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Difference between revisions of "User:Jigaraphale/Sandbox/11"
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Jigaraphale (talk | contribs) Tag: Blanking |
Jigaraphale (talk | contribs) |
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+ | {|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> | ||
+ | Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is: | ||
+ | |||
+ | <math>\text{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap}\right) \times \text{Morale}_\text{defender} \right)</math> | ||
+ | |||
+ | * <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy|below]] for the various accuracy formulas. | ||
+ | * <math>\text{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula. | ||
+ | ** If negative, it is still applied the same way, increasing the hit rate. | ||
+ | * <math>\text{Morale}_\text{defender}</math> is the morale state modifier of the defending ship. Morale is referring to the value of attacking timing, not the value before entering battle. Please see [[Morale_and_Fatigue#Morale Effects|Morale and Fatigue]] for more details. | ||
+ | ** Sparkled is '''0.7''', | ||
+ | ** Normal is '''1.0''', | ||
+ | ** Orange is '''1.2''', | ||
+ | ** Red is '''1.4'''. | ||
+ | * <math>\text{Acc}_\text{proficiency}</math> is the '''average''' plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details. | ||
+ | ** The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats. | ||
+ | ** The value is '''12''' for {{Double Chevron}} planes. | ||
+ | |||
+ | ;Hit Rate Caps | ||
+ | |||
+ | There is a minimum and maximum hit rate in the game. | ||
+ | * The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''. | ||
+ | * The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''is 96'''. | ||
+ | |} |
Revision as of 21:28, 28 July 2023
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{post-cap}\right) \times \text{Morale}_\text{defender} \right) }[/math]
There is a minimum and maximum hit rate in the game.
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