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Difference between revisions of "User:Ninnin/Sandbox/1"
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The hit rate is used by all attacks. | The hit rate is used by all attacks. | ||
+ | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | ||
+ | !Hit Rate | ||
+ | |- | ||
+ | | | ||
<math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math> | <math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math> | ||
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** The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats. | ** The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats. | ||
** The value is '''12''' for {{Double Chevron}} planes. | ** The value is '''12''' for {{Double Chevron}} planes. | ||
+ | |} | ||
'''Hit Rate Caps''' | '''Hit Rate Caps''' | ||
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The following are the various formulas for determining critical hits for attacks. | The following are the various formulas for determining critical hits for attacks. | ||
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+ | !Critical Rate | ||
+ | |- | ||
+ | | | ||
* Shelling/ASW (including carriers): <math>\lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math> | * Shelling/ASW (including carriers): <math>\lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math> | ||
* Torpedo: <math>\lfloor 1.5 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> | * Torpedo: <math>\lfloor 1.5 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> | ||
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* <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details. | * <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details. | ||
* <math>\text{Const}_\text{contact}</math> is the night contact constant from {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}. It is '''0.07''' if night contact is triggered, '''0''' otherwise. | * <math>\text{Const}_\text{contact}</math> is the night contact constant from {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}. It is '''0.07''' if night contact is triggered, '''0''' otherwise. | ||
+ | |} | ||
=Accuracy Formulas= | =Accuracy Formulas= | ||
Below are the common variables used in all accuracy formulas: | Below are the common variables used in all accuracy formulas: | ||
+ | |||
* <math>\text{Level}</math> is the level of the attacking ship. | * <math>\text{Level}</math> is the level of the attacking ship. | ||
* <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship. | * <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship. | ||
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* Because of the number of modifiers to accuracy in-game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritize firepower. | * Because of the number of modifiers to accuracy in-game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritize firepower. | ||
− | ==Daytime Shelling | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
+ | !Daytime Shelling | ||
+ | |- | ||
+ | | | ||
This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes. | This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes. | ||
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* Unlike when calculating damage, the bonus applies to all targets. | * Unlike when calculating damage, the bonus applies to all targets. | ||
<references/> | <references/> | ||
+ | |} | ||
− | ==Shelling Support | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
+ | !Shelling Support | ||
+ | |- | ||
+ | | | ||
This formula applies to surface shelling and carrier attacks during shelling support. | This formula applies to surface shelling and carrier attacks during shelling support. | ||
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* <math>\text{Acc}_\text{equip base}</math> does not include any [[Equipment Bonuses|visible bonus]] nor [[Improvement]]. | * <math>\text{Acc}_\text{equip base}</math> does not include any [[Equipment Bonuses|visible bonus]] nor [[Improvement]]. | ||
* <math>\text{Mod}_\text{formation}</math> exists in KanColle Kai, but it is unclear if it applies to browser KanColle using the Daytime Shelling formation modifier of the main fleet. | * <math>\text{Mod}_\text{formation}</math> exists in KanColle Kai, but it is unclear if it applies to browser KanColle using the Daytime Shelling formation modifier of the main fleet. | ||
+ | |} | ||
− | ==Torpedo Attacks | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
+ | !Torpedo Attacks | ||
+ | |- | ||
+ | | | ||
This formula only applies to opening and closing torpedo attacks in day. | This formula only applies to opening and closing torpedo attacks in day. | ||
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** This means that engagement and damage state play a role in torpedo accuracy. | ** This means that engagement and damage state play a role in torpedo accuracy. | ||
* <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above '''0'''. | * <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above '''0'''. | ||
+ | |} | ||
− | ==Aerial Combat | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
− | + | !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. | 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. | ||
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* Equipping more sonars is the best way to boost ASW accuracy. | * Equipping more sonars is the best way to boost ASW accuracy. | ||
** {{Equipment/Link|Type 0 Passive Sonar|text=Large Sonars|link_category=Large Sonar}} are not counted for this bonus. | ** {{Equipment/Link|Type 0 Passive Sonar|text=Large Sonars|link_category=Large Sonar}} are not counted for this bonus. | ||
+ | |} | ||
− | ==Night Battles | + | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
+ | !Night Battles | ||
+ | |- | ||
+ | | | ||
This formula applies to '''all''' night battle attacks. | This formula applies to '''all''' night battle attacks. | ||
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** Double Attack: '''1.1''', | ** Double Attack: '''1.1''', | ||
** Other multipliers are unknown. | ** Other multipliers are unknown. | ||
+ | |} | ||
==Land-Based Air Squadron== | ==Land-Based Air Squadron== | ||
This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per squadron. | This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per squadron. | ||
+ | {|class="wikitable mw-collapsible mw-collapsed" width="100%" | ||
+ | !LBAS | ||
+ | |- | ||
+ | | | ||
<math>\text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{morale} + \text{Acc}_\text{proficiency}</math> <ref>https://twitter.com/yukicacoon/status/1432364331694374914</ref> | <math>\text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{morale} + \text{Acc}_\text{proficiency}</math> <ref>https://twitter.com/yukicacoon/status/1432364331694374914</ref> | ||
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** The value is '''12''' for {{Double Chevron}} planes. | ** The value is '''12''' for {{Double Chevron}} planes. | ||
<references/> | <references/> | ||
+ | |} | ||
=Evasion Formulas= | =Evasion Formulas= |
Revision as of 16:16, 6 January 2023
This page is to provide an in-depth look into the hit rate mechanics in-game for single/combined fleets and land-based air squadrons. The formulas presented in this page are still subject to change as more testing is done.
- Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] are rounded down.
Hit Rate
The hit rate is used by all attacks.
Hit Rate |
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[math]\displaystyle{ \text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1 }[/math] Where, the Capped Hit Rate [math]\displaystyle{ \left( \text{Hit}_\text{cap} \right) }[/math] is: [math]\displaystyle{ \text{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{def}\right) \times \text{Morale}_\text{defender} \right) }[/math]
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Hit Rate Caps
There is a minimum and maximum hit rate in the game.
- The minimum of [math]\displaystyle{ \text{cap}_\text{min}\left(x\right) }[/math] is 10.
- The maximum of [math]\displaystyle{ \text{cap}_\text{max}\left(x\right) }[/math] is 96.
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.
Critical Hit Rate
The following are the various formulas for determining critical hits for attacks.
Critical Rate |
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Accuracy Formulas
Below are the common variables used in all accuracy formulas:
- [math]\displaystyle{ \text{Level} }[/math] is the level of the attacking ship.
- [math]\displaystyle{ \text{Luck} }[/math] is the luck of the attacking ship.
- [math]\displaystyle{ \text{Acc}_\text{equip} = \text{Acc}_\text{equip base} + \text{Acc}_\text{equip bonus} + \text{Acc}_\bigstar }[/math] is the total accuracy provided by an equipment, with:
- [math]\displaystyle{ \text{Acc}_\text{equip base} }[/math] is the base accuracy of the equipment,
- [math]\displaystyle{ \text{Acc}_\text{equip bonus} }[/math] is the visible accuracy bonuses,
- [math]\displaystyle{ \text{Acc}_\bigstar }[/math] is the equipment's accuracy gained from Improvement,
- [math]\displaystyle{ \text{Mod}_\text{fit} }[/math] is the Hidden Fit Bonuses bonuses or penalties when applicable.
- [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] is the formation modifier for the applicable attack. See Combat for more details.
[math]\displaystyle{ \text{Mod}_\text{formation} }[/math] | ||||
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Formation | Day Shelling & Carrier Attacks |
Torpedo Attacks | ASW | Night Battles |
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 | ? | ? |
Vanguard (Bottom) | 1.2 | 0.9 | ? | ? |
Vanguard (Both) vs DD | 1.1 | 1.2 | ? | ? |
Double Line vs Line Abreast | 1.0 | N/A | 1.0 | N/A |
Echelon vs Line Ahead | ||||
Line Abreast vs Echelon | ||||
Combined Fleet Cruising Formation 1 | ? | ? | ? | ? |
Combined Fleet Cruising Formation 2 | 1.0 | ? | ? | ? |
Combined Fleet Cruising Formation 3 | ? | ? | ? | ? |
Combined Fleet Cruising Formation 4 | 1.1 | ? | ? | ? |
- [math]\displaystyle{ \text{Mod}_\text{morale} }[/math] 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.
[math]\displaystyle{ \text{Mod}_\text{morale} }[/math] | |
---|---|
Sparkled | 1.2 |
Normal | 1.0 |
Orange | 0.8 |
Red | 0.5 |
Notes:
- Because of the number of modifiers to accuracy in-game, it is trivial to increase accuracy. Therefore it is more important to prioritize firepower.
Daytime Shelling | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes. [math]\displaystyle{ \text{Accuracy}_\text{shelling} = \bigg\lfloor \bigg( \Big( \text{Acc}_\text{base} + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \Big) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \bigg) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \bigg\rfloor }[/math]
Notes:
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Shelling Support |
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This formula applies to surface shelling and carrier attacks during shelling support. [math]\displaystyle{ \text{Accuracy}_\text{shelling support} = \bigg\lfloor \Big( 64 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip base} \Big) \times \text{Mod}_\text{formation}? \times \text{Mod}_\text{morale} \bigg\rfloor }[/math]
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Torpedo Attacks |
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This formula only applies to opening and closing torpedo attacks in day. [math]\displaystyle{ \text{Accuracy}_\text{torpedo} = \left( 85 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} }[/math]
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Aerial Combat |
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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. [math]\displaystyle{ \text{Accuracy}_\text{airstrike} = 95 }[/math] Important Notes
Anti-Submarine WarfareThis formula applies to all ASW attacks in the combat phase and support. [math]\displaystyle{ \text{Accuracy}_\text{ASW} = \left( 80 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\bigstar + 2 \times \sum \text{ASW}_\text{sonar} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy} }[/math]
Notes:
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Night Battles |
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This formula applies to all night battle attacks. [math]\displaystyle{ \text{Accuracy}_\text{NB} = \bigg( \text{Mod}_\text{contact} \times \Big( 69 + \text{Mod}_\text{star shell} \Big) + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \bigg) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} }[/math]
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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.
LBAS |
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[math]\displaystyle{ \text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{morale} + \text{Acc}_\text{proficiency} }[/math] [1]
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Evasion Formulas
Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
[math]\displaystyle{ \text{Evasion}_\text{base} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor }[/math]
- [math]\displaystyle{ \text{Evasion}_\text{ship} }[/math] is the evasion of the ship including any visible equipment bonuses.
- [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] is the formation modifier. It varies based on the attack being received. Please see Combat for more details.
- Currently modifiers for Vanguard are unknown.
The various capped evasion formulas to calculate the final evasion rate is as follows:
- [math]\displaystyle{ \text{Evasion}_\text{base} \lt 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base} }[/math]
- [math]\displaystyle{ 40 \lt \text{Evasion}_\text{base} \lt 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{base} - 40} \rfloor }[/math]
- [math]\displaystyle{ \text{Evasion}_\text{base} \gt 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{base} - 65}\rfloor }[/math]
Capped evasion is then modified by post-cap modifiers:
[math]\displaystyle{ \text{Evasion %} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{vanguard} - \text{Mod}_\text{fuel} \right) \biggr\rfloor }[/math]
- [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] is the searchlight evasion penalty. It is 0.2 for any ship equipped with a searchlight (even if not triggered) and 1.0 otherwise.
- [math]\displaystyle{ \text{Mod}_\text{sonar} }[/math] is the sonar improvement modifier that only applies to opening and closing torpedo attacks. It is 0 otherwise.
- [math]\displaystyle{ \text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar} }[/math]
- [math]\displaystyle{ \text{Mod}_\text{CA} }[/math] is the heavy/aviation cruiser night battle evasion bonus. It is 5 for heavy/aviation cruisers and 0 otherwise.
- [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] is the Vanguard evasion bonus. This is different from the formation modifier that gets taken into account for base evasion. Bonuses are:
- For ships at the top (slots 1-2 or 1-3): Non-destroyers get a 5% bonus. Destroyers get a 20% bonus.
- For the rest of the ships at the bottom (slots 3-5 or 4-7): Non-destroyers get a 20% bonus. Destroyers get a 40% bonus.
- [math]\displaystyle{ \text{Mod}_\text{fuel} }[/math] is the remaining fuel penalty.
- [math]\displaystyle{ \text{Mod}_\text{fuel} = 75 - \text{Fuel} }[/math]
- If fuel is above 75%, the penalty is 0.
- The penalty is an integer and not a percentage.
Battle #[1] | Remaining Fuel | Penalty |
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2nd Battle | 80% | 0 |
3rd Battle | 60% | 15 |
4th Battle | 40% | 35 |
5th Battle | 20% | 55 |
6th+ Battle | 0% | 75 |
- ↑ This only takes into account normal day battles. Special nodes have different resource consumption.
Notes:
- 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 AO equipped with Underway Replenishment is a way to medigate fuel penalties.
Special Cases
PT Imps
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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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