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→Artillery Spotting Trigger Rate Estimate: (Beta ver.)
== Artillery Spotting Trigger Rate Estimate: (Beta ver.) ==
== Artillery Spotting Trigger Rate Estimate: (Beta ver.) ==
NOTE: As mentioned before, these calculation only serves as rough estimates on your ship's artillery spotting chances. More credible tests (Sample size > 170) are required to come up with a better formula. Deviations from actual test results are supposed to be less than 5%, otherwise reworking on the formula itself should be considered. This does not include effects from fatigue, HP status(小破・中破), and undetermined factors like formation, level differences (>>10), a few special ships (esp. CA) or maps, etc. The estimates for which their true probability is closer to 50% will be less accurate, and vise versa.
NOTE: As mentioned before, these calculation only serves as rough estimates on your ship's artillery spotting chances. More credible tests (#ATK > 170 for p > 70%, while #ATK > 256 for p < 60%, minimun) are required to come up with a better formula. Deviations from actual test results are supposed to be less than 5%, otherwise reworking on the formula itself could be considered. This does not include effects from HP status(小破・中破), and undetermined factors like formation & special ships / maps, etc. The estimates on which the true probability is closer to 50% will be less accurate.
Here's an example calculation in chart format, with sign convention:
Here's an example calculation in chart format, with sign convention:
2) Prinz Eugen Kai, AS+, FLoS = 300, equipped with 2 main, FuMO32 & Ar196 will have a:
2) Prinz Eugen Kai, AS+, FLoS = 300, equipped with 2 main, FuMO32 & Ar196 will have a:
* DA chance of ...
* DA chance of ...
* 47%''(<s>CA</s> Base)''+ 8%''[Radar Modifier]''+ 0%''(LoS Modifier)'' +1''%<Seaplane> ''= '''56%'''<nowiki/>'''
* 47%''(<s>CA</s> Base)''+ 8%''[Radar Modifier]''+ 0%''(LoS Modifier)'' +1''%<Seaplane> ''= '''56%'''<nowiki/>'''<nowiki/>'''
- Since AP shells are not accessible to CA(V), their maximum CI damage is '''''120% post cap''''' with radar. However, if secondary-gun hybrid is used for CA, it could be 130%, but reliability has not been tested. ''(Lower shelling accuracy expected? Same trigger rate as BB(V)?).''
- Since AP shells are not accessible to CA(V), their maximum CI damage is '''''120% post cap''''' with radar. However, if secondary-gun hybrid is used for CA, it could be 130%, but reliability has not been tested. ''(Lower shelling accuracy expected? Same trigger rate as BB(V)?).''
- Read more: [http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower#How_much_damage_will_I_deal.3F Comparative study on DA/CI with sample enemies] .
- Read more: [http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower#How_much_damage_will_I_deal.3F Comparative study on DA vs CI with sample enemies] .
== Practical Use in Game & Suggestions ==
== Practical Use in Game & Suggestions ==
# Level up your ships & marry them. Ship level correlates with their individual LoS stat, and a high FLoS would guarantee your ships to DA/CI frequently in battles. Also, if we assume a linear LoS growth, lv150 ships would have 50% more LoS than lv99 ships. It means if your central fleet is at lv99, they'd have FLoS ~400 (+10% DA/CI chance). When they're leveled to lv150, you'll have FLoS ~600 (+30% DA/CI chance). No wonder how lv150 ships could do DA/CI so frequently in the videos uploaded.
# '''Level up your ships & marry them.''' Ship level correlates with their individual LoS stat, and a high FLoS would guarantee your ships to DA/CI frequently in battles. Also, if we assume a linear LoS growth, lv150 ships would have 50% more LoS than lv99 ships. It means if your central fleet is at lv99, they'd have FLoS ~400 (+10% DA/CI chance). When they're leveled to lv150, you'll have FLoS ~600 (+30% DA/CI chance). No wonder how lv150 ships could do DA/CI so frequently in the videos uploaded.
# Since fatigue doesn't seem to penalize the trigger rates while DA / CI boosts shelling accuracy, you could use it to counter fatigue. For example, leveling your ships at 3-2a with red faces. This method could drastically speed up your leveling, but less resource friendly (more buckets & repair cost).
# Since fatigue doesn't seem to penalize the trigger rates while DA / CI boosts shelling accuracy, you could use it to counter fatigue. For example, '''leveling your ships at 3-2a with red faces.''' This method could drastically speed up your leveling, but less resource friendly (more buckets & repair cost).
# If ELoS (effective LoS) is prioritized, you wish to have more seaplane bombers, and/or you don't have good radars, equip an extra seaplane on your 4th slot is usually a good choice.
# If ELoS (effective LoS) is prioritized, you wish to have more seaplane bombers, and/or you don't have good radars, ''equip an extra seaplane on your 4th slot'' is usually a good choice.
# For newer players, hybrid setup is recommended since your FLoS (fleet total LoS) is usually very low, which in turn will greatly penalize your ship's artillery spotting chances. Hybrid setup, however, has the highest base trigger chances while not so affected by FLoS. However, you should get AS+(制空権確保). But be aware that using 2 x Main + 1 x Sec would shift into CI in night battles, which is VERY dependent on luck stat & placement (flagship)..
# '''For newer players, hybrid setup is recommended''' since your FLoS (fleet total LoS) is usually very low, which in turn will greatly penalize your ship's artillery spotting chances. Hybrid setup, however, has the highest base trigger chances while not so affected by FLoS. However, you should always get AS+(制空権確保). Also be aware that using 2 x Main + 1 x Sec would shift your DA into CI in night battles, which is very dependent on luck stat & placement (flagship)..