shots) and the very dangerous enemies. (Ri-Class Kai Flagship, Ne-Class Elite and Tsu-Elite)
 
*Node F is a submarine node. This node is not that threatening, but for people using setups without seaplane bombers (or CVLs), this is a guaranteed D defeat, which will reduce the morale of the fleet.
 
*Node F is a submarine node. This node is not that threatening, but for people using setups without seaplane bombers (or CVLs), this is a guaranteed D defeat, which will reduce the morale of the fleet.
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:*HP increases from '''380''' to '''490'''.
 
:*HP increases from '''380''' to '''490'''.
 
:*Base firepower increases from '''100''' to '''180'''.
 
:*Base firepower increases from '''100''' to '''180'''.
:*Armor increases from '''135''' to '''177'''.
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:*Armor increases from '''135''' to '''183''' (Counting equipment)
::*This pushes her armor roll values from 124 to 230 (i.e. 177 (±30%)), well above the daytime cap of 151. Barring low armor rolls, only critical hits will significantly damage her during the day
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::*This pushes her armor roll values from 128 to 236 (i.e. 183 (±30%)), above the daytime cap of 180. Barring low armor rolls, only critical hits will significantly damage her during the day.
 
:*Base AA increases from '''150''' to '''170'''.
 
:*Base AA increases from '''150''' to '''170'''.
 
:*She gains a completely different set of equipment: Two 15-inch Fortress Cannons, AP Shell, and what is suspected to be [[List_of_equipment_used_by_the_enemy|Abyssal Avenger Torpedo Bomber]]. As a side effect of her equipments, '''her range is increased to long'''.
 
:*She gains a completely different set of equipment: Two 15-inch Fortress Cannons, AP Shell, and what is suspected to be [[List_of_equipment_used_by_the_enemy|Abyssal Avenger Torpedo Bomber]]. As a side effect of her equipments, '''her range is increased to long'''.
*The changes allow her to hit harder and earlier during daytime. Since she's an installation-type abyssal ship, she uses the carrier damage calculation formula (even though it is displayed as shelling). Thus, her shelling damage, not counting her equipment or the bonus from AP shell, is already over the day battle cap even with <span style="color:red">Red T</span> engagement. She also gains double attack during night battle (with a more reasonable, but still deadly, damage).
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*The changes allow her to hit harder and earlier during daytime. Since she's an installation-type abyssal ship, she uses the carrier damage calculation formula (even though it is displayed as shelling). Thus, her shelling damage, not counting her equipment or the bonus from AP shell, is already over the day battle cap even with <span style="color:red">Red T</span> engagement. She also gains double attack ability during night battle.
*On the final form, her escort ships also become tougher (Elite/Flagship Transports and Elite CA Ne-class replaces the DD I/Ha-class Late Model). It is recommended to equip 1 to 2 BBs with AP Shell to clear out the escort ships during daytime to allow focused fire at night.
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*On the final form, her escort ships also become tougher (Elite/Flagship Transports and Elite CA Ne-class replaces the DD I/Ha-class Late Model).
:*If using a Yamato-Class or Iowa, an AP shell may not be necessary as the base firepower of Yamato can still severely damage the Ru-Kais.
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::*Alternatively, you can also go with 2 Main guns + AP Shell + Type 3 Shell for the Yamato-Class or Iowa which can work effectively if you make it to the boss node. Allowing you to do decent damage to the [[Harbor Princess]] during the daytime, and a stronger chance of scoring the kill at night battle.
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:*Otherwise, try to give the AP shell to a battleship with Very Long range, either a Littorio-Class battleship, or any battleship equipped with the Italian 381mm guns.
      
'''Example fleet setups:'''
 
'''Example fleet setups:'''
 
:1BB(V), 2CV(B), 3CA(V) (B → C → F → J → M)
 
:1BB(V), 2CV(B), 3CA(V) (B → C → F → J → M)
::*Pros: Shouldn't lose at node F, which saves some morale loss. Maximizes the number of ships that can use Type 3 Shell while still making the required AS for artillery spotting. Also avoids the harder H node (which has 1~2 guaranteed Battleship Ru-class Kai Flagship). Does not see Ru-class Kai until boss. Should be able to maintain air superiority / Partiality with enough distributed fighters (Usually 2 fighters per Carrier).
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::*Pros: Shouldn't lose at node F, which saves some morale loss. Maximizes the number of ships that can use Type 3 Shell while still making the required AS for artillery spotting. Also avoids the harder H node (which has 1~2 guaranteed Battleship Ru-class Kai Flagship). Does not see Ru-class Kai until boss. Should be able to maintain air superiority with enough distributed fighters (Usually 2 fighters per Carrier).
 
::*Cons: Ships have lower HP and armor, so easier to accumulate damage along the way, reducing damage dealt at the boss node. Node C and J have Tsu-class (sometimes Elite), so the AS value may vary depending on how many planes are loss, but should maintain air superiority or partiality.
 
::*Cons: Ships have lower HP and armor, so easier to accumulate damage along the way, reducing damage dealt at the boss node. Node C and J have Tsu-class (sometimes Elite), so the AS value may vary depending on how many planes are loss, but should maintain air superiority or partiality.
 
:*2BB(V), 3CA(V), 1CV (B → C → F → J → M)
 
:*2BB(V), 3CA(V), 1CV (B → C → F → J → M)
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:*4BB(V), 1CV, 1SS or 3 BB(V), 2 CV, 1SS (Either B → C → F → H → M '''or''' B → E → H → M)
 
:*4BB(V), 1CV, 1SS or 3 BB(V), 2 CV, 1SS (Either B → C → F → H → M '''or''' B → E → H → M)
 
::*Pros: Uses the SS(V) as decoy at boss to mitigate damage to the larger ships, which is useful for the last dance attempt(s) as enemy air power is reduced but shelling becomes more deadly.
 
::*Pros: Uses the SS(V) as decoy at boss to mitigate damage to the larger ships, which is useful for the last dance attempt(s) as enemy air power is reduced but shelling becomes more deadly.
:::*On the final form of the boss, enemies are incapable of damaging 23 armor submarines. As such, it may safe to advance past node H with a critically-damaged submarine, only on the final form.
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:::*On the final form of the boss, enemies are incapable of damaging 23 armor submarines. As such, it may be safe to advance past node H with a critically-damaged submarine, only on the final form.
 
:::*'''Theoretically, 23 armor''' should make SS(V) immune to sinking, but a [[Repair Team]] can be equipped to ensure there are 0 risks involved.
 
:::*'''Theoretically, 23 armor''' should make SS(V) immune to sinking, but a [[Repair Team]] can be equipped to ensure there are 0 risks involved.
 
::*Pros (E Route): Damage not reduced due to only three battles total (from B → E → H → M path).
 
::*Pros (E Route): Damage not reduced due to only three battles total (from B → E → H → M path).
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