Difference between revisions of "Combat"

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==Combat Stages==
+
{{CombatPortal}}
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:100%;"
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Combat is a major component of the game in Kantai Collection. Combat is accessed through the [[Sortie]] menu by selecting a map to send a fleet. Multiple mechanics weave together to create an intricate combat dynamic. For more detailed explanations on the various combat mechanics, please see the individual pages below. [[Exercises]] also consist of one surface combat.
|-
 
! scope="col"|Stage
 
! scope="col"|Notes
 
|-
 
|Detection
 
|Requires planes or high detection stat.<br />Success increases hit rate and evasion.<br />Failure prevents participation of allied planes in the aerial combat phase.
 
|-
 
|Aerial Combat
 
|Requires any type of plane equipped as equipment on either side. Aerial Combat effect explained below.
 
|-
 
|Supporting Fire
 
|Map 5, requires sortie support expedition.
 
|-
 
|Opening Torpedo Salvo
 
|Requires torpedo cruisers, seaplane tenders or submarines equipped with midget subs ({{Template:TorpedoWeapon}}甲標的 甲 Type A ''Kou-hyouteki'').<br />Submarines with level 10 or higher can shoot the opening torpedo by themselves without having to equip midget subs.
 
|-
 
|Shelling, 1st Round (Range Order)
 
|Any carrier using bombers to attack during this phase must not have taken more than light damage in order to participate in the phase, with the exception of Armored Carriers (''e.g.'' Taihou) who must not have taken more than medium damage.
 
|-
 
|Shelling, 2nd Round (Lineup Order)
 
|Only occurs when one or both sides has a battleship, or the enemy contains one of the special ship classes: 鬼 (''Oni''/Ogress), 姫 (''Hime/''Princess), 戦鬼 (''Senki/''Battle Ogress), or 戦姫 (''Senki/''Battle Princess).
 
|-
 
|Torpedo Salvo
 
|Must not have taken more than light damage to participate.
 
|-
 
|Night Combat
 
|Attacks occur in lineup order from top to bottom, alternating between sides. Must not have taken more than moderate damage to participate.
 
|}
 
  
==Effects of Ship Damage==
+
=Combat Phases=
Amount of damage on a ship will affect its performance.
+
On each node, combat will consist of several "Combat Phases". The number of combat phases depends on the node type, with each node type using a different set of combat phases and order.
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 700px; height: 100px;"
+
*''See [[Node]]s for more details.
|Minor damage (小破) or less
+
*Using a [[Combined Fleet]] will also affect the phases, especially during the shelling.
|No effect on performance
 
|-
 
|Moderate damage (中破)
 
|Attack power, accuracy, and evasion are slightly decreased
 
|-
 
|Heavy damage (大破)
 
|Attack power, accuracy, and evasion are significantly decreased
 
|}
 
  
==Aerial Combat==
+
The combat phases are made out of:
<span style="font-size:17px;font-weight:bold;">Aerial Combat Stages</span>
+
{|class="wikitable"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:800px;"
+
!colspan=3|☀ [[Day Battle]]
 +
!rowspan=2|{{NBPower}} [[Night Battle]]
 
|-
 
|-
! scope="col"|Stage
+
!rowspan=2|{{LOS}}<br>[[Detection]]
! scope="col"|Notes
+
!{{Aircraft}} [[Aerial Combat]]
 +
!{{Firepower}} Surface Combat
 
|-
 
|-
|Fighter Combat
 
|Battle for air supremacy by fighter planes
 
|-
 
|Anti-bomber Combat
 
|Number of bombers shot down by fighters is affected by the result of the previous phase
 
|-
 
|Fleet Anti-air Defense
 
|Fleet defends against enemy bombers
 
|-
 
|Bombing
 
|See ''Damage Calculation'' for details
 
|}
 
 
===Fighter Combat===
 
 
<center>
 
<math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number fighters in slot}} \times \text {Plane anti-air bonus} \text{)}</math>
 
</center>
 
 
Fighter planes, fighter-bombers, and Zuiun participate in Fighter Combat.
 
 
The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:100%;"
 
|-
 
! scope="col"|Fighter Power (FP)
 
! scope="col"|Result
 
! scope="col"|Notes
 
! scope="col"|Text Display
 
|-
 
|FP ≥ 3*Enemy FP
 
|Air Supremacy
 
|Few allied planes shot down.<br />Always displayed when the enemy fleet has 0 fighters.
 
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''
 
|-
 
|3*Enemy FP > FP ≥ 1.5*Enemy FP
 
|Air Superiority
 
|Some planes lost.
 
|<span style="color:green">'''航空優勢! '''</span>''Koukuu Yuusei!''
 
|-
 
|1.5*Enemy FP > FP ≥ 2/3*Enemy FP
 
|Air Parity
 
|About equal losses on both sides.
 
|No text displayed
 
|-
 
|2/3*Enemy FP > FP ≥ 1/3*Enemy FP
 
|Air Incapability
 
|Many planes lost.
 
|<span style="color:red">'''制空権喪失! '''</span>''Seikuuken Soushitsu!''
 
|-
 
|FP ≤ 1/3*Enemy FP
 
|Air Denial
 
 
|
 
|
|<span style="color:red">'''制空権喪失! '''</span>''Seikuuken Soushitsu!''
+
#LBAS's [[Jet Assault]]
|}
+
#Fleet's [[Jet Assault]]
*This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
+
#[[LBAS|Land-Based Aerial Support]]
*Even if allied planes secure air supremacy, planes can still be lost due to the subsequent anti-air defense stages.
+
#[[Air Power|Stage 1 - Battle for Air Superiority]]
====Enemy Ship Fighter Power====
+
#[[Anti-Air|Stage 2 - Fleet Anti-Air Defense]]
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:800px;"
+
#[[Airstrike|Stage 3 - Airstrike]]
|-
+
|
! scope="col"|Enemy Ship Type
+
#[[Engagement]]
! scope="col" style="text-align:center;"|Fighter Power
+
#[[Support Expedition]]
! scope="col"|Enemy Ship Type
+
#[[Battle Opening]]s
! scope="col" style="text-align:center;"|Fighter Power
+
#[[Shelling|1st Shelling Phase]]
|-
+
#[[Day Battle#Second Shelling Phase|2nd Shelling Phase]]
|Nu-class Light Carrier
+
#[[Closing Torpedo Salvo]]
| style="text-align:center;"|8
+
|
|Armored Carrier Demon
+
#[[Friendly Fleet]] (event only)
| style="text-align:center;"|44
+
#[[Support Expedition]]*
|-
+
#[[Night Battle#Night Contact and Spotting|Night Contact and Spotting]]
|Elite Nu-class Light Carrier
+
#[[Night Battle#Night Shelling Phase|Night Shelling Phase]]
| style="text-align:center;"|24
 
|Armored Carrier Princess
 
| style="text-align:center;"|48
 
|-
 
|Wo-class Standard Carrier
 
| style="text-align:center;"|10
 
|Floating Fortress
 
| style="text-align:center;"|27
 
|-
 
|Elite Wo-class Standard Carrier
 
| style="text-align:center;"|27
 
|Southern War Demon
 
| style="text-align:center;"|41
 
|-
 
|Flagship Wo-class Standard Carrier
 
| style="text-align:center;"|28
 
|Southern War Princess
 
| style="text-align:center;"|47
 
|}
 
 
 
 
 
===Fleet Anti-air Defense===
 
Each enemy bomber slot is assigned at random to a defending ship.  Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes.  The number of planes shot down is given by the equations below:
 
 
 
<center>
 
<math>\text{Planes Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air Bonus} \times \text{Formation Modifier))} \times 0.2125\text{)}</math> <math>\text{Fleet Anti-air Bonus} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)}</math>
 
</center>
 
====Formation Modifiers====
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:350px;"
 
|-
 
! scope="col"|Formation
 
! scope="col" style="text-align:center;"|Modifier
 
|-
 
|Line Ahead, Line Abreast, Echelon
 
| style="text-align:center;"|1.0
 
|-
 
|Double Line
 
| style="text-align:center;"|1.2
 
|-
 
|Diamond
 
| style="text-align:center;"|1.6
 
|}
 
====Equipment Modifiers====
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width:350px;"
 
|-
 
! scope="col"|Equipment Type                            
 
! scope="col" style="text-align:center;"|Modifier
 
|-
 
|46cm Triple Gun Mount
 
| style="text-align:center;"|0.25
 
|-
 
|High-angle Cannons
 
| style="text-align:center;"|0.35
 
|-
 
|AA Radars
 
| style="text-align:center;"|0.40
 
|-
 
|Type 3 Shell
 
| style="text-align:center;"|0.60
 
|-
 
|All other equipment
 
| style="text-align:center;"|0.20
 
 
|}
 
|}
  
*Any equipment that gives an anti-air bonus will contribute to shooting down enemy planes.
+
==Formation Selection==
*The forward sliding and machine gun animations seem to have no correlation with the calculations.
+
If the fleet currently deployed has 4 or more ships, the player will be prompted to pick a fleet formation before every battle. Fleets with 3 or less ships will not have a fleet formation prompt and will default to '''Line Ahead'''.
*These calculations only apply for the allied fleet's anti-air defense.
+
* Sunk ships and ships [[Evacuation|evacuated]] with a {{EquipmentLink|Fleet Command Facility|Striking Force Fleet Command Facility|Elite Torpedo Squadron Command Facility|text=Command Facility|link=Evacuation}} are not counted.
 +
* Diamond Formation requires 5 or more ships present in the fleet to be selected.
 +
* Enemy fleets do not have these restrictions. Enemy fleets in Diamond formation with fewer than 4 ships lack formation graphics on the battle screen.
 +
Combined Fleets have special [[Combined Formation|formations]] that differ from the standard single fleet ones.
  
==Damage Calculation==
+
{|class="wikitable" style="text-align:center"
<span style="font-size:17px;font-weight:bold;">Main Formula</span>
+
!rowspan=2 colspan=2|Formation
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 800px;"
+
!colspan=3|Shelling
 +
!colspan=3|Torpedo
 +
!colspan=3|Anti-Submarine
 +
!colspan=3|[[Night Battle]]
 +
!rowspan=2|AA
 +
!rowspan=2|[[Flagship Protection]]
 +
!rowspan=2|Notes
 
|-
 
|-
! rowspan="3" scope="col" style="white-space:nowrap;"|
+
!Damage!!Accuracy!!Evasion
'''Damage ='''
+
!Damage!!Accuracy!!Evasion
! scope="col"|<center>'''Basic Attack Power<br />x<br />Pre-Cap Modifiers'''</center>
+
!Damage!!Accuracy!!Evasion
! scope="col"|x
+
!Damage!!Accuracy<ref>Measured and corroborated with Vita values.</ref>!!Evasion
! scope="col"|<center>'''Critical Modifier'''</center>
 
! scope="col"| -
 
! scope="col"|<center>'''Enemy Armor'''</center>
 
! scope="col"|x
 
! scope="col"|<center>'''Random Number<br />(between 2/3 ~ 4/3)'''</center>
 
 
|-
 
|-
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|x
+
|width=140px|Line Ahead<br>{{Nihongo|単縦陣|''Tanjuu-jin''}}
|-
+
|{{LineAhead}}
! colspan="7" rowspan="1" scope="col" style="text-align:center;"|<center>'''Remaining Ammo Modifier'''</center>
+
|style="color:red"|'''100%'''
|-
+
|100%
| colspan="8" |Notes:
+
|100%
 
+
|style="color:red"|'''100%'''
 
+
|style="color:red"|'''100%'''
*''If the result is less than 1 or very low, it becomes scratch damage, which does a maximum of about 10% of current target HP (needs verification).''
+
|100%
*''If [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modifed -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]]''
+
|60%
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
+
|100%
|}
+
|100%
 
+
|100%
 
+
|style="color:red"|'''100%'''
<span style="font-size:15px;font-weight:bold;">Basic Attack Power</span>
+
|100%
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 100%;"
+
|100%
|-
+
|45%
! scope="col"|Type
 
! scope="col"|Basic Attack Power
 
! scope="col"|Notes
 
|-
 
|Aerial Combat
 
|Attack Type Modifier ''(see below)'' × [(Aircraft's divebomb or torp stat) × √(number of planes) + 25]
 
 
|
 
|
 
|-
 
|-
|Shelling (except Carriers)
+
|Double Line<br>{{Nihongo|複縦陣|''Fukujuu-jin''}}
|Firepower + 5
+
|{{DoubleLine}}
 +
|80%
 +
|style="color:red"|'''120%'''<ref>Source: [http://bs-arekore.at.webry.info/201412/article_2.html '''半製造BSアレコレ雑記帳''' /「艦これ」砲撃命中率について・複縦陣 中間報告] ''(Dec 5, 2014).'' Corroborated with Vita values.</ref>
 +
|100%
 +
|80%
 +
|80%
 +
|100%
 +
|80%
 +
|style="color:red"|'''120%'''
 +
|100%
 +
|100%
 +
|90%
 +
|100%
 +
|120%
 +
|60%
 
|
 
|
 
|-
 
|-
|Shelling (Carrier only)
+
|Diamond<br>{{Nihongo|輪形陣|''Rinkei-jin''}}
|(Firepower + Torpedo) × 1.5 + Dive Bomber Stat × 2 + 55
+
|{{Diamond}}
 +
|70%
 +
|100%
 +
|110%
 +
|70%
 +
|40%
 +
|110%
 +
|120%
 +
|100%
 +
|100%
 +
|100%
 +
|70%
 +
|100%
 +
|style="color:red"|'''160%'''
 +
|style="color:red"|'''75%'''
 
|
 
|
 
|-
 
|-
|Torpedo/Preemptive Torpedo
+
|rowspan=2|Echelon<br>{{Nihongo|梯形陣|''Teikei-jin''}}
|Torpedo + 5
+
|rowspan=2|{{Echelon}}
|
+
|75%
 +
|rowspan=2 style="color:red"|'''120%'''
 +
|style="color:red"|'''140%'''<ref>https://twitter.com/Xe_UCH/status/1304783506275409920</ref>
 +
|rowspan=2 |60%
 +
|75%<ref>https://twitter.com/Divinity__123/status/1177455647593353217</ref><ref>https://docs.google.com/spreadsheets/d/1L854d9MjPHc4yNELEp1oRz029-LHz2aMRF089_MO2vo/edit#gid=1875509487</ref>
 +
|rowspan=2|130%
 +
|110%
 +
|rowspan=2 style="color:red"|'''120%'''
 +
|rowspan=2 style="color:red"|'''140%<ref>https://twitter.com/Divinity_123/status/1453371977020985353</ref>'''
 +
|rowspan=2|100%
 +
|90%<ref name="echelon">https://twitter.com/Divinity__123/status/1228686473119064066</ref>
 +
|style="color:red"|'''130%'''<ref name="echelon"></ref>
 +
|rowspan=2|100%
 +
|rowspan=2|60%
 +
|Single vs Single fleet battles
 
|-
 
|-
|Anti-sub warfare
+
|60%
|(Original ASW <ref name="ASW0">Refers to ASW stat without any equipment.</ref> / 5, rounded down) + Equipment's ASW <ref name="ASWE">Refers to the total of ASW stats that the equipment added to the ship's stats.</ref> × 2 + 25
+
|120%
|This applies to DDs and CLs during the day; CVL anti-sub attacks and night anti-sub attacks are still under investigation.
+
|60%
 +
|100%
 +
|80%
 +
|110%
 +
|Single vs Combined fleet battles (either way)<ref>https://github.com/Tibowl/KCBugTracker/issues/24#issuecomment-872108225</ref>  
 
|-
 
|-
|Night Battle
+
|Line Abreast<br>{{Nihongo|単横陣|''Tan'ou-jin''}}
|Firepower + Torpedo
+
|{{LineAbreast}}
 +
|60%
 +
|style="color:red"|'''120%'''
 +
|130%
 +
|60%
 +
|30%
 +
|style="color:red"|'''140%'''
 +
|style="color:red"|'''130%'''
 +
|style="color:red"|'''120%'''
 +
|110%
 +
|100%
 +
|80%
 +
|120%
 +
|100%
 +
|60%
 
|
 
|
|}
 
 
====Attack Type Modifier (Plane Scaling)====
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
 
|-
 
! scope="col" style="width: 20%;"|Type
 
! scope="col" style="width: 20%;"|Attack Type Modifier
 
! scope="col" style="width: 60%;"|Notes
 
|-
 
|Dive Bombers, Seaplane Bombers
 
|1
 
|This value is fixed, regardless the situation.
 
|-
 
|Torpedo Fighters
 
|0.8 or 1.5
 
|Calculation:<br />''Plane Scaling * [(torp stat + divebomb stat) * √(Plane Capacity) + 25]'' <ref name="explanation">In the wikiwiki, the portion here:
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"
 
|-
 
|''※ 以上の計算式は「制空権確保」時のものであるため、それ以外の状況では異なる可能性がある。''
 
 
''航空戦でのダメージは各スロットの機体性能と搭載数から個々に計算されており、空母の火力値は攻撃力に影響しない。 搭載数はリアルタイムに反映されており、雷撃・爆撃の前に艦載機が撃ち落とされた場合は、そのぶん攻撃力が減少する。 航空戦ではキャップ前補正(陣形補正、交戦形態補正、損傷補正)を受けない。 防御側の対空はダメージに直接は影響しない。ただし敵艦載機を撃ち落とすことによって搭載数を減少させたり、回避率に影響している可能性はある。''
 
 
''装甲の堅い敵に艦攻が有効なのは、倍率150%の攻撃があるためである。ただしこの倍率は80%の場合もあり、攻撃力は安定しない。''
 
 
''航空戦では互いの艦上戦闘機による制空権の判定が行われ、(被)撃墜数などに大きく影響する。 制空権の影響を大きく受けるのが艦攻で、艦爆は比較的受ける影響が少ないと言われている。''
 
|}
 
 
Apparently this is calculation's accuracy can only be justified when you managed to get air superiority, aka "制空権確保".
 
 
As we all know, damage during "Air Combat" phase is only affected by plane capacity and the type of planes you have. The "Firepower" stats doesn't affect anything during this phase.
 
 
Seems like AA also does not affect the damage during Air Combat directly, just that it is possible that the more planes you shoot down, the higher chance you get to evade the bombings.
 
 
Then there's the part whereby it informs us that it's effective against ships with high armor due to the possibility of having a 150% scaling during the bombing.
 
 
And as we all know, the side without air superiority will be doing considerably less damage on bombing. (Wording doesn't include torpedo, so I'm not sure whether they're including both bombing and torpedo as one category)</ref>
 
|}
 
 
 
===Formation Modifier (Pre-Cap Modifier)===
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 800px;"
 
|-
 
! scope="col" style="text-align:center;"|Formation
 
! scope="col" style="text-align:center;"|Formation Icon
 
! scope="col" style="text-align:center;"|Modifier
 
! scope="col" style="text-align:center;"|Modifier when attacking subs
 
|-
 
| Line Ahead (単縦陣 Tanjuu-jin)
 
| <center>{{LineAhead}}</center>
 
| style="text-align:center;"|100%
 
| style="text-align:center;"|45%
 
|-
 
| Double Line (複縦陣 Hukujuu-jin)
 
| <center>{{DoubleLine}}</center>
 
| style="text-align:center;"|80%
 
| style="text-align:center;"|60%
 
 
|-
 
|-
| Diamond (輪形陣 Rinkei-jin)
+
|rowspan=2|{{Tooltip|Vanguard|The direct translation of "Keikai" is "alert"}}<ref>https://docs.google.com/spreadsheets/d/14uCat5nahv3A0Zq6d263Ye3U_f1nBYpIMEc9ALegyNA/edit#gid=0</ref><br>{{Nihongo|警戒陣|''Keikai-jin''}}
| <center>{{Diamond}}</center>
+
|rowspan=2|{{Vanguard}}
| style="text-align:center;"|70%
+
|50%
| style="text-align:center;"|90%
+
|80%<ref>https://twitter.com/Divinity_123/status/1452289616866947081</ref>
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|style="color:red"|'''100%'''
 +
|70%<ref>https://twitter.com/Divinity_123/status/1457819658090844163</ref>
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|100%
 +
|??
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|50%
 +
|??
 +
|rowspan=2|''See<br>[[#Vanguard Formation|below]]''
 +
|110%
 +
|Medium
 +
|Upper half of the fleet
 
|-
 
|-
| Echelon (梯形陣 Teikei-jin)
+
|100%
| <center>{{Echelon}}</center>
+
|style="color:red"|'''120%'''
| style="text-align:center;"|60%
+
|style="color:red"|'''100%'''
| style="text-align:center;"|75%
+
|90%
|-
+
|60%
| Line Abreast (単横陣 Tan'ou-jin)
+
|??
| <center>{{LineAbreast}}</center>
+
|100%
| style="text-align:center;"|60%
+
|??
| style="text-align:center;"|100%
+
|110%
 +
|High
 +
|Bottom half of the fleet
 
|}
 
|}
Night battle and air combat are not affected by formation choice.
 
  
 
+
{|class="wikitable"
===Engagement Form Modifer (Pre-Cap Modifier)===
+
!colspan=5|Accuracy Exceptions
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 600px;"
 
 
|-
 
|-
! scope="col" style="text-align:center;"|Form
+
!Formation
! scope="col" style="white-space:nowrap;text-align:center;"|Modifier
+
!Day Shelling &<br>Carrier Attacks
 +
!Torpedo Attacks
 +
!ASW
 +
!Night Battles
 
|-
 
|-
|Parallel Engagement (同航戦 Doukousen)
+
|Vanguard (Both) vs DD<ref>Has even greater bonuses against [[PT Imp]]s (see [[Template:Anti-PT Imp Setups|here]])</ref>||additional 110%||additional 120%||?||?
| style="text-align:center;"|100%
 
 
|-
 
|-
|Head-on Engagement (反航戦 Hankousen)
+
|Double Line vs Line Abreast||rowspan=3|100%||rowspan=3|N/A||rowspan=3|100%||rowspan=3|N/A
| style="text-align:center;"|80%
 
 
|-
 
|-
|Crossing the T (Advantage) <span style="color:green">'''(T字戦有利 '''T ji sen Yuuri''')'''</span>
+
|Echelon vs Line Ahead
| style="text-align:center;"|120%
 
 
|-
 
|-
| style="white-space: nowrap;"|Crossing the T (Disadvantage) <span style="color:red">'''(T字戦不利 '''T ji sen Huri''')'''</span>
+
|Line Abreast vs Echelon
| style="text-align:center;"|60%
 
 
|}
 
|}
*Night battle and air combat are not affected by engagement form.
 
*'''The engagement form attack modifier affects both your fleet and the enemy fleet.'''
 
**This also applied for the Crossing the T (both Advantage or Disadvantage) modifier. It may be a bug or a design flaw.
 
*Crossing the T (Disadvantage) can be avoided by equipping a {{Template:YellowPlane}}彩雲 Saiun (Carrier-based recon plane).
 
<span style="font-size:15px;font-weight:bold;">Engagement Forms</span>
 
'''Parallel Engagement'''
 
  
The course of the player's fleet and the enemy fleet are the same.
+
;Notes:
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 300px;"
+
* Exact values were datamined from KanColle Kai for the Vita. Testing on the browser version has corroborated these results.
|Fleet A
+
** Values for Vanguard and the [[Game_Updates/2019/Feburary_27th|new]] Echelon are vague as they weren't introduced for KanColle Kai.
|→
+
<references/>
|→
 
|→
 
|→
 
|→
 
|→
 
|-
 
|Fleet B
 
|→
 
|→
 
|→
 
|→
 
|→
 
|→
 
|}
 
'''Head-on Engagement'''
 
  
The course of the player's fleet and the enemy fleet are opposite each other.
+
===Flagship Protection===
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 300px;"
+
'''Flagship Protection''' is when a non-flagship protects the flagship from being targeted by receiving the attack instead. When activated, a "curved shield" animation plays in front of the flagship's banner.
|Fleet A
+
* In [[Combined Fleet]]s, the escort flagship does not receive flagship protection in day battles.
|→
+
* ''See [[Flagship Protection]] for more dedails.
|→
 
|→
 
|→
 
|→
 
|→
 
|-
 
|Fleet B
 
|←
 
|←
 
|←
 
|←
 
|←
 
|←
 
|}
 
'''Crossing the T'''
 
 
 
The course of the player's fleet and the enemy fleet are perpendicular to each other (that's 90 degrees, which results in a T figure).  A fleet is in disadvantage if it is coming from「|」direction, and is in advantage it is is coming from「―」direction.
 
 
 
(Historically, the point of this was for the「―」fleet to bring as many guns to bear on the enemy while limiting the firepower of the enemy that can only use guns mounted forward.)
 
  
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 300px;"
+
===Vanguard Formation===
|→
+
Vanguard is only available during [[Event]]s, and is usable on '''any map''' during this time.
|→
+
* The modifiers on Vanguard Formation refer respectively to the '''"upper half"''' and '''"bottom half"''' of the fleet.
|→
+
** For a fleet with 6 or 7 ships, the top row applies to ships 1 to 3, and the bottom row applies to the remaining ships.
|→
+
** For a fleet with 4 or 5 ships, the top row applies to ships 1 and 2 and the bottom row applies to the remaining ships.
|→
+
* '''Damage and accuracy of [[Support Fleet]]s are affected by the top row multipliers, meaning the 50% damage modifier is applied.'''
|→
 
| colspan="2" rowspan="7" style="text-align:center;"|<center>'''OR'''</center>
 
|←
 
|←
 
|←
 
|←
 
|←
 
|←
 
|-
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
|-
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
|-
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
|-
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
|-
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
|-
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
 
|}
 
  
 +
Vanguard gives an accuracy penalty to the opposite fleet. See ''[[Accuracy, Evasion and Criticals#Vanguard Formation|here]]'' for more details.
  
===Night Combat===
+
The '''bottom half''' ships have an increased chance to be targeted.
*Night battle damage depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
+
* The targeting is determined as follows:
*Any vessel at night must not have taken more than moderate (orange) damage before attacking in order to participate in night battle.
+
**1. Target a ship from the fleet.
*Main Gun = {{Template:RedGunMedium}}Red guns or 10cm High-angle Gun
+
**2. If the selected ship is an upper half ship, target a ship from the fleet again.<ref>https://twitter.com/Xe_UCH/status/974571652229955584</ref>
*Secondary (Sub) Gun = {{Template:YellowGun}}Yellow guns / 12.7cm High-angle Gun / 8cm High-angle Gun
+
* Target rate based on the above procedure (without other factor):
*Auxiliary equipment (e.g radar, turbine, special ammunition, pure AA equipment(green), and mini-sub) will not affect the combination.
+
* Bug: When the Vanguard is selected with a [[Combined Fleet]] (on night nodes only) the "'''number of ships'''" column is determined by using the  in the '''main''' fleet number of ships<ref>https://discord.com/channels/118339803660943369/178613137430282240/1286997214580703335</ref>.
<span style="font-size:15px;font-weight:bold;">Night Battle Attack Types</span>
+
**E.g. With 4 ship main fleet and a 6 ship escort, the "4 ships" column is to be counted.
  
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 700px;"
+
{|class="wikitable" style="text-align:center"
 +
! colspan=5| Target Rate
 
|-
 
|-
! scope="col"|Type
+
! rowspan=2| Fleet position
! scope="col"|Main
+
! colspan=4| Number of ships
! scope="col"|Secondary
 
! scope="col"|Torpedo
 
! scope="col"|Notes
 
 
|-
 
|-
| rowspan="4"|Cut-In
+
! 4
|
+
! 5
|
+
! 6
|2+
+
! 7
|Torpedo Attack
 
 
|-
 
|-
|3+
+
! 1
|
+
| style="background-color:#92D050;color:black"| 12,50%
|
+
| style="background-color:#92D050;color:black"| 8,00%
| rowspan="2"|Shelling
+
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
|2
+
! 2
|1+
+
| style="background-color:#92D050;color:black"| 12,50%
|
+
| style="background-color:#92D050;color:black"| 8,00%
 +
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
|1-2
+
! 3
|
+
| style="background-color:#F8CBAD;color:black"| 37,50%
|1
+
| style="background-color:#F8CBAD;color:black"| 28,00%
|Combined Attack
+
| style="background-color:#92D050;color:black"| 8,33%
 +
| style="background-color:#92D050;color:black"| 6,13%
 
|-
 
|-
| rowspan="3"|Double Attack
+
! 4
|2
+
| style="background-color:#F8CBAD;color:black"| 37,50%
|0
+
| style="background-color:#F8CBAD;color:black"| 28,00%
|0
+
| style="background-color:#F8CBAD;color:black"| 25,00%
|
+
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
|1
+
! 5
|1+
+
!
|0
+
| style="background-color:#F8CBAD;color:black"| 28,00%
|
+
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
|0
+
! 6
|2+
+
!
|0-1
+
!
|Secondary Gun Double-Attack, Torpedo doesn't fire
+
| style="background-color:#F8CBAD;color:black"| 25,00%
 +
| style="background-color:#F8CBAD;color:black"| 20,40%
 
|-
 
|-
|Single Attack
+
! 7
| colspan="4"|Results from failing to meet equipment requirements, or other attacks random chance at failing.  Fires with gun or torpedo in highest equipment slot.
+
!
|-
+
!
|Anti-Submarine
+
!
| colspan="4" rowspan="1"|Any enemy submarines will force Destroyers and Light Cruisers to target them.  Cut-In and Double Attacks are ignored.
+
| style="background-color:#F8CBAD;color:black"| 20,40%
|}
 
=====<span style="font-size:12px;font-weight:bold;">Cut-in Equipment Setups</span>=====
 
 
 
NOTE: These are only a few examples.  See the above table.
 
 
 
NOTE: Midget subs don't count as torpedoes for this.
 
{| class="wikitable" style="width: 800px;"
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}3 main guns
 
| rowspan="5"|
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}} 2 main guns
 
| rowspan="5"|
 
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}} 1 main gun
 
| rowspan="5"|
 
|-
 
| style="text-align: center;"|{{TorpedoWeapon}}{{TorpedoWeapon}} Just 2 torpedos
 
|-
 
| colspan="1" style="text-align: center;"|
 
| colspan="1" style="text-align: center;"|'''+'''
 
| colspan="1" style="text-align: center;"|'''+'''
 
| colspan="1" style="text-align: center;"|
 
|-
 
| colspan="1" rowspan="2" style="text-align: center;"|No {{YellowGun}} or {{TorpedoWeapon}} equipped
 
| colspan="1" rowspan="2" style="text-align: center;"|{{YellowGun}} 1 sub gun
 
| colspan="1" rowspan="2" style="text-align: center;"|{{TorpedoWeapon}} 1 torpedo
 
| colspan="1" rowspan="2" style="text-align: center;"|One {{YellowGun}} also equippable
 
|}
 
 
 
=====Double-attack Equipment Setups=====
 
NOTE: These are only a few examples.  See the above table.
 
 
 
{| class="wikitable" style="width: 600px;"
 
| colspan="1" rowspan="1" style="text-align: center;"|{{RedGunMedium}} 1 main gun
 
| colspan="1" rowspan="5" style="text-align: center;"|
 
| colspan="1" rowspan="3" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}} 2 main guns
 
| colspan="1" rowspan="5" style="text-align: center;"|
 
| colspan="1" rowspan="3" style="text-align: center;"|{{YellowGun}}{{YellowGun}} 2 or more sub guns
 
|-
 
| style="text-align: center;"|'''+'''
 
|-
 
| style="text-align: center;"|{{YellowGun}}1 or more sub guns
 
|-
 
| style="text-align: center;"|
 
| style="text-align: center;"|
 
|-
 
| style="text-align: center;"|No {{TorpedoWeapon}} equipped
 
| colspan="1" rowspan="2" style="text-align: center;"|No {{YellowGun}} or {{TorpedoWeapon}} equipped
 
| colspan="1" rowspan="2" style="text-align: center;"|One {{TorpedoWeapon}} also equippable
 
|}
 
=====Full List=====
 
{| class="wikitable mw-collapsible mw-collapsed" id="mw-customcollapsible-nightcombat""
 
|-
 
! colspan="4"|Equipment
 
!Type
 
|-
 
|{{RedGunMedium}}
 
|
 
|
 
|
 
|Single Attack
 
|-
 
|{{TorpedoWeapon}}
 
|
 
|
 
|
 
|Single Attack
 
|-
 
|{{YellowGun}}
 
|
 
|
 
|
 
|Single Attack
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|
 
|
 
|Double Attack
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|
 
|
 
|Double Attack
 
|-
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|
 
|
 
|Cut-in (Mixed)
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|
 
|
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|
 
|
 
|Single Attack
 
|-
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|
 
|
 
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|
 
|Double Attack
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|
 
|Cut-in (Mixed)
 
|-
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|
 
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|
 
|Cut-in (Mixed)
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|
 
|Cut-in (Torpedo)
 
|-
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|
 
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|Double Attack
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{RedGunMedium}}
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Gun)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Mixed)
 
|-
 
|{{RedGunMedium}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|Double Attack
 
|-
 
|{{YellowGun}}
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{YellowGun}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|-
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}
 
|Cut-in (Torpedo)
 
|}
 
 
 
====Night Battle Special Attack Modifier (Pre-Cap Modifier)====
 
=====<span style="font-size:12px;font-weight:bold;">Cut-in attack</span>=====
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 500px;"
 
|-
 
! scope="col"|Weapon Type
 
! scope="col"|Modifier
 
|-
 
|2 torpedoes
 
|2 consecutive attacks at 150%
 
|-
 
|1 main gun, 1 torpedo
 
|2 consecutive attacks at 130%
 
|-
 
|3 main guns
 
|200%
 
|-
 
|2 main guns, 1 secondary gun
 
|175%
 
|}
 
 
 
''(Japanese wikis confirm that Yukikaze has a greater chance of doing cut-ins than Shimakaze)''
 
 
 
Cut-in chance can be approximated with: (Ship Luck + 20) [%]
 
 
 
=====Double Attack=====
 
Two consecutive attacks at 120%. Almost always procs, compared to cut-ins which proc only by chance and is affected by the luck stat. 
 
 
 
===Ship's Health Modifier (Pre-Cap Modifier)===
 
 
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 400px;"
 
|-
 
! scope="col" style="text-align:center;"|Damage
 
! scope="col" style="white-space:nowrap;text-align:center;"|Modifier
 
|-
 
| style="white-space: nowrap;"|Minor damage (小破 Syouha) or less
 
| style="text-align:center;"|100%
 
|-
 
|Moderate damage (中破 Chuuha)
 
| style="text-align:center;"|70%
 
|-
 
|Heavy damage (大破 Taiha)
 
| style="text-align:center;"|40%
 
 
|}
 
|}
This modifier does not affect Aerial Combat.
+
<references/>
  
 +
===Choosing a Formation===
 +
[[File:Formation_Selection_Screen.png|thumb|right|Formation Selection Screen]]
 +
When selecting a formation, its modifiers will be applied to the entirety of the next battle node whenever applicable. Picking another formation will discard any previous formation bonuses and penalties and use the new modifiers instead. Each formation has a general use-case archetype based on its modifiers.
  
===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
+
* '''Line Ahead''': All-out surface combat formation.
Conditions for the attack power cap to activate: [Basic attack power x Pre-cap modifiers] exceeds '''150 for day''' battle, '''300 for night''' battle, and '''100 for anti-sub''' attacks.<br />This is the attack power cap, and it's represented below by <math>x</math>:
+
* '''Double Line''': All-around, high accuracy formation.
 +
* '''Diamond''': Anti-Air formation.
 +
* '''Echelon''': Mixed surface-ASW combat formation.
 +
* '''Line Abreast''': ASW formation.
 +
* '''Vanguard''': Defensive/evasive & anti DD/[[PT Imp]] formation (event only).
 +
* [[Combined Fleet]] has other formations.
  
<math>\text {Attack Power After Caps} = x + \sqrt {\text {Pre Caps Attack Power} - x}</math>
 
  
What we can draw from this is that during the day, firepower or torpedo stats above 145 have a high probability breaking the cap immediately and thus becoming nerfed.  However, depending on the exact engagement form and fleet formation, this will not always occur.
+
Other mechanics available on this menu:
 +
* This UI can be hidden by clicking once or twice on the flagship, to see the map.
 +
** The [[Fleet Preview|Enemy composition preview]] once hidden.
 +
* The smoke screen button if a {{Smoke}} [[Smoke Generator]] is equiped in the fleet.
  
 +
=Victory Conditions=
 +
Once the battle ended, a damage gauge is displayed on the post-combat screen for each allied and enemy fleet, using the following calculation:
  
===Critical Modifier===
+
{{Formula
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 200px;"
+
|Title=Gamage Gauge Formula
|-
+
|Math=\text{Damage}_\text{%} = \frac{\text{Fleet}_\text{HP lost} }{\text{Fleet}_\text{HP} }
! scope="col"|Attack Type
+
|Var=<math>\text{Fleet}_\text{HP lost}</math> the total amount of HP lost by ships in the fleet,
! scope="col" style="text-align:center;"|Modifier
+
* <math>\text{Fleet}_\text{HP}</math> the total amount of HP of the fleet at the start of the battle.
|-
+
**It may be lower than the maximum HP possible,
|Normal Attack
+
|Notes=For [[Combined Fleet]]s, the HP of both sub-fleets are counted.
| style="text-align:center;"|100%
+
*Is rounded to 100 % in cases it goes beyond that (when using [[Repair Goddess]]es).
|-
+
}}
|Critical Hit
 
| style="text-align:center;"|150%
 
|}
 
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40,''' regardless of whether the 150% modifier was applied or not.  On the other hand, the critical message will never appear when damage dealt is less than or equal to 14, even if the 150% modifier was applied.
 
  
 
+
The following conditions must be met to attain each rank:
===Remaining Ammo Modifier===
+
{|class="wikitable" style="width:75%; margin:auto; text-align:center"
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="height: 100px; width: 400px;"
+
!Victory State
 +
!Rank
 +
!Common name
 +
!Conditions
 
|-
 
|-
! scope="col"|Remaining Ammunition
+
!rowspan=4|Victory
! scope="col" style="text-align:center;"|Modifier
+
|{{TextGlow|'''Total Victory: S<br>(完全勝利S)'''|black|text-colour=gold|glow-size=2px}}
 +
|{{TextGlow|'''Perfect S'''|black|text-colour=gold|glow-size=2px}}
 +
|style="text-align:left|
 +
* Sink all enemy ships, while taking no damage in return.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take 0 damage.
 
|-
 
|-
|5 to 10 {{Ammo}} bars
+
|{{TextGlow|'''Victory: S<br>(勝利S)'''|black|text-colour=gold|glow-size=2px}}
| style="text-align:center;"|100%
+
|{{TextGlow|'''S rank'''|black|text-colour=gold|glow-size=2px}}
 +
|style="text-align:left|
 +
* Sink all enemy ships.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take less than 5% damage.
 
|-
 
|-
|4 {{Ammo}} bars
+
|{{colour|red|'''Victory: A<br>(勝利A)'''}}
| style="text-align:center;"|80%
+
|{{colour|red|'''A rank'''}}
 +
|style="text-align:left|
 +
* Sink 2/3 of the enemy ships.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 5% and 10% damage.
 
|-
 
|-
|3 {{Ammo}} bars
+
|{{TextGlow|'''Tactical Victory: B<br>(戦術的勝利B)'''|black|text-colour=orange|glow-size=2px}}
| style="text-align:center;"|60%
+
|{{TextGlow|'''B rank'''|black|text-colour=orange|glow-size=2px}}
 +
|style="text-align:left|
 +
* Sink the enemy flagship and have fewer ships sunk than the enemy.
 +
* If the enemy flagship survives and the Damage % gauge is at least 2.5x less than the enemy's.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 10% and 20% damage.
 +
* ''If any of the ships sink, this is the maximum rank obtainable''.
 
|-
 
|-
|2 {{Ammo}} bars
+
!rowspan=4|Defeat
| style="text-align:center;"|40%
+
|{{TextGlow|'''Tactical Defeat: C<br>(戦術的敗北C)'''|black|text-colour=Yellow|glow-size=2px}}
 +
|{{TextGlow|'''C Rank'''|black|text-colour=Yellow|glow-size=2px}}
 +
|style="text-align:left|
 +
* The enemy flagship survives and the Damage % gauge is between 0.5x and 2.5x less than the enemy's.
 +
** Also applies when sinking any ship during the battle.
 +
* If the enemy flagship is sunk but the enemy has fewer sunken ships, as well as having the Damage % gauge between 0.5x and 2.5x less than the enemy's.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take between 50% and 20% damage.
 
|-
 
|-
|1 {{Ammo}} bar
+
|{{TextGlow|'''Defeat: D<br>(敗北D)'''|black|text-colour=lime|glow-size=2px}}
| style="text-align:center;"|20%
+
|{{TextGlow|'''D rank'''|black|text-colour=lime|glow-size=2px}}
 +
|style="text-align:left|
 +
* If the enemy flagship survives and the Damage % gauge is less than 0.5x of the enemy's.
 +
* If the Damage % dealt is 0.05% (essentially 0).
 +
* If both fleets deal no damage to each other.
 +
** This applies to submarine vs submarine battles and air battle nodes.
 +
* Ships are sunk but not enough to meet the conditions for E.
 +
* In [[Combat/Map Mechanics and Nodes#Short Battle Nodes|Short Battle Nodes]], take heavy damage.
 
|-
 
|-
|0 {{Ammo}} bars
+
|{{TextGlow|'''Defeat: E'''<br>(敗北E)'''|lightgray|text-colour=blue|glow-size=1px}}
| style="text-align:center;"|Scratch Damage
+
|{{TextGlow|'''E rank'''|lightgray|text-colour=blue|glow-size=1px}}
 +
|style="text-align:left|
 +
* The enemy flagship survives and the number of sunk ships in the fleet meets the minimum kill requirements.
 +
** Not meeting the requirements for a D Rank.
 
|}
 
|}
*In general, two bars of {{Ammo}} will be used in Day Battle for all ships, regardless of whether they attack or not.
 
*The Remaining Ammo Modifier affects the opening Aerial Combat Phase.
 
*When entering night battle, the Remaining Ammo Modifier on a vessel remains same as the previous day battle.  One bar of {{Ammo}} is used for all ships in Night Battle, regardless of whether they attack or not.
 
*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.
 
**While early maps' whirpools decrease your resources directly, later maps will decrease either {{Fuel}} or {{Ammo}} bars of your sorted fleet, which can be disadvantageous in long sorties.
 
*There exist cases in which ships will consume no ammuntion in battle, but these are rare and their causes are not well documented.  Most battles will consume ammuntion even if none of your ships are able to attack at all.  Please report in the comments below with the exact fleet, equipment setups, map, node, and enemy pattern if you encounter battles where no ammunition is consumed.
 
 
==Victory Conditions==
 
;Perfect S
 
*No damage taken, all enemy ships sunk.
 
;S (Victory)
 
*All enemy ships sunk.
 
;A (Victory)
 
*No friendly ships sunk and required number of enemy ships sunk. (see below)
 
;B (Tactical Victory)
 
*Enemy flagship sunk.
 
**If your flagship not sunk and enemy doesn't met the minimum sunk requirement (see below), you'll got B regardless how bad are you damaged if enemy's flagship sunk.
 
*No damage taken, and enemy took over a certain amount of damage.
 
*Damage gauge at least twice enemy damage gauge.
 
*Friendly ship sunk, specified number of enemy ships sunk (see below), and damage gauge twice enemy gauge.
 
*Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
 
;C (Tactical Defeat)
 
*Didn't clear any of the conditions for A or B, but enemy took over a certain amount of damage.
 
*Damage gauge higher than enemy gauge, but not reaching twice as much.
 
*Friendly ship sunk, damage gauge higher than enemy, but not twice as much.
 
*Friendly flagship got heavy damage while doesn't met the conditions for A or B.
 
**Even if your damage gauge is bigger then enemy, if you unable to sink their flagship or met the minimum sunk requirement (see below) while your flagship is heavily damaged, you'll be counted as C.
 
;D (Defeat)
 
*Enemy took less than a certain amount of damage.
 
**Both sides taking 0 damage is also D.
 
*Damage gauge lower than enemy gauge.
 
*Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
 
;E (Defeat)
 
*Over a certain number of friendly ships sunk. (see below)
 
*Friendly ship sunk while not meeting any victory conditions.
 
*No damage done to enemy, while taking over a certain amount.
 
  
 +
;Notes
 +
* B-ranks are the minimum victory requirements for:
 +
** Obtaining [[drop]]s.
 +
** Clearing a map without a boss gauge.
 +
* Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
 +
* Perfect S (Total Victory) ranks count as a regular S-Rank.
 +
** Perfect S is fulfilled if all ships' final HPs on battle ended is greater than or equal to initial HPs on battle started.
 +
** So it is possible to obtain a perfect S if the only damaged ship has used a '''[[Repair Goddess]]''' in battle, and her final HP is still greater than or equal to her initial. 
  
===Notes===
+
==MVP==
*The Minimum Sunk Requirement is around 60% of your fleet, thus:
+
At the end of combat, one girl is picked as the MVP. She gains exp and morale bonuses. For more details, please see ''[[Experience and Rank]]'' and ''[[Morale and Fatigue]]''.
** 4 ships out of fleet of 6
 
** 3 ships out of fleet of 5
 
** 3 ships out of fleet of 4
 
** 2 ships out of fleet of 3
 
** 1 ship out of fleet of 2
 
** Heavy damage on the 1st ship out of fleet of 1
 
*Victory status affects the chance of getting drops and rare drops on the specified node.
 
**B victories tend to have no drops, while Perfect S has the highest chance for rare drop, however, these chance modifier are not too significant.
 
  
==Additional Explanation/Details==
+
The way MVP is determined is:
{{reflist}}
+
* The girl who deals the highest total damage (sum of all attacks during the combat) is awarded MVP. This damage is not weighted.
 +
* If multiple girls are tied for damage, the MVP goes to the topmost girl in the fleet order.
 +
* If the ship achieving the most damage would be sunk in the battle, MVP is rewarded to the next highest damage dealer instead.
 +
** As such, if no damage is dealt to the enemy, the flagship automatically receives MVP.
 +
* Battles ending in an E-Rank have no MVP.
 +
* In a Combined Fleet, each fleet has its own independent MVP.
  
''<small>Page designed by [[User:Ethrundr|Ethrundr]]. Please contact him before altering the implemented design</small>''
+
=See Also=
[[Category:Help]]
+
{{Mechanics}}
[[Category:Game System]]
 
[[Category:Calculation]]
 

Latest revision as of 16:13, 22 September 2024

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet  · Drop
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting

Combat is a major component of the game in Kantai Collection. Combat is accessed through the Sortie menu by selecting a map to send a fleet. Multiple mechanics weave together to create an intricate combat dynamic. For more detailed explanations on the various combat mechanics, please see the individual pages below. Exercises also consist of one surface combat.

Combat Phases

On each node, combat will consist of several "Combat Phases". The number of combat phases depends on the node type, with each node type using a different set of combat phases and order.

  • See Nodes for more details.
  • Using a Combined Fleet will also affect the phases, especially during the shelling.

The combat phases are made out of:

Day Battle   Night Battle
 
Detection
  Aerial Combat   Surface Combat
  1. LBAS's Jet Assault
  2. Fleet's Jet Assault
  3. Land-Based Aerial Support
  4. Stage 1 - Battle for Air Superiority
  5. Stage 2 - Fleet Anti-Air Defense
  6. Stage 3 - Airstrike
  1. Engagement
  2. Support Expedition
  3. Battle Openings
  4. 1st Shelling Phase
  5. 2nd Shelling Phase
  6. Closing Torpedo Salvo
  1. Friendly Fleet (event only)
  2. Support Expedition*
  3. Night Contact and Spotting
  4. Night Shelling Phase

Formation Selection

If the fleet currently deployed has 4 or more ships, the player will be prompted to pick a fleet formation before every battle. Fleets with 3 or less ships will not have a fleet formation prompt and will default to Line Ahead.

  • Sunk ships and ships evacuated with a Command Facility 
     
     
    are not counted.
  • Diamond Formation requires 5 or more ships present in the fleet to be selected.
  • Enemy fleets do not have these restrictions. Enemy fleets in Diamond formation with fewer than 4 ships lack formation graphics on the battle screen.

Combined Fleets have special formations that differ from the standard single fleet ones.

Formation Shelling Torpedo Anti-Submarine Night Battle AA Flagship Protection Notes
Damage Accuracy Evasion Damage Accuracy Evasion Damage Accuracy Evasion Damage Accuracy[1] Evasion
Line Ahead
単縦陣 (Tanjuu-jin?)
  100% 100% 100% 100% 100% 100% 60% 100% 100% 100% 100% 100% 100% 45%
Double Line
複縦陣 (Fukujuu-jin?)
  80% 120%[2] 100% 80% 80% 100% 80% 120% 100% 100% 90% 100% 120% 60%
Diamond
輪形陣 (Rinkei-jin?)
  70% 100% 110% 70% 40% 110% 120% 100% 100% 100% 70% 100% 160% 75%
Echelon
梯形陣 (Teikei-jin?)
  75% 120% 140%[3] 60% 75%[4][5] 130% 110% 120% 140%[6] 100% 90%[7] 130%[7] 100% 60% Single vs Single fleet battles
60% 120% 60% 100% 80% 110% Single vs Combined fleet battles (either way)[8]
Line Abreast
単横陣 (Tan'ou-jin?)
  60% 120% 130% 60% 30% 140% 130% 120% 110% 100% 80% 120% 100% 60%
Vanguard[9]
警戒陣 (Keikai-jin?)
  50% 80%[10] See
below
100% 70%[11] See
below
100% ?? See
below
50% ?? See
below
110% Medium Upper half of the fleet
100% 120% 100% 90% 60% ?? 100% ?? 110% High Bottom half of the fleet
Accuracy Exceptions
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW Night Battles
Vanguard (Both) vs DD[12] additional 110% additional 120% ? ?
Double Line vs Line Abreast 100% N/A 100% N/A
Echelon vs Line Ahead
Line Abreast vs Echelon
Notes
  • Exact values were datamined from KanColle Kai for the Vita. Testing on the browser version has corroborated these results.
    • Values for Vanguard and the new Echelon are vague as they weren't introduced for KanColle Kai.

Flagship Protection

Flagship Protection is when a non-flagship protects the flagship from being targeted by receiving the attack instead. When activated, a "curved shield" animation plays in front of the flagship's banner.

Vanguard Formation

Vanguard is only available during Events, and is usable on any map during this time.

  • The modifiers on Vanguard Formation refer respectively to the "upper half" and "bottom half" of the fleet.
    • For a fleet with 6 or 7 ships, the top row applies to ships 1 to 3, and the bottom row applies to the remaining ships.
    • For a fleet with 4 or 5 ships, the top row applies to ships 1 and 2 and the bottom row applies to the remaining ships.
  • Damage and accuracy of Support Fleets are affected by the top row multipliers, meaning the 50% damage modifier is applied.

Vanguard gives an accuracy penalty to the opposite fleet. See here for more details.

The bottom half ships have an increased chance to be targeted.

  • The targeting is determined as follows:
    • 1. Target a ship from the fleet.
    • 2. If the selected ship is an upper half ship, target a ship from the fleet again.[1]
  • Target rate based on the above procedure (without other factor):
  • Bug: When the Vanguard is selected with a Combined Fleet (on night nodes only) the "number of ships" column is determined by using the in the main fleet number of ships[2].
    • E.g. With 4 ship main fleet and a 6 ship escort, the "4 ships" column is to be counted.
Target Rate
Fleet position Number of ships
4 5 6 7
1 12,50% 8,00% 8,33% 6,13%
2 12,50% 8,00% 8,33% 6,13%
3 37,50% 28,00% 8,33% 6,13%
4 37,50% 28,00% 25,00% 20,40%
5 28,00% 25,00% 20,40%
6 25,00% 20,40%
7 20,40%

Choosing a Formation

 
Formation Selection Screen

When selecting a formation, its modifiers will be applied to the entirety of the next battle node whenever applicable. Picking another formation will discard any previous formation bonuses and penalties and use the new modifiers instead. Each formation has a general use-case archetype based on its modifiers.

  • Line Ahead: All-out surface combat formation.
  • Double Line: All-around, high accuracy formation.
  • Diamond: Anti-Air formation.
  • Echelon: Mixed surface-ASW combat formation.
  • Line Abreast: ASW formation.
  • Vanguard: Defensive/evasive & anti DD/PT Imp formation (event only).
  • Combined Fleet has other formations.


Other mechanics available on this menu:

Victory Conditions

Once the battle ended, a damage gauge is displayed on the post-combat screen for each allied and enemy fleet, using the following calculation:


Gamage Gauge Formula
[math]\displaystyle{ \text{Damage}_\text{%} = \frac{\text{Fleet}_\text{HP lost} }{\text{Fleet}_\text{HP} } }[/math]
With
  • [math]\displaystyle{ \text{Fleet}_\text{HP lost} }[/math] the total amount of HP lost by ships in the fleet,
  • [math]\displaystyle{ \text{Fleet}_\text{HP} }[/math] the total amount of HP of the fleet at the start of the battle.
    • It may be lower than the maximum HP possible,
Notes

The following conditions must be met to attain each rank:

Victory State Rank Common name Conditions
Victory Total Victory: S
(完全勝利S)
Perfect S
  • Sink all enemy ships, while taking no damage in return.
  • In Short Battle Nodes, take 0 damage.
Victory: S
(勝利S)
S rank
Victory: A
(勝利A)
A rank
Tactical Victory: B
(戦術的勝利B)
B rank
  • Sink the enemy flagship and have fewer ships sunk than the enemy.
  • If the enemy flagship survives and the Damage % gauge is at least 2.5x less than the enemy's.
  • In Short Battle Nodes, take between 10% and 20% damage.
  • If any of the ships sink, this is the maximum rank obtainable.
Defeat Tactical Defeat: C
(戦術的敗北C)
C Rank
  • The enemy flagship survives and the Damage % gauge is between 0.5x and 2.5x less than the enemy's.
    • Also applies when sinking any ship during the battle.
  • If the enemy flagship is sunk but the enemy has fewer sunken ships, as well as having the Damage % gauge between 0.5x and 2.5x less than the enemy's.
  • In Short Battle Nodes, take between 50% and 20% damage.
Defeat: D
(敗北D)
D rank
  • If the enemy flagship survives and the Damage % gauge is less than 0.5x of the enemy's.
  • If the Damage % dealt is 0.05% (essentially 0).
  • If both fleets deal no damage to each other.
    • This applies to submarine vs submarine battles and air battle nodes.
  • Ships are sunk but not enough to meet the conditions for E.
  • In Short Battle Nodes, take heavy damage.
Defeat: E
(敗北E)
E rank
  • The enemy flagship survives and the number of sunk ships in the fleet meets the minimum kill requirements.
    • Not meeting the requirements for a D Rank.
Notes
  • B-ranks are the minimum victory requirements for:
    • Obtaining drops.
    • Clearing a map without a boss gauge.
  • Drops (both rate and pool) scale based on rank obtained. Some drops might be exclusive to higher ranks.
  • Perfect S (Total Victory) ranks count as a regular S-Rank.
    • Perfect S is fulfilled if all ships' final HPs on battle ended is greater than or equal to initial HPs on battle started.
    • So it is possible to obtain a perfect S if the only damaged ship has used a Repair Goddess in battle, and her final HP is still greater than or equal to her initial.

MVP

At the end of combat, one girl is picked as the MVP. She gains exp and morale bonuses. For more details, please see Experience and Rank and Morale and Fatigue.

The way MVP is determined is:

  • The girl who deals the highest total damage (sum of all attacks during the combat) is awarded MVP. This damage is not weighted.
  • If multiple girls are tied for damage, the MVP goes to the topmost girl in the fleet order.
  • If the ship achieving the most damage would be sunk in the battle, MVP is rewarded to the next highest damage dealer instead.
    • As such, if no damage is dealt to the enemy, the flagship automatically receives MVP.
  • Battles ending in an E-Rank have no MVP.
  • In a Combined Fleet, each fleet has its own independent MVP.

See Also