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(Created page with "=Overview= Maelstroms are special nodes that your fleet can encounter during sorties. Upon hitting a maelstrom node, your fleet will lose either fuel {{Fuel}} or ammo {{Ammo}...")
 
 
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[[File:MaelstromNode.png|right|50px|Maelstrom Node]]
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'''"Maelstrom"''' or "storm", are non-combat nodes that upon entering, willmore or less  deplete the current resources of the fleet.
 +
*Upon entering the node, the fleet will have a maelstrom animation and the losses will be displayed.
 +
 
=Overview=
 
=Overview=
 
+
Maelstroms are special nodes encountered during sorties. Upon hitting a maelstrom node, the fleet will lose either fuel {{Fuel}} or ammo {{Ammo}}.  
Maelstroms are special nodes that your fleet can encounter during sorties. Upon hitting a maelstrom node, your fleet will lose either fuel {{Fuel}} or ammo {{Ammo}}.  
 
 
 
 
* The type of resource lost is determined by the node.  
 
* The type of resource lost is determined by the node.  
* The amount of resource loss is a percentage of '''remaining fuel or ammo''.
+
* The amount of resource loss is a percentage of what currently remaining of said resource.
** This means the actual value of resources lost is reduced if your fleet encounters the maelstrom late in the sortie.
+
** This means the value of resources lost is reduced if the fleet encounters the maelstrom late in the sortie.
* Certain nodes are '''strong maelstroms''', these nodes drain 150% more resources than regular maelstroms with a roughly 25% chance of draining '''all''' of a resource.
+
* Certain nodes are '''strong maelstroms'''; these nodes drain way more resources than regular maelstroms with a roughly 25% chance of draining '''all''' of a resource.
* Resource loss can be reduced depending on the amount of RADAR-equipped ships.
+
* Resource loss can be reduced depending on the amount of {{Radar}} [[radar]]-equipped ships.
** Equipping multiple RADAR on one ship does not count.
+
** Equipping multiple radar on one ship does count as just one radar-equipped ship.
** Any RADAR counts towards reducing maelstrom losses.
+
** Any radar counts towards reducing maelstrom losses.
* The value of the loss displayed when encountering a maelstrom is just from '''the ship girl with the greatest loss''' in the fleet.
+
* The value of the loss displayed when encountering a maelstrom is just from '''the ship with the greatest loss''' in the fleet.
 
** This means the total resources lost to the maelstrom is not shown.
 
** This means the total resources lost to the maelstrom is not shown.
 
** The value displayed can exceed the actual amount of resources remaining in the case of strong maelstroms.
 
** The value displayed can exceed the actual amount of resources remaining in the case of strong maelstroms.
* The number of bars remaining displayed at the [[Supply_(Mechanic)|resupply]] menu may differ from the percentages given in this page due to rounding errors.
+
* The number of bars remaining displayed at the [[resupply]] menu may differ from the percentages given in this page due to rounding errors.
* Remember that the resource loss '''reduces your fleet's combat effectiveness'''. Maelstroms should be avoided where possible. Please see [[Damage_Calculations#Ammunition_Modifier|Damage Calculations]] and [[Accuracy,_Evasion_and_Criticals#Evasion_Formulas|Evasion]] for more details.
 
 
* When a [[Combined Fleet]] encounters a maelstrom, the resource loss is dependent on the type of maelstrom node encountered. The version encountered depends on the map.
 
* When a [[Combined Fleet]] encounters a maelstrom, the resource loss is dependent on the type of maelstrom node encountered. The version encountered depends on the map.
** The first only considers the amount of radars in the 1st fleet and the 2nd fleet does not lose any supplies.
+
** One version only considers the amount of radars in the 1st fleet and the 2nd fleet does not lose any supplies.
** The second considers the amount of radars in both fleets '''independently'''. This means that having no radars in the 1st fleet but radars in the 2nd fleet would cause only the 1st fleet to lose supplies.
+
** The other version considers the amount of radars in both fleets '''independently'''. This means that having no radars in the 1st fleet but radars in the 2nd fleet would cause only the 1st fleet to lose supplies.
  
'''Important Notes'''
+
;Notes
* There are significant diminishing returns beyond having 3 RADAR-equipped ship girls. It is recommended that you only have 3 RADAR-equipped ship girls max to mitigate maelstrom losses.
+
* Remember that the resource loss '''reduces the fleet's combat effectiveness'''.
* It is '''highly recommended''' that you avoid strong maelstroms. There is a significant chance that your fleet's combat effectiveness will be severely hampered.
+
**''Please see [[Ammo penalty]] and [[Evasion]] for more details.
 +
* There is a diminishing return beyond having 3 "radar-equipped ships".
 +
* It is '''recommended''' to avoid strong maelstroms, as there is a significant chance that the fleet's combat effectiveness will be severely hampered.
 
* The actual maximum displayed major loss from strong maelstroms can vary from map to map.
 
* The actual maximum displayed major loss from strong maelstroms can vary from map to map.
** The difference is academic as they all drain 100% fuel with 0-1 RADARs.
+
** The difference is academic as they all drain 100% fuel with 0-1 [[Radar]]s.
  
 
=Resource Loss Calculation=
 
=Resource Loss Calculation=
 
 
The resource loss from maelstroms is given as:
 
The resource loss from maelstroms is given as:
 +
{{Formula
 +
|Title=Maelstrom Losses Formula
 +
|Math=\text{Loss} = \lfloor \text{Resource} \times \text{Loss}_\text{Maelstrom} \times \left( 1-\text{Mod}_\text{Radar} \right) \rfloor
 +
|Var=<math>\text{Resource}</math> the '''remaining amount''' of the targeted resource per ship when the fleet encounters the maelstrom,
 +
* <math>\text{Loss}_\text{Maelstrom}</math>  the base maelstrom loss. See the percentages for 0 Radar in the [[#Resource Loss Charts|table below]],
 +
* <math>\text{Mod}_\text{Radar}</math> the loss reduction from "[[Radar]]-equipped ships".
  
<math>\text{Loss} = \lfloor \text{Resource} \times \text{Loss}_\text{Maelstrom} \times \left( 1-\text{Mod}_\text{RADAR} \right) \rfloor</math>
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{{{!}}class="wikitable" style="text-align:center"
 +
! Radar-Equipped Girls!! <math>\text{Mod}_\text{Radar}</math>
 +
{{!}}-
 +
{{!}} 1{{!}}{{!}} 0.25
 +
{{!}}-
 +
{{!}} 2{{!}}{{!}} 0.40
 +
{{!}}-
 +
{{!}} 3{{!}}{{!}} 0.50
 +
{{!}}-
 +
{{!}} 4{{!}}{{!}} 0.55
 +
{{!}}-
 +
{{!}} 5{{!}}{{!}} 0.58
 +
{{!}}-
 +
{{!}} 6{{!}}{{!}} 0.60
 +
{{!}}}
 +
}}
  
* <math>\text{Resource}</math> is the '''remaining amount''' of targeted resources per ship girl when the fleet encounters the maelstrom.
+
==Resource Loss Charts==
* <math>\text{Loss}_\text{Maelstrom}</math> is the base maelstrom loss. See the percentages for 0 RADAR in the [[#Resource Loss Charts|table below]].
+
{|class="wikitable" style="text-align:center"
* <math>\text{Mod}_\text{RADAR}</math> is the loss reduction from RADAR-equipped ship girls.
+
!rowspan=2| Radar-Equipped Girls
 
+
!rowspan=2| Regular Maelstrom
{| class="wikitable" style="text-align:center;"
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!colspan=2| Strong Maelstrom
!style=" background-color:#99CCFF;"| RADAR-Equipped Ship Girls
+
|-
!style=" background-color:#99CCFF;"| Loss Reduction
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! Normal Loss!! Major Loss
 +
|-
 +
| 0|| 30%|| 40%|| 100%<ref>Displayed as 150% in sortie.</ref>
 
|-
 
|-
| 1
+
| 1|| 22.5%|| 30%|| 100%<ref>Displayed as roughly 112.5% in sortie.</ref>
| 0.25
 
 
|-
 
|-
| 2
+
| 2|| 18%|| 24%|| 90%
| 0.40
 
 
|-
 
|-
| 3
+
| 3|| 15%|| 20%|| 75%
| 0.50
 
 
|-
 
|-
| 4
+
| 4|| 13.5%|| 18%|| 67.5%
| 0.55
 
|-
 
| 5
 
| 0.58
 
 
|-
 
|-
| 6
+
| 5|| 12.6%|| 16.8%|| 63%
| 0.60
 
 
|-
 
|-
 +
| 6|| 12%|| 16%|| 60%
 
|}
 
|}
 +
<references/>
 +
{{Clear}}
  
=Resource Loss Charts=
+
===Maelstrom Locations===
 
+
{|class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center;"
+
! World!! Maps!! Nodes!! Resource Drained!! Note
!style=" background-color:#99CCFF;" rowspan="2"| RADAR-Equipped Ship Girls
+
|-
!style=" background-color:#99CCFF;" rowspan="2"| Regular Maelstrom
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| [[World 1]]|| 1-3|| H|| Fuel|| Strong
!style=" background-color:#99CCFF;" colspan="2"| Strong Maelstrom
+
|-
!style=" background-color:#99CCFF;" rowspan="2"| Notes
+
|rowspan=2|[[World 2]]
 +
| 2-4|| C|| Fuel|| Normal
 +
|-
 +
| 2-5|| G|| Fuel|| Strong
 +
|-
 +
|rowspan=5|[[World 3]]
 +
| 3-2|| G||Fuel|| Normal
 +
|-
 +
|rowspan=2|3-3
 +
| C|| Fuel|| Normal
 +
|-
 +
| F|| Fuel|| Strong
 +
|-
 +
|rowspan=2|3-4
 +
| D|| Fuel|| Normal
 +
|-
 +
| F|| Fuel|| Strong
 +
|-
 +
|rowspan=4|[[World 7]]
 +
| 7-1|| A|| Ammo|| Normal
 +
|-
 +
| 7-2|| A|| Fuel|| Normal
 
|-
 
|-
!style=" background-color:#99CCFF;"| Normal Loss
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|rowspan=2|7-3|| K|| Fuel|| Normal
!style=" background-color:#99CCFF;"| Major Loss
 
 
|-
 
|-
| 0
+
| L|| Fuel|| Normal
| 30%
 
| 40%
 
| 100%<ref>Displayed as 150% in sortie.</ref>
 
|  
 
 
|-
 
|-
| 1
+
|rowspan=4| [[World 4]]
| 22.5%
+
|rowspan=2|4-3|| E|| Ammo|| Normal
| 30%
 
| 100%<ref>Displayed as roughly 112.5% in sortie.</ref>
 
|  
 
 
|-
 
|-
| 2
+
| K|| Fuel|| Normal
| 18%
 
| 24%
 
| 90%
 
|  
 
 
|-
 
|-
| 3
+
| 4-4|| D|| Ammo|| Normal
| 15%
 
| 20%
 
| 75%
 
|  
 
 
|-
 
|-
| 4
+
| 4-5|| R|| Fuel|| Normal
| 13.5%
 
| 18%
 
| 67.5%
 
|  
 
 
|-
 
|-
| 5
+
|rowspan=8|[[World 5]]
| 12.6%
+
| 5-1|| A|| Fuel|| Normal
| 16.8%
 
| 63%
 
|  
 
 
|-
 
|-
| 6
+
|rowspan=2| 5-2|| A|| Fuel|| Normal
| 12%
 
| 16%
 
| 60%
 
|  
 
 
|-
 
|-
|}<references/>
+
| M|| Fuel|| Strong
{{Clear}}
 
 
 
===Strong Maelstrom Locations===
 
 
 
{| class="wikitable" style="text-align:center;"
 
!style=" background-color:#99CCFF;"| World
 
!style=" background-color:#99CCFF;"| Map(s)
 
!style=" background-color:#99CCFF;"| Resource Drained
 
 
|-
 
|-
| [[World 1]]
+
|5-3|| K|| Fuel|| Normal
| 1-3H
 
| Fuel
 
 
|-
 
|-
| [[World 2]]
+
|rowspan=2| 5-4
| 2-5G
+
| D|| Fuel|| Normal
| Fuel
 
 
|-
 
|-
| [[World 3]]
+
| K|| Fuel|| Strong
| 3-3F<br>3-4F
 
| Fuel
 
 
|-
 
|-
| [[World 5]]
+
|rowspan=2| 5-5
| 5-2M<br>5-4K<br>5-5L
+
| D|| Fuel|| Normal
| Fuel
 
 
|-
 
|-
| [[World 6]]
+
| L|| Fuel|| Strong
| 6-2D
 
| Ammo
 
 
|-
 
|-
 +
| [[World 6]]|| 6-2|| D|| Ammo|| Strong
 
|}
 
|}
  
 
=See Also=
 
=See Also=
[[Nodes]]<br>
+
*[[Nodes]]
[[Combat]]<br>
+
*[[Combat]]
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 13:21, 2 July 2024

Maelstrom Node

"Maelstrom" or "storm", are non-combat nodes that upon entering, willmore or less deplete the current resources of the fleet.

  • Upon entering the node, the fleet will have a maelstrom animation and the losses will be displayed.

Overview

Maelstroms are special nodes encountered during sorties. Upon hitting a maelstrom node, the fleet will lose either fuel Fuel or ammo Ammunition.

  • The type of resource lost is determined by the node.
  • The amount of resource loss is a percentage of what currently remaining of said resource.
    • This means the value of resources lost is reduced if the fleet encounters the maelstrom late in the sortie.
  • Certain nodes are strong maelstroms; these nodes drain way more resources than regular maelstroms with a roughly 25% chance of draining all of a resource.
  • Resource loss can be reduced depending on the amount of RADAR radar-equipped ships.
    • Equipping multiple radar on one ship does count as just one radar-equipped ship.
    • Any radar counts towards reducing maelstrom losses.
  • The value of the loss displayed when encountering a maelstrom is just from the ship with the greatest loss in the fleet.
    • This means the total resources lost to the maelstrom is not shown.
    • The value displayed can exceed the actual amount of resources remaining in the case of strong maelstroms.
  • The number of bars remaining displayed at the resupply menu may differ from the percentages given in this page due to rounding errors.
  • When a Combined Fleet encounters a maelstrom, the resource loss is dependent on the type of maelstrom node encountered. The version encountered depends on the map.
    • One version only considers the amount of radars in the 1st fleet and the 2nd fleet does not lose any supplies.
    • The other version considers the amount of radars in both fleets independently. This means that having no radars in the 1st fleet but radars in the 2nd fleet would cause only the 1st fleet to lose supplies.
Notes
  • Remember that the resource loss reduces the fleet's combat effectiveness.
  • There is a diminishing return beyond having 3 "radar-equipped ships".
  • It is recommended to avoid strong maelstroms, as there is a significant chance that the fleet's combat effectiveness will be severely hampered.
  • The actual maximum displayed major loss from strong maelstroms can vary from map to map.
    • The difference is academic as they all drain 100% fuel with 0-1 Radars.

Resource Loss Calculation

The resource loss from maelstroms is given as:

Maelstrom Losses Formula
[math]\displaystyle{ \text{Loss} = \lfloor \text{Resource} \times \text{Loss}_\text{Maelstrom} \times \left( 1-\text{Mod}_\text{Radar} \right) \rfloor }[/math]
With
  • [math]\displaystyle{ \text{Resource} }[/math] the remaining amount of the targeted resource per ship when the fleet encounters the maelstrom,
  • [math]\displaystyle{ \text{Loss}_\text{Maelstrom} }[/math] the base maelstrom loss. See the percentages for 0 Radar in the table below,
  • [math]\displaystyle{ \text{Mod}_\text{Radar} }[/math] the loss reduction from "Radar-equipped ships".
Radar-Equipped Girls [math]\displaystyle{ \text{Mod}_\text{Radar} }[/math]
1 0.25
2 0.40
3 0.50
4 0.55
5 0.58
6 0.60

Resource Loss Charts

Radar-Equipped Girls Regular Maelstrom Strong Maelstrom
Normal Loss Major Loss
0 30% 40% 100%[1]
1 22.5% 30% 100%[2]
2 18% 24% 90%
3 15% 20% 75%
4 13.5% 18% 67.5%
5 12.6% 16.8% 63%
6 12% 16% 60%
  1. Displayed as 150% in sortie.
  2. Displayed as roughly 112.5% in sortie.

Maelstrom Locations

World Maps Nodes Resource Drained Note
World 1 1-3 H Fuel Strong
World 2 2-4 C Fuel Normal
2-5 G Fuel Strong
World 3 3-2 G Fuel Normal
3-3 C Fuel Normal
F Fuel Strong
3-4 D Fuel Normal
F Fuel Strong
World 7 7-1 A Ammo Normal
7-2 A Fuel Normal
7-3 K Fuel Normal
L Fuel Normal
World 4 4-3 E Ammo Normal
K Fuel Normal
4-4 D Ammo Normal
4-5 R Fuel Normal
World 5 5-1 A Fuel Normal
5-2 A Fuel Normal
M Fuel Strong
5-3 K Fuel Normal
5-4 D Fuel Normal
K Fuel Strong
5-5 D Fuel Normal
L Fuel Strong
World 6 6-2 D Ammo Strong

See Also