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Difference between revisions of "User:Minhfongboy/KC Phase 2 Ranking"
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|-|Compositions and Stats= | |-|Compositions and Stats= | ||
{| class = "wikitable" style="text-align: center;" | {| class = "wikitable" style="text-align: center;" | ||
− | !colspan=" | + | !colspan="9"style="background-color: #AAAAAA"|'''Color code: <font color="lime">Outstanding</font> > <font color="yellow">Good</font> > Average > <font color="red">Bad</font>''' |
|- | |- | ||
!style="width:200px;"|Map & Comp | !style="width:200px;"|Map & Comp | ||
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!Average Resource per run <ref name="Resource Consumption"/> | !Average Resource per run <ref name="Resource Consumption"/> | ||
!Average Bucket per run <ref name="Resource Consumption"/> | !Average Bucket per run <ref name="Resource Consumption"/> | ||
− | !Ranking Points per run (per 100 runs) <ref name="S-Rank">Assuming S rank all nodes. Also, this is point gained per run (or 100 runs), not per hour, it might not reflect the real amount of point that can be earned in an hour.</ref> <ref name="100 Runs">Ranking point gained per 100 runs (shown in the parentheses) is calculated as '''ranking point gained per run X victory rate X 100'''. This also includes retreat, where the ranking point gained is considered lost as they are insignificant (i.e for map 6-3, it's 2.18 x 95.6% x 100 = 208.41 points per 100 runs). | + | !Ranking Points per run (per 100 runs) <ref name="S-Rank">Assuming S rank all nodes. Also, this is point gained per run (or 100 runs), not per hour, it might not reflect the real amount of point that can be earned in an hour.</ref> <ref name="100 Runs">Ranking point gained per 100 runs (shown in the parentheses) is calculated as '''ranking point gained per run X victory rate X 100'''. This also includes retreat, where the ranking point gained is considered lost as they are insignificant (i.e for map 6-3, it's 2.18 x 95.6% x 100 = 208.41 points per 100 runs).</ref> |
+ | !Rpt gained per resource used ratio <ref name="rptprsr">This column displays number in 10E-3 unit to avoid leading zeroes. To get the correct value, you need to multiply it with 10<sup>-3</sup>.</ref> | ||
!Notes | !Notes | ||
|- | |- | ||
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|style="background-color: #FFFF00"|0.21 {{IR}} | |style="background-color: #FFFF00"|0.21 {{IR}} | ||
|style="background-color: #FF0000"|<font color="white">1.3 ('''128.31''')</font> | |style="background-color: #FF0000"|<font color="white">1.3 ('''128.31''')</font> | ||
+ | |8.387 | ||
|style="text-align: left"| | |style="text-align: left"| | ||
# Boss node always contains transport ship to hunt so this map can be a great way to do <font color="green">'''weekly transport'''</font>. The tradeoff is you can't really spam it much due to the high morale draining rate, so either you have to wait for a while to do it again or prepare a lot of this kind of fleet to do transport kill. | # Boss node always contains transport ship to hunt so this map can be a great way to do <font color="green">'''weekly transport'''</font>. The tradeoff is you can't really spam it much due to the high morale draining rate, so either you have to wait for a while to do it again or prepare a lot of this kind of fleet to do transport kill. | ||
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|0.66 {{IR}} | |0.66 {{IR}} | ||
|style="background-color: #00FF00"|2.66 ('''247.38''') | |style="background-color: #00FF00"|2.66 ('''247.38''') | ||
+ | | | ||
|style="text-align: left"| | |style="text-align: left"| | ||
# '''<font color="red">Not recommended unless you really need to rush for ranking point. If the player doesn't care about resource or bucket, this is the best map to gain a large amount of point.</font>''' | # '''<font color="red">Not recommended unless you really need to rush for ranking point. If the player doesn't care about resource or bucket, this is the best map to gain a large amount of point.</font>''' | ||
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|0.586 {{IR}} | |0.586 {{IR}} | ||
|1.99 ('''193.23''') | |1.99 ('''193.23''') | ||
+ | | | ||
|style="text-align: left"| | |style="text-align: left"| | ||
# CVL with slot equals or less than 17 is preferred as they can't be shot down under AS+ fighter phase. | # CVL with slot equals or less than 17 is preferred as they can't be shot down under AS+ fighter phase. | ||
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|style="background-color: #FF0000"|<font color="white">1.71</font> {{IR}} | |style="background-color: #FF0000"|<font color="white">1.71</font> {{IR}} | ||
|style="background-color: #FFFF00"|2.18 ('''208.41''') | |style="background-color: #FFFF00"|2.18 ('''208.41''') | ||
+ | | | ||
|style="text-align: left"| | |style="text-align: left"| | ||
# '''<font color="red">Not recommended in general unless the player really needs devmat and can afford exchanging bucket for devmat.</font>''' | # '''<font color="red">Not recommended in general unless the player really needs devmat and can afford exchanging bucket for devmat.</font>''' | ||
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|style="background-color: #00FF00"|0.08 {{IR}} | |style="background-color: #00FF00"|0.08 {{IR}} | ||
|1.47 ('''146.56''') | |1.47 ('''146.56''') | ||
+ | | | ||
|style="text-align: left"| | |style="text-align: left"| | ||
# Standard ranking fleet, '''<font color="green">default chosen by most of the players</font>'''. {{Ship/Link|Yahagi Kai Ni B|text=Yahagi}} (The CL) will maintain the sparkle overtime due to MVP control hence she is set to be '''85 morale''' in the simulator. On another hand, the flagship and the CL should have the weakest ASW while 3 other DDs should have strong ASW to keep the sparkle up throughout the run. | # Standard ranking fleet, '''<font color="green">default chosen by most of the players</font>'''. {{Ship/Link|Yahagi Kai Ni B|text=Yahagi}} (The CL) will maintain the sparkle overtime due to MVP control hence she is set to be '''85 morale''' in the simulator. On another hand, the flagship and the CL should have the weakest ASW while 3 other DDs should have strong ASW to keep the sparkle up throughout the run. | ||
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|style="background-color: #FFFF00"|0.19 {{IR}} | |style="background-color: #FFFF00"|0.19 {{IR}} | ||
|1.47 ('''138.33''') | |1.47 ('''138.33''') | ||
+ | | | ||
|style="text-align: left"| | |style="text-align: left"| | ||
# <font color="purple">'''Poor man version of the above 7-1 fleet, lv 99, no RE and no damegami.'''</font> | # <font color="purple">'''Poor man version of the above 7-1 fleet, lv 99, no RE and no damegami.'''</font> | ||
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|0.41 {{IR}} | |0.41 {{IR}} | ||
|1.56 ('''155.84''') | |1.56 ('''155.84''') | ||
+ | | | ||
|style="text-align: left"| | |style="text-align: left"| | ||
# 4 ships only, no more no less. | # 4 ships only, no more no less. | ||
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|style="background-color: #FFFF00"|0.214 {{IR}} | |style="background-color: #FFFF00"|0.214 {{IR}} | ||
|1.97 ('''190.5''') | |1.97 ('''190.5''') | ||
+ | | | ||
|style="text-align: left"| | |style="text-align: left"| | ||
# {{Ship/Link|Hyuuga Kai Ni|text=Hyuuga}} OASW with helicopter, {{Ship/Link|Zuihou Kai Ni B|text=Zuihou}} also OASW, {{Ship/Link|Yukikaze Kai Ni|text=Yukikaze K2}} requires ring to enable OASW while keeping TCI. If she is not married, 1%-2% sunk rate loss is expected. | # {{Ship/Link|Hyuuga Kai Ni|text=Hyuuga}} OASW with helicopter, {{Ship/Link|Zuihou Kai Ni B|text=Zuihou}} also OASW, {{Ship/Link|Yukikaze Kai Ni|text=Yukikaze K2}} requires ring to enable OASW while keeping TCI. If she is not married, 1%-2% sunk rate loss is expected. | ||
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|style="background-color: #FF0000"|<font color="white">1.51</font> {{IR}} | |style="background-color: #FF0000"|<font color="white">1.51</font> {{IR}} | ||
|style="background-color: #FFFF00"|2.15 ('''205.75''') | |style="background-color: #FFFF00"|2.15 ('''205.75''') | ||
+ | | | ||
|style="text-align: left"| | |style="text-align: left"| | ||
# <font color="red">'''Recommended to only rank post-clear here as CL {{Enemy/Link|Light_Cruiser_Tsu-Class|Light_Cruiser_Tsu-Class_Elite|text=Tsu-Class}} doesn't appear once the map is cleared, which helps reduce bauxite usage.'''</font> | # <font color="red">'''Recommended to only rank post-clear here as CL {{Enemy/Link|Light_Cruiser_Tsu-Class|Light_Cruiser_Tsu-Class_Elite|text=Tsu-Class}} doesn't appear once the map is cleared, which helps reduce bauxite usage.'''</font> | ||
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# This map also has historical bonus which is not applied by the simulator as the bonus is still being investigated (as of January 22). The rate shown in the table is calculated based on the raw damage of the shipgirls without any bonuses.''<br/><br/> | # This map also has historical bonus which is not applied by the simulator as the bonus is still being investigated (as of January 22). The rate shown in the table is calculated based on the raw damage of the shipgirls without any bonuses.''<br/><br/> | ||
|- | |- | ||
− | |style="text-align: left" colspan= | + | |style="text-align: left" colspan=9|<references/> |
|} | |} | ||
|-|Comp Setup, Routing & Misc. Notes= | |-|Comp Setup, Routing & Misc. Notes= |
Revision as of 10:34, 24 January 2023
VERSION 2.5
General
Looking for a ranking comp that is efficient? I guess this blog can help you pick one.
Table record for Hashirajima and Brunei server
Server | T500 Record | T100 Record |
---|---|---|
Brunei | 4015 (1/2021) | 5011 (2/2022) |
Hashi | 4755 (6/2021) | 5866 (5/2020) |
Efficiency Summary
To judge whether the comp is good for ranking, and to measure the efficiency, the KC simulator will be used to gauge the value and put in the following table as reference data. While it is true that the simulator code is not 100% correct as the game code, simulator code might miss some modifier here and there, this is still the closest data to the game that we players can reference to. After all, having some close numbers that we can base our comps on is still better than measuring a comp efficiency without any numbers to back it up.
- Due to this reason, some of the numbers down here might not reflect the true rate in the game, but since they are the closest rate to the game we can get, it is still a good reference that we can use to estimate the true reality rate around the expected range in the table below.
All the simulations are done with 10K samples. Probability variance might cause the rate to be a little off, but eventually they will end up at the expected value in the table with more samples.
- To test the comp in the simulator yourself, please do as the following:
- Step 1. Download the kcsim file provided in the external link of any comp in the Map & Comp column.
- Step 2. Go to KC simulator site [10], select Save/Load Simulator Backup.
- Step 3. A dialog box will pop up, select Choose File, navigate to the kcsim file you just downloaded and open it.
- Step 4. Select Import All (Refresh page) to load it up.
- To see the details of equipment setup without downloading the file, please check out the second tab, Comp setup, routing and Misc. Notes.
Color code: Outstanding > Good > Average > Bad | ||||||||
---|---|---|---|---|---|---|---|---|
Map & Comp | Morale Drain | Boss Sunk / Victory Rate [1][2] | Retreat Rate [2] | Average Resource per run [2] | Average Bucket per run [2] | Ranking Points per run (per 100 runs) [3] [4] | Rpt gained per resource used ratio [5] | Notes |
3-2 1CL 5DD Fast+ fleet, 4 radar [1] |
High | 98.6% / 98.7% | 1.3% | 66[6] 72 17 0 |
0.21 | 1.3 (128.31) | 8.387 |
|
3-4 2CV 2CVL 1CL 1AV [2] |
Low | 92.7% / 93% | 7% | 265 227 111 177 |
0.66 | 2.66 (247.38) |
| |
4-4 3CVL 1CL 2DD 5 OASW [3] |
Medium | 96.8% / 97.1% | 2.8% | 152 125 50 45 |
0.586 | 1.99 (193.23) |
| |
6-3 1CL 4DD 1AV Opening Torpedo + 3 SPB + 4 OASW [4] |
Medium | 93.5% / 95.6% | 4.2% | 125 93 112 11 |
1.71 | 2.18 (208.41) |
| |
7-1 1CL 4DD Damegami RE [5] |
Medium | 99.7% / 99.7% | 0.3% | 59 54 7 0 |
0.08 | 1.47 (146.56) |
| |
7-1 1CL 4DD Lv 99 & 0 RE [6] |
Medium | 94.1% / 94.1% | 5.9% | 48 50 7 0 |
0.19 | 1.47 (138.33) |
| |
7-3 1CL 1CAV Kamikaze Haguro [7] |
High | 99.7% / 99.9% | 0.1% | 130 139 65 5 |
0.41 | 1.56 (155.84) | ||
7-4 1CL 1BBV 1CVL 3DD 4/5 OASW & Atlanta AACI [8] |
Low | 92.8% / 96.7% | 3.3% | 191 242 39 54 |
0.214 | 1.97 (190.5) |
| |
7-5 1CVL 1CL 2CAV 2DD [9] |
Low | 95% / 95.7% | 4.3% | 265 200 187 85 |
1.51 | 2.15 (205.75) |
| |
|
Map | Image | Comp Setup | Route | Air Power | LoS | Recommended Formations |
Notes |
---|---|---|---|---|---|---|---|
3-2 | C - L Surface: 1 Boss: 1 |
||||||
3-4 | A - C - G - P Surface: 3 Boss: 1 |
168 for AS+ | Node E gives 25-150 (random amount between every 5 increment)
| ||||
4-4 | A - E - I - K Surface: 2 Submarine: 1 Boss: 1 |
144 for AS+ | E Other |
||||
6-3 | C - E - J Surface: 1 Submarine: 1 Boss: 1 |
Cn3 38 | C Other |
Air recon nodes G and H give one of the following resources each:
| |||
7-1 | D - G - H - K Surface: 1 Submarine: 2 Boss: 1 |
G Other |
Node E gives 10-20 (random amount between every 5 increment).
| ||||
7-3 | C - D - P Surface: 2 Boss: 1 |
6-ship enemy comp will disappear once the map is cleared. HP gauge resets every month. | |||||
7-4 | B - E - J - L - P Surface: 2 Submarine: 1 Air Raid: 1 Boss: 1 |
360+
|
Cn4 37 | E Boss Other |
Hi Convoy Princess Damaged II (225 Armor) comp will disappear once the map is cleared. HP gauge resets every month. | ||
7-5 | A - B - D - J - T Surface: 2 Submarine: 1 Air Raid: 1 Boss: 1 |
180+ for AP at node A. | ? | A B Other |
CL Tsu-Class will disappear once the map is cleared. HP gauge resets every month. |
Managing quarterly sortie quests ranking points
Credit to Keshak#7576 (discord). This is one of the recommended strategies to shoot ranking cannons.
As of current, there are 7 quarterly quests giving ranking points, known as cannon. A total of 2050 point can be obtained by completing all of those.
The following is the list of quarterly sortie quests. Bold indicates cannon quests
- At the beginning of the quarterly (unlocked by default): Bq3 and Bq13
- Unlocked by weekly or monthly quests:
- Bq1 needs Bm6 (Monthly 4-2)
- Bq2 needs Bw2 (Weekly carriers)
- Bq5 needs D11 (Tokyo Express 2)
- Bq7 needs Bw9: (Weekly 5-2)
- Bq8 needs D11 (Tokyo Express 2)
- Bq9 needs D11: (Tokyo Express 2)
- Bq11 needs Bm8 (Monthly supply lines)
- Unlocked by other quarterlies:
- Bq4 needs Bq3
- Bq6 needs Bq5
- Bq10 needs Bq2
- Bq12 needs Bq11
Recommended course of actions
- 1. Do all weeklies
- 2. Do Bm1: “Monthly Myoukou 2-5”
- 3. Do Bm5: “Monthly 1-5”
- 4. Do Bm8: “Monthly supply lines”
- 5. Do Bq11: “Newbie cannon” (80 rpt must be “sacrificed”)
- 6. At this point 5 big cannons are unlocked
- 6.1. Bq2 do everything but 6-3 run
- 6.2. Bq7 do everything but 5-4 run
- 6.3. Bq8 do everything but one 1-5 run
- 6.4. Bq12 do everything but 4-2 run
- 6.5. Bq13 do everything but 5-4 run
- 7. Bq10 remains locked until Bq2 is done
- 8. Clear all EOs and farm ranking points as usual
- 9. When the end of the month is close, calculate how many rpt you need to reach your desired position and fire the cannons you need.
Alternatively, if you want to try ranking all 3 months:
- Month 1. Do Bm1, Bm5, Bm8, Bq2, Bq8, 7-2-2 run of Bq10 (so you don't have to open it again) and everything but one run of Bq7, Bq11 and Bq13 (350+300 rpt with 200+80+390 rpt ready in case of need)
- Month 2. Do Bq7, Bq10 and Bq11 (200+400+80 rpt)
- Month 3. Do Bq12 and Bq13 (330+390 rpt)
Also, remember that some requirement of these quests are shared with other quests and can be done together (e.g. 5-4 of Bq7 and Bq13 with 2CL 3CA 1CV, 6-4 of Bq2 and Bq13, 6-3 of Bq2 and Bq4, etc.)
Trivia
Ranking plan
- As of September 2020, many quarterly quests that give ranking points have been released. This has directly affected the ranking pressure across all servers as nowaday T500 may requires as much effort as Phase 1 T100. However, this can also be a good thing as if you do all those quarterlies and EO in one single month, you can stack up to 3000 points pretty easily. With a couple of more sortie, you are guaranteed to hit T500 as well. So my advice is If your life is very busy, just focus all quarterlies in one month and clear all the EO that month too, this way, at least you will get ranking rewards every 3 months
- Of course it is still possible to rank every month and spread out quarterlies to get enough point buff (i.e each month you only do 2-3 quarterlies for around 600 points), but will require much more points from daily sortie for T500 nowaday if you wanna catch up. Plan your schedule accordingly to your server if you spam daily. You are gonna need like 3500 for T500 (Hashi will need more obviously)
Regarding the EO and Quest cannon
- For EO cannon, you can shoot anytime in a month to gain rpt, but note that if you shoot in the last day of the month, between 22:00 - 00:00 JST of the next month, it will not be counted for anything !
- For quest cannon
- Shooting it anytime before 14:00 JST of the last day of any month will give rpt to that month
- Shooting it after 14:00 JST of the last day of any month, as long as that month is NOT the last month of the quarter, will give rpt to the following month
- Shooting it after 14:00 JST of the last day of the last month in a quarter will just simply waste it, not counted for anything
- For reference, 4 quarters in KC are month 12-1-2 / 3-4-5 / 6-7-8 / 9-10-11
Example:
- Right now it's July, it belongs to quarter 6-7-8. I have the Z cannon available giving 350 points.
- If I shoot it anytime in July before 7/31 14:00 JST, I will have 350 points for July
- If I shoot it after 7/31 14:00 JST, but before August coming, I will have 350 points for August
- If I shoot it after 8/31 14:00 JST, I will get nothing out of it, as August is already the last month of the quarter
What is considered as a good ranking comp to be listed on the table?
A comp is considered to be good for ranking if it meets all of the following conditions when testing on the simulator:
- Victory rate > 95%
- Fuel and ammo used per run < 500
- Bauxite used per run < 100
- Bucket used per run < 2
- 4 battles maximum, including boss. If there is a 5th battle, that battle has to be air raid in order to save time.
- Point gained must be worth the amount of resource or time spent
How to decide the best comp for a map if there are many variants?
If there are multiple comps that can do the ranking well in a map, a tiebreaker system will be used to determine the best comp to display on the table. Tiebreaker rules are as the following:
- Victory rate
- Fuel and ammo used
- Bauxite used
- Bucket used
- Whether the fleet detecting enemy using seaplane, or having air power.