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Difference between revisions of "Drop"

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*For every time that DE is '''scrapped, sunk, or used as fodder''', the game will add '''+1''' to the player's "cumulative decommission" counter for that DE. If this counter '''reaches 10 or hiher''', that DE's drop rate will also be decreased.  
 
*For every time that DE is '''scrapped, sunk, or used as fodder''', the game will add '''+1''' to the player's "cumulative decommission" counter for that DE. If this counter '''reaches 10 or hiher''', that DE's drop rate will also be decreased.  
 
**This counter is '''invisible and will keep going up for each DE''', making it really hard to get more copies of each given DE after a certain amount of copies have been removed, unless there is a '''"hard reset of drop pool"'''.
 
**This counter is '''invisible and will keep going up for each DE''', making it really hard to get more copies of each given DE after a certain amount of copies have been removed, unless there is a '''"hard reset of drop pool"'''.
***So far, only one "hard reset of drop pool" has been observed, with the {{GameUpdates|2023/11/02}} [https://x.com/shiroos/status/1738122210588647929]. When this reset happens, every player's '''cumulative penalties''' are reseted back to 0, allowing to farm for all DE with their normal rate. However, it is unknown when/if the devs will reset the drop pool again.
+
***So far, only one "hard reset of drop pool" has been observed, with the {{GameUpdates|2023/11/02}} update [https://x.com/shiroos/status/1738122210588647929]. When this reset happens, every player's '''cumulative penalties''' are reseted back to 0, allowing to farm for all DE with their normal rate. However, it is unknown when/if the devs will reset the drop pool again.
 
**The cumulative penalty effects depend on the map, some being more or less affected.
 
**The cumulative penalty effects depend on the map, some being more or less affected.
 
***For map [[1-3]], it kicks in when the counter is '''10 or higher''' [https://x.com/shiroos/status/1728817901686452653], for [[Early Spring 2024 Event]] E2 Boss, the effect kicked in when the counter was '''14 or higher''' [https://x.com/shiroos/status/1772304298669457604].
 
***For map [[1-3]], it kicks in when the counter is '''10 or higher''' [https://x.com/shiroos/status/1728817901686452653], for [[Early Spring 2024 Event]] E2 Boss, the effect kicked in when the counter was '''14 or higher''' [https://x.com/shiroos/status/1772304298669457604].
**There is no fixed amount for this counter as it may change, so the safest bet is still try to keep the counter at '''9 or less''' to avoid the penalty.
+
**There is no fixed amount for this counter as it may change, so the safest bet is still to try to keep the counter at '''9 or less''' to avoid the penalty.
 
**When cumulative penalty kicks in, it '''does not reduce that DE drop rate to 0%''', but might get close to it.
 
**When cumulative penalty kicks in, it '''does not reduce that DE drop rate to 0%''', but might get close to it.
  
Both '''penalties''' applies to the player in '''every maps, including events''' (as seen in map [[2-3]] [https://x.com/shiroos/status/1772303252454854707] and [[Early Spring 2024 Event]] E2 Boss [https://x.com/Sashimi91640578/status/1807745269595025450])
+
Both '''penalties''' applies to the player in '''every maps, including events''' (as seen in map [[2-3]] [https://x.com/shiroos/status/1772303252454854707] and [[Early Spring 2024 Event]] E2 Boss [https://x.com/Sashimi91640578/status/1807745269595025450]), so it is possible to exhaust a DE's drop rate, with no possibility to get anywherelse easier.
  
 
''For full details of how it works, please check out these articles: [https://note.com/shiroos/n/nc69eeb09585f], [https://note.com/shiroos/n/nf94178915b6c].
 
''For full details of how it works, please check out these articles: [https://note.com/shiroos/n/nc69eeb09585f], [https://note.com/shiroos/n/nf94178915b6c].

Latest revision as of 08:17, 23 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

Dropping ships from combat nodes in sorties is the main way to obtain new girls in the game, with a majority of "good" ships being only obtainable this way.

  • See Drop List to view all the ship drop locations.

Overview

When scoring a victory on certain combat nodes, depending on the situation, a ship might be dropped and added to the ship list.

  • Ship drops are always level 1 and on base remodel and modernization.
  • Having either ship slots or equipment slots full will prevent any drop (similar to ship construction).
  • The drop tables of each map are listed here on the wiki, as well as on each map page and ship page, please refer to those tables for each situation.

For a given node drop pool, each droppable ship will have a given base drop rate which is then affected by the factors detailed below:

Combat Rank
  • "Victories" (S, A, and B ranks) are the only way to drop a ship.
  • Scoring a greater victory will usually yield more and better drops.
Nodes
  • Most nodes drop ships on higher ranks only (mostly "A and S only", or even "S only"),
  • Normal nodes have a base rate of 30-40% to drop nothing,
    • Some nodes will have a higher chance of dropping nothing,
    • Some nodes do not drop ship in any situation (mostly minor event nodes),
  • Boss nodes always dropping ships (only applicable to the final boss on most multi-boss maps),
Enemy Formation
  • Some "easier" formations may not drop the rarer ship
Specific Mechanic
  • In the case of limited time drops on normal maps, they usually overlap or replace existing drop rates.
  • Some individual drop rates might also be affected by #Drop Caps, proportionally increasing the rest of the drop rates of the list.
  • The difficulty (event only) changing the enemy formations, with better drops being limited to higher difficulties' formations.
    • Casual & Easy: limited "rare drops" available,
    • Medium: some "rare drops" available,
    • Hard: all "rare drops" available.

Drops do NOT depend on:

  • "Perfect S Victory", being exactly the same as a regular S rank.
  • Items drops (e.g. Saury), where it is possible to drop both a ship and an item when applicable, the two being independent.
  • Some "mercy mechanic", improving the odds of dropping something after a given amount of attempts.
  • Any direct effect of HQ level is currently unproven. However HQ level has an indirect effect as it affects enemy formation.
  • The fact that a ship was scrapped rectly.
    • Certain rumors pretend that scrapping given ships will prevent said ships from dropping for a long time, but so far this has never been verified, being additionally an unlikely odd/arbitrary mechanic by itself.

Drop Caps

The "drop cap" (only applicable for few ships), is when some "rarer/more valuable" ships are limited in how many copies can be owned at once ("dupe cap") or on how many can be dropped in a certain period of time ("overfishing cap"). This way, the majority of ships can be dropped an infinite amount of time (certain players have 200+ copies of a ship), but certain ships will have an arbitrary limit:

  • Unlikely, for Akashi on 2-5, she will drop only if currently not possessed, meaning that duplicates cannot be dropped here (dupes are still possible on any other location).
  • For the "dupe caps", some ships will be limited on how many can be owned at once, with their drop rate falling to zero on all locations when this cap is reached.
    • Usually, the amount of a given ship being possessed will affect the drop rate, the more ships the worse the rate, down to 0 %, and being reseted back if the duplicates are "removed" (scrapped, fodder uses, sunk...).
  • For the "overfishing cap", there might be a limit on how many of a ship type can be dropped by an account on ALL maps (normal and event) for a given amount of time or period.

Drop Caps List

Ships who are known to be limited in how many dupes can be obtained, as of the 2024/10/18 update.

  • Do note that this list may be erroneous or not up to date.
  • Some ships were known to be limited to zero dupes when they were introduced, but so far, all ships but Valiant can be duped at least once.
  • Some ships may also have a diminishing drop rate, but no clear drop cap.

Are listed below only ships who have never been recorded as more than a 5th dupe.

  • Some ships may have lower caps on some specific nodes.
Ship Cap Notes
Akashi N/A
  • Up to 1 dupe on 1-5
  • No dupe on 2-5
Valiant 1
Mogador 2
Gloire 2
I-36 2
Rodney 3
Jean Bart 3
Natsugumo 3
Heian Maru 3
Hayashio 3
No.101 Transport Ship 3
Nisshin 3
Sheffield 3
Asahi 3
Tuscaloosa 3
Heywood L. Edwards 3
Phoenix 3
Brooklyn 4
Honolulu 4
Atlanta 4
Javelin 4
Maestrale 4
I-47 4
Akishimo 4
Suzunami 4
Yuugure 4
Tamanami 4
Makinami 4
Fuyutsuki 4
Nelson 5
Prinz Eugen 5
Fujinami 5
Usugumo 5
Grecale 5
Jingei 5
Kaiboukan No.30 5
Noumi 5
Sagiri 5
Hayanami 5
Kishinami 5
Langley 5

Overfishing Cap

So far, only DE seem to be affected by the "overfishing cap".

Possession Penalty
  • When owning 3 copies of a DE and farming for her 4th copy onwards, her drop rate will decrease. So try to keep 2 copies of each DE at most.
Cumulative Penalty
  • For every time that DE is scrapped, sunk, or used as fodder, the game will add +1 to the player's "cumulative decommission" counter for that DE. If this counter reaches 10 or hiher, that DE's drop rate will also be decreased.
    • This counter is invisible and will keep going up for each DE, making it really hard to get more copies of each given DE after a certain amount of copies have been removed, unless there is a "hard reset of drop pool".
      • So far, only one "hard reset of drop pool" has been observed, with the 2023/11/02 update [4]. When this reset happens, every player's cumulative penalties are reseted back to 0, allowing to farm for all DE with their normal rate. However, it is unknown when/if the devs will reset the drop pool again.
    • The cumulative penalty effects depend on the map, some being more or less affected.
    • There is no fixed amount for this counter as it may change, so the safest bet is still to try to keep the counter at 9 or less to avoid the penalty.
    • When cumulative penalty kicks in, it does not reduce that DE drop rate to 0%, but might get close to it.

Both penalties applies to the player in every maps, including events (as seen in map 2-3 [7] and Early Spring 2024 Event E2 Boss [8]), so it is possible to exhaust a DE's drop rate, with no possibility to get anywherelse easier.

For full details of how it works, please check out these articles: [9], [10].

Drop Theory

On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or events), only the last one is considered a boss node and the other are considered normal nodes.

These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. A same ship can be on multiple rows. Boss tables never have empty rows.

  • Note that rare ships are at the beginning of the table and the empty rows are always at the end.

Once the battle is finished, the process choosing the drop is as follows:

  • The game rolls if there is a drop or not with the following rates:
Rank Node type
Normal Boss
S 70 % 100 %
A 60 %
B 70 %
C / D / E 0 %
  • Then the game rolls a random whole number between two boundaries included, depending on the victory rank, and adds a certain "offset".
    • The offset is solely determined by the enemy formation, each one having a fixed offset,
    • As a general rule, easier enemy formation, especially on normal nodes, have a higher offset.
[math]\displaystyle{ ID = Rand[a;b] + \text{Offset} }[/math]
Rank Boundaries
a b
S 1 50
A 21 70
B 51 100

The resulting number [math]\displaystyle{ ID }[/math] determines which row of the drop table will be chosen.

  • If the row is empty, there will be no drop, even if a drop was rolled.

[11]

Practical conclusion
  • In a specific node, in a specific enemy formation, in a specific victory rank, 50 rows from the drop table will be selectable by the procedure and each one of them has a 2% chance to be selected.
  • If a correctly filtered drop sample shows drop rates that are not multiple of 2%, that means these drops are conditional.
Conditional Drops

In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met. This is notably used for the following mechanics:

  • Limited time drop, when a ship is added to the list,
    • This case can also rarely happen in events with some specific ships, in order to massively increase their drop rate as a gimmick.
  • Drop caps, where a capped ship is faded out of the list in profit of a single other ship not being capped.

See Also