• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Difference between revisions of "Accuracy, Evasion and Criticals"

From Kancolle Wiki
Jump to navigation Jump to search
Line 1: Line 1:
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.  
+
'''Accuracy, Evasion, and Criticals''' are three mechanics intertwined together, representing the ability of a ship to hit another one. The formulas presented on this page are still subject to change as more testing is done.  
*'''Please note that all formulas between <math>\lfloor \ \rfloor</math> are rounded down.'''
+
*'''Please note that all formulas between <math>\lfloor \ \rfloor</math> are rounded down.
  
=Hit Rate=
+
='''Hit Rate'''=
The hit rate is used by all attacks.  
+
The '''hit rate''' is the probability of an attack hitting the target. It's the same for all attacks as well as abyssals. It stems from the difference between the Accuracy of the attack and the evasion of the target.
  
 +
{|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>
  
 
Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is:
 
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{def}\right) \times \text{Morale}_\text{defender} \right)</math>
+
<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_Formulas|below]] for the various accuracy formulas.
+
* <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{def}</math> is the calculated evasion of the defending ship. Please see [[#Evasion_Formulas|below]] for the various evasion formulas.
+
* <math>\text{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula.
 
* <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.
 
* <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''',
 
** Sparkled is '''0.7''',
Line 27: Line 31:
 
* The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''.
 
* 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'''.
 
* The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''is 96'''.
 +
|}
  
 
'''Notes:'''
 
'''Notes:'''
 
* Hit rate has an effective '''minimum of 11%''' and a '''maximum of 97%'''.
 
* 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.
 
* Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
 +
* The effect of sparkle is reduce the closer '''Hit rate''' is to the caps.
  
 
==Critical Hit Rate==
 
==Critical Hit Rate==
The following are the various formulas for determining critical hits for attacks.
+
'''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending of the attack type.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Critical Rate
 +
|-
 +
|
 +
<math>{Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Const}_\text{CV}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
 +
 
 +
With:
 +
* <math>{Mod}_\text{type}</math> the attack type modifier :
 +
{|class="wikitable" style="text-align:center"
 +
!colspan=2|<math>{Mod}_\text{type}</math>
 +
|-
 +
!Attack type
 +
!Attack modifier
 +
|-
 +
|Shelling
 +
|rowspan=2|1.3
 +
|-
 +
|ASW
 +
|-
 +
|Torpedo
 +
|1.5
 +
|-
 +
|Airstrike
 +
|0
 +
|-
 +
|Night Battle<ref>Carreir Night Air Attack (NB CVCI) use the night battle Mod.</ref>
 +
|<math>1.5 + \text{Const}_\text{contact}</math>
 +
|-
 +
|Shelling Support
 +
|1.0
 +
|-
 +
|Airstrike Support
 +
|0.2
 +
|}
 +
* <math>\text{Const}_\text{contact}</math> 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}}, being '''0.07''' if night contact is triggered, and '''0''' otherwise,
  
* Shelling/ASW (including carriers): <math>\lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
+
* <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]],
* Torpedo: <math>\lfloor 1.5 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math>
 
* Airstrike: <math>\lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
 
* Night Battle (including carriers): <math>\lfloor \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math>
 
* Shelling Support: <math>\lfloor 1.0 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math>
 
* Airstrike Support: <math>\lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math>
 
  
* <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details.
+
* <math>\text{Const}_\text{CV}</math> is a constant, being '''<math>\sqrt{12}+9 = 12.46</math>''' if the ship use the carrier shelling, and '''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=
+
* <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details.
 +
<references/>
 +
|}
 +
 
 +
 
 +
===Hit Rate & Critical Roll===
 +
There is a single roll for both normal and critical hits.
 +
 
 +
For example, for a hit rate of ''50%'' on a shelling attack, the crit rate is then ''10%''. The roll can be represented as followed:
 +
 
 +
{|class="wikitable" width="75%" style="margin:auto"
 +
!colspan=3|Roll Example
 +
|-
 +
!width=10% style="background:yellow; color:black"|Critical Hit 10%
 +
!width=40% style="background:lime; color:black"|Hit 40%
 +
!width=50% style="background:red; color:black"|Miss 50%
 +
|}
 +
The normal hit rate is 40% and the remaining 10% is the critical hit rate.
 +
 
 +
;Notes
 +
* The effect of accuracy and sparkling on crit rate is limited
 +
* Because it stems directly from hit rate, it is also affected by the caps.
 +
* With low accuracy, a disproportionately high amount of successful hits will be "criticals".
 +
 
 +
===Damage Animations===
 +
When a ship takes a hit, the game will display the damage animation  following in 3 possible outcomes (e.g. with 25 damages):
 +
* {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}} (no damage),
 +
* {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}} (normal damage)
 +
* {{TextGlow|'''25 Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}} (critical damage).
 +
 
 +
However, the damage status displayed is mostly defined by the amount of damage dealt, and not the real damage status happening in the game.
 +
*This causes that displayed critical hits are rarely true critical hits, and misses are rarely true misses.
 +
 
 +
The displayed damage status is as followed:
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=2|Display Behavior
 +
|-
 +
!Damage Dealt
 +
!Damage Displayed
 +
|-
 +
|Miss
 +
|Miss displayed normally
 +
|-
 +
|0
 +
|Always displayed as a {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}}
 +
|-
 +
|≤14
 +
|Never displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 +
|-
 +
|[15;39]
 +
|Criticals displayed normally
 +
|-
 +
|≥40
 +
|Always displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 +
|}
 +
 
 +
;Notes
 +
*A patch exists to fix this misleading behavior and display the real damage status, see ''[[Help:3rd Party Software#Patches|here]]''.
 +
 
 +
='''Accuracy'''=
 
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.
Line 55: Line 151:
 
* <math>\text{Mod}_\text{fit}</math> is the [[Hidden Fit Bonuses]] bonuses or penalties when applicable.
 
* <math>\text{Mod}_\text{fit}</math> is the [[Hidden Fit Bonuses]] bonuses or penalties when applicable.
 
* <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. ''See [[Combat#Formation Selection|Combat]] for more details.''
 
* <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. ''See [[Combat#Formation Selection|Combat]] for more details.''
 +
** Modifiers for single fleet against combined fleet are unknown.
  
 
{|class="wikitable mw-collapsible mw-collapsed"
 
{|class="wikitable mw-collapsible mw-collapsed"
Line 62: Line 159:
 
!Day Shelling &<br>Carrier Attacks
 
!Day Shelling &<br>Carrier Attacks
 
!Torpedo Attacks
 
!Torpedo Attacks
!ASW
+
!ASW <ref>https://twitter.com/Divinity_123/status/1453371971446743045</ref>
 
!Night Battles
 
!Night Battles
 
|-
 
|-
Line 75: Line 172:
 
|Line Abreast||1.2||0.3||1.2||0.8
 
|Line Abreast||1.2||0.3||1.2||0.8
 
|-
 
|-
|Vanguard (Top)||0.8||0.7||?||?
+
|Vanguard (Top)||0.8||0.7||1.0||?
 
|-
 
|-
|Vanguard (Bottom)||1.2||0.9||?||?
+
|Vanguard (Bottom)||1.2||0.9||1.1||?
 
|-
 
|-
|Vanguard (Both) vs DD||1.1||1.2||?||?
+
!Colspan=5|Exception
 
|-
 
|-
|Double Line vs Line Abreast||rowspan=3|1.0||rowspan=3|N/A||rowspan=3|1.0||rowspan=3|N/A
+
|{{Tooltip|Vanguard (Both) vs DD bonus|mutiply with above}}||1.1||1.2||?||?
 +
|-
 +
|Double Line vs Line Abreast||rowspan=4|1.0||rowspan=4|N/A||rowspan=4|1.0||rowspan=4|N/A
 
|-
 
|-
 
|Echelon vs Line Ahead
 
|Echelon vs Line Ahead
Line 87: Line 186:
 
|Line Abreast vs Echelon
 
|Line Abreast vs Echelon
 
|-
 
|-
|Combined Fleet Cruising Formation 1||?||?||?||?
+
|single fleet vs combined fleet
 +
|-
 +
!Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 +
|-
 +
|Combined Fleet Cruising Formation 1||?||?||1.25||?
 
|-
 
|-
|Combined Fleet Cruising Formation 2||1.0||?||?||?
+
|Combined Fleet Cruising Formation 2||1.0||1.0||?||1.0
 
|-
 
|-
|Combined Fleet Cruising Formation 3||?||?||?||?
+
|Combined Fleet Cruising Formation 3||0.8||0.4?||?||0.8
 
|-
 
|-
|Combined Fleet Cruising Formation 4||1.1||?||?||?
+
|Combined Fleet Cruising Formation 4||1.1||1.2||?||1.1
 
|}
 
|}
 +
* <math>\text{Mod}_\text{vanguard}</math> an accuracy malus when the opposite fleet is in Vanguard formation. See ''[[#Vanguard Formation|below]]'' for more details.
 +
** It is still unknown if this affects night battles, airstrikes, ASW, or LBAS.
  
 
* <math>\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#Morale Effects|Morale and Fatigue]] for more details''.
 
* <math>\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#Morale Effects|Morale and Fatigue]] for more details''.
Line 109: Line 214:
 
|}
 
|}
  
'''Notes:'''
+
;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.
+
* Because of the number of modifiers to accuracy in-game, it is not trivial to increase accuracy. Therefore it is '''more important''' to prioritize attack power (firepower, torpedo, ASW, airstrike, LBAS, ...).
 +
<references/>
  
==Daytime Shelling==
+
==Combat==
 +
''In no particular order.
 +
{|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.
  
<math>\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>\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{vanguard} \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>\text{Acc}_\text{base}</math> is the base accuracy value of the attack.
+
With:
** 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.
+
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
 +
** These values apply to the Player as the "attacker" and the Enemy as the "target". Values for Enemy attacker vs Player target are unclear/unknown, except for single vs single = 90.
  
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
!colspan=4| Fleet type base accuracy values for Player side<ref>https://twitter.com/Xe_UCH/status/1172380690207215616</ref><ref>https://twitter.com/Divinity__123/status/1447941755182227458</ref>
+
!colspan=4| Fleet type base accuracy values for Player side<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 
|-
 
|-
 
!rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy
 
!rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy
Line 130: Line 242:
 
| '''Single Fleet'''|| 90|| 80
 
| '''Single Fleet'''|| 90|| 80
 
|-
 
|-
| '''CTF Main'''|| 78|| 77
+
| '''CTF Main'''|| 78|| 78
 
|-
 
|-
 
| '''CTF Escort'''|| 45|| 67
 
| '''CTF Escort'''|| 45|| 67
 
|-
 
|-
| '''STF Main'''|| 45|| 77
+
| '''STF Main'''|| 45|| 78
 
|-
 
|-
 
| '''STF Escort'''|| 67|| 67
 
| '''STF Escort'''|| 67|| 67
Line 141: Line 253:
 
|-
 
|-
 
| '''TCF Escort'''|| 45|| 67
 
| '''TCF Escort'''|| 45|| 67
 +
|-
 +
!rowspan=3|Abyssal
 +
| '''Single Fleet'''|| 90
 +
|
 +
{|class="wikitable"
 +
! CFT Main|| CTF Escort
 +
|-
 +
| 88|| 65
 +
|-
 +
! STF Main|| STF Escort
 +
|-
 +
| 65|| 75
 +
|-
 +
! TCF Main|| TCF Escort
 +
|-
 +
| 88|| 65
 +
|}
 +
|-
 +
| '''Combind Main'''|| 90|| 8
 +
|-
 +
| '''Combined Escort'''|| 75|| 75
 
|}
 
|}
  
* <math>\text{Mod}_\text{spotting}</math> is the artillery spotting bonus if applicable. Please see [[Artillery_Spotting#Setups and Attack Types|Artillery Spotting]] for more details.
+
* <math>\text{Mod}_\text{spotting}</math> the artillery spotting /CVCI bonus if applicable. See ''[[Combat/Artillery Spotting#Setups and Attack Types|here]]'' for more details.
  
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
!colspan=6|<math>\text{Mod}_\text{spotting}</math>
 
!colspan=6|<math>\text{Mod}_\text{spotting}</math>
 +
|-
 +
!colspan=6|Artillery Spotting
 
|-
 
|-
 
!Attack Type
 
!Attack Type
Line 154: Line 289:
 
!Hits
 
!Hits
 
!Notes
 
!Notes
 +
|-
 +
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 +
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
 +
|1.35||?||1
 +
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 
|-
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
 
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
 
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
 
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
 
|1.3||?||1
 
|1.3||?||1
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 
|-
 
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
 
|1.35||?||1
 
 
|-
 
|-
 
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
Line 188: Line 323:
 
|1.2||1.1||2
 
|1.2||1.1||2
 
|
 
|
 +
|-
 +
!colspan=6|CVCI
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier
 +
!Hits
 +
!Note
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
 +
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
 +
|1.25||1.2~1.3?||1||
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
 +
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}}
 +
|1.2||1.2~1.3?||1||
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}}
 +
|nowrap|{{RedPlane}}{{BluePlane}}
 +
|1.15||1.2~1.3?||1||
 
|}
 
|}
  
* <math>\text{Mod}_\text{AP}</math> is the {{RedAmmo}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armour-Piercing Shells}} accuracy modifier:
+
* <math>\text{Mod}_\text{AP}</math> the {{RedAmmo}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armour-Piercing Shells}} accuracy modifier:
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
!colspan=2|<math>\text{Mod}_\text{AP}</math>
 
!colspan=2|<math>\text{Mod}_\text{AP}</math>
 
|-
 
|-
Line 205: Line 361:
 
|}
 
|}
  
'''Notes:'''
+
;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.
+
* It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups will interfere with artillery spotting and cost you better attack bonuses.
 
* 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.
  
<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{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{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \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 [[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.
+
|}
  
==Torpedo Attacks==
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
This formula only applies to opening and closing torpedo attacks in day.
+
!Torpedo Attacks
 +
|-
 +
|
 +
This formula only applies to opening and closing torpedo attacks during day battles.
 +
 
 +
<math>\text{Accuracy}_\text{torpedo} = \left( \text{Acc}_\text{base} + 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{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math>
 +
 
 +
With:
 +
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
  
<math>\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>
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=4| Fleet type base accuracy values<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 +
|-
 +
!rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy
 +
|-
 +
| '''Single Fleet'''|| '''Combined Fleet'''
 +
|-
 +
!rowspan=4|Player
 +
| '''Single Fleet'''|| 85|| 50
 +
|-
 +
| '''CTF Escort'''|| 85|| 46
 +
|-
 +
| '''STF Escort'''|| 85|| 46
 +
|-
 +
| '''TCF Escort'''|| 85?|| ?
 +
|-
 +
!rowspan=3|Abyssal
 +
| '''Single Fleet'''|| 85||85
 +
|-
 +
| '''Combind Main'''|| ?|| ?
 +
|-
 +
| '''Combined Escort'''|| ?|| ?
 +
|}
  
* <math>\text{Attack}_\text{torp}</math> is the final basic torpedo attack power of the ship. Please see [[Damage_Calculations#Torpedo_Attacks|Damage Calculations]] for details.
+
* <math>\text{Attack}_\text{torp}</math> the final basic torpedo attack power of the ship. See ''[[Damage_Calculations#Torpedo_Attacks|here]]'' for more details.
 
** The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
 
** 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.
+
** The 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> the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above '''0''' ([https://twitter.com/Divinity_123/status/1566374937732030465]).
 
+
<references/>
==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.
  
<math>\text{Accuracy}_\text{airstrike} = 95</math>
+
<math>\text{Accuracy}_\text{airstrike} = \text{Acc}_\text{base}</math>
 +
95
 +
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=5| Fleet type base accuracy values<ref>https://twitter.com/Divinity_123/status/1564593191705272322</ref>
 +
|-
 +
!colspan=2|Attacker
 +
!Defender
 +
!Normal Combat
 +
!Air Raid
 +
|-
 +
!rowspan=6|Player
 +
!rowspan=3|Single Fleet
 +
|Abyssal Single||95|| -
 +
|-
 +
|Abyssal Main||115|| -
 +
|-
 +
|Abyssal Escort||80|| -
 +
|-
 +
!rowspan=3|Combined Fleet
 +
|Abyssal Single||95|| -
 +
|-
 +
|Abyssal Main||110|| -
 +
|-
 +
|Abyssal Escort||80|| -
 +
|-
 +
!rowspan=2|Abyssal
 +
!rowspan=2|Single/Combined
 +
|Player Main||110||105<ref name="*">Based on formation 3 only; information lacking on formation 3 evasion modifier to confirm the value.</ref>
 +
|-
 +
|Player Escort||75||70<ref name="*"/>
 +
|}
  
'''Important Notes'''
+
;Notes
 
* Airstrike accuracy is a constant and '''not affected''' by any outside factors.
 
* Airstrike accuracy is a constant and '''not affected''' by any outside factors.
 +
<references/>
 +
|}
  
==Anti-Submarine Warfare==
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Anti-Submarine Warfare
 +
|-
 +
|
 
This formula applies to all ASW attacks in the combat phase and support.
 
This formula applies to all ASW attacks in the combat phase and support.
  
<math>\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>\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{vanguard}? \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy}</math>
  
* <math>\text{Acc}_\bigstar</math> does '''not''' include {{Hit}} accuracy stat of the equipment, only the amount from [[Improvement]] related to ASW accuracy
+
With:
* <math>\text{ASW}_\text{sonar}</math> is the '''base''' ASW stat of any sonars equipped.
+
* <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only)
* <math>\text{Mod}_\text{synergy}</math> is the synergy bonus from equipping certain combinations of ASW equipment.
+
* <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped.
 +
** {{Large Sonar}} {{Equipment/Link|Type 0 Passive Sonar|text=Large Sonars|link_category=Large Sonars}} are not counted for this bonus.
 +
* <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment.
 
** Synergy bonus is either currently bugged or so small it cannot be tested.
 
** Synergy bonus is either currently bugged or so small it cannot be tested.
  
'''Notes:'''
+
;Notes
 +
* The base {{Hit}} accuracy stat of the equipment is '''not''' included here.
 
* 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.
+
<references/>
 +
|}
  
==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.  
  
<math>\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>
+
<math>\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{vanguard}? \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>\text{Mod}_\text{contact}</math> is '''1.1''' if a {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recon|link_category=Night Recon}} triggered, '''1.0''' otherwise.
+
With:
* <math>\text{Mod}_\text{star shell}</math> is '''5.0''' if a {{StarShell}} {{EquipmentLink|Star Shell}} is triggered, '''0''' otherwise.
+
* <math>\text{Mod}_\text{contact}</math> the modifier of the Night contact, its value depends on the {{Hit}} stat of the {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recon|link_category=Night Recon}}.
* <math>\text{Mod}_\text{searchlight}</math> is '''7.0''' if a {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlight|link_category=Searchlight}} is triggered, '''0''' otherwise,
+
 
* <math>\text{Mod}_\text{special}</math> is the night battle special attack modifier. ''See [[Night Battle]] for more details.''
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
** Torpedo Cut-in: '''1.65''',
+
!colspan=2|<math>\text{Mod}_\text{contact}</math>
** Gun Cut-in: '''2.0''',
+
|-
** Mixed Cut-in: '''1.5''',
+
!{{Hit}}
** Secondary Cut-in: '''1.5''',
+
!Contact mod
** Double Attack: '''1.1''',
+
|-
** Other multipliers are unknown.
+
|1||1.1
 +
|-
 +
|2||1.15
 +
|}
 +
* <math>\text{Mod}_\text{star shell}</math> being '''5.0''' if a {{StarShell}} {{EquipmentLink|Star Shell}} is triggered, '''0''' otherwise.
 +
* <math>\text{Mod}_\text{searchlight}</math> being '''7.0''' if a {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlight|link_category=Searchlight}} is triggered, '''0''' otherwise,
 +
* <math>\text{Mod}_\text{special}</math> the night battle special attack modifier. See ''[[Night Battle]]'' for more details.
 +
** Multipliers for DD and carrier cut-ins are unknown.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=3|<math>\text{Mod}_\text{special}</math>
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
!Accuracy<br>Modifier
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Gun Cut-in
 +
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
 +
|2
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 +
|1.5
 +
|-
 +
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
 +
|{{LM Sub Torpedo}} {{SubmarineRadar}}
 +
|rowspan=2|?
 +
|-
 +
|{{LM Sub Torpedo}} {{LM Sub Torpedo}}
 +
|-
 +
!style="background-color:#59f; color:black"|Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{TorpedoWeapon}}
 +
|1.65
 +
|-
 +
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{RedGunHeavy}}
 +
|1.5
 +
|-
 +
!style="background-color:gold; color:black" rowspan=3|Double Attack
 +
|{{RedGunHeavy}}{{RedGunHeavy}}
 +
|rowspan=3|1.1
 +
|-
 +
|{{RedGunHeavy}}{{YellowGun}}
 +
|-
 +
|{{YellowGun}}{{YellowGun}}
 +
|}
 +
|}
  
 
==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.
  
<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>
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!LBAS
 +
|-
 +
|
 +
{{color|red|'''This formula is still under investigation, results are not yet consistant with in-game test.'''}}
  
* <math>\text{Acc}_\text{equip}</math> is the accuracy stat of the plane.
+
<math>\text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{vanguard}? \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CF} + \text{Acc}_\text{proficiency}</math> <ref>https://twitter.com/Divinity_123/status/1538517358406418436</ref>
* <math>\text{Acc}_\text{Sp}</math> is accuracy bonus for [[Land-Based Air Squadron#LBAS Special Bombers|LBAS Special Bombers]] on some targets.
+
 
* <math>\text{Mod}_\text{morale}</math> is the morale modifier of the plane.
+
With:
 +
* <math>\text{Acc}_\text{equip}</math> the accuracy stat of the plane.
 +
* <math>\text{Acc}_\text{Sp}</math> accuracy bonus for [[Land-Based Air Squadron#LBAS Special Bombers|LBAS Special Bombers]] on some targets.
 +
* <math>\text{Mod}_\text{morale}</math> the morale modifier of the plane;
 
** Normal/Orange morale: '''1.0'''
 
** Normal/Orange morale: '''1.0'''
 
** Red morale: '''0.8'''
 
** Red morale: '''0.8'''
* <math>\text{Acc}_\text{proficiency}</math> is the plane proficiency accuracy bonus. ''See [[Plane Proficiency]] for more details.''
+
* <math>\text{Mod}_\text{CF}</math> being '''1.1''' id the enemy fleet is a [[Combined Fleet]], '''0''' otherwise.
 +
* <math>\text{Acc}_\text{proficiency}</math> the plane proficiency accuracy bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details.
 
** Unclear if applied here or after <math>\text{Hit}_\text{cap}</math>. If applying here, skip <math>\text{Acc}_\text{proficiency}</math> for [[#Hit Rate|hit rate]].
 
** Unclear if applied here or after <math>\text{Hit}_\text{cap}</math>. If applying here, skip <math>\text{Acc}_\text{proficiency}</math> for [[#Hit Rate|hit rate]].
 
** The value is '''12''' for {{Double Chevron}} planes.
 
** The value is '''12''' for {{Double Chevron}} planes.
 
<references/>
 
<references/>
 +
|}
  
=Evasion Formulas=
+
;Notes
Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
+
* For {{Interceptor Fighter}}/{{Interceptor Fighter2}} [[Interceptor]]s, the {{Anti-Bomber}} and {{Interception}} stats are respectively "Anti-Bomber" and "Interception" and not {{Hit}} Accuracy and {{Evasion}} Evasion.
  
<math>\text{Evasion}_\text{base} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor</math>
+
='''Evasion'''=
 +
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Evasion
 +
|-
 +
|
 +
<math>\text{Evasion}_\text{pre-cap} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor</math>
  
* <math>\text{Evasion}_\text{ship}</math> is the evasion of the ship '''including''' any visible equipment bonuses.
+
With:
* <math>\text{Mod}_\text{formation}</math> is the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation Selection|Combat]] for more details.
+
* <math>\text{Evasion}_\text{ship}</math> the displayed evasion {{Evasion}} of the ship, '''including''' any equipment stats and [[Visible Bonus]]es.
** Currently modifiers for Vanguard are unknown.
+
* <math>\text{Mod}_\text{formation}</math> the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation Selection|Combat]] for more details.
 +
** Vanguard's modifiers are unknown yet.
  
 
+
The evasion is then capped as follows:
The various capped evasion formulas to calculate the final evasion rate is as follows:
+
{|class="wikitable" style="text-align:center"
 
+
!<math>\text{Evasion}_\text{pre-cap}</math>
* <math>\text{Evasion}_\text{base} < 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base}</math>
+
!<math>\text{Evasion}_\text{cap}</math>
* <math>40 < \text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{base} - 40} \rfloor</math>
+
|-
* <math>\text{Evasion}_\text{base} > 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{base} - 65}\rfloor</math>
+
| ≤ 40|| <math>\text{Evasion}_\text{pre-cap}</math>
 +
|-
 +
| ≥ 40 & ≤ 65|| <math>\lfloor 40 + 3\sqrt{\text{Evasion}_\text{pre-cap} - 40} \rfloor</math>
 +
|-
 +
| ≥ 65|| <math>\lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor</math>
 +
|}
  
 
Capped evasion is then modified by post-cap modifiers:
 
Capped evasion is then modified by post-cap modifiers:
  
<math>\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>\text{Evasion}_\text{post-cap} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{DD} - \text{Mod}_\text{fuel} \right) \biggr\rfloor</math>
  
* <math>\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.
+
With:
* <math>\text{Mod}_\text{sonar}</math> is the sonar improvement modifier that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise.
+
* <math>\text{Mod}_\text{searchlight}</math> the {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlights}} evasion penalty. It is '''0.2''' for any ship equipped with a searchlight (even if not triggered) and '''1.0''' otherwise.
 +
* <math>\text{Mod}_\text{sonar}</math> the {{Evasion}} gained from {{Sonar}} [[Sonar]]s' [[Improvement]]s, that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise.
 
** <math>\text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar}</math>  
 
** <math>\text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar}</math>  
* <math>\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>\text{Mod}_\text{CA}</math> the [[CA]]/[[CAV]] night battle evasion bonus. It is '''5''' for heavy/aviation cruisers and '''0''' otherwise.
* <math>\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:
+
* <math>\text{Mod}_\text{DD}</math> the [[DD]] night battle evasion bonus. If the DD is equipped with a {{Surface Radar}} [[Surface Radar]] '''AND''' a {{SurfaceShipPersonnel}} {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookout|link_category=Surface Ship Personnel}}, then it is '''10'''.
** For ships at the top (slots 1-2 or 1-3): Non-destroyers get a 5% bonus. Destroyers get a 20% bonus.
+
* <math>\text{Mod}_\text{fuel}</math> the remaining fuel penalty:
** 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>\text{Mod}_\text{fuel}</math> is the remaining fuel penalty.
 
 
** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math>
 
** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math>
 
** If fuel is above 75%, the penalty is 0.  
 
** If fuel is above 75%, the penalty is 0.  
Line 332: Line 635:
 
<references/>
 
<references/>
 
{{clear}}
 
{{clear}}
 +
|}
 +
 +
;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 {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate fuel penalties,
 +
* Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
 +
* As most ships are capable of reaching 65 {{Evasion}}, trying to increase evasion using pre-cap means, has little to no effect, this includes:
 +
** Increasing the {{Evasion}} (e.g. with boilers, even if improved),
 +
** [[Modernization#Luck Modernization|Luckmoding]] {{Luck}},
 +
** Choosing a weaker formation with an evasion bonus (excepted for [[Vanguard]]).
 +
* Historical evasion exist but is not measured due to the limited-time nature of events.
 +
 +
='''Special Cases'''=
 +
==Vanguard Formation==
 +
'''This mechanic's effects are still under evaluation, so values are subject to change.
 +
 +
When a fleet is in Vanguard Formation it gives an accuracy malus to the opposite fleet. This malus is determined by 4 factors:
 +
*Ship position in the fleet,
 +
*Ship type,
 +
*Normal or event map,
 +
*Combat phase,
 +
It is the same for the Abyssals.
 +
 +
It is called <math>\text{Mod}_\text{vanguard}</math> in the accuracy formulas above.
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=4|<math>\text{Mod}_\text{vanguard}</math><ref>https://twitter.com/Divinity_123/status/1566375780380282882</ref>
 +
|-
 +
!colspan=4|Shelling Phase
 +
|-
 +
|Fleet Position
 +
|Non-DD
 +
|DD (normal map)
 +
|DD (event)
 +
|-
 +
|1
 +
|rowspan=4|0.95
 +
|rowspan=2|0.95
 +
|rowspan=2|0.95
 +
|-
 +
|2
 +
|-
 +
|3
 +
|rowspan=2|0.8
 +
|rowspan=2|0.6
 +
|-
 +
|4
 +
|-
 +
|5||0.86||0.69||0.52
 +
|-
 +
|6||0.8||0.64||0.48
 +
|-
 +
|7||0.7|| -||<0.4
 +
|-
 +
!colspan=4|Torpedo Phase
 +
|-
 +
|1
 +
|rowspan=2|0.9
 +
|rowspan=2|0.9
 +
|rowspan=2|0.9
 +
|-
 +
|2
 +
|-
 +
|3||0.77||0.65||0.55
 +
|-
 +
|4||0.67||0.58||0.475
 +
|-
 +
|5||0.64||0.5||0.4?
 +
|-
 +
|6||0.55||0.42||0.35?
 +
|-
 +
|7||0.51|| -||?
 +
|-
 +
!colspan=4|ASW
 +
|-
 +
|colspan=4|''?
 +
|-
 +
!colspan=4|Night Battle
 +
|-
 +
|colspan=4|''?
 +
|}
 +
<references/>
 +
 +
==Debuffs==
 +
During [[Events]], some [[Debuffs]] have been measured to give some additional bonuses of Accuracy {{Acc}} and Evasion {{Evasion}}.
 +
*Please, refer to the current [[Event]] page for up to date information.
 +
 +
==Arctic Map Bonuses==
 +
On all "arctic maps", namely all [[World 3]] maps, as well a some [[Event]] maps, the {{ArmorEquipment}} {{Equipment/Link|Arctic Camouflage (+ Arctic Equipment)}} gives:
 +
*3 Armor {{Armor}} (non-stacking),
 +
*Some Evasion {{Evasion}}.
 +
 +
'''''Sources: [https://kancolle.fandom.com/ja/f/p/2795672881332226463/r/3180511782502402644] [https://docs.google.com/spreadsheets/d/1e6U4aLsrbdvkFlxdgT6wuJCmACpuOD3yYN0Om1o24fI/edit#gid=239440540]'''''
  
'''Notes:'''
+
==20.3cm Japanese Guns==
* The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test.
+
'''So far, no hidden evasion bonus has been observed from equipping any gun on any ship.
* Using [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate fuel penalties.
+
 
 +
*This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280].
  
=Special Cases=
 
 
==PT Imps==
 
==PT Imps==
 
{{Anti-PT Imp Setups|uncollapsed=true}}
 
{{Anti-PT Imp Setups|uncollapsed=true}}
  
 
=See Also=
 
=See Also=
 +
*[[Stats]]
 
{{Mechanics}}
 
{{Mechanics}}

Revision as of 21:59, 9 January 2023

Accuracy, Evasion, and Criticals are three mechanics intertwined together, representing the ability of a ship to hit another one. The formulas presented on 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 the probability of an attack hitting the target. It's the same for all attacks as well as abyssals. It stems from the difference between the Accuracy of the attack and the evasion of the target.

Hit Rate

[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]

  • [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{post-cap} }[/math] is the calculated evasion of the defending ship. Please see below for the evasion formula.
  • [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 ❱❱ 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.
  • The effect of sparkle is reduce the closer Hit rate is to the caps.

Critical Hit Rate

Critical Hits are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending of the attack type.

Critical Rate

[math]\displaystyle{ {Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Const}_\text{CV}} \rfloor + \text{Crit}_\text{proficiency} + 1 }[/math]

With:

  • [math]\displaystyle{ {Mod}_\text{type} }[/math] the attack type modifier :
[math]\displaystyle{ {Mod}_\text{type} }[/math]
Attack type Attack modifier
Shelling 1.3
ASW
Torpedo 1.5
Airstrike 0
Night Battle[1] [math]\displaystyle{ 1.5 + \text{Const}_\text{contact} }[/math]
Shelling Support 1.0
Airstrike Support 0.2
  • [math]\displaystyle{ \text{Const}_\text{contact} }[/math] the night contact constant from Night Reconnaissance Seaplane Night ReconsType 98 Reconnaissance Seaplane (Night Recon)
    Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)
    Loire 130M
    , being 0.07 if night contact is triggered, and 0 otherwise,
  • [math]\displaystyle{ \text{Hit}_\text{cap} }[/math] the Hit Rate Cap defined above,
  • [math]\displaystyle{ \text{Const}_\text{CV} }[/math] is a constant, being [math]\displaystyle{ \sqrt{12}+9 = 12.46 }[/math] if the ship use the carrier shelling, and 0 otherwise,
  • [math]\displaystyle{ \text{Crit}_\text{proficiency} }[/math] the plane proficiency critical bonus. See here for more details.
  1. Carreir Night Air Attack (NB CVCI) use the night battle Mod.


Hit Rate & Critical Roll

There is a single roll for both normal and critical hits.

For example, for a hit rate of 50% on a shelling attack, the crit rate is then 10%. The roll can be represented as followed:

Roll Example
Critical Hit 10% Hit 40% Miss 50%

The normal hit rate is 40% and the remaining 10% is the critical hit rate.

Notes
  • The effect of accuracy and sparkling on crit rate is limited
  • Because it stems directly from hit rate, it is also affected by the caps.
  • With low accuracy, a disproportionately high amount of successful hits will be "criticals".

Damage Animations

When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damages):

  • miss (no damage),
  • 25 (normal damage)
  • 25 Critical hit! (critical damage).

However, the damage status displayed is mostly defined by the amount of damage dealt, and not the real damage status happening in the game.

  • This causes that displayed critical hits are rarely true critical hits, and misses are rarely true misses.

The displayed damage status is as followed:

Display Behavior
Damage Dealt Damage Displayed
Miss Miss displayed normally
0 Always displayed as a miss
≤14 Never displayed as Critical hit!
[15;39] Criticals displayed normally
≥40 Always displayed as Critical hit!
Notes
  • A patch exists to fix this misleading behavior and display the real damage status, see here.

Accuracy

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 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 Accuracy provided by an equipment, with:
    • [math]\displaystyle{ \text{Acc}_\text{equip base} }[/math] is the base accuracy Accuracy of the equipment,
    • [math]\displaystyle{ \text{Acc}_\text{equip bonus} }[/math] is the visible accuracy Accuracy bonuses,
    • [math]\displaystyle{ \text{Acc}_\bigstar }[/math] is the equipment's accuracy 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.
    • Modifiers for single fleet against combined fleet are unknown.
[math]\displaystyle{ \text{Mod}_\text{formation} }[/math]
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW [1] 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 1.0 ?
Vanguard (Bottom) 1.2 0.9 1.1 ?
Exception
Vanguard (Both) vs DD bonus 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
single fleet vs combined fleet
Combined Fleet[2]
Combined Fleet Cruising Formation 1 ? ? 1.25 ?
Combined Fleet Cruising Formation 2 1.0 1.0 ? 1.0
Combined Fleet Cruising Formation 3 0.8 0.4? ? 0.8
Combined Fleet Cruising Formation 4 1.1 1.2 ? 1.1
  • [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] an accuracy malus when the opposite fleet is in Vanguard formation. See below for more details.
    • It is still unknown if this affects night battles, airstrikes, ASW, or LBAS.
  • [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 not trivial to increase accuracy. Therefore it is more important to prioritize attack power (firepower, torpedo, ASW, airstrike, LBAS, ...).

Combat

In no particular order.

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{vanguard} \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]

With:

  • [math]\displaystyle{ \text{Acc}_\text{base} }[/math] the base accuracy value of the attack.
    • These values apply to the Player as the "attacker" and the Enemy as the "target". Values for Enemy attacker vs Player target are unclear/unknown, except for single vs single = 90.
Fleet type base accuracy values for Player side[1]
vs. Enemy
Single Fleet Combined Fleet
Player Single Fleet 90 80
CTF Main 78 78
CTF Escort 45 67
STF Main 45 78
STF Escort 67 67
TCF Main 54 54
TCF Escort 45 67
Abyssal Single Fleet 90
CFT Main CTF Escort
88 65
STF Main STF Escort
65 75
TCF Main TCF Escort
88 65
Combind Main 90 8
Combined Escort 75 75
  • [math]\displaystyle{ \text{Mod}_\text{spotting} }[/math] the artillery spotting /CVCI bonus if applicable. See here for more details.
[math]\displaystyle{ \text{Mod}_\text{spotting} }[/math]
Artillery Spotting
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Notes
Main Zuiun Cut-in
(Zuiun CI)
Large Caliber Main GunZuiun Model Seaplane BomberZuiun Model Seaplane Bomber 1.35 ? 1 Ise-class Kai NiIse Kai Ni
Hyuuga Kai Ni
only
Main Suisei Cut-in
(Suisei CI)
Large Caliber Main GunDive BomberDive Bomber 1.3 ? 1
Main AP Shell Cut-in
(APCI)
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 1.5 1.2 1
Secondary AP Shell Cut-in
(Sec APCI)
Large Caliber Main GunSecondary GunSeaplaneArmor-Piercing Shell 1.3 1.3 1
Secondary Radar Cut-in
(Radar CI)
Large Caliber Main GunSecondary GunSeaplaneRADAR 1.2 1.5 1
Secondary Cut-in
(Sec CI)
Large Caliber Main GunSecondary GunSeaplane 1.1 1.3 1
Double Attack
(DA)
Large Caliber Main GunLarge Caliber Main GunSeaplane 1.2 1.1 2
CVCI
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Note
Fighter-Bomber-Attacker
(FBA)
FighterDive BomberTorpedo Bomber 1.25 1.2~1.3? 1
Bomber-Bomber-Attacker
(BBA)
Dive BomberDive BomberTorpedo Bomber 1.2 1.2~1.3? 1
Bomber-Attacker
(BA)
Dive BomberTorpedo Bomber 1.15 1.2~1.3? 1
  • [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] the Armor-Piercing Shell AP ShellsType 91 Armor Piercing Shell
    Type 1 Armor Piercing Shell
    Type 1 Armor Piercing Shell Kai
    accuracy modifier:
[math]\displaystyle{ \text{Mod}_\text{AP} }[/math]
Type Modifier
Armor-Piercing ShellLarge Caliber Main Gun 1.1
Armor-Piercing ShellLarge Caliber Main GunSecondary Gun 1.2
Armor-Piercing ShellLarge Caliber Main GunRADAR 1.25
Armor-Piercing ShellLarge Caliber Main GunSecondary GunRADAR 1.3
Notes
  • It is inadvisable to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups 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{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \bigg\rfloor }[/math]

Torpedo Attacks

This formula only applies to opening and closing torpedo attacks during day battles.

[math]\displaystyle{ \text{Accuracy}_\text{torpedo} = \left( \text{Acc}_\text{base} + 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{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} }[/math]

With:

  • [math]\displaystyle{ \text{Acc}_\text{base} }[/math] the base accuracy value of the attack.
Fleet type base accuracy values[1]
vs. Enemy
Single Fleet Combined Fleet
Player Single Fleet 85 50
CTF Escort 85 46
STF Escort 85 46
TCF Escort 85? ?
Abyssal Single Fleet 85 85
Combind Main ? ?
Combined Escort ? ?
  • [math]\displaystyle{ \text{Attack}_\text{torp} }[/math] the final basic torpedo attack power of the ship. See here for more details.
    • The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
    • The engagement and damage state play a role in torpedo accuracy.
  • [math]\displaystyle{ \text{Mod}_\text{ship} }[/math] the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above 0 ([1]).
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} = \text{Acc}_\text{base} }[/math] 95

  • [math]\displaystyle{ \text{Acc}_\text{base} }[/math] the base accuracy value of the attack.
Fleet type base accuracy values[1]
Attacker Defender Normal Combat Air Raid
Player Single Fleet Abyssal Single 95 -
Abyssal Main 115 -
Abyssal Escort 80 -
Combined Fleet Abyssal Single 95 -
Abyssal Main 110 -
Abyssal Escort 80 -
Abyssal Single/Combined Player Main 110 105[2]
Player Escort 75 70[2]
Notes
  • Airstrike accuracy is a constant and not affected by any outside factors.
  1. https://twitter.com/Divinity_123/status/1564593191705272322
  2. 2.0 2.1 Based on formation 3 only; information lacking on formation 3 evasion modifier to confirm the value.
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{vanguard}? \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy} }[/math]

With:

  • [math]\displaystyle{ \text{Acc}_\bigstar }[/math] the Accuracy "ASW accuracy" given from Improvement (SONAR Sonar only)
  • [math]\displaystyle{ \text{ASW}_\text{sonar} }[/math] the base ASW stat of any Small SONARSmall Small Sonars equipped.
  • [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] the synergy bonus from equipping certain combinations of ASW equipment.
    • Synergy bonus is either currently bugged or so small it cannot be tested.
Notes
  • The base Accuracy accuracy stat of the equipment is not included here.
  • Equipping more sonars is the best way to boost ASW accuracy.
Night Battles

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{vanguard}? \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} }[/math]

With:

  • [math]\displaystyle{ \text{Mod}_\text{contact} }[/math] the modifier of the Night contact, its value depends on the Accuracy stat of the Night Reconnaissance Seaplane Night ReconType 98 Reconnaissance Seaplane (Night Recon)
    Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)
    Loire 130M
    .
[math]\displaystyle{ \text{Mod}_\text{contact} }[/math]
Accuracy Contact mod
1 1.1
2 1.15
  • [math]\displaystyle{ \text{Mod}_\text{star shell} }[/math] being 5.0 if a FlareIcon.png Star ShellStar Shell is triggered, 0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] being 7.0 if a Searchlight SearchlightSearchlight
    Type 96 150cm Searchlight
    is triggered, 0 otherwise,
  • [math]\displaystyle{ \text{Mod}_\text{special} }[/math] the night battle special attack modifier. See Night Battle for more details.
    • Multipliers for DD and carrier cut-ins are unknown.
[math]\displaystyle{ \text{Mod}_\text{special} }[/math]
Attack Type Prerequisites Accuracy
Modifier
Gun Cut-in Large Caliber Main GunLarge Caliber Main GunLarge Caliber Main Gun 2
Mixed Gun Cut-in Large Caliber Main GunLarge Caliber Main GunSecondary Gun 1.5
Submarine Cut-ins Late Model Submarine TorpedoesSub_LM Submarine Equipment ?
Late Model Submarine TorpedoesSub_LM Late Model Submarine TorpedoesSub_LM
Torpedo Cut-in TorpedoesTorpedoes 1.65
Mixed Torpedo Cut-in TorpedoesLarge Caliber Main Gun 1.5
Double Attack Large Caliber Main GunLarge Caliber Main Gun 1.1
Large Caliber Main GunSecondary Gun
Secondary GunSecondary Gun

Land-Based Air Squadron

This formula applies to attacks made by Land-Based Air Squadrons. The accuracy is calculated independently per squadron.

LBAS

This formula is still under investigation, results are not yet consistant with in-game test.

[math]\displaystyle{ \text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{vanguard}? \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CF} + \text{Acc}_\text{proficiency} }[/math] [1]

With:

  • [math]\displaystyle{ \text{Acc}_\text{equip} }[/math] the accuracy stat of the plane.
  • [math]\displaystyle{ \text{Acc}_\text{Sp} }[/math] accuracy bonus for LBAS Special Bombers on some targets.
  • [math]\displaystyle{ \text{Mod}_\text{morale} }[/math] the morale modifier of the plane;
    • Normal/Orange morale: 1.0
    • Red morale: 0.8
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] being 1.1 id the enemy fleet is a Combined Fleet, 0 otherwise.
  • [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] the plane proficiency accuracy bonus. See here for more details.
    • Unclear if applied here or after [math]\displaystyle{ \text{Hit}_\text{cap} }[/math]. If applying here, skip [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] for hit rate.
    • The value is 12 for ❱❱ planes.
Notes
  • For Land-based Fighter/Land-based Fighter Interceptors, the Anti-Bomber and Interception stats are respectively "Anti-Bomber" and "Interception" and not Accuracy Accuracy and Evasion Evasion.

Evasion

Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:

Evasion

[math]\displaystyle{ \text{Evasion}_\text{pre-cap} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor }[/math]

With:

  • [math]\displaystyle{ \text{Evasion}_\text{ship} }[/math] the displayed evasion Evasion of the ship, including any equipment stats and Visible Bonuses.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] the formation modifier. It varies based on the attack being received. Please see Combat for more details.
    • Vanguard's modifiers are unknown yet.

The evasion is then capped as follows:

[math]\displaystyle{ \text{Evasion}_\text{pre-cap} }[/math] [math]\displaystyle{ \text{Evasion}_\text{cap} }[/math]
≤ 40 [math]\displaystyle{ \text{Evasion}_\text{pre-cap} }[/math]
≥ 40 & ≤ 65 [math]\displaystyle{ \lfloor 40 + 3\sqrt{\text{Evasion}_\text{pre-cap} - 40} \rfloor }[/math]
≥ 65 [math]\displaystyle{ \lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor }[/math]

Capped evasion is then modified by post-cap modifiers:

[math]\displaystyle{ \text{Evasion}_\text{post-cap} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{DD} - \text{Mod}_\text{fuel} \right) \biggr\rfloor }[/math]

With:

  • [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] the Searchlight SearchlightsSearchlight
    Type 96 150cm 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] the Evasion gained from SONAR Sonars' Improvements, 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] the CA/CAV night battle evasion bonus. It is 5 for heavy/aviation cruisers and 0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{DD} }[/math] the DD night battle evasion bonus. If the DD is equipped with a Surface RADARSurface Surface Radar AND a Lookout Skilled LookoutSkilled Lookouts
    Torpedo Squadron Skilled Lookouts
    , then it is 10.
  • [math]\displaystyle{ \text{Mod}_\text{fuel} }[/math] 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.
Remaining Fuel Penalty
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
  1. 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 Supplies Underway ReplenishmentUnderway Replenishment is a way to medigate fuel penalties,
  • Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
  • As most ships are capable of reaching 65 Evasion, trying to increase evasion using pre-cap means, has little to no effect, this includes:
    • Increasing the Evasion (e.g. with boilers, even if improved),
    • Luckmoding Luck,
    • Choosing a weaker formation with an evasion bonus (excepted for Vanguard).
  • Historical evasion exist but is not measured due to the limited-time nature of events.

Special Cases

Vanguard Formation

This mechanic's effects are still under evaluation, so values are subject to change.

When a fleet is in Vanguard Formation it gives an accuracy malus to the opposite fleet. This malus is determined by 4 factors:

  • Ship position in the fleet,
  • Ship type,
  • Normal or event map,
  • Combat phase,

It is the same for the Abyssals.

It is called [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] in the accuracy formulas above.

[math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math][1]
Shelling Phase
Fleet Position Non-DD DD (normal map) DD (event)
1 0.95 0.95 0.95
2
3 0.8 0.6
4
5 0.86 0.69 0.52
6 0.8 0.64 0.48
7 0.7 - <0.4
Torpedo Phase
1 0.9 0.9 0.9
2
3 0.77 0.65 0.55
4 0.67 0.58 0.475
5 0.64 0.5 0.4?
6 0.55 0.42 0.35?
7 0.51 - ?
ASW
?
Night Battle
?

Debuffs

During Events, some Debuffs have been measured to give some additional bonuses of Accuracy Accuracy and Evasion Evasion.

  • Please, refer to the current Event page for up to date information.

Arctic Map Bonuses

On all "arctic maps", namely all World 3 maps, as well a some Event maps, the Armor Arctic Camouflage (+ Arctic Equipment)Arctic Camouflage (+ Arctic Equipment) gives:

  • 3 Armor Armor (non-stacking),
  • Some Evasion Evasion.

Sources: [2] [3]

20.3cm Japanese Guns

So far, no hidden evasion bonus has been observed from equipping any gun on any ship.

  • This idea comes from a misinterpretation of an ambiguous tweet by the devs [4].

PT Imps

Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13][14]
1 1.3 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
    Special Type 4 Amphibious Tank Kai
    bonus does not stack with the Landing Craft Armed BoatsSoukoutei (Armored Boat Class)
    Armed Daihatsu
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

See Also