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Difference between revisions of "Accuracy, Evasion and Criticals"
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!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}} | !style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}} | ||
− | |{{ | + | |{{Large Gun}}{{ZuiunPlane}}{{ZuiunPlane}} |
|1.35||?||1 | |1.35||?||1 | ||
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only | |rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only | ||
|- | |- | ||
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}} | !style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}} | ||
− | |{{ | + | |{{Large Gun}}{{Dive Bomber}}{{Dive Bomber}} |
|1.3||?||1 | |1.3||?||1 | ||
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!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}} | !style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}} | ||
− | |{{ | + | |{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AP Shell}} |
|1.5||1.2||1 | |1.5||1.2||1 | ||
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!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}} | !style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}} | ||
− | |{{ | + | |{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{AP Shell}} |
|1.3||1.3||1 | |1.3||1.3||1 | ||
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!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}} | !style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}} | ||
− | |{{ | + | |{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{Radar}} |
|1.2||1.5||1 | |1.2||1.5||1 | ||
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!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}} | !style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}} | ||
− | |{{ | + | |{{Large Gun}}{{Sec Gun}}{{Seaplane}} |
|1.1||1.3||1 | |1.1||1.3||1 | ||
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!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}} | !style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}} | ||
− | |{{ | + | |{{Large Gun}}{{Large Gun}}{{Seaplane}} |
|1.2||1.1||2 | |1.2||1.1||2 | ||
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!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}} | !style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}} | ||
− | |nowrap|{{ | + | |nowrap|{{Fighter}}{{Dive Bomber}}{{Torpedo Bomber}} |
|1.25||1.2~1.3?||1|| | |1.25||1.2~1.3?||1|| | ||
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!style="background-color:#81c784" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}} | !style="background-color:#81c784" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}} | ||
− | |nowrap|{{ | + | |nowrap|{{Dive Bomber}}{{Dive Bomber}}{{Torpedo Bomber}} |
|1.2||1.2~1.3?||1|| | |1.2||1.2~1.3?||1|| | ||
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!style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}} | !style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}} | ||
− | |nowrap|{{ | + | |nowrap|{{Dive Bomber}}{{Torpedo Bomber}} |
|1.15||1.2~1.3?||1|| | |1.15||1.2~1.3?||1|| | ||
|} | |} | ||
− | * <math>\text{Mod}_\text{AP}</math> the {{ | + | * <math>\text{Mod}_\text{AP}</math> the {{AP Shell}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armour-Piercing Shells}} accuracy modifier: |
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" | ||
!colspan=2|<math>\text{Mod}_\text{AP}</math> | !colspan=2|<math>\text{Mod}_\text{AP}</math> | ||
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!Type!!Modifier | !Type!!Modifier | ||
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− | |{{ | + | |{{AP Shell}}{{Large Gun}}||1.1 |
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− | |{{ | + | |{{AP Shell}}{{Large Gun}}{{Sec Gun}}||1.2 |
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− | |{{ | + | |{{AP Shell}}{{Large Gun}}{{Radar}}||1.25 |
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− | |{{ | + | |{{AP Shell}}{{Large Gun}}{{Sec Gun}}{{Radar}}||1.3 |
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!style="background-color:#ff7f50; color:black" rowspan=4|Destroyer Cut-ins | !style="background-color:#ff7f50; color:black" rowspan=4|Destroyer Cut-ins | ||
− | |{{TorpedoWeapon}}{{ | + | |{{TorpedoWeapon}}{{Light Gun}}{{Surface Radar}} |
|1.1 | |1.1 | ||
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!style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins | !style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins | ||
− | |{{ | + | |{{Large Gun}}{{Large Gun}}{{Night SPB}}{{Night SPB}}{{Surface Radar}} |
|rowspan=4|1.02~1.11 | |rowspan=4|1.02~1.11 | ||
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− | |{{ | + | |{{Large Gun}}{{Large Gun}}{{Night SPB}}{{Night SPB}} |
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− | |{{ | + | |{{Large Gun}}{{Large Gun}}{{Night SPB}}{{Surface Radar}} |
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− | |{{ | + | |{{Large Gun}}{{Large Gun}}{{Night SPB}} |
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!colspan=3|"Old" Cut-ins | !colspan=3|"Old" Cut-ins | ||
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!style="background-color:#ff7f50; color:black"|Gun Cut-in | !style="background-color:#ff7f50; color:black"|Gun Cut-in | ||
− | |nowrap|{{ | + | |nowrap|{{Large Gun}}{{Large Gun}}{{Large Gun}} |
|2<ref name="vita">From vita version, may have changed</ref> | |2<ref name="vita">From vita version, may have changed</ref> | ||
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!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in | !style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in | ||
− | |{{ | + | |{{Large Gun}}{{Large Gun}}{{Sec Gun}} |
|1.5<ref name="vita"/> | |1.5<ref name="vita"/> | ||
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!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in | !style="background-color:#59f; color:black"|Mixed Torpedo Cut-in | ||
− | |{{TorpedoWeapon}}{{ | + | |{{TorpedoWeapon}}{{Large Gun}} |
|1.5<ref name="vita"/> | |1.5<ref name="vita"/> | ||
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!style="background-color:gold; color:black" rowspan=3|Double Attack | !style="background-color:gold; color:black" rowspan=3|Double Attack | ||
− | |{{ | + | |{{Large Gun}}{{Large Gun}} |
|rowspan=3|1.1 | |rowspan=3|1.1 | ||
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− | |{{ | + | |{{Large Gun}}{{Sec Gun}} |
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− | |{{ | + | |{{Sec Gun}}{{Sec Gun}} |
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<references/> | <references/> | ||
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* Evasion term can be '''negative''' with the fuel penalty. | * Evasion term can be '''negative''' with the fuel penalty. | ||
* The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test, | * The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test, | ||
− | |||
* Using {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties, | * Using {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties, | ||
* Because of the evasion cap, trying to increase evasion above 65 has negligible effects, | * Because of the evasion cap, trying to increase evasion above 65 has negligible effects, |
Latest revision as of 21:19, 30 December 2024
Accuracy, Evasion, and Criticals are three mechanics intertwined together, representing the ability of a ship to hit another one. The formulas presented on this page are still subject to change as more testing is done.
- Please note that all formulas between
are rounded down.
Hit Rate
The hit rate is the probability of an attack hitting the target. It's the same for all attacks as well as abyssals. It stems from the difference between the Accuracy of the attack and the evasion of the target.
ExpandHit Rate |
---|
- Notes
- Hit rate has an effective minimum of 11% and a maximum of 97%.
- Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
- The effect of sparkle is reduced the closer Hit rate is to the caps.
Critical Hit Rate
Critical Hits are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type.
ExpandCritical Rate |
---|
Hit Rate & Critical Roll
There is a single roll for both normal and critical hits.
For example, for a hit rate of 50% on a shelling attack, the crit rate is then 10%. The roll can be represented as followed:
Roll Example | ||
---|---|---|
Critical Hit 10% | Hit 40% | Miss 50% |
The normal hit rate is 40% and the remaining 10% is the critical hit rate.
- Notes
- The effect of accuracy and sparkling on crit rate is limited
- Because it stems directly from hit rate, it is also affected by the caps.
- With low accuracy, a disproportionately high amount of successful hits will be "criticals".
- With proficiency bonus it's possible to have a crititical rate above the hit rate, in this case the critical rate override the hit rate.[1]
Damage Animations
When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damage):
- miss (no damage),
- 25 (normal damage)
- 25 Critical hit! (critical damage).
However, the damage status displayed is mostly defined by the amount of damage dealt, and not the real damage status happening in the game.
- Due to this, displayed critical hits and misses are rarely true critical hits or misses.
The displayed damage status is as follows:
ExpandDisplay Behavior |
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- Notes
- A patch exists to fix this misleading behavior and display the real damage status, see here.
Accuracy
Below are the common variables used in all accuracy formulas:
is the level of the attacking ship. is the luck of the attacking ship. is the total accuracy provided by an equipment, with: is the base accuracy of the equipment, is the visible accuracy bonuses, is the equipment's accuracy gained from Improvement,
is the Hidden Fit Bonuses bonuses or penalties when applicable. is the formation modifier for the applicable attack. See Combat for more details.- Modifiers for single fleet against combined fleet are unknown.
Expand |
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is an accuracy malus when the opposite fleet is in Vanguard formation. See below for more details.- It is still unknown if this affects night battles, airstrikes, ASW, or LBAS.
is the morale modifier of the attacking ship. Morale is referring to the value of attacking timing, not the value before entering battle. See Morale and Fatigue for more details.
Expand |
---|
is an accuracy malus when Smoke Generators are used.- Please note that these are initial estimations and are subject to change.
- It is currently unknown if the airstrike accuracy is affected by the smoke.
- Some modifiers are impossible to determine because the fleet hit the lower bound hit rate (11% hard cap).
- There are some inconsistencies between "old" and "new" enemies.
- Having a (surface ?) radar equipped reduces the smoke effect for both fleets, but only for the shelling phase.
Expand |
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- Notes
- Because of the number of modifiers to accuracy in-game, it is not trivial to increase accuracy. Therefore it is more important to prioritize attack power (firepower, torpedo, ASW, airstrike, LBAS, ...).
- ↑ https://twitter.com/Divinity_123/status/1453371971446743045
- ↑ https://twitter.com/Divinity_123/status/1680199577989685251
- ↑ https://twitter.com/Divinity_123/status/1470001784009773057
- ↑ https://twitter.com/Divinity_123/status/1707331554228195746
- ↑ https://twitter.com/about6833/status/1658101370430574592
Combat
In no particular order.
ExpandDaytime Shelling |
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ExpandShelling Support |
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ExpandTorpedo Attacks |
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ExpandAerial Combat |
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ExpandAnti-Submarine Warfare |
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ExpandNight Battles |
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Land-Based Air Squadron
This formula applies to attacks made by Land-Based Air Squadrons. The accuracy is calculated independently per squadron.
ExpandLBAS |
---|
- Notes
- For / Interceptors, the and stats are respectively "Anti-Bomber" and "Interception" and not Accuracy and Evasion.
Evasion
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
ExpandEvasion |
---|
- Notes
- Evasion term can be negative with the fuel penalty.
- The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test,
- Using Underway Replenishment is a way to mitigate fuel penalties,
- Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
- As most ships are capable of reaching 65 , trying to increase evasion using pre-cap means has little to no effect, this includes:
- Increasing the (e.g. with boilers, if unimproved),
- Luckmodding ,
- Choosing a weaker formation with an evasion bonus (except for Vanguard).
- Events often have "historical evasion bonuses" alongside other historical bonuses, but are not always measured due to their limited-time nature.
Special Cases
Vanguard Formation
This mechanic's effects are still under evaluation, so values are subject to change.
When a fleet is in Vanguard Formation it gives an accuracy malus to the opposite fleet. This malus is determined by 4 factors:
- Ship position in the fleet,
- Ship type,
- Normal or event map,
- Combat phase,
It is the same for the Abyssals.
It is called
Expand |
---|
Debuffs
During Events, some Debuffs have been measured to give some additional bonuses of Accuracy and Evasion .
- Please, refer to the current Event page for up to date information.
Arctic Map Bonuses
On all "arctic maps", namely all World 3 maps, as well as some Event maps, the Arctic Camouflage (+ Arctic Equipment) gives:
20.3cm Japanese Guns
So far, no hidden evasion bonus has been observed from equipping any gun on any ship.
- This idea comes from a misinterpretation of an ambiguous tweet by the devs [10].
PT boats
CollapseAnti-PT boat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
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See Also
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