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=Detection=
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==Old Guaranteed Shootdown Formula==
[[File:Successfull_Detection.png|thumb|right|Successful Detection]]
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I keep that here in case it become relevent again in the future.
During Detection, the fleet attempts to detect the enemy fleet. The success rate of Detection is influenced by many factors such as the number and quality of Recons, Radars, fleet Line of Sight (LoS), and such. It is not required to have any equipment to have successful Detection. Generally, it is extremely unlikely to fail detection unless using a very low leveled fleet.
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{{Formula
 +
|Title=Guaranteed Shootdown Formula
 +
|Math=\text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB}
 +
|Var=<math>\text{AAR}_\text{AACI}</math> the attacking plane's '''AACI Resist'''.
 +
**Value is suspected to be equal to <math>\text{AAR}_\text{ship}</math>, but not confirmed for all planes.<ref>https://github.com/noro6/kc-web/blob/main/src/classes/aerialCombat/shootDownInfo.ts#L115</ref>
 +
* <math>\text{AACI}_\text{shotA}</math> and <math>\text{AACI}_\text{shotB}</math> are Anti Air Cut-in (AACI) Shot-down values
 +
** See [[#Anti-Air Cut-in|Shot down per slot column of AACI Patterns]] for values in tooltips.
 +
*** Player fleet uses <math>\text{AACI}_\text{shotA} = 1</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Enemy fleet uses <math>\text{AACI}_\text{shotA} = 0</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Values for API values after 13 are unconfirmed
  
Planes that participate in this phase:
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<references/>
* {{YellowPlane}}{{Large Recon}} [[:Category:Carrier-based Reconnaissance Aircraft|Carrier Recons]]
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}}
* {{SPR}} [[SPR|Seaplane Recons]]
 
** {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}
 
* {{SPB}} [[SPB|Seaplane Bombers]]
 
* {{Large Flying Boat}} {{Equipment/Link|Type 2 Large Flying Boat|PBY-5A Catalina|text=Large Flying Boats|link_category=Large Flying Boat}}
 
 
 
In case the fleet fails to detect the enemy fleet, the fleet will not participate in the [[Aerial Combat|Aerial Combat Phase]].
 
 
 
Regardless of Detection success, the recons may also be shot down if the enemy fleet has significantly more fighters than equipped recons and the fleet contains no Carriers.
 
 
 
Although the displayed message indicates that Accuracy and Evasion have changed, testing has shown that it has no noticeable effect.
 
 
 
Enemy Abyssal fleets always succeed in Detection. PVP opponents however may fail detection, and therefore not launch planes in Aerial Combat.
 
 
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
!Detection
 
|-
 
|
 
{{color|red|These formulas are taken from the Vita version and has not been tested, it may be outdated.}}
 
 
 
The success chance of detection is calculated by the following formula:
 
 
 
<math>\text{Success Rate}_\text{%} = \frac{\lfloor \text{Detection}_\text{power} + 1 \rfloor}{20}</math>
 
 
 
<math>\text{Detection}_\text{power} = \sum^{\text{All Ships}} \frac{\text{LoS}_\text{ship} + \text{LoS}_\text{Equipment}}{\text{Mod}_\text{order}} + \text{Mod}_\text{NbShip} - 20 + \lfloor \sqrt{10 \times \text{Recon}_\text{power}} \rfloor</math>
 
 
 
With:
 
* <math>\text{LoS}_\text{Ship}</math> the base {{LOS}} of the ship.
 
* <math>\text{LoS}_\text{Equipment}</math> the sum of the {{LOS}} of all equipment of the ship.
 
*<math>\text{Mod}_\text{order}</math> depends on the ship position in the fleet:
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
!colspan=2|<math>\text{Mod}_\text{order}</math>
 
|-
 
!Position
 
!Modifier
 
|-
 
|1||2
 
|-
 
|2||5
 
|-
 
|3~6||8
 
|}
 
*<math>\text{Mod}_\text{NbShip}</math> depends on the number of ships in the fleet:
 
 
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
!colspan=2|<math>\text{Mod}_\text{NbShip}</math>
 
|-
 
!Number of Ships
 
!Modifier
 
|-
 
|1~2||0
 
|-
 
|3||1
 
|-
 
|4||2
 
|-
 
|5||3
 
|-
 
|6||4
 
|}
 
 
 
* <math>\text{Recon}_\text{power} = \sum^{\text{All Recon}}\big( \text{Plane}_\text{Count} + \text{Mod}_\text{proficiency} \big) + \text{Mod}_\text{Carrier}</math>
 
With:
 
:* <math>\text{Plane}_\text{Count}</math> is the plane slots for planes that participate in Detection.
 
:* <math>\text{Mod}_\text{proficiency}</math> the plane [[proficiency]] bonus (not applied if <math>\text{Plane}_\text{Count}</math> is '''0'''):
 
 
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
!colspan=3|<math>{Mod}_\text{proficiency}</math>
 
|-
 
!Plane Rank
 
!Modifier
 
|-
 
|''(blank)''
 
|rowspan=2|0
 
|-
 
|style="color:blue; text-shadow: 0 0 5px blue"|'''|
 
|-
 
|style="color:blue; text-shadow: 0 0 5px blue"|'''<nowiki>||</nowiki>
 
|rowspan=2|5
 
|-
 
|style="color:blue; text-shadow: 0 0 5px blue"|'''<nowiki>|||</nowiki>
 
|-
 
|style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\
 
|rowspan=3|15
 
|-
 
|style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\\\
 
|-
 
|style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00"|'''\\\\\
 
|-
 
|{{Double Chevron}}
 
|30
 
|}
 
 
 
:* <math>\text{Mod}_\text{Carrier}</math> depends on the number of Carriers in the fleet:
 
:** '''+30''' for the first carrier and '''+10''' for each additional carrier.
 
 
 
|-
 
|
 
Recons are shot down (each recon slot loses a random number between '''0-2''') if <math>\text{Shotdown}_\text{val} \le 0</math> with:
 
 
 
<math>\text{Shotdown}_\text{val} = \text{Recon}_\text{power} - \lfloor \text{Def}_\text{fighter} \times \text{Rand} \rfloor</math>
 
With:
 
* <math>\text{Def}_\text{fighter} = f(\sum^{\text{All Fighters}} \text{Plane}_\text{Count})</math> with:
 
**<math>\text{Plane}_\text{Count}</math> the plane counts of the '''opposing''' fleet
 
**<math>f(x)</math> a function defined as:
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
!<math>x</math>
 
!<math>f(x)</math>
 
|-
 
|<math>0<x \le 30</math>
 
|<math>1+x/9</math>
 
|-
 
|<math>30<x \le 120</math>
 
|<math>2+x/20</math>
 
|-
 
|<math>120<x</math>
 
|<math>6+(x-120)/40</math>
 
|}
 
 
 
*<math>\text{Rand}</math> is a random value between 1.0 and 1.4.
 
|}
 

Latest revision as of 20:57, 5 November 2023

Old Guaranteed Shootdown Formula

I keep that here in case it become relevent again in the future.

Guaranteed Shootdown Formula
[math]\displaystyle{ \text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB} }[/math]
With
  • [math]\displaystyle{ \text{AAR}_\text{AACI} }[/math] the attacking plane's AACI Resist.
    • Value is suspected to be equal to [math]\displaystyle{ \text{AAR}_\text{ship} }[/math], but not confirmed for all planes.[1]
  • [math]\displaystyle{ \text{AACI}_\text{shotA} }[/math] and [math]\displaystyle{ \text{AACI}_\text{shotB} }[/math] are Anti Air Cut-in (AACI) Shot-down values
    • See Shot down per slot column of AACI Patterns for values in tooltips.
      • Player fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 1 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Enemy fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 0 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Values for API values after 13 are unconfirmed