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− | =Dark's Initial Guide= | + | =Dark + Jiga Initial Guide= |
− | ==Map Overview==
| |
− | E-2 consists of 3 main phases and requires the use of Single Fleets, Striking Forces, and Combined Fleets.
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− | * This map uses 2 locks:
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− | ** [[File:{{ROOTPAGENAME}} Tag 2.png]] '''2nd Torpedo Squadron''' (reused in E-3), 1st starting point,
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− | ** [[File:{{ROOTPAGENAME}} Tag 3.png]] '''Supporting Combined Fleet''', 2nd starting point,
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− | * 1 [[LBAS]] is available to sortie into this map.
| |
− | ** After phase 1 ??, the LBAS is relocated closer to the final boss.
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− | * '''[[Early Spring 2023 Event#New Mechanics|"Airstrike Supported Battle" nodes]]''' are present on {{MapRoute|B|darkorange|F2|darkorange|M|darkorange|P|darkorange}}
| |
− | | |
− | ==Phase 1==
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− | ==Phase 2==
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− | ==Phase 2.5: Gimmick==
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− | The following steps have to be performed to unlock the final boss:
| |
− | {|class="wikitable"
| |
− | ! !! E2!! T!! V
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− | |-
| |
− | | Hard || S?|| S?|| S?
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− | |-
| |
− | | Medium|| S?|| S?|| ?
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− | |-
| |
− | | Easy || S?|| S?|| -
| |
− | |-
| |
− | | Casual|| S?|| S?||-
| |
− | |}
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− | | |
− | <tabber>
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− | |-|Node E2=
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− | * Striking Force: '''1CV, 1CVL, 1CL, 0-1CLT, 3-4DD''' [[File:{{ROOTPAGENAME}} Tag 2.png|30px]]
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− | * Route: {{MapRoute|1||A|pink|B|red|C|red|E|red|E2|red}}
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− | | |
− | |-|Node T=
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− | * STF: '''2FBB, 2CVL, 2CAV + 1CL, 0-1CLT, 0-1CA, 3-5DD''' (FAST) [[File:{{ROOTPAGENAME}} Tag 3.png|30px]]
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− | * Route: {{MapRoute|2||M|orange|N|pink|O|red|Q|blue|R|pink|T|red}}
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− | ** {{MapRoute|Q|blue}} is a selection node.
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− | | |
− | |-|Node V=
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− | * Use the same fleet as {{MapRoute|T|red}}
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− | * Route: {{MapRoute|2||M|orange|N|pink|O|red|Q|blue|U|red|V|blue}}
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− | ** {{MapRoute|Q|blue}} is a selection node.
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− | </tabber>
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− | | |
− | ==Phase 3==
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− | | |
− | ==Debuff==
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− | Once LD has been reached, the following steps have to be performed to debuff the boss
| |
− | | |
− | {|class="wikitable"
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− | ! !! G!! D!! J!! E2!! LBAS
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− | |-
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− | |Hard || S|| AS|| S|| S|| AS
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− | |-
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− | |Medium|| -|| AS|| S|| S|| AS
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− | |-
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− | |Easy || -|| -|| S|| S|| AS
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− | |-
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− | |Casual|| -|| -|| S|| S|| AS
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− | |}
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− | | |
− | ????
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− | | |
− | | |
− | Once Debuff is complete the CG will change to the following:
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− | {|class="wikitable"
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− | ![[European Armored Carrier Princess]]
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− | |-
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− | |<gallery>
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− | Enemy Full European Armored Carrier Princess.png|Regular
| |
− | Enemy Full European Armored Carrier Princess Damaged.png|Last Dance
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− | Enemy Full European Armored Carrier Princess Debuffed.png|Debuffed
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− | </gallery>
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− | |}
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− | | |
− | =Jiga's Initial Guide=
| |
| ==Map Overview== | | ==Map Overview== |
| E-2 consists of 3 main phases and requires the use of Single Fleets, Striking Forces, and Combined Fleets. | | E-2 consists of 3 main phases and requires the use of Single Fleets, Striking Forces, and Combined Fleets. |
Sandbox Rules
This sandbox is to be used to construct an event guide for the above-mentioned event map. These guides are to all of the following requirements:
- An overview of the map, including ship/equipment bonuses, Ship Locks, and special mechanics,
- List of branching unlocking requirements (if there are multiple requirements, compositions for each path along with the below requirements will be needed to discuss the unlocking requirements in question),
- A list of working compositions that work: (T=these must have possible alternatives for players who may or may not have all ships needed for a specific path),
- The Paths said compositions will take (to explain each path the composition will/can take),
- A summary or description of what kind of obstacles a composition will face.
- A description of the boss node: what it consists of, and a descriptive guide on what the player should consider for a course of action to successfully win the battle,
- Optional: Tips/guides to farm certain ships and/or resources (this can also require compositions, paths, and possible descriptions).
Editors are to construct their own version of the guide/part of the guide, and complete it in a timely fashion.
No editor is allowed to edit over other editors' work without the consent of the editor and his approval to do so.
Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Early Spring 2023 Event, being reviewed and updated once more before it can be released.
Overall there should be 3 versions of the guide that have to be constructed, including: Preliminary > Polished > Finalized Guides
With each approval of each version of the guide, the said guide will be updated to the main page, and construction of the next version will begin.
All guides outside of the approved version will be removed and work will begin from the approved version to make it better for the next version until the finalized version is made.
Branch Rules
Branching Table
E-2 Branching Rules (Start Point)
|
Nodes |
Rules
|
Start
|
|
- Single Fleet
- 2nd Torpedo Squadron Tag only (Normal/Hard)
|
|
- Combined Fleet
- Supporting Combined Fleet Tag only (Normal/Hard)
|
E-2 Branching Rules (Start Point 1)
|
Nodes |
Rules
|
|
|
|
|
|
|
|
- Does not meet the requirements to go to B2
|
|
- Meet ANY of the following requirements:
- Fast fleet that does not meet the requirements to go to C
- If slow, amount of (F)BB(V) + CV(B) + CA(V) = 0
|
|
- Meet ALL of the following requirements:
- Fast Fleet
- Amount of (F)BB(V) + CV(B) ≤ 1
|
|
|
- Does not meet the requirements to go to E
|
|
- Meet ALL of the following requirements:
- Fast Fleet (Hard only?)
- Amount of (F)BB(V) ≤ 1
- Amount of DD ≥ 3
- If slow, amount of CVL ≤ 1
|
|
|
Fail the LoS check
|
|
- Does not meet the requirements to go to G
- Pass the LoS check (Cn4=67~73 Hard)
|
|
- Meet ALL of the following requirements:
- Amount of CV(B) = 0
- Amount of CL ≥ 1 or amount of DD ≥ 3
- Pass the LoS check (Cn4=67~73 Hard)
|
|
|
Active Branching
|
|
|
|
- Meet ALL of the following requirements:
|
|
- Does not meet the requirements to go to H
|
|
|
|
|
- Does not meet the requirements to go to J
- Pass the LoS check
|
|
- Meet ALL of the following requirements:
- Amount of (F)BB(V) ≤ 1
- Amount of CL + DD ≥ 4
- Pass the LoS check
- ???
|
E-2 Branching Rules (Start Point 2)
|
Nodes |
Rules
|
|
|
- Does not meet the requirements to go to M
|
|
- Meet ALL of the following requirements:
- Fast Fleet
- Amount of (F)BB(V) + CV(B) ≤ 2
|
|
|
???
|
|
???
|
|
|
- Does not meet the requirements to go to O
|
|
- Meet ALL of the following requirements:
- Fast Fleet
- Amount of CV(B) ≤ 1
- Amount of SS(V) = 0
|
|
|
- Does not meet the requirements to go to Q
|
|
- Meet ALL of the following requirements:
- Fast Fleet (Hard only?)
- Amount of (F)BB(V) ≤ 2
- Amount of CVL ≤ 2
- Amount of SS(V) = 0
- If slow, amount of BB ≤ 1
|
|
|
Active Branching
|
|
|
|
???
|
|
???
|
|
|
- Pass the LoS check
- Does not meet the requirements to go to W
|
|
|
|
- Meet ALL of the following requirements:
- Amount of CV(B) ≤ 2
- If slow, amount of CA(V) ≤ 2
- Pass the LoS check
|
Dark + Jiga Initial Guide
Map Overview
E-2 consists of 3 main phases and requires the use of Single Fleets, Striking Forces, and Combined Fleets.
- This map uses 2 locks:
- 2nd Torpedo Squadron (reused in E-3), 1st starting point,
- Supporting Combined Fleet, 2nd starting point,
- 1 LBAS is available to sortie into this map.
- After phase 1 ??, the LBAS is relocated closer to the final boss.
- "Airstrike Supported Battle" nodes are present on B F2 M P
Phase 1
- Striking Force: 0-1FBB, 0-1CVL, 1CAV, 0-1CLT, 3-4DD
- Route: 1 A B C E G
- Striking Force: 1FBB, 3CVL, 3DD (Fast)
- Route: 1 A B C E G
- Heaviest fleet for this route.
- Striking Force: 1FBB, 1CVL, 1CAV/CLT, 3DD, 1SS(V)
- Route: 1 A B C E G
- This use an SS(V) for Sub-Tanking.
- Bringing an AACI capable ship is recommended to pass through the air node.
- Bringing an OASW capable ship is recommended to pass through the new node.
- Striking Force fleets can utilize the SFFCF SFFCF.
Phase 1.5 - Gimmicks
Phase 2
- Striking Force: 1(F)BB(V), 1CVL, 0-1CAV, 1CL, 3-4DD
- Route: 1 A B C E E2
- The boss is an "Installation" and requires appropriate gears to be defeated,
- She is especially weak to "Nuke" setups
- The boss fleet includes one or two PT Imp Packs, requiring appropriate gears to be defeated (these can be ignored as S-rank is optional):
Anti-PT boat
|
Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
- All ship types suffer a severe accuracy and 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 described bellow,
- 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/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
|
- 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 Ka-Tsu Tanks
bonus does not stack with the Armed Boats ones.
- Using other setups improving accuracy is also advisable:
|
|
[edit]
|
- Bringing an AACI capable ship is recommended to pass through the air node.
Phase 2.5 - Gimmicks
The following steps have to be performed to unlock the final boss:
|
E2 |
T |
V
|
Hard |
S? |
S? |
S?
|
Medium |
S? |
S? |
?
|
Easy |
S? |
S? |
-
|
Casual |
S? |
S? |
-
|
- Striking Force: 1CV, 1CVL, 1CL, 0-1CLT, 3-4DD
- Route: 1 A B C E E2
- STF: 2FBB, 2CVL, 2CAV + 1CL, 0-1CLT, 0-1CA, 3-5DD (FAST)
- Route: 2 M N O Q R T
- Use the same fleet as T
- Route: 2 M N O Q U V
Phase 3
- STF/CTF: 2F(BB), 2CVL, 2CAV + 0-1CA(V) 1CL, 1-2CLT, 2-3DD (Fast)
- Route: 2 M O Q U W
- This fleet can be either an STF or a CTF, with no difference between both.
- This fleet can bring high Air Power.
- The (F)BB can potentially utilize a Special Attack.
- CTF: 1CV, 2CVL, 3CA(V) + 0-1CA(V) 1CL, 1-2CLT, 2-3DD (Fast)
- Route: 2 M O Q U W
- This fleet can bring the highest Air Power for this route.
- LoS check: ??
- Bringing an AACI capable ship is recommended against the boss.
- Bringing an OASW capable ship is recommended to pass through the new node.
Debuff
Once LD has been reached, the following steps have to be performed to debuff the boss
|
G |
D |
J |
E2 |
LBAS
|
Hard |
S |
AS |
S |
S |
AS
|
Medium |
- |
AS |
S |
S |
AS
|
Easy |
- |
- |
S |
S |
AS
|
Casual |
- |
- |
S |
S |
AS
|
????
Once Debuff is complete the CG will change to the following:
Historical Bonuses
DISCLAIMER: This information is based on user-submitted data and is subject to revisions as more data is gathered. Any version of the ship receives the bonus regardless of remodel.
Ship Bonuses
Ships
|
Mapwide
|
All DD
|
1.03x
|
All DE
|
1.12x
|
|
|
|
1.15x
|
|
|
|
|
|
|
|
|
|
|
|
|
1.08x
|
|
|
|
|
|
|