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Difference between revisions of "Accuracy, Evasion and Criticals"
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This formula applies to surface shelling and carrier attacks during shelling support. | This formula applies to surface shelling and carrier attacks during shelling support. | ||
− | <math>\text{Accuracy}_\text{shelling support} = \ | + | <math>\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> |
* <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]]. |
Revision as of 15:09, 6 August 2022
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.
[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]
- [math]\displaystyle{ \text{Accuracy}_\text{atk} }[/math] is the calculated accuracy of the attack. Please see below for the various accuracy formulas.
- [math]\displaystyle{ \text{Evasion}_\text{def} }[/math] is the calculated evasion of the defending ship. Please see below for the various evasion formulas.
- [math]\displaystyle{ \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 for more details.
- Sparkled is 0.7,
- Normal is 1.0,
- Orange is 1.2,
- Red is 1.4.
- [math]\displaystyle{ \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 ❱❱ ranked planes.
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.
- Shelling/ASW (including carriers): [math]\displaystyle{ \lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1 }[/math]
- Torpedo: [math]\displaystyle{ \lfloor 1.5 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1 }[/math]
- Airstrike: [math]\displaystyle{ \lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1 }[/math]
- Night Battle (including carriers): [math]\displaystyle{ \lfloor \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit}_\text{cap}} \rfloor + 1 }[/math]
- Shelling Support: [math]\displaystyle{ \lfloor 1.0 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1 }[/math]
- Airstrike Support: [math]\displaystyle{ \lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1 }[/math]
- [math]\displaystyle{ \text{Crit}_\text{proficiency} }[/math] is the plane proficiency critical bonus. Please see Plane Proficiency for more details.
- [math]\displaystyle{ \text{Const}_\text{contact} }[/math] is the night contact constant from Night Recons
. It is 0.07 if night contact is triggered, 0 otherwise.
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 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] | ||||
---|---|---|---|---|
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 | ? | ? | ? |
Vanguard (Bottom) | 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
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]
- [math]\displaystyle{ \text{Acc}_\text{base} }[/math] is the base accuracy value of the attack.
- These values apply for Player as attacker and Enemy as targets. Values for Enemy attacker vs Player target are unclear/unknown, except single vs single = 90.
Fleet type base accuracy values for Player side[1][2] | |||
---|---|---|---|
vs. | Enemy | ||
Single Fleet | Combined Fleet | ||
Player | Single Fleet | 90 | 80 |
CTF Main | 78 | 77 | |
CTF Escort | 45 | 67 | |
STF Main | 45 | 77 | |
STF Escort | 67 | 67 | |
TCF Main | 54 | 54 | |
TCF Escort | 45 | 67 |
- [math]\displaystyle{ \text{Mod}_\text{spotting} }[/math] is the artillery spotting bonus if applicable. Please see Artillery Spotting for more details.
[math]\displaystyle{ \text{Mod}_\text{spotting} }[/math] | |||||
---|---|---|---|---|---|
Attack Type | Prerequisites | Post-cap Damage Modifier |
Accuracy Modifier |
Hits | Notes |
Main Suisei Cut-in (Suisei CI) |
1.3 | ? | 1 | Ise-class Kai Ni only | |
Main Zuiun Cut-in (Zuiun CI) |
1.35 | ? | 1 | ||
Main AP Shell Cut-in (APCI) |
1.5 | 1.2 | 1 | ||
Secondary AP Shell Cut-in (Sec APCI) |
1.3 | 1.3 | 1 | ||
Secondary Radar Cut-in (Radar CI) |
1.2 | 1.5 | 1 | ||
Secondary Cut-in (Sec CI) |
1.1 | 1.3 | 1 | ||
Double Attack (DA) |
1.2 | 1.1 | 2 |
- [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] is the AP Shells
accuracy modifier:
[math]\displaystyle{ \text{Mod}_\text{AP} }[/math] | |
---|---|
Type | Modifier |
1.1 | |
1.2 | |
1.25 | |
1.3 |
Notes:
- It is inadvisable to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses.
- Unlike when calculating damage, the bonus applies to all targets.
Shelling Support
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]
- [math]\displaystyle{ \text{Acc}_\text{equip base} }[/math] does not include any visible bonus nor Improvement.
- [math]\displaystyle{ \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
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]
- [math]\displaystyle{ \text{Attack}_\text{torp} }[/math] is the final basic torpedo attack power of the ship. Please see Damage Calculations for details.
- The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
- This means that engagement and damage state play a role in torpedo accuracy.
- [math]\displaystyle{ \text{Mod}_\text{ship} }[/math] is the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above 0.
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.
[math]\displaystyle{ \text{Accuracy}_\text{airstrike} = 95 }[/math]
Important Notes
- Airstrike accuracy is a constant and not affected by any outside factors.
Anti-Submarine Warfare
This 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]
- [math]\displaystyle{ \text{Acc}_\bigstar }[/math] does not include accuracy stat of the equipment, only the amount from Improvement related to ASW accuracy
- [math]\displaystyle{ \text{ASW}_\text{sonar} }[/math] is the base ASW stat of any sonars equipped.
- [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] is the synergy bonus from equipping certain combinations of ASW equipment.
- Synergy bonus is either currently bugged or so small it cannot be tested.
Notes:
- Equipping more sonars is the best way to boost ASW accuracy.
- Large Sonars are not counted for this bonus.
Night Battles
This formula applies to all night battle attacks.
[math]\displaystyle{ \text{Accuracy}_\text{NB} = \bigl( \text{Mod}_\text{contact} \times \left( 69 + \text{Mod}_\text{star shell} \right) + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \bigr) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} }[/math]
- [math]\displaystyle{ \text{Mod}_\text{contact} }[/math] is 1.1 if a Night Recon
triggered, 1.0 otherwise. - [math]\displaystyle{ \text{Mod}_\text{star shell} }[/math] is 5.0 if a Star Shell is triggered, 0 otherwise.
- [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] is 7.0 if a Searchlight
is triggered, 0 otherwise, - [math]\displaystyle{ \text{Mod}_\text{special} }[/math] is the night battle special attack modifier. See Night Battle for more details.
- Torpedo Cut-in: 1.65,
- Gun Cut-in: 2.0,
- Mixed Cut-in: 1.5,
- Secondary Cut-in: 1.5,
- Double Attack: 1.1,
- Other multipliers are unknown.
Land-Based Air Squadron
This formula applies to attacks made by Land-Based Air Squadrons. The accuracy is calculated independently per squadron.
[math]\displaystyle{ \text{Accuracy}_\text{LBAS} = \left( 95 + ( 7 \times {\text{Acc}_\text{equip}}) \right) \times \text{Mod}_\text{morale} + \text{Mod}_\text{proficiency} }[/math] [1]
- [math]\displaystyle{ \text{Acc}_\text{equip} }[/math] is the accuracy stat of the plane.
- [math]\displaystyle{ \text{Mod}_\text{morale} }[/math] is the morale modifier of the plane.
- Normal/Orange morale: 1.0
- Red morale: 0.8
- [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
- The value is 12 for ❱❱ ranked planes.
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 |
---|---|---|
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
PT Imps were introduced during the Summer 2017 Event.
Anti-PT boat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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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