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Difference between revisions of "Old/PT Imp Group"
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[[PT Imp Group|PT Imps]] were introduced during the [[Summer 2017 Event]]. They have a very high evasion rate and are next to impossible to hit with normal shelling and torpedo attacks. This even includes special attacks. In order to sink them, your ships will require specific equipment setups. | [[PT Imp Group|PT Imps]] were introduced during the [[Summer 2017 Event]]. They have a very high evasion rate and are next to impossible to hit with normal shelling and torpedo attacks. This even includes special attacks. In order to sink them, your ships will require specific equipment setups. | ||
+ | These rates are <font color="#FF0000">based on tests conducted during the Summer 2017 Event</font>.<ref>https://wikiwiki.jp/kancolle/%E5%91%BD%E4%B8%AD%E3%81%A8%E5%9B%9E%E9%81%BF%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6#oc69c684, https://bs-arekore.at.webry.info/201709/article_3.html</ref> The average observed hit rate without anti-imp setups was about 40% for regular fleets and about 10% for TCF. The values on the table are the differences in hit rates compared to this. The actual relation with [[Accuracy,_Evasion_and_Criticals#Accuracy_Formulas|accuracy calculations]] as well as PT Imp evasion stats are unknown. | ||
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Revision as of 09:36, 9 May 2021
Info
Trivia
- Unlike most standard Abyssal enemies, the PT Imp Group is relatively small and fast. Attacking them with large-caliber guns will not do much damage; smaller guns are recommended to deal normal damage.
- On 11/20/2015, a tweet revealed a bug that prevented destroyers from being able to hit the PT Imp Groups. As a result the devs readjusted the damage calculations in a live patch update on the same day.
PT Imps were introduced during the Summer 2017 Event. They have a very high evasion rate and are next to impossible to hit with normal shelling and torpedo attacks. This even includes special attacks. In order to sink them, your ships will require specific equipment setups.
These rates are based on tests conducted during the Summer 2017 Event.[1] The average observed hit rate without anti-imp setups was about 40% for regular fleets and about 10% for TCF. The values on the table are the differences in hit rates compared to this. The actual relation with accuracy calculations as well as PT Imp evasion stats are unknown.
Equipment Setup | Bonus | Notes | ||
---|---|---|---|---|
DD | CL | CA/BB | ||
50% | 25% | N/A | Adding more main guns does not increase the hit rate. Adding more lookouts halves the rate. | |
50% | 25% | N/A | ||
100%? | 50% | 30% | ||
100%? | ?? | ?? | ||
N/A | 35% | 15% | ||
10% | ?? | ?? | Only applies to RADARs with LOS stats greater than 5. | |
N/A | ?? | 45% | Only applies to Zuiuns. | |
N/A | ?? | 75% | ||
10% | N/A | N/A | Destroyer only. | |
30% | N/A | N/A | Destroyer only. | |
50% | N/A | N/A | Destroyer only. |
Important Notes
- Small Caliber Guns + Lookout + Machine Gun is the best anti-imp setup.
- It is inadvisable to run anti-imp setups on any ship but destroyers because it compromises their combat effectiveness.
- Having a reinforcement expansion is important because it allows the ship to not waste a slot on a machine gun.
- The values presented above are theorised to be fixed hit rates.
- This means they are unaffected by any outside factors.
- Certain that count as small caliber main guns can substitute for .
- Certain that count as secondary guns can substitute for .
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