|
|
Line 861: |
Line 861: |
| * Evasion term can be '''negative''' with the fuel penalty. | | * Evasion term can be '''negative''' with the fuel penalty. |
| * The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test, | | * The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test, |
− | * {{SubmarineRadar}} [[Submarine Equipment]] provide an evasion bonus to submarines against [[ASW]] attacks (around 1.2), | + | * {{SubmarineRadar}} [[Submarine Equipment]] provide an evasion bonus to submarines against [[ASW]] attacks (around 1.2 [https://discord.com/channels/447766493753507850/1150616313836880042/1243098116341628939]), |
| * Using {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties, | | * Using {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties, |
| * Because of the evasion cap, trying to increase evasion above 65 has negligible effects, | | * Because of the evasion cap, trying to increase evasion above 65 has negligible effects, |
Revision as of 17:37, 5 December 2024
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} = MIN \Big[ \big( MAX \big[ ( \text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap} ) ; {\color{tomato} \text{10}} \big] \times \text{Morale}_\text{defender} \big) ; {\color{DeepSkyBlue} \text{96}} \Big] }[/math]
|
- With
- [math]\displaystyle{ \text{Accuracy}_\text{atk} }[/math] the calculated accuracy of the attack. Please see below for the various accuracy formulas.
- [math]\displaystyle{ \text{Evasion}_\text{post-cap} }[/math] the calculated evasion of the defending ship. Please see below for the evasion formula.
- If negative, it is still applied the same way, increasing the hit rate.
- [math]\displaystyle{ \text{Morale}_\text{defender} }[/math] 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] 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
By following this formula, the hit rate is:
- 10 at minimum,
- 96 at maximum.
|
- 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 reduced 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 on the attack type.
Critical Rate
|
[math]\displaystyle{ {Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Acc}_\text{proficiency} } \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[2]
|
- [math]\displaystyle{ \text{Const}_\text{contact} }[/math] the night contact constant from Night Recons
, its value depends on the stat of the if night contact is triggered, and 0 otherwise,
[math]\displaystyle{ \text{Const}_\text{contact} }[/math]
|
|
Contact constant
|
1 |
0.07
|
2 |
0.14
|
3 |
0.21
|
- [math]\displaystyle{ \text{Hit}_\text{cap} }[/math] the Hit Rate Cap defined above,
- [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] 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.
- [math]\displaystyle{ \text{Crit}_\text{proficiency} }[/math] the plane proficiency critical bonus. See here for more details.
- ↑ Carrier Night Air Attacks (NB CVCI) use the night battle Mod.
- ↑ Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version
|
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".
- With proficiency bonus it's possible to have a crititical rate above the hit rate, in this case the critical rate override the hit rate.[1]
Damage Animations
When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damage):
- 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.
- Due to this, displayed critical hits and misses are rarely true critical hits or misses.
The displayed damage status is as follows:
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 of the attacking ship.
- [math]\displaystyle{ \text{Acc}_\text{equip} = \text{Acc}_\text{equip base} + \text{Acc}_\text{equip bonus} + \text{Acc}_\bigstar }[/math] is the total accuracy provided by an equipment, with:
- [math]\displaystyle{ \text{Acc}_\text{equip base} }[/math] is the base accuracy of the equipment,
- [math]\displaystyle{ \text{Acc}_\text{equip bonus} }[/math] is the visible accuracy bonuses,
- [math]\displaystyle{ \text{Acc}_\bigstar }[/math] is the equipment's accuracy gained from Improvement,
- [math]\displaystyle{ \text{Mod}_\text{fit} }[/math] is the Hidden Fit Bonuses 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[2]
|
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 |
0.8
|
Vanguard (Bottom) |
1.2 |
0.9 |
1.1 |
1.2
|
Exception
|
Vanguard (Top) vs DD |
0.880.8 * 1.1 |
0.840.7 * 1.2 |
N/A |
0.880.8 * 1.1
|
Vanguard (Bottom) vs DD |
1.321.2 * 1.1 |
1.080.9 * 1.2 |
N/A |
1.321.2 * 1.1
|
Double Line vs Line Abreast |
1.0 |
- |
1.0 |
-
|
Echelon vs Line Ahead
|
Line Abreast vs Echelon
|
Echelon vs Combined Fleet |
- |
0.6 |
- |
0.8?
|
Combined Fleet[3]
|
Combined Fleet Cruising Formation 1 |
0.9 |
? |
1.25 |
?
|
Combined Fleet Cruising Formation 2 |
1.0 |
1.0 |
? |
0.9
|
Combined Fleet Cruising Formation 3 |
0.8 |
0.4? |
? |
0.7
|
Combined Fleet Cruising Formation 4 |
1.1 |
1.2 |
? |
1.0
|
- [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] is 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
|
- [math]\displaystyle{ \text{Mod}_\text{smoke} }[/math] is an accuracy malus when Smoke Generators are 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 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.
[math]\displaystyle{ \text{Mod}_\text{smoke} }[/math][4]
|
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
|
Torpedo Phase
|
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 |
~1.0?[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} + \text{Mod}_\text{Amagiri} \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} \times \text{Mod}_\text{smoke} \bigg\rfloor }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{base} }[/math] the base accuracy value of the attack.
Fleet type base accuracy values[1]
|
Attacker |
Defender
|
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
|
CTF Main |
CTF Escort
|
88 |
65
|
STF Main |
STF Escort
|
65 |
75
|
TCF Main |
TCF Escort
|
88 |
65
|
|
Combined Main |
90 |
88
|
Combined Escort |
75 |
75
|
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math]is a bonus against PT boat:
- [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)
|
|
1.35 |
? |
1
|
Ise-class Kai Ni only
|
Main Suisei Cut-in (Suisei CI)
|
|
1.3 |
? |
1
|
Main AP Shell Cut-in (APCI)
|
|
1.5 |
1.2 |
1
|
|
Secondary AP Shell Cut-in (Sec APCI)
|
|
1.3 |
1.3 |
1
|
|
Secondary Radar Cut-in (Radar CI)
|
|
1.2 |
1.5 |
1
|
|
Secondary Cut-in (Sec CI)
|
|
1.1 |
1.3 |
1
|
|
Double Attack (DA)
|
|
1.2 |
1.1 |
2
|
|
CVCI
|
Attack Type
|
Prerequisites
|
Post-cap Damage Modifier
|
Accuracy Modifier
|
Hits
|
Note
|
Fighter-Bomber-Attacker (FBA)
|
|
1.25 |
1.2~1.3? |
1 |
|
Bomber-Bomber-Attacker (BBA)
|
|
1.2 |
1.2~1.3? |
1 |
|
Bomber-Attacker (BA)
|
|
1.15 |
1.2~1.3? |
1 |
|
- [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] the AP Shells
accuracy modifier:
[math]\displaystyle{ \text{Mod}_\text{AP} }[/math]
|
Type |
Modifier
|
|
1.1
|
|
1.2
|
|
1.25
|
|
1.3
|
|
- Notes
- It is inadvisable to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups will interfere with artillery spotting and cost better attack bonuses.
- The bonus only applies against FBB, BB, BBV, CV, CVB, CA, and CAV.
- This includes Installations.
- This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP.
|
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} \bigg\rfloor }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{equip base} }[/math] does not include any Visible Bonus nor Improvement.
- [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] uses the same Day Shelling formation modifier as the sortieing fleet if Single vs Single combat, or 1.0 if the player fleet is Combined
- Vanguard uses Top value (0.8) only, vs DD exception also applies
- Player Single vs Enemy Combined is unconfirmed, but suspected to be 1.0 for all formations in line with Damage calculations
|
Torpedo Attacks
|
This formula only applies to opening and closing torpedo attacks during day battles.
[math]\displaystyle{ \text{Accuracy}_\text{torpedo} = \bigg\lfloor \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} \times \text{Mod}_\text{smoke} \bigg\rfloor }[/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
|
Combined 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 ([2]).
|
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} + \text{Mod}_\text{skip bombing} }[/math]
|
- With
- [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]
|
- [math]\displaystyle{ \text{Mod}_\text{skip bombing} }[/math] is a bonus for plane using skip bombing:
[math]\displaystyle{ \text{Mod}_\text{skip bombing} }[/math][3]
|
vs DD |
vs CL(T) / AV? |
vs CA(V) |
vs (F)BB(V) / CV(L/B) |
other
|
+13 |
+17 |
+22 |
+30 |
?
|
|
- Notes
- Airstrike accuracy is a constant and not affected by any outside factors.
|
Land-Based Air Squadron
This formula applies to attacks made by Land-Based Air Squadrons. The accuracy is calculated independently per squadron.
LBAS
|
Formula for normal moral only
[math]\displaystyle{ \text{Accuracy}_\text{LBAS} = ( 90 + 7 \times \text{Acc}_\text{equip}) \times \text{Mod}_\text{Boss} + \text{Acc}_\text{Sp} }[/math]
|
- [math]\displaystyle{ \text{Acc}_\text{equip} }[/math] the accuracy stat of the plane,
- [math]\displaystyle{ \text{Acc}_\text{Sp} }[/math] accuracy bonus for some LBAS Special Bombers on some targets,
- Unlike other plane the B-25 use special modifier against PT Imp and Installation.
- [math]\displaystyle{ \text{Mod}_\text{Boss} }[/math] being a bonus against some Boss and Imp enemy:
|
- Note
- There are strong evidence that abyssal skip bombers behave the same as the B-25.
- Because the LB moral during waves cannot be knowed this formula is only for normal morale.
|
- Notes
- For / Interceptors, the and stats are respectively "Anti-Bomber" and "Interception" and not Accuracy and Evasion.
Evasion
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
- Notes
- Evasion term can be negative with the fuel penalty.
- The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test,
- Submarine Equipment provide an evasion bonus to submarines against ASW attacks (around 1.2 [8]),
- Using Underway Replenishment is a way to mitigate fuel penalties,
- Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
- As most ships are capable of reaching 65 , trying to increase evasion using pre-cap means has little to no effect, this includes:
- Increasing the (e.g. with boilers, if unimproved),
- Luckmodding ,
- Choosing a weaker formation with an evasion bonus (except for Vanguard).
- Events often have "historical evasion bonuses" alongside other historical bonuses, but are not always measured due to their limited-time nature.
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 and Night Battle
|
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
|
?
|
Debuffs
During Events, some Debuffs have been measured to give some additional bonuses of Accuracy and 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 as some Event maps, the Arctic Camouflage (+ Arctic Equipment) gives:
- 3 Armor (non-stacking),
- Some Evasion .
Sources: [9] [10]
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 [11].
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]
|
See Also