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! scope="col" style="width:634px; text-align:center;" |Notes
 
! scope="col" style="width:634px; text-align:center;" |Notes
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Combat#Formation_Selection Formation Selection]
+
|[[Combat#Formation_Selection|Formation Selection]]
 
|With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage, hit rate, and defense.
 
|With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage, hit rate, and defense.
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Combat#Detection Detection]
+
|[[Combat#Detection|Detection]]
 
|Requires planes or high detection stat (usually from RADAR).<br />Success increases accuracy and evasion.<br />Failure prevents participation of allied planes in the aerial combat phase.
 
|Requires planes or high detection stat (usually from RADAR).<br />Success increases accuracy and evasion.<br />Failure prevents participation of allied planes in the aerial combat phase.
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Combat#Aerial_Combat Aerial Combat]
+
|[[Combat#Aerial_Combat|Aerial Combat]]
 
|Participants: [[:Category:Light Carriers|CVLs]], [[:Category:Standard Carriers|CVs]], [[:Category:Aviation Battleships|BBVs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Seaplane Tenders|AVs]], [[:Category:Submarines|SSVs]]
 
|Participants: [[:Category:Light Carriers|CVLs]], [[:Category:Standard Carriers|CVs]], [[:Category:Aviation Battleships|BBVs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Seaplane Tenders|AVs]], [[:Category:Submarines|SSVs]]
    
Requires any type of offensive plane (torpedo bombers and dive bombers for [[:Category:Light Carriers|CVLs]] and [[:Category:Standard Carriers|CVs]], and seaplane bombers for [[:Category:Aviation Battleships|BBVs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Seaplane Tenders|AVs]], and [[:Category:Submarines|SSVs]]) equipped as equipment on either side.<br />If a side achieves Air Superiority or Supremacy in this stage, that side can use [[Combat#Artillery_Spotting_.28Post-Cap_Modifier.29|Artillery Spotting]].
 
Requires any type of offensive plane (torpedo bombers and dive bombers for [[:Category:Light Carriers|CVLs]] and [[:Category:Standard Carriers|CVs]], and seaplane bombers for [[:Category:Aviation Battleships|BBVs]], [[:Category:Aviation Cruisers|CAVs]], [[:Category:Seaplane Tenders|AVs]], and [[:Category:Submarines|SSVs]]) equipped as equipment on either side.<br />If a side achieves Air Superiority or Supremacy in this stage, that side can use [[Combat#Artillery_Spotting_.28Post-Cap_Modifier.29|Artillery Spotting]].
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Combat#Opening_Stages Opening Stages]
+
|[[Combat#Opening_Stages|Opening Stages]]
 
|
 
|
 
;Expedition Supporting Fire
 
;Expedition Supporting Fire
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The orientation of the allied and enemy fleets is displayed. This affects both fleets equally.
 
The orientation of the allied and enemy fleets is displayed. This affects both fleets equally.
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Combat#Day_Combat Day Combat]
+
|[[Combat#Day_Combat|Day Combat]]
 
|
 
|
 
;Shelling, 1st Round (Range Order)
 
;Shelling, 1st Round (Range Order)
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Like the opening torpedo salvo, all participants attack simultaneously.
 
Like the opening torpedo salvo, all participants attack simultaneously.
 
|-
 
|-
| [http://kancolle.wikia.com/wiki/Combat#Night_Combat Night Combat]
+
| [[Combat#Night_Combat|Night Combat]]
 
| Participants: All ships except [[:Category:Light Carriers|CVLs]] and [[:Category:Standard Carriers|CVs]].
 
| Participants: All ships except [[:Category:Light Carriers|CVLs]] and [[:Category:Standard Carriers|CVs]].
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! scope="col" style="text-align:center; width:68px;" |Day Shelling Hit Rate
 
! scope="col" style="text-align:center; width:68px;" |Day Shelling Hit Rate
 
! scope="col" style="text-align:center; width:68px;" |Day Torpedo Hit Rate
 
! scope="col" style="text-align:center; width:68px;" |Day Torpedo Hit Rate
! scope="col" style="text-align:center; width:68px;" |Night Battle Hit Rate<ref name="NBacc">Source: [http://kankoregouchin.blog.fc2.com/blog-entry-37.html '''艦これ-チラ裏検証- '''][http://kankoregouchin.blog.fc2.com/blog-entry-37.html / 夜戦陣形と命中回避] (Jan 1, 2015). Click [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/How_Formation_Affects_Night_Battle_Performances_%28by_Kuubowokyuu%29 here] for a translated version of the article. Currently the hit rates only apply on nodes starting with night battle (eg. [http://kancolle.wikia.com/wiki/World_5:_%E5%8D%97%E6%96%B9%E6%B5%B7%E5%9F%9F#World_5-3:_.E3.82.B5.E3.83.96.E5.B3.B6.E6.B2.96.E6.B5.B7.E5.9F.9F_Sav_Island 5-3-C]). In addition, please be aware that given limited sample sizes from the exp't, the measured hit rates by using different formations are NOT differing on a large scale, thus using "higher / lower" not simply "high / low".
+
! scope="col" style="text-align:center; width:68px;" |Night Battle Hit Rate<ref name="NBacc">Source: [http://kankoregouchin.blog.fc2.com/blog-entry-37.html '''艦これ-チラ裏検証- '''][http://kankoregouchin.blog.fc2.com/blog-entry-37.html / 夜戦陣形と命中回避] (Jan 1, 2015). Currently the hit rates only apply on nodes starting with night battle (eg. [[World_5:_%E5%8D%97%E6%96%B9%E6%B5%B7%E5%9F%9F#World_5-3:_.E3.82.B5.E3.83.96.E5.B3.B6.E6.B2.96.E6.B5.B7.E5.9F.9F_Sav_Island|5-3-C]]). In addition, please be aware that given limited sample sizes from the exp't, the measured hit rates by using different formations are NOT differing on a large scale, thus using "higher / lower" not simply "high / low".
 
</ref>
 
</ref>
 
! scope="col" style="text-align:center; width:68px;" |Flagship Protection Rate
 
! scope="col" style="text-align:center; width:68px;" |Flagship Protection Rate
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! scope="col" style="width:100px; text-align:center;" |[[Combat#Contact|Contact]]
 
! scope="col" style="width:100px; text-align:center;" |[[Combat#Contact|Contact]]
 
|-
 
|-
|FP ≥ 3*EFP
+
|FP ≥ 3*EFP
 
|Air Supremacy      (AS+)
 
|Air Supremacy      (AS+)
 
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''
 
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''
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|Allied only
 
|Allied only
 
|-
 
|-
|3*EFP > FP ≥ 1.5*EFP
+
|3*EFP > FP ≥ 1.5*EFP
 
|Air Superiority
 
|Air Superiority
 
(AS)
 
(AS)
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|Both sides
 
|Both sides
 
|-
 
|-
|1.5*EFP > FP ≥ 2/3*EFP
+
|1.5*EFP > FP ≥ 2/3*EFP
 
|Air Parity
 
|Air Parity
 
|No text displayed
 
|No text displayed
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|Both sides
 
|Both sides
 
|-
 
|-
|2/3*EFP > FP ≥ 1/3*EFP
+
|2/3*EFP > FP ≥ 1/3*EFP
 
|Air Incapability
 
|Air Incapability
 
|No text displayed
 
|No text displayed
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=== Anti-Air Cut-In ===
 
=== Anti-Air Cut-In ===
 
[[File:Bandicam_2014-11-20_02-55-57-126.avi_snapshot_00.26_-2014.11.20_03.09.34-.jpg|thumb|An Anti-Air Cut-In]]
 
[[File:Bandicam_2014-11-20_02-55-57-126.avi_snapshot_00.26_-2014.11.20_03.09.34-.jpg|thumb|An Anti-Air Cut-In]]
Certain equipment combinations will provide a chance for an Anti-Air Cut-In (AACI) during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). Although there's currently no conclusion on how it's applied onto the [http://kancolle.wikia.com/wiki/Combat#Fleet_Anti-air_Defense Fleet Anti-air Defense formula], a general consensus suggests the effectiveness scales with the AA stat ({{AA}}) of the ship triggering it.
+
Certain equipment combinations will provide a chance for an Anti-Air Cut-In (AACI) during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). Although there's currently no conclusion on how it's applied onto the [[Combat#Fleet_Anti-air_Defense|Fleet Anti-air Defense formula]], a general consensus suggests the effectiveness scales with the AA stat ({{AA}}) of the ship triggering it.
    
====Requirement====
 
====Requirement====
 
* One of the following sets:
 
* One of the following sets:
*# <u>Heavy Main Gun</u>{{Template:RedGunHeavy}}, <u>Type 3 Shell</u> {{GreenAmmo}}, plus <u>Anti-Aircraft Fire Director</u>''' (AAFD)''' {{AntiAircraftFireDirector}}
+
*# <u>Heavy Main Gun</u>{{Template:RedGunHeavy}}, <u>Type 3 Shell</u> {{GreenAmmo}}, plus <u>Anti-Aircraft Fire Director</u>''' (AAFD)''' {{AntiAircraftFireDirector}}
 
*#* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
*#* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
*#* Only available for BB(V)s.  
 
*#* Only available for BB(V)s.  
*# <u>High-Angle mount</u> ([http://kancolle.wikia.com/wiki/List_of_Main_Guns_by_stats main gun] or [http://kancolle.wikia.com/wiki/List_of_Secondary_Guns_by_stats secondary]) {{GreenGunDP}}, plus <u>'''AAFD'''</u>{{AntiAircraftFireDirector}}
+
*# <u>High-Angle mount</u> ([[List_of_Main_Guns_by_stats|main gun]] or [[List_of_Secondary_Guns_by_stats|secondary]]) {{GreenGunDP}}, plus <u>'''AAFD'''</u>{{AntiAircraftFireDirector}}
 
*#* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
*#* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
*#* Achievable by any surface ship.
 
*#* Achievable by any surface ship.
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*# [[25mm Triple Autocannon Mount (Concentrated Deployment)|'''<u>25mm Triple Autocannon Mount (Concentrated Deployment)</u>''']], plus [[List of Anti-Air Guns by stats|<u>AA Gun</u>]] (any) {{GreenGunMG}} and <u>AA RADAR</u> {{Radar}}
 
*# [[25mm Triple Autocannon Mount (Concentrated Deployment)|'''<u>25mm Triple Autocannon Mount (Concentrated Deployment)</u>''']], plus [[List of Anti-Air Guns by stats|<u>AA Gun</u>]] (any) {{GreenGunMG}} and <u>AA RADAR</u> {{Radar}}
 
*#* Achievable by any surface ship.
 
*#* Achievable by any surface ship.
* '''[http://kancolle.wikia.com/wiki/Akizuki Akizuki]''' has a built-in AA fire director, which allows her to trigger AACI without an AAFD with the following setup
+
* '''[[Akizuki]]''' has a built-in AA fire director, which allows her to trigger AACI without an AAFD with the following setup
 
:* <u>High-Angle mount</u> (any) {{GreenGunDP}} plus either or both:
 
:* <u>High-Angle mount</u> (any) {{GreenGunDP}} plus either or both:
 
::* ''<u>RADAR</u> (any kind)'' {{Radar}}
 
::* ''<u>RADAR</u> (any kind)'' {{Radar}}
 
::* ''<u>High-Angle mount</u> (any)'' {{GreenGunDP}}
 
::* ''<u>High-Angle mount</u> (any)'' {{GreenGunDP}}
 
*[[Maya|Maya Kai 2]] may trigger AACI with a unique setup:
 
*[[Maya|Maya Kai 2]] may trigger AACI with a unique setup:
:* [[25mm Triple Autocannon Mount (Concentrated Deployment)|'''<u>25mm Triple Autocannon Mount (Concentrated Deployment)</u>''']], plus <u>High-Angle mount</u> (any) {{GreenGunDP}}
+
:* [[25mm Triple Autocannon Mount (Concentrated Deployment)|'''<u>25mm Triple Autocannon Mount (Concentrated Deployment)</u>''']], plus <u>High-Angle mount</u> (any) {{GreenGunDP}}
 
::* ''Can be supplemented with an AA RADAR'' {{Radar}}
 
::* ''Can be supplemented with an AA RADAR'' {{Radar}}
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====Trigger Chance====
 
====Trigger Chance====
* '''AA stat''' ({{AA}}) of the ship performing the cut-in (equipment bonuses included) affects trigger rate.  The correlation seems to be about +0.4% trigger rate for every point of AA ?  ''([http://kankoregouchin.blog.fc2.com/blog-entry-43.html source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2])''
+
* '''AA stat''' ({{AA}}) of the ship performing the cut-in (equipment bonuses included) affects trigger rate. The correlation seems to be about +0.4% trigger rate for every point of AA ? ''([http://kankoregouchin.blog.fc2.com/blog-entry-43.html source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2])''
 
* '''Air radars''' provide marginal bonuses on AACI:
 
* '''Air radars''' provide marginal bonuses on AACI:
 
:* For HA + AAFD setup, Air radar on CA does not increase the trigger chance on a large scale ??.'' ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source])''
 
:* For HA + AAFD setup, Air radar on CA does not increase the trigger chance on a large scale ??.'' ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source])''
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With an AA Cut-In from a ship with high AA stat ({{AA}}), it is possible to '''obliterate all incoming bombers''' before they inflict any damage, and even prevent opposing carriers from shelling since they have 0 bombers left.''' In PVP Exercises, opposing fleets can do AA Cut-Ins, but the animation is not shown.'''
 
With an AA Cut-In from a ship with high AA stat ({{AA}}), it is possible to '''obliterate all incoming bombers''' before they inflict any damage, and even prevent opposing carriers from shelling since they have 0 bombers left.''' In PVP Exercises, opposing fleets can do AA Cut-Ins, but the animation is not shown.'''
   −
There are [http://kancolle.wikia.com/wiki/Combat#comm-164478 reports] that enemy ships in map [http://kancolle.wikia.com/wiki/World_6:_%E4%B8%AD%E9%83%A8%E6%B5%B7%E5%9F%9F#6-2 6-2] ''might'' be capable of doing AACI. Other than that, there is currently no enemy ship capable to blast all your bombers with AA weapons.
+
There are reports that enemy ships in map [[World_6:_%E4%B8%AD%E9%83%A8%E6%B5%B7%E5%9F%9F#6-2|6-2]] ''might'' be capable of doing AACI. Other than that, there is currently no enemy ship capable to blast all your bombers with AA weapons.
    
===Fleet Anti-air Defense===
 
===Fleet Anti-air Defense===
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*Day Combat consists of up to 3 phases: 1st Shelling, 2nd Shelling, Closing Torpedo
 
*Day Combat consists of up to 3 phases: 1st Shelling, 2nd Shelling, Closing Torpedo
 
*During the first shelling stage, the order of fire is determined by the ship's maximum range.
 
*During the first shelling stage, the order of fire is determined by the ship's maximum range.
**Ships are arranged in order from Very Long → Long → Medium → Short → Very Short range.
+
**Ships are arranged in order from Very Long → Long → Medium → Short → Very Short range.
 
**The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.
 
**The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.
 
*The second shelling phase moves from the top to the bottom of the combat line.
 
*The second shelling phase moves from the top to the bottom of the combat line.
 
**Ships unable to attack at all in the shelling phase (''i.e.'' submarines) will be skipped, but those normally able to attack but rendered unable to (''e.g.'' damaged carriers) will still take actionless turns.
 
**Ships unable to attack at all in the shelling phase (''i.e.'' submarines) will be skipped, but those normally able to attack but rendered unable to (''e.g.'' damaged carriers) will still take actionless turns.
 
*CVLs and CVs must be in good or lightly damaged condition in order to participate in shelling phases, with the exception of Armored Aircraft Carriers (''e.g.'' [[Taihou]]) who can still attack while moderately damaged.
 
*CVLs and CVs must be in good or lightly damaged condition in order to participate in shelling phases, with the exception of Armored Aircraft Carriers (''e.g.'' [[Taihou]]) who can still attack while moderately damaged.
* The Closing Torpedo salvo is fired by all SS(V), DD, CL(T), CA(V), AV, [[Bismarck|Bismarck drei]], and the enemy [[Battleship Re-Class]].
+
* The Closing Torpedo salvo is fired by all SS(V), DD, CL(T), CA(V), AV, [[Bismarck|Bismarck drei]], and the enemy [[Battleship Re-Class]].
 
** Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
** Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
** Ships must not be moderately or heavily damaged to participate.
 
** Ships must not be moderately or heavily damaged to participate.
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|-
 
|-
 
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
 
! rowspan="3" scope="col" style="text-align:center;" |'''Damage ='''
! scope="col" |<center>'''[http://kancolle.wikia.com/wiki/Combat#Basic_Attack_Power Basic Attack Power]<br />x<br />[http://kancolle.wikia.com/wiki/Combat#Pre-Cap_Modifiers Pre-Cap Modifiers]'''</center>
+
! scope="col" |<center>'''[[Combat#Basic_Attack_Power|Basic Attack Power]]<br />x<br />[[Combat#Pre-Cap_Modifiers|Pre-Cap Modifiers]]'''</center>
 
! scope="col" |x
 
! scope="col" |x
! scope="col" |<center>'''[http://kancolle.wikia.com/wiki/Combat#Post-Cap_Modifiers Post-Cap Modifiers]'''</center>
+
! scope="col" |<center>'''[[Combat#Post-Cap_Modifiers|Post-Cap Modifiers]]'''</center>
 
! scope="col" | -
 
! scope="col" | -
 
! scope="col" |<center>'''Enemy Armor'''</center>
 
! scope="col" |<center>'''Enemy Armor'''</center>
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! colspan="7" rowspan="1" scope="col" style="text-align:center;" |x
 
! colspan="7" rowspan="1" scope="col" style="text-align:center;" |x
 
|-
 
|-
! colspan="7" rowspan="1" scope="col" style="text-align:center;" |<center>'''[http://kancolle.wikia.com/wiki/Combat#Remaining_Ammo_Modifier Remaining Ammo Modifier]'''</center>
+
! colspan="7" rowspan="1" scope="col" style="text-align:center;" |<center>'''[[Combat#Remaining_Ammo_Modifier|Remaining Ammo Modifier]]'''</center>
 
|-
 
|-
 
| colspan="8" |Notes:
 
| colspan="8" |Notes:
    
*''If the result is less than 1, it becomes '''scratch damage''', which does 6-14% of current target HP, rounded down (can be rounded to 0).''
 
*''If the result is less than 1, it becomes '''scratch damage''', which does 6-14% of current target HP, rounded down (can be rounded to 0).''
*'''''If the pre-cap damage''' (Basic Attack Power x Pre-Cap Modifiers)''' exceeds [http://kancolle.wikia.com/wiki/Combat#Attack_Power_Cap a certain cap value,] it will be modified.'''''
+
*'''''If the pre-cap damage''' (Basic Attack Power x Pre-Cap Modifiers)''' exceeds [[Combat#Attack_Power_Cap|a certain cap value]], it will be modified.'''''
 
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
 
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
 
|}
 
|}
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* [[Combat#Formation Selection|Formation Modifier]] (see "Damage modifier")
 
* [[Combat#Formation Selection|Formation Modifier]] (see "Damage modifier")
 
* [[Combat#Engagement Form Modifier|Engagement Modifier]]
 
* [[Combat#Engagement Form Modifier|Engagement Modifier]]
* [http://kancolle.wikia.com/wiki/Combat#Ship.27s_Health_Modifier Health Modifier]
+
* [[Combat#Ship.27s_Health_Modifier|Health Modifier]]
* [http://kancolle.wikia.com/wiki/Combat#Plane_Scaling Plane Scaling] (Opening air strike only)
+
* [[Combat#Plane_Scaling|Plane Scaling]] (Opening air strike only)
* [http://kancolle.wikia.com/wiki/Combat#Night_Special_Attack_Modifier_.28Cut-In_and_Double_Attack.29 Night Special Attack Modifier]
+
* [[Combat#Night_Special_Attack_Modifier_.28Cut-In_and_Double_Attack.29|Night Special Attack Modifier]]
 
Effects from the modifiers are multiplied cumulatively.
 
Effects from the modifiers are multiplied cumulatively.
   Line 528: Line 528:  
==== Night Special Attack Modifier ====
 
==== Night Special Attack Modifier ====
 
[[File:night_cut_in.png|thumb|An example of a cut-in]]
 
[[File:night_cut_in.png|thumb|An example of a cut-in]]
[http://kancolle.wikia.com/wiki/Combat#Night_Battle_Special_Attacks Certain Equipment setups] have a chance to trigger special attacks at night, giving boost to both attack power and accuracy. This stage is usually the most rewarding / dangerous because both sides have drastically increased attack power.
+
[[Combat#Night_Battle_Special_Attacks|Certain Equipment setups]] have a chance to trigger special attacks at night, giving boost to both attack power and accuracy. This stage is usually the most rewarding / dangerous because both sides have drastically increased attack power.
    
The ship must be able to participate in the night battle in order to trigger the special attacks.
 
The ship must be able to participate in the night battle in order to trigger the special attacks.
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Currently, the post-cap modifiers are from:
 
Currently, the post-cap modifiers are from:
* [http://kancolle.wikia.com/wiki/Combat#Artillery_Spotting Artillery Spotting] (aka. Day time special attacks)
+
* [[Combat#Artillery_Spotting|Artillery Spotting]] (aka. Day time special attacks)
* [http://kancolle.wikia.com/wiki/Combat#Critical_Modifier Critical Damage]
+
* [[Combat#Critical_Modifier|Critical Damage]]
* [http://kancolle.wikia.com/wiki/Combat#Contact Contact] (Opening air strike)
+
* [[Combat#Contact|Contact]] (Opening air strike)
    
==== Artillery Spotting ====
 
==== Artillery Spotting ====
[http://kancolle.wikia.com/wiki/Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29 Certain equipment setups] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavy armor targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting.
+
[[Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29|Certain equipment setups]] provide a chance to trigger special attacks during day battle, giving boost to both attack power and accuracy. The damage modifiers are applied after the cap (150), thus very effective against heavy armor targets. Note that the ship requires at least 1 seaplane on board to perform Artillery Spotting.
    
====Critical Modifier====
 
====Critical Modifier====
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*Because most battles will consume 2 bars of ammunition each, try to engage the boss before the 5th battle, or else achieving victory becomes unlikely (but not impossible).
 
*Because most battles will consume 2 bars of ammunition each, try to engage the boss before the 5th battle, or else achieving victory becomes unlikely (but not impossible).
 
*When attempting to defeat boss nodes, avoid night battles and whirlpools on the way.
 
*When attempting to defeat boss nodes, avoid night battles and whirlpools on the way.
**Whirlpools will decrease either {{Fuel}} or {{Ammo}} bars of your sorted fleet, which can be disadvantageous in long sorties.  Equipping one or more ships with RADAR can help reduce losses taken from these.
+
**Whirlpools will decrease either {{Fuel}} or {{Ammo}} bars of your sorted fleet, which can be disadvantageous in long sorties. Equipping one or more ships with RADAR can help reduce losses taken from these.
 
*Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.
 
*Submarine-only nodes on limited-time event maps do not consume ammo in Day or Night Battle.
   Line 664: Line 664:     
==Combat Equipment Setup==
 
==Combat Equipment Setup==
* [http://kancolle.wikia.com/wiki/Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29 Day Battle Special Attacks (Artillery Spotting)]
+
* [[Combat#Day_Battle_Special_Attacks_.28Artillery_Spotting.29|Day Battle Special Attacks (Artillery Spotting)]]
* [http://kancolle.wikia.com/wiki/Combat#Night_Battle_Special_Attacks Night Battle Special Attacks]
+
* [[Combat#Night_Battle_Special_Attacks|Night Battle Special Attacks]]
* [http://kancolle.wikia.com/wiki/Combat#Common_Setups Common Setups]
+
* [[Combat#Common_Setups|Common Setups]]
* [http://kancolle.wikia.com/wiki/Combat#Full_Setup_List Full Setup List]
+
* [[Combat#Full_Setup_List|Full Setup List]]
    
=== Day Battle Special Attacks (Artillery Spotting) ===
 
=== Day Battle Special Attacks (Artillery Spotting) ===
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*Air superiority (AS) or greater achieved in aerial combat phase
 
*Air superiority (AS) or greater achieved in aerial combat phase
 
* Not in heavily damaged (大破) state
 
* Not in heavily damaged (大破) state
* Ship is carrying at least 1 [http://kancolle.wikia.com/wiki/List_of_Seaplanes_by_stats seaplane]{{Seaplane}}. (i.e. slots are not all at 0 remaining)
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* Ship is carrying at least 1 [[List_of_Seaplanes_by_stats|seaplane]]{{Seaplane}}. (i.e. slots are not all at 0 remaining)
 
* Certain equipment setup (see below)
 
* Certain equipment setup (see below)
 
'''Set up and Attack Modes'''
 
'''Set up and Attack Modes'''
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! scope="col" style="text-align:center;" |The Remaining Slot
 
! scope="col" style="text-align:center;" |The Remaining Slot
 
! scope="col" style="text-align:center;" |Damage Modifier
 
! scope="col" style="text-align:center;" |Damage Modifier
! scope="col" style="text-align:center;" |[http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Mid-Term_Report_on_the_Artillery_Spotting_TRE_Project Trigger Chance]
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! scope="col" style="text-align:center;" |Trigger Chance
 
|-
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
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|'''~70%''' (Total)
 
|'''~70%''' (Total)
 
|}
 
|}
*Lists of {{RedGunHeavy}}[http://kancolle.wikia.com/wiki/List_of_Main_Guns_by_stats Main gun] and {{YellowGun}}[http://kancolle.wikia.com/wiki/List_of_Secondary_Guns_by_stats Secondary gun].[[File:KanColle-140425-16133343.png|thumb|Cut-in Type Mixed Attack Observed Fire with 2 Main & Type 91 AP Shell.]]
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*Lists of {{RedGunHeavy}}[[List_of_Main_Guns_by_stats|Main gun]] and {{YellowGun}}[[List_of_Secondary_Guns_by_stats|Secondary gun]].
 
*These are the basic setups used in the game. You don't need to exactly follow the placement (1st slot = main, 3rd slot = seaplane, etc) as long as those equipment are placed on the same ship.
 
*These are the basic setups used in the game. You don't need to exactly follow the placement (1st slot = main, 3rd slot = seaplane, etc) as long as those equipment are placed on the same ship.
 
* Any other setup variation will NOT change the attack mode or damage modifier. Feel free to add another auxiliary equipment when possible.
 
* Any other setup variation will NOT change the attack mode or damage modifier. Feel free to add another auxiliary equipment when possible.
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*  Trigger chances were estimated under the following conditions: '''''AS+;  FLoS = 300;'''  '''Non-flagship'''''<nowiki/>'''.'''
 
*  Trigger chances were estimated under the following conditions: '''''AS+;  FLoS = 300;'''  '''Non-flagship'''''<nowiki/>'''.'''
 
* The enemy is capable of doing Artillery Spotting on your fleet, both DA & CI.
 
* The enemy is capable of doing Artillery Spotting on your fleet, both DA & CI.
* For more info on the Day Special Attack mechanics, you may visit page [http://kancolle.wikia.com/wiki/Artillery_Spotting Artillery Spotting].
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* For more info on the Day Special Attack mechanics, you may visit page [[Artillery_Spotting|Artillery Spotting]].
    
'''Trigger Chance of Artillery Spotting'''
 
'''Trigger Chance of Artillery Spotting'''
 
* The flagship has ~15% higher chance in triggering Artillery Spotting.
 
* The flagship has ~15% higher chance in triggering Artillery Spotting.
 
* Losing Air Supremacy (AS+) to Air Superiority (AS) will lower the trigger chances by ~12%. Higher penalty for mixed attack.
 
* Losing Air Supremacy (AS+) to Air Superiority (AS) will lower the trigger chances by ~12%. Higher penalty for mixed attack.
* Higher fleet '''total''' LoS ([http://kancolle.wikia.com/wiki/Line_of_Sight Line of Sight]) will slightly increase the chances, around 5% ~ 10% per 100 additional FLoS. Notice that FLoS equals to the sum of LoS stats from all the ships in your fleet. Bonuses from equipment are included in the calculation.  
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* Higher fleet '''total''' LoS ([[[Line of Sight]]) will slightly increase the chances, around 5% ~ 10% per 100 additional FLoS. Notice that FLoS equals to the sum of LoS stats from all the ships in your fleet. Bonuses from equipment are included in the calculation.  
 
* Equipment set up will affect the chances (see the table above)
 
* Equipment set up will affect the chances (see the table above)
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! scope="col" style="text-align:center;" |Notes on the Remaining Slots
 
! scope="col" style="text-align:center;" |Notes on the Remaining Slots
 
! scope="col" style="text-align:center;" |Damage Modifier
 
! scope="col" style="text-align:center;" |Damage Modifier
! scope="col" style="text-align:center;" |[http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In Trigger Chance]
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! scope="col" style="text-align:center;" |Trigger Chance
 
|-
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
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'''Night Double Attack Chance'''
 
'''Night Double Attack Chance'''
   −
Has a very high (~99%) and relatively consistent activation chance ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/How_Formation_Affects_Night_Battle_Performances_%28by_Kuubowokyuu%29#Ii_-_DA_Chance_of_Your_Fleet_.26_CI_Chance_of_the_Enemies source]). <s>Activation rate decreases with damage states</s> (source required), but is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.
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Has a very high (~99%) and relatively consistent activation chance. <s>Activation rate decreases with damage states</s> (source required), but is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.
    
'''Night Cut-in chance:'''
 
'''Night Cut-in chance:'''
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</center>
 
</center>
   −
* '''Either diminishing returns or a hard cap on luck over 50 for torpedo cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#I_-_Luck.2C_Placement_.26_Night_Battle_Cut-In_Chances source 1], [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#II_-_Searchlight_.26_Cut-In_Chances 2])
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* '''Either diminishing returns or a hard cap on luck over 50 for torpedo cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#I_-_Luck.2C_Placement_.26_Night_Battle_Cut-In_Chances source 1], [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#II_-_Searchlight_.26_Cut-In_Chances 2])
 
** Therefore, the torpedo CI chance for Yukikaze ''(60 luck)'' would be around the same level as Shigure ''(50 luck).''
 
** Therefore, the torpedo CI chance for Yukikaze ''(60 luck)'' would be around the same level as Shigure ''(50 luck).''
* '''Either diminishing returns or a hard cap on luck over 40 for three gun cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#V_-_Health_State_.26_Cut-In_Chances source])
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* '''Either diminishing returns or a hard cap on luck over 40 for three gun cut-ins.''' ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Trigger_Rates_of_Night_Battle_Cut-In#V_-_Health_State_.26_Cut-In_Chances source])
 
** Therefore, ships with high luck will suffer from 5~10% lower cut-in chances when using the 3 gun cut-in setup compared to two-torpedo.
 
** Therefore, ships with high luck will suffer from 5~10% lower cut-in chances when using the 3 gun cut-in setup compared to two-torpedo.
 
* '''Either diminishing returns or a hard cap on luck over 60 for mixed cut-ins''' ([http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/89 source 1], [http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/203 2])
 
* '''Either diminishing returns or a hard cap on luck over 60 for mixed cut-ins''' ([http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/89 source 1], [http://jbbs.shitaraba.net/bbs/read.cgi/netgame/12394/1424879347/203 2])
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* '''Light Cruisers'''
 
* '''Light Cruisers'''
 
** Light Cruisers gain access to the Medium size Main guns to buff their firepower as well as seaplanes (with a few exceptions with regards to seaplanes, those being CLTs, Isuzu Kai Ni, Yuubari and both of the Tenryuu class), making Artillery Spotting setups feasible and effective against moderately armored enemy vessels.
 
** Light Cruisers gain access to the Medium size Main guns to buff their firepower as well as seaplanes (with a few exceptions with regards to seaplanes, those being CLTs, Isuzu Kai Ni, Yuubari and both of the Tenryuu class), making Artillery Spotting setups feasible and effective against moderately armored enemy vessels.
** For light cruisers facing enemy fleets, a setup with 2 Main guns and a Seaplane ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}}) offers a potent double attack in both daytime Artillery Spotting and Night Battle.
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** For light cruisers facing enemy fleets, a setup with 2 Main guns and a Seaplane ({{RedGunMedium}}{{RedGunMedium}}{{Template:Seaplane}}) offers a potent double attack in both daytime Artillery Spotting and Night Battle.
** For fleets without air power, one [http://kancolle.wikia.com/wiki/List_of_Main_Guns_by_stats#Medium_Guns medium main gun] and two [http://kancolle.wikia.com/wiki/15.5cm_Triple_Gun_Mount_(Secondary) 15.5cm Triple Gun Mounts] ({{RedGunMedium}}{{Template:YellowGun}}{{Template:YellowGun}}) will maximize firepower while maintaining double attacks in Night Battle
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** For fleets without air power, one [http://kancolle.wikia.com/wiki/List_of_Main_Guns_by_stats#Medium_Guns medium main gun] and two [http://kancolle.wikia.com/wiki/15.5cm_Triple_Gun_Mount_(Secondary) 15.5cm Triple Gun Mounts] ({{RedGunMedium}}{{Template:YellowGun}}{{Template:YellowGun}}) will maximize firepower while maintaining double attacks in Night Battle
 
** The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] (to enable opening torpedo strikes). To diversify their damage output, typically two medium main guns and/or [http://kancolle.wikia.com/wiki/15.5cm_Triple_Gun_Mount_(Secondary) 15.5cm Triple Gun Mounts] are equipped to increase shelling damage and enable Night Battle Double Attacks ({{RedGunMedium}}{{Template:YellowGun}}{{Template:TorpedoWeapon}}).
 
** The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] (to enable opening torpedo strikes). To diversify their damage output, typically two medium main guns and/or [http://kancolle.wikia.com/wiki/15.5cm_Triple_Gun_Mount_(Secondary) 15.5cm Triple Gun Mounts] are equipped to increase shelling damage and enable Night Battle Double Attacks ({{RedGunMedium}}{{Template:YellowGun}}{{Template:TorpedoWeapon}}).
 
*** Before a Torpedo Cruiser's final remodel, due to limited slots it's advisable to use [[Type A Ko-hyoteki]] and a torpedo ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) to make the most of their preemptive attack.
 
*** Before a Torpedo Cruiser's final remodel, due to limited slots it's advisable to use [[Type A Ko-hyoteki]] and a torpedo ({{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}) to make the most of their preemptive attack.
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** The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Template:Seaplane}}) which provides day and night double attack potential.
 
** The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup ({{RedGunMedium}}{{RedGunMedium}}{{Template:Radar}}{{Template:Seaplane}}) which provides day and night double attack potential.
 
** Certain Event bosses take additional damage when a ship is equipped with [[Type 3 Shell]]s. As heavy cruisers have access to these, a Heavy Cruiser may find swapping the RADAR for a [[Type 3 Shell]] ({{RedGunMedium}}{{RedGunMedium}}{{Template:GreenAmmo}}{{Template:Seaplane}}) to be effective against such targets (see [[Airfield Princess]]).
 
** Certain Event bosses take additional damage when a ship is equipped with [[Type 3 Shell]]s. As heavy cruisers have access to these, a Heavy Cruiser may find swapping the RADAR for a [[Type 3 Shell]] ({{RedGunMedium}}{{RedGunMedium}}{{Template:GreenAmmo}}{{Template:Seaplane}}) to be effective against such targets (see [[Airfield Princess]]).
** In the case of a battle occurring with Night Battle first, one option is to replace the RADAR and seaplane with two torpedoes {{RedGunMedium}}{{RedGunMedium}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}, which will lose the day battle special attacks but give the chance for powerful two-torpedo cut-in attacks.
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** In the case of a battle occurring with Night Battle first, one option is to replace the RADAR and seaplane with two torpedoes {{RedGunMedium}}{{RedGunMedium}}{{Template:TorpedoWeapon}}{{Template:TorpedoWeapon}}, which will lose the day battle special attacks but give the chance for powerful two-torpedo cut-in attacks.
 
* '''Battleships'''
 
* '''Battleships'''
 
** Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
 
** Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
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