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− | * AD/AP at Boss node R is 56/112 on Hard | + | * LBAS Range = 3 to {{MapRoute|V|red}} |
| + | ** AD/AP at Boss node R is 56/112 on Hard |
| ** Increases to 112/224 on Last Dance | | ** Increases to 112/224 on Last Dance |
Revision as of 00:24, 30 August 2022
Sandbox Rules
This sandbox is to be used to construct an event guide for the above-mentioned event map. These guides are to all of the following requirements:
- An overview of the map, including ship/equipment bonuses, Ship Locks, and special mechanics,
- List of branching unlocking requirements (if there are multiple requirements, compositions for each path along with the below requirements will be needed to discuss the unlocking requirements in question),
- A list of working compositions that work: (T=these must have possible alternatives for players who may or may not have all ships needed for a specific path),
- The Paths said compositions will take (to explain each path the composition will/can take),
- A summary or description of what kind of obstacles a composition will face.
- A description of the boss node: what it consists of, and a descriptive guide on what the player should consider for a course of action to successfully win the battle,
- Optional: Tips/guides to farm certain ships and/or resources (this can also require compositions, paths, and possible descriptions).
Editors are to construct their own version of the guide/part of the guide, and complete it in a timely fashion.
No editor is allowed to edit over other editors' work without the consent of the editor and his approval to do so.
Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Summer 2022 Event, being reviewed and updated once more before it can be released.
Overall there should be 3 versions of the guide that have to be constructed, including: Preliminary > Polished > Finalized Guides
With each approval of each version of the guide, the said guide will be updated to the main page, and construction of the next version will begin.
All guides outside of the approved version will be removed and work will begin from the approved version to make it better for the next version until the finalized version is made.
Branch Rules
Branching Table
E-2 Start Point
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Nodes |
Rules
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Start
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|
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- Meet ALL of the following:
- Start Point 2 is Unlocked
- Combined Fleet
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E-2 Branching Rules (Start Point 1)
|
Nodes |
Rules
|
|
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- Does not meet requirements to go to C
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|
- Meet ALL of the following requirements:
- If slow fleet, amount of (F)BB(V) = 0
- Amount of CL ≥ 1
- Amount of DD ≥ 3
- Amount of SS(V) = 0
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Choose your own adventure!
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- Does not meet the requirements to go to M or O
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- Meet ALL of the following requirements:
- Fast Fleet
- Amount of CV(B) ≤ 2(?)
- Amount of DD ≥ 3(?)
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- Force N if fail the LoS Check
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- Meet ALL of the following requirements:
- Fast Fleet
- Fleet does not contain CV(B)
- If Slow, amount of (F)BB(V) ≤ 1
- If Slow, amount of CVL = 0(?)
- Amount of DD ≥ 3(?)
- Pass the LoS Check (Cn3 = 46(?) on Hard)
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Choose your own adventure!
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|
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Choose your own adventure!
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- Force T if fail the LoS Check
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- Pass the LoS Check (CnX = ? on Hard)
- Does not meet the requirements to go to V
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- Meet ALL of the following requirements:
- Amount of DD ≥ 3(?)
- Amount of CL ≥ 1(?)
- Pass the LoS Check (CnX = ? on Hard)
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E-2 Branching Rules (Start Point 2)
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Nodes |
Rules
|
|
|
- Force P1, if fleet contains SS(V)
- Does not meet the requirements to go to Q or P2
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- Meet ALL of the following requirements:
- Does not meet the requirements to go to Q
- Fleet does not contain SS(V)
- ???
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- Meet ALL of the following requirements:
- Amount of CL ≥ 2
- Fleet does not contain SS(V)
- Amount of CV(B) ≤ 2
- Amount of AO + (F)BB(V) + CV(L/B) + CLT ≤ 5
- If Slow fleet, meet ALL of the following requirements:
- Amount of CA(V) ≤ 3
- Amount of DD ≥ 4
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Choose your own adventure!
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- Force T if fail the LoS Check
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- Pass the LoS Check (CnX = ? on Hard)
- Does not meet the requirements to go to V
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- Meet ALL of the following requirements:
- If Slow fleet, amount of (F)BB(V) + CV(B) ≤ 2
- Amount of DD ≥ 4
- Pass the LoS Check (CnX = ? on Hard)
|
Memetail's Guide
Map overview
E2 is a two-phase map using both Single Fleets and Combined Fleets.
- This map uses two locks:
- Expeditionary Reconnaissance Unit (single fleets)
- Expeditionary Fleet Advance Team (combined fleets)
- After completing an optional unlock phase, 1 LBAS will be available to sortie along with a second base only usable in defense.
- Air raids will occur on this map.
Phase 1 - Deliver Supplies to the Coast of Yemen
A TP Phase where supplies must be delivered to the coast of Yemen.
- Single Fleet: 0-2XX, 1CL, 3-5DD
- Route: 1 A C E H I I1 K
- XX cannot be SS(V)
- (F)BB(V) may be included if the fleet is Fast, but at the cost of a slower TP rate
- Single Fleet: 1-2(F)BB(V), 0-1CVL, 0-2CL(T), 3-5DD, 0-1SS(V)
- Route: 1 A B C E H I I1 K
- A heavier fleet at the cost of a slower TP rate
- Node K contains PT Imps along with other surface ships
Anti-PT boat
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Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
- All ship types suffer a severe accuracy and 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
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The Attack formula against PT boats:[2][3]
- Jet Assault & Airstrike
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]
- LBAS[4]
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]
- Shelling
- [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]
- Opening & Closing Torpedo Salvos
- [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]
- Night Battle
- Night Battle data are unclear yet.
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
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Accuracy formula against PT boats
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The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
- PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] 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 [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
- [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion described bellow,
- The main Accuracy modifiers are
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
- [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
- [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.
|
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 |
[math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
|
DD & DE |
1.0
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CL, CLT, & CT |
0.82
|
All other types |
0.7
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- 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 Ka-Tsu Tanks
bonus does not stack with the Armed Boats ones.
- Using other setups improving accuracy is also advisable:
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|
[edit]
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Optional Phase 1.25 - Unlock LBAS
This optional phase can be completed at any time to unlock access to LBAS and has only 1 requirement:
- Reach node G
- For the fleet used, refer to Phase 1 as it is the same fleet
- Route: 1 A C E F G
Phase 1.5 - Unlock the Second Start Point and the Second Boss
|
J |
O
|
Hard |
S |
S
|
Medium |
S |
S
|
Easy |
? |
?
|
Casual |
? |
?
|
- For the fleet used, refer to Phase 1 as it is the same fleet
- Route: 1 A C E H J
- Single Fleet: 0-2XX, 0-1(F)BB(V), 0-1CVL, 1CL, 3-5DD
- Route: 1 A C D O
- A second (F)BB(V) or CVL may be included if the fleet is Fast (?)
- Including either type in a Slow fleet will encounter extra battles at B, L, and Air Node M
Phase 2 - Eliminate the Battleship Princess from the Strait
- Surface Task Force: 2(F)BB(V), 1CV(L/B), 2CA(V), 1CL + 1CL, 4DD, 0-1CLT, 0-1CA(V)
- Route: 2 P Q H J R S V
- Carrier Task Force: 2CV(B), 0-1CVL, 1CL, 2-3XX + 1CL, 3-4DD, 1-2XX
- Route: 2 P Q H J R S V
- Single Fleet: 0-1(F)BB(V), 1-2CV(B), 1CL, 3DD (Fast)
- Route: 1 A C E H J R S V
- This fleet relies on strong Support Expeditions and LBAS
- This fleet is designed to save on Ship Locks and may have trouble killing the boss
- There is a significant Air Presence at node S and boss node V
- Bringing an AACI capable ship is recommended due to the strong air presence
- LBAS Range = 3 to V
- AD/AP at Boss node R is 56/112 on Hard
- Increases to 112/224 on Last Dance