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| *Smoke on ASW: We know that Smoke reduces ASW accuracy, but not as severe as Artillery accuracy. Abyssal Evasion is not affected. However using smoke and proper ASW is mutually exclusive. It would be a curiosity outside of practical combat considerations. | | *Smoke on ASW: We know that Smoke reduces ASW accuracy, but not as severe as Artillery accuracy. Abyssal Evasion is not affected. However using smoke and proper ASW is mutually exclusive. It would be a curiosity outside of practical combat considerations. |
| *Small smoke affects opening torps, Medium smoke affects Artillery phase, Large smoke affects Closing torps. | | *Small smoke affects opening torps, Medium smoke affects Artillery phase, Large smoke affects Closing torps. |
− | ==>WTF ? | + | ==>WTF ? @Jiga: This is [sic]. I can search relevant resources for you maybe |
| *There are currently two formulae for smoke rates. | | *There are currently two formulae for smoke rates. |
| **[https://x.com/yukicacoon/status/1739481809375895854] by Yumemi | | **[https://x.com/yukicacoon/status/1739481809375895854] by Yumemi |
Revision as of 12:16, 8 July 2024
Overview
Smoke may be the only thing between Taihas and 6 Abyssal Princesses. Effective understanding and use of Smoke is key to reduce retreats and Damegami expenditure.
TLDR:
- Smoke reduces accuracy of both sides for:
- Artillery phase,
- Opening and closing torpedo phases,
- ASW,
- The Smoke Kai (from F115) and/or a Smoke
are more effective trigger-wise and should be utilized.
- The flagship luck
is critical for a good trigger rate.
- Best use case of smoke is for pass rate increase, notably in:
- Hard preboss nodes (e.g. spring 2024 E-4),
- TCF preboss nodes,
- Do not spam smoke in other situations, as it may just decrease the pass rate.
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What is Smoke
Smoke Generators can be used in combat to deploy a smoke screen.
Example of a large smoke deployed.
- There are 3 smoke screen sizes, being Small < Medium < Large.
- The maximum smoke size that can be generated is dependent on the number of smoke generators, being respectively 1/2/3.
- Note that
improvements also affect the maximum smoke level possible.
- It sharply reduces the accuracy of all fleets, proportionally to the smoke screen size (the hit rate is still capped at 11%).
- This effect can be partially bypassed by using radars (both sides).
- The effect will last for the day battle, even so the animation will fade before the battle's end.
Smoke activation button next to the Formation ones.
- If equipped, it can be activated with a specific button when selecting the formation.
- It can be activated multiple times per sortie until it triggers, being triggerable once, in day battle only.
- It cannot be activated in Exercises in the current implementation.
- The trigger rate is not 100% and depends on the fleet's flagship's luck
, as well as the amount and type of Smoke Generators used.
- For combined fleets, it is the luck of the main flagship.
- The size of the triggered smoke screen depends on how many smoke generators are used.
- It will only trigger at the beginning of day battle.
The 3 different smoke size
- The trigger rate depends on:
- Regarding the equipment:
Two formulas have been determined to approximate the trigger rate of smoke screens.
- The 2nd formula is based on the 1st one with additional hypothesis,
- A measurement of the trigger rate can be found here,
- Both formulas can be directly compared here.
- It is possible to have a total trigger rate for all 3 sizes of 100%, giving the FS has enough luck & enough generators are used.
ExpandTrigger Rate Formula 1 [3]
|
[math]\displaystyle{ \text{P}_\text{0} = 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} }[/math]
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- If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{P}_\text{0} = 0 }[/math]
[math]\displaystyle{ \text{K} = \bigg\lceil \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} \bigg\rceil }[/math]
|
|
[math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math]
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[math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math]
|
[math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
|
[math]\displaystyle{ \begin{align}
\text{P}_\text{1} &= 1 - \text{P}_\text{0} \\
\text{P}_\text{2} &= 0 \\
\text{P}_\text{3} &= 0
\end{align} }[/math]
|
|
[math]\displaystyle{ \begin{align}
\text{P}_\text{1} &= 1 - \text{P}_\text{0} - \text{P}_\text{2} \\
\text{P}_\text{2} &= 0.05 \times ( 1 - \text{P}_\text{0} ) \times ( \text{K} + 2 ) \\
\text{P}_\text{3} &= 0
\end{align} }[/math]
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[math]\displaystyle{ \begin{align}
\text{P}_\text{1} &= 1 - \text{P}_\text{2} - \text{P}_\text{3} \\
\text{P}_\text{2} &= \min ( 0.3 ; 1 - \text{P}_\text{3}) \\
\text{P}_\text{3} &= X \times \text{K} + 0.15 \times ( \text{N}_\text{Generator} - 3 )
\end{align} }[/math]
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- The X coefficient is unclear yet, being about 0.04~0.045.
|
- With
- [math]\displaystyle{ \text{P}_\text{0}, \text{P}_\text{1}, \text{P}_\text{2}, \text{P}_\text{3} }[/math] the respective rates for the trigger of smokes levels 0 to 3,
- [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
- [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
- [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement
level of the base generators,
- [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement
level of the Kai generators,
|
ExpandTrigger Rate Formula 2 [4]
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[math]\displaystyle{ \text{Level 0}_\text{Rate %} = \max \big( 0 ; \min ( 100 ; 3.2 - 0.2 \times \text{K} - \text{N}_\text{Generator} ) \big) }[/math]
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- If [math]\displaystyle{ \text{Luck}_\text{flag} ≥ 1 \text{ & } \text{N}_\text{Generator} ≥ 3 }[/math], then [math]\displaystyle{ \text{Level 0}_\text{Rate %} = 0 }[/math]
[math]\displaystyle{ \text{K} = 5 \times \text{N}_\text{Generator} + 1.5 \times \sqrt{ \text{Luck}_\text{flag} } + 0.3 \times \bigstar_\text{base} + 0.5 \times \bigstar_\text{Kai} }[/math]
|
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[math]\displaystyle{ \text{N}_\text{Generator} = 1 }[/math]
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[math]\displaystyle{ \text{N}_\text{Generator} = 2 }[/math]
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[math]\displaystyle{ \text{N}_\text{Generator} ≥ 3 }[/math]
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[math]\displaystyle{ \begin{align}
\text{Level 1}_\text{Rate %} &= 100 - \text{Level 0}_\text{Rate %} \\
\text{Level 2}_\text{Rate %} &= 0 \\
\text{Level 3}_\text{Rate %} &= 0
\end{align} }[/math]
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[math]\displaystyle{ \begin{align}
\text{Level 1}_\text{Rate %} &= ( 100 - \text{Level 2}_\text{Rate %} ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\
\text{Level 2}_\text{Rate %} &= ( 3 \times \big\lceil \text{K} - 5 \big\rceil + 1 ) \times ( 1 - \text{Level 0}_\text{Rate %} ) \\
\text{Level 3}_\text{Rate %} &= 0
\end{align} }[/math]
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[math]\displaystyle{ \begin{align}
\text{Level 1}_\text{Rate %} &= \min ( 0 ; 100 - \text{Level 2}_\text{Rate %} - \text{Level 3}_\text{Rate %}) \\
\text{Level 2}_\text{Rate %} &= \min ( 30 ; 100 - \text{Level 3}_\text{Rate %} ) \\
\text{Level 3}_\text{Rate %} &= 3 \times \big\lceil \text{K} - 15 \big\rceil + 1
\end{align} }[/math]
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- With
- [math]\displaystyle{ \text{N}_\text{Generator} }[/math] the amount of Smoke Generators:
- [math]\displaystyle{ \text{Luck}_\text{flag} }[/math] the flagship's luck,
- [math]\displaystyle{ \bigstar_\text{base} }[/math] the total improvement
level of the base generators,
- [math]\displaystyle{ \bigstar_\text{Kai} }[/math] the total improvement
level of the Kai generators,
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- The smoke gives an Accuracy malus to both fleets when used:
- Please note that these are initial estimations and are subject to change.
- It is currently unknown if the airstrike accuracy is affected by the smoke.
- Some modifiers are near impossible to determine because the fleet hit the lower bound hit rate (11% hard cap).
- There are some inconsistencies between "old" and "new" enemies.
- Having a (surface ?) radar equipped reduces the smoke effect for both fleets, but only for the shelling phase.
- It has been observed that in some cases, the Yamato-class and Nagato-class (but not Nelson-class) Special Attacks may still have decent accuracy despite smoke being active[1]. This may possibly be due to the attack's accuracy mod (which are currently unknown) overcoming the smoke's penalty mod.
Expand[math]\displaystyle{ \text{Mod}_\text{smoke} }[/math][2]
|
Day Shelling
|
Fleet |
Radar Equipped |
Type 1 |
Type 2 |
Type 3
|
Allied
|
No |
< 0.3 |
< 0.33 |
< 0.37
|
Yes |
0.35 |
0.25 |
< 0.37
|
Enemy
|
No |
< 0.69 |
< 0.7 |
< 0.7
|
Yes |
0.91 |
0.83 |
0.75
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Torpedo Phases
|
Fleet |
Type 1 |
Type 2 |
Type 3
|
Allied |
0.45 |
0.42 |
0.42
|
Enemy |
0.7 |
0.6 |
0.5
|
ASW
|
Allied |
0.25
|
Enemy |
1
|
- AA effects:
- The smoke affects the allied shootdown but not the enemy shootdown.
- No fixed shootdown above 2 has been observed under a smoke.
- The guaranteed shootdown does not seem to be affected.
- A modifier to the Adjusted AA is suspected but there is not enough data to confirm it.
- The Smoke reduce the Anti-Air Rocket Barrage trigger rate either directly or by reducing the Adjusted AA.
For Jiga: Potential update of Category
- Airstrike Accuracy remains buffed from Plane Proficiency. This serves as a remark and is not important.
- Smoke on ASW: We know that Smoke reduces ASW accuracy, but not as severe as Artillery accuracy. Abyssal Evasion is not affected. However using smoke and proper ASW is mutually exclusive. It would be a curiosity outside of practical combat considerations.
- Small smoke affects opening torps, Medium smoke affects Artillery phase, Large smoke affects Closing torps.
==>WTF ? @Jiga: This is [sic]. I can search relevant resources for you maybe
- There are currently two formulae for smoke rates.
- [5] by Yumemi
- [6] by Xe.
- There is a calculator for smoke rates as well at docs.google.com/spreadsheets/d/1tEqI13g2LmzR0L8N-I39W6mgmAyc8DxJ-R0_qlEkjlQ/edit if this is useful. Aircalc uses Xe's formula when displaying Smoke rates.
- The main difference between the formulae comes from the luck thresholds.
Why Smoke
The main effect of Smoke is reducing accuracy from both sides.
- This clearly helps with preboss pass rates. However offence is the best defence, we would have killed everything first if we could.
Hence the main use of smoke is when it is impossible to sink the enemy that will retaliate hard . Examples include:
- Preboss nodes with several Princesses or strong ships like Battleship Re-Class,
- When using a TCF,
- One submarine nodes where no ASW can be used,
- Conclusion
- Smoke is used to avoide unsinkable enemies.
- At minimum, medium size smoke should be guaranteed for good effectiveness.
How to Smoke
As written in the Smoke Template, Fleet Flagship Luck and Smoke improvement levels affects smoke proc rates. Clearly the better your smoke generators are, the less taxing is on your Luck mods. We provide some calculations for Newbies and Fossils, with the assumption that you need to guarantee Medium smoke.
We write "you need A/B
" to mean that "by Yumemi's formula you need A
, by Xe's formula you need B
".
Smoke luck mods
For this purpose you should mod
Kai Ni
If your fleet has no touch but needs smoke, just plug a high luck ship as Flagship. It is only when you need touch attacks that your Flagship is fixed.
has 40
,
also has at least 31
if you ring her. However
has 18
before marriage.
What about Musashi K2?
If you do Event RTA, Musashi K2 deserves luck modding.
For non-RTA players, we note that although Musashi K2 Flagship gives a stronger Touch (Yamato K2J third shot will be heavier), you may get hard blocked via a Fast or Hotels ≤ 1 navigation check. Luck modding Yamato K2 will do.
See Also