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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)}}
 
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|1.35||?||1
 
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|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
 
|-
 
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!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)}}
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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)}}
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
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!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
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!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
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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|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
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|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|{{RedPlane}}{{RedPlane}}{{BluePlane}}
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|nowrap|{{Dive Bomber}}{{Dive Bomber}}{{Torpedo Bomber}}
 
|1.2||1.2~1.3?||1||
 
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!style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}}
 
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|nowrap|{{RedPlane}}{{BluePlane}}
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|1.15||1.2~1.3?||1||
 
|1.15||1.2~1.3?||1||
 
|}
 
|}
  
* <math>\text{Mod}_\text{AP}</math> the {{RedAmmo}} {{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:
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* <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>
 
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!Type!!Modifier
 
!Type!!Modifier
 
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|{{RedAmmo}}{{RedGunHeavy}}{{Radar}}||1.25
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|{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3
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|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:gold; color:black" rowspan=3|Double Attack
 
!style="background-color:gold; color:black" rowspan=3|Double Attack
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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,
* {{SubmarineRadar}} [[Submarine Equipment]] provide an evasion bonus to submarines against [[ASW]] attacks (around 1.2 [https://discord.com/channels/447766493753507850/1150616313836880042/1243098116341628939]),
 
 
* 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

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


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.

Hit Rate
Hit %=Hitcap+Accproficiency+1

Where, the Capped Hit Rate (Hitcap) is:

Hitcap=MIN[(MAX[(AccuracyatkEvasionpost-cap);10]×Moraledefender);96]
With
  • Accuracyatk the calculated accuracy of the attack. Please see below for the various accuracy formulas.
  • Evasionpost-cap the calculated evasion of the defending ship. Please see below for the evasion formula.
    • If negative, it is still applied the same way, increasing the hit rate.
  • Moraledefender the morale state modifier of the defending ship. Morale is referring to the value of attacking timing, not the value before entering battle. Please see Morale and Fatigue for more details.
    • Sparkled is 0.7,
    • Normal is 1.0,
    • Orange is 1.2,
    • Red is 1.4.
  • Accproficiency the average plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
    • The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
    • The value is 12 for ❱❱ planes.
Hit Rate Caps

By following this formula, the hit rate is:

  • 10 at minimum,
  • 96 at maximum.
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.

Critical Rate
Critrate=Modtype×Hitcap+Accproficiency+Critproficiency+1
With
  • Modtype the attack type modifier :
Modtype
Attack type Attack modifier
Shelling 1.3
ASW
Torpedo 1.5
Airstrike 0
Night Battle[1] 1.5+Constcontact
Shelling Support 1.0
Airstrike Support 0.2[2]
  • Constcontact the night contact constant from Night Reconnaissance Seaplane Night ReconsType 98 Reconnaissance Seaplane (Night Recon)
    Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)
    Loire 130M
    , its value depends on the Accuracy stat of the Night Reconnaissance Seaplane if night contact is triggered, and 0 otherwise,
Constcontact
Accuracy Contact constant
1 0.07
2 0.14
3 0.21
  • Hitcap the Hit Rate Cap defined above,
  • Accproficiency the average plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
    • The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
    • The value is 12 for ❱❱ planes.
  • Critproficiency the plane proficiency critical bonus. See here for more details.
  1. Carrier Night Air Attacks (NB CVCI) use the night battle Mod.
  2. Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version

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:

Display Behavior
Damage Dealt Damage Displayed
Miss Miss displayed normally
0 Always displayed as a miss
≤14 Never displayed as Critical hit!
[15;39] Criticals displayed normally
≥40 Always displayed as Critical hit!
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:

Modformation
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW [1] Night Battles[2]
Line Ahead 1.0 1.0 1.0 1.0
Double Line 1.2 0.8 1.2 0.9
Diamond 1.0 0.4 1.0 0.7
Echelon 1.2 0.75 1.2 0.9
Line Abreast 1.2 0.3 1.2 0.8
Vanguard (Top) 0.8 0.7 1.0 0.8
Vanguard (Bottom) 1.2 0.9 1.1 1.2
Exception
Vanguard (Top) vs DD 0.880.8 * 1.1 0.840.7 * 1.2 N/A 0.880.8 * 1.1
Vanguard (Bottom) vs DD 1.321.2 * 1.1 1.080.9 * 1.2 N/A 1.321.2 * 1.1
Double Line vs Line Abreast 1.0 - 1.0 -
Echelon vs Line Ahead
Line Abreast vs Echelon
Echelon vs Combined Fleet - 0.6 - 0.8?
Combined Fleet[3]
Combined Fleet Cruising Formation 1 0.9 ? 1.25 ?
Combined Fleet Cruising Formation 2 1.0 1.0 ? 0.9
Combined Fleet Cruising Formation 3 0.8 0.4? ? 0.7
Combined Fleet Cruising Formation 4 1.1 1.2 ? 1.0
  • Modvanguard 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.
  • Modmorale 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.
Modmorale
Sparkled 1.2
Normal 1.0
Orange 0.8
Red 0.5
  • Modsmoke is an accuracy malus when Smoke Generator 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.
Modsmoke[4]
Day Shelling
Fleet Radar Equipped Type 1 Type 2 Type 3
Allied No < 0.3 <0.33 <0.37
Yes 0.35 0.25 < 0.37
Enemy No < 0.69 < 0.7 <0.7
Yes 0.91 0.83 0.75
Torpedo Phase
Fleet Type 1 Type 2 Type 3
Allied 0.45 0.42 0.42
Enemy 0.7 0.6 0.5
ASW
Allied 0.25
Enemy ~1.0?[5]
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, ...).

Combat

In no particular order.

Daytime Shelling

This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes.

Accuracyshelling=((Accbase+2×Level+1.5×Luck+All EquipsAccequip+ModAmagiri)×Modvanguard×Modformation×Modmorale+Modfit)×Modspotting×ModAP×Modsmoke
With
  • Accbase the base accuracy value of the attack.
Fleet type base accuracy values[1]
Attacker Defender
Single Fleet Combined Fleet
Player Single Fleet 90 80
CTF Main 78 78
CTF Escort 45 67
STF Main 45 78
STF Escort 67 67
TCF Main 54 54
TCF Escort 45 67
Abyssal Single Fleet 90
CTF Main CTF Escort
88 65
STF Main STF Escort
65 75
TCF Main TCF Escort
88 65
Combined Main 90 88
Combined Escort 75 75
  • Modspotting the artillery spotting / CVCI bonus if applicable. See here for more details.
Modspotting
Artillery Spotting
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Notes
Main Zuiun Cut-in
(Zuiun CI)
Large Caliber Main GunZuiun Model Seaplane BomberZuiun Model Seaplane Bomber 1.35 ? 1 Ise-class Kai NiIse Kai Ni
Hyuuga Kai Ni
only
Main Suisei Cut-in
(Suisei CI)
Large Caliber Main GunDive BomberDive Bomber 1.3 ? 1
Main AP Shell Cut-in
(APCI)
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 1.5 1.2 1
Secondary AP Shell Cut-in
(Sec APCI)
Large Caliber Main GunSecondary GunSeaplaneArmor-Piercing Shell 1.3 1.3 1
Secondary Radar Cut-in
(Radar CI)
Large Caliber Main GunSecondary GunSeaplaneRADAR 1.2 1.5 1
Secondary Cut-in
(Sec CI)
Large Caliber Main GunSecondary GunSeaplane 1.1 1.3 1
Double Attack
(DA)
Large Caliber Main GunLarge Caliber Main GunSeaplane 1.2 1.1 2
CVCI
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Note
Fighter-Bomber-Attacker
(FBA)
FighterDive BomberTorpedo Bomber 1.25 1.2~1.3? 1
Bomber-Bomber-Attacker
(BBA)
Dive BomberDive BomberTorpedo Bomber 1.2 1.2~1.3? 1
Bomber-Attacker
(BA)
Dive BomberTorpedo Bomber 1.15 1.2~1.3? 1
ModAP
Type Modifier
Armor-Piercing ShellLarge Caliber Main Gun 1.1
Armor-Piercing ShellLarge Caliber Main GunSecondary Gun 1.2
Armor-Piercing ShellLarge Caliber Main GunRADAR 1.25
Armor-Piercing ShellLarge Caliber Main GunSecondary GunRADAR 1.3
Notes
  • It is inadvisable to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups will interfere with artillery spotting and cost better attack bonuses.
  • The bonus only applies against FBB, BB, BBV, CV, CVB, CA, and CAV.
    • This includes Installations.
    • This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP.
Shelling Support

This formula applies to surface shelling and carrier attacks during shelling support.

Accuracyshelling support=(64+2×Level+1.5×Luck+All EquipsAccequip base)×Modvanguard×Modformation×Modmorale
With
  • Accequip base does not include any Visible Bonus nor Improvement.
  • Modformation uses the same Day Shelling formation modifier as the sortieing fleet if Single vs Single combat, or 1.0 if the player fleet is Combined
    • Vanguard uses Top value (0.8) only, vs DD exception also applies
    • Player Single vs Enemy Combined is unconfirmed, but suspected to be 1.0 for all formations in line with Damage calculations
Torpedo Attacks

This formula only applies to opening and closing torpedo attacks during day battles.

Accuracytorpedo=(Accbase+2×Level+1.5×Luck+All EquipsAccequip+Attacktorp5+Modship)×Modvanguard×Modformation×Modmorale×Modsmoke
With
  • Accbase the base accuracy value of the attack.
Fleet type base accuracy values[1]
vs. Enemy
Single Fleet Combined Fleet
Player Single Fleet 85 50
CTF Escort 85 46
STF Escort 85 46
TCF Escort 85? ?
Abyssal Single Fleet 85 85
Combined Main ? ?
Combined Escort ? ?
  • Attacktorp the final basic torpedo attack power of the ship. See here for more details.
    • The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
    • The engagement and damage state play a role in torpedo accuracy.
  • Modship the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above 0 ([2]).
Aerial Combat

This formula applies to the airstrikes performed during the aerial combat phase and support. Although ASW support functions like an airstrike for damage, it does not use this formula.

Accuracyairstrike=Accbase+Modskip bombing
With
  • Accbase the base accuracy value of the attack.
Fleet type base accuracy values[1]
Attacker Defender Normal Combat Air Raid
Player Single Fleet Abyssal Single 95 -
Abyssal Main 115 -
Abyssal Escort 80 -
Combined Fleet Abyssal Single 95 -
Abyssal Main 110 -
Abyssal Escort 80 -
Abyssal Single/Combined Player Main 110 105[2]
Player Escort 75 70[2]
  • Modskip bombing is a bonus for plane using skip bombing:
Modskip bombing[3]
vs DD vs CL(T) / AV? vs CA(V) vs (F)BB(V) / CV(L/B) other
+13 +17 +22 +30 ?
Notes
  • Airstrike accuracy is a constant and not affected by any outside factors.
  1. https://twitter.com/Divinity_123/status/1564593191705272322
  2. Jump up to: 2.0 2.1 Based on formation 3 only; information lacking on formation 3 evasion modifier to confirm the value.
Anti-Submarine Warfare

This formula applies to all ASW attacks in the combat phase and support.

AccuracyASW=(80+2×Level+1.5×Luck+All EquipsAcc+2×ASWsonar)×Modvanguard?×Modformation×Modmorale×Modsynergy×Modsmoke
With
  • Acc the Accuracy "ASW accuracy" given from Improvement (SONAR Sonar only)
  • ASWsonar the base ASW stat of any Small SONARSmall Small Sonars equipped.
  • Modsynergy the synergy bonus from equipping certain combinations of ASW equipment.
    • Synergy bonus is either currently bugged or so small it cannot be tested.
Notes
  • The base Accuracy accuracy stat of the equipment is not included here.
  • Equipping more sonars is the best way to boost ASW accuracy.
Night Battles

This formula applies to all night battle attacks.

AccuracyNB=(Modcontact×(69+Modstar shell)+2×Level+1.5×Luck+All EquipsAccequip)×Modvanguard×Modformation×Modmorale×ModCI+Modsearchlight+Modfit
With
  • Modcontact the modifier of the Night contact, its value depends on the Accuracy stat of the Night Reconnaissance Seaplane Night ReconType 98 Reconnaissance Seaplane (Night Recon)
    Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)
    Loire 130M
    .
Modcontact
Accuracy Contact mod
1 1.1
2 1.15
3 1.2
  • Modsearchlight being 7.0 if a Searchlight SearchlightSearchlight
    Type 96 150cm Searchlight
    is triggered, 0 otherwise,
  • ModCI the night battle special attack modifier. See Night Battle for more details.
    • Multipliers for carrier cut-ins are unknown.
ModCI
"New" Cut-ins
Attack Type Prerequisites Accuracy
Modifier
Destroyer Cut-ins TorpedoesSmall Caliber Main GunSurface RADARSurface 1.1
TorpedoesSurface RADARSurfaceLookout 1.2~?
TorpedoesTorpedoesEquipment Card Torpedo Squadron Skilled Lookouts.png 1.37~?
TorpedoesDrum CanisterEquipment Card Torpedo Squadron Skilled Lookouts.png ?
Night Zuiun Cut-ins Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane BomberSurface RADARSurface 1.02~1.11
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane Bomber
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberSurface RADARSurface
Large Caliber Main GunLarge Caliber Main GunNight Seaplane Bomber
"Old" Cut-ins
Attack Type Prerequisites Accuracy
Modifier
Gun Cut-in Large Caliber Main GunLarge Caliber Main GunLarge Caliber Main Gun 2[1]
Mixed Gun Cut-in Large Caliber Main GunLarge Caliber Main GunSecondary Gun 1.5[1]
Submarine Cut-ins Late Model Submarine TorpedoesSub_LM Submarine Equipment ?
Late Model Submarine TorpedoesSub_LM Late Model Submarine TorpedoesSub_LM
Torpedo Cut-in TorpedoesTorpedoes 1.5
Mixed Torpedo Cut-in TorpedoesLarge Caliber Main Gun 1.5[1]
Double Attack Large Caliber Main GunLarge Caliber Main Gun 1.1
Large Caliber Main GunSecondary Gun
Secondary GunSecondary Gun
  1. Jump up to: 1.0 1.1 1.2 From vita version, may have changed

Land-Based Air Squadron

This formula applies to attacks made by Land-Based Air Squadrons. The accuracy is calculated independently per squadron.

LBAS
Formula for normal moral only
AccuracyLBAS=(90+7×Accequip)×ModBoss+AccSp
  • Accequip the accuracy stat of the plane,
  • AccSp accuracy bonus for some LBAS Special Bombers on some targets,
    • Unlike other plane the B-25B-25 use special modifier against PT Imp and Installation.
AccSp[4]
Plane vs DD vs CL(T) / AV? vs CA(V) vs (F)BB(V) / CV(L/B) PT Imp Installation
Ki-102 BKi-102 B -7? ? Use ship type
Ki-102 B Kai + No.1 Model 1B Guided MissileKi-102 B Kai + No.1 Model 1B Guided Missile -17 +7 +5? +5?
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile -7 +7 0 +7
Type 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided Missile -5 +5 +5 +5
B-25B-25 +13 +17 +22 +30 0 -11?
  • ModBoss being a bonus against some Boss and Imp enemy:
ModBoss[5]
Boss (ID) modifier
BB Hime (1557)Battleship Princess
Summer BB Hime (1696-1698)Battleship Summer Princess
CV Hime (1586)Aircraft Carrier Princess
1.1
Artillery Imp (1665-1667)Artillery Imp 1.05~1.08
Pillbox Imp (2178-2179,2196-2197)Pillbox Imp 1.04~1.08
Anti-Air Guns Imp (2180-2181)Anti-Air Guns Imp 1.12~1.25
PT Imp (1637-1640)PT Imp Pack 0.95
(0.85 for B-25B-25)
Note
  • There are strong evidence that abyssal skip bombers behave the same as the B-25B-25.
  • Because the LB moral during waves cannot be knowed this formula is only for normal morale.
Notes
  • For Land-based Fighter (Navy)/Land-based Fighter (Army) Interceptors, the Anti-Bomber and Interception stats are respectively "Anti-Bomber" and "Interception" and not Accuracy Accuracy and Evasion Evasion.

Evasion

Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:

Evasion
Pre-cap
Evasionpre-cap=(Evasionship+2Luck)×Modformation
With
  • Evasionship the displayed evasion Evasion of the ship, including any equipment stats and Visible Bonuses.
  • Modformation the formation modifier. It varies based on the attack being received. Please see Combat for more details.
Modformation
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW Night Battles[1]
Line Ahead 1.0 1.0 1.0 1.0
Double Line 1.0 1.0 1.0 1.0
Diamond 1.1 1.1 1.0 1.0
Echelon 1.4 1.3 1.4 1.3
Line Abreast 1.3 1.4 1.1 1.2
Vanguard (Top) ? ? ? ?
Vanguard (Bottom) ? ? ? ?
Exception
Echelon (vs combined) 1.2 1.3 1.3 1.1
All formation vs LBAS [6] 1.0
Combined Fleet
Combined Fleet Cruising Formation 1 ? ? 1.0 ?
Combined Fleet Cruising Formation 2 ? ? ? ?
Combined Fleet Cruising Formation 3 ? ? 1.0 1.1
Combined Fleet Cruising Formation 4 ? ? 1.0 1.0
Cap

The evasion is then capped as follows:

Evasionpre-cap Evasioncap
≤ 40 Evasionpre-cap
≥ 40 & ≤ 65 40+3Evasionpre-cap40
≥ 65 55+2Evasionpre-cap65
Post-cap

Capped evasion is then modified by post-cap modifiers:

Evasionpost-cap=Modsearchlight×(Evasioncap+Sonar/Engine(1.5×)+ModCA+ModDDModfuel)×ModLBAS
With
  • Modsearchlight a Searchlight SearchlightsSearchlight
    Type 96 150cm Searchlight
    evasion penalty, being:
    • 0.2 for any ship equipped with a searchlight in night battle (even if not triggered),
    • 1.0 otherwise.
  • the improvement level of:
    • Engine Improvement Engine Improvements in all cases,
    • SONAR Sonars in opening and closing torpedo attacks only,
    • 0 otherwise,
    • It is +4.7 Evasion per equipment at Max-Improved.
  • ModCA the CA/CAV night battle evasion bonus. It is 5 for CA(V) during Night Battles and 0 otherwise.
  • ModDD the DD night battle evasion bonus. If the DD is equipped with a Surface RADARSurface Surface Radar AND a Lookout Skilled LookoutSkilled Lookouts
    Torpedo Squadron Skilled Lookouts
    , then it is 10.
  • Modfuel the remaining fuel penalty:
    • Modfuel=75Fuel
    • If fuel is above 75%, the penalty is 0.
    • The penalty is an integer and not a percentage.
Remaining Fuel Penalty
Battle #[2] Remaining Fuel Penalty
2nd Battle 80% 0
3rd Battle 60% 15
4th Battle 40% 35
5th Battle 20% 55
6th+ Battle 0% 75
  • ModLBAS is applied when the attacker is a LBAS and 1 otherwise:
ModLBAS[7]
Fleet Modifier
Single Fleet 0.86
Combined Fleet 0.68
CF vs B-25B-25 0.7 (0.68 in event)
  1. https://twitter.com/Divinity_123/status/1680199577989685251
  2. This only takes into account normal day battles. Special nodes have different resource consumption.
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 Supplies Underway ReplenishmentUnderway 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 Evasion, trying to increase evasion using pre-cap means has little to no effect, this includes:
    • Increasing the Evasion (e.g. with boilers, if unimproved),
    • Luckmodding Luck,
    • 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 Modvanguard in the accuracy formulas above.

Modvanguard[1]
Shelling Phase and Night Battle
Fleet Position Non-DD DD (normal map) DD (event)
1 0.95 0.95 0.95
2
3 0.8 0.6
4
5 0.86 0.69 0.52
6 0.8 0.64 0.48
7 0.7 - <0.4
Torpedo Phase
1 0.9 0.9 0.9
2
3 0.77 0.65 0.55
4 0.67 0.58 0.475
5 0.64 0.5 0.4?
6 0.55 0.42 0.35?
7 0.51 - ?
ASW
?

Debuffs

During Events, some Debuffs have been measured to give some additional bonuses of Accuracy Accuracy and Evasion 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 Armor Arctic Camouflage (+ Arctic Equipment)Arctic Camouflage (+ Arctic Equipment) gives:

  • 3 Armor Armor (non-stacking),
  • Some Evasion Evasion.

Sources: [8] [9]

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
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • DamagePT=Atkpost-cap×Rand[0.5;0.8]


LBAS[4]
  • DamagePT=Atkpost-cap×Rand[0.4;0.7]


Shelling
  • DamagePT=(0.3×Atkpost-cap+Atkpost-cap+10)×AllEquipmentModEquipmentAtk


Opening & Closing Torpedo Salvos
  • DamagePT=0.3×Atkpost-cap+Atkpost-cap+10


Night Battle
  • Night Battle data are unclear yet.


With
  • Atkpost-cap the post cap attack power defined here,
  • ModEquipmentAtk the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
Hit Ratevs.PT%=(0.3×AccuracyAtk+AccuracyAtk+15)×1.2×ModShip×(AllEquipmentModEquipmentAcc)×ModNightEVAPT+1
With
  • AccAtk the standard accuracy described here
    • PT boats are "DDs" in the game, so the Modformation for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the ModPT modifier.
  • EVAPT the PT estimated evasion Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion EVAPT
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


The main Accuracy modifiers are
  • ModAmagiri being include in AccAtk:
  • ModShip the bonus given by ship types, described below,
  • ModEquipmentAcc the bonuses given by equipment, described below,
  • ModNight being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type ModShip
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment ModEquipmentAcc ModEquipmentAtk
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13][14]
1 1.3 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
    Special Type 4 Amphibious Tank Kai
    bonus does not stack with the Landing Craft Armed BoatsSoukoutei (Armored Boat Class)
    Armed Daihatsu
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

See Also