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User:Jigaraphale/Sandbox/11
Shooting Order & Targeting
Tiens voilà la sauce https://wikiwiki.jp/kancolle/%E6%94%BB%E6%92%83%E5%AF%BE%E8%B1%A1%E3%81%AE%E9%81%B8%E6%8A%9E et pour l'ordre c'est ici https://wikiwiki.jp/kancolle/%E6%88%A6%E9%97%98%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6#Phase
Shooting Order
The firing order of the girls will depends on the combat phase:
Phase | Firing Order | Notes |
---|---|---|
Aerial Combat | All at once | |
Opening Torpedo Salvo | ||
Closing Torpedo Salvo | Some behaviors can make the allied fleet to do damage 1st (see here) | |
OASW | Random | Affected by #Range |
1st Shelling Phase | ||
2nd Shelling Phase | Fleet order | Skips over ships unable to attack (damaged/deplaned carriers, sunk/evacuated ships) |
Night Battle | Do not skips any ship in the order (ships unable to attack will perform an actionless turn) |
Range
Range is a stat that determines the ship attack order during the First Shelling Phase and OASW.
- In those phases, both fleets will take turns shelling the opposing fleet, with the turn order defined by each ship's range stat. It is possible to increase a ship's range with proper equipment.
- The shelling order is Longest > Very Long > Long > Medium > Short > None.
- If two or more ships tie for range, the order between them is random.
Range Tie Randomness
When several ships share the same range, the chance of any of them attacking first is random, but not uniformly random.
- Some orders are weighted more commonly than others for reasons not fully understood yet.
- Notes
- This can notably affect mechanics, like in Special Attacks, where it is preferable to have the flagship attack fist to trigger the attack, before having any chance of being disabled.
- So far, no tests can include all possible range combinations (there are 335916 combinations in total). So far the tests:
- Focuses on fleets with a common range across the fleet, or with the tow fists ships with a same high range, as those situations are the most common and useful gameplaywise.
- Omit fleets with fewer ships (2, 3, & 5), as they are not common, focusing on 4, 6, & 7 ships fleets..
- Omit "Longest Range" as it is rarely used.
- Practical case - Flagship priority
For fleets with 6 ships (single & combined), if the flagship shares its range with a second one (e.g. in a Special Attack), the flagship has about up to 50% and down to 20% chance of attacking first.
- This is explained by some range combination nerfing the 1st attack rate of the flagship.
Where are ranges A > B > C > D, combos confirmed to nerf rate of flagship shelling 1st, worst to least-bad, where "A/A/C/B/B/B" can mean ships with ranges in order of "VL/VL/S/M/M/M", or "VL/VL/M/L/L/L", or "VL/VL/S/L/L/L" etc...
- Those are preliminary tests and will be updated once enough data has been collected.
Range Order | Rate of flagship 1st attacking |
---|---|
A/A/B/B/B/B | 46.7%~47.7% |
A/A/C/C/B/C | 43.6%~46.5% |
A/A/C/B/C/C | 41.9%~44.6% |
A/A/C/C/C/B | 41.2%~44.3% |
A/A/D/B/D/C | 36.7%~45.3% |
A/A/D/D/B/C | 32.1%~46.2% |
A/A/D/C/B/D | 32.7%~44.5% |
A/A/C/C/B/B | 37.2%~40.0% |
A/A/C/B/B/C | 37.2%~39.4% |
A/A/D/B/C/D | 36.2%~40.0% |
A/A/C/B/C/B | 35.0%~38.5% |
A/A/D/C/B/C | 21.2%~32.7% |
A/A/D/B/C/C | 23.3%~29.7% |
A/A/C/B/B/B | 25.0%~27.3% |
A/A/D/C/C/B | 16.0%~34.0% |
A/A/D/B/B/C | 13.5%~27.5% |
A/A/D/C/B/B | 0.1%~23.1% |
Targeting
When a ship is carrying an attack, the target will be a random "valid" opponent.
[math]\displaystyle{ \text{Target}_\text{Chance %} = \frac{100}{N_\text{valid}} \times \text{Mod}_\text{FS} \times \text{Mod}_\text{Vanguard} \times \text{Mod}_\text{Amagiri} + \text{Mod}_\text{SL} }[/math]
- With
- [math]\displaystyle{ N_\text{valid} }[/math] the number of valid opponents: enemies that are not sunk or evacuated, and that can be targeted by the upcoming attack.
- Especially, if submarines are present in the opposing fleet and the ship can attack them, N is the number of submarines, else, N is the number of valid targets minus the number of submarines (see below),
- [math]\displaystyle{ \text{Mod}_\text{FS} }[/math] the #Flagship Protection modifier, described below,
- [math]\displaystyle{ \text{Mod}_\text{Vanguard} }[/math] the #Vanguard Formation modifier, described below,
- It is ?? for the Upper Half & ?? for the Bottom Half.
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] the #PT Imp modifier when using Amagiri Kai Ni/D
against PT Imps, described below, (unknown yet),- It is "high" for Amagiri Kai Ni/D herself, and "medium" for the ships placed in the composition slots above and below her.
- [math]\displaystyle{ \text{Mod}_\text{SL} }[/math] the #Searchlights modifier, described below,
- Vs a 6 ships fleet, it is 13.89 if the ship carries a Small Searchlight, and 25.45 for a Large Searchlight.
- Notes
- For a vs 6 combat, an attack will target opponents with a 1/6 = 16.67 % chance.
Flagship Protection
Flagship Protection is when a non-flagship protects the flagship from being targeted by receiving the attack instead. When activated, a "curved shield" animation plays in front of the flagship's banner.
- Activation rate is determined solely by the selected formation. If activated, a ship with HP above Minor Damage (小破) is randomly selected to be the protector.
- If no ships are above Minor Damage, flagship protection cannot activate.
- Having more ships above Minor Damage does not increase the rate.
- It may activate on any type of attack, including shelling, torpedo, ASW, airstrike, and support.
- Submarines do not protect surface ships and surface ships do not protect submarines.
- Installations cannot perform protection, and cannot receive protection if they are flagship.
- In Combined Fleets, the escort flagship does not receive flagship protection.
Formation | Flagship Protection | [math]\displaystyle{ \text{Mod}_\text{FS} }[/math] | Notes | |
---|---|---|---|---|
Line Ahead | 45% | ? | ||
Double Line | 60% | ? | ||
Diamond | 75% | ? | ||
Echelon | 60% | ? | ||
Line Abreast | 60% | ? | ||
Vanguard | Medium | ? | Upper half of the fleet | |
High | ? | Bottom half of the fleet | ||
Combined Fleets | Yes | ? | Main | |
No | ? | Escort |
Submarines
Only certain ships meeting certain conditions can attack SS(V).
- Most often, if a ship can attack a submarine, focusing it will take over any other target.
Ship | Conditions | Day Battle | Night Battle | |
---|---|---|---|---|
Stats | Equipment | |||
Taiyou-class Kai Ni Kaga Kai Ni Go |
Not more than moderately damaged (中破) |
with 1+[1][2] | Prioritize SS | Nigth Air Attack will prioritize surface target[3] Nigth Shelling prioritize SS |
Gambier Bay Mk.II | Prioritize SS (with a special night air attack) | |||
All other CVL | Do not attack SS | |||
Mogami-class Kou Kai Ni |
Prioritize surface target[4] | |||
BBV, CAV, AV, LHA | None | Equipped with Bomber, , , , or with 1+[2] | Prioritize SS | |
Fusou-class Kai Ni |
Equipped with , Bomber, or [2] | |||
Any CV, CVL, BBV, CAV, AV, LHA | Not equipped with the above-mentioned equipment | Do not attack SS | ||
Hayasui Kai Yamashio Maru Kai |
Equiped with [2] | Prioritize SS | Do not attack SS | |
Not equiped with | Prioritize SS | |||
All other ships | At least 1 base ASW | None | ||
No base ASW | Do not attack SS |
- ↑ A 0 attack plane paired with a Rotorcraft or a Liaison Aircraft do work
- ↑ 2.0 2.1 2.2 2.3 If all relevant aircraft are in zero plane slots, the ship cannot attack SS.
- ↑ In absence of surface target will do a night shelling against SS
- ↑ Can still attack SS
- Notes
- As Abyssals also follow those conditions, SS/V can be used as "Submarine Tanks" (Sub-tanking) on some maps to deviate attacks from the fleet to the submarine.
Installations
Installations are immune to certain types of attacks:
Air strike
- Normal dive bombers can not attack installations during the air strike phase.
- Only Anti-installation Dive Bombers can target installation.
- It's unknown if ASW plane will prioritize Submarine or installation.
Dive-Bombers that can attack installations | |||
---|---|---|---|
This is a segment from a bigger article. See Combat/Anti-Installation for details on Installation mechanics.
Carriers will only attack installations in the shelling phase if equipped with Torpedo Bombers or Anti-Installation Dive Bombers.
| |||
AAR AAR AAR |
Shelling
Submarines can only attack installations during the shelling if equipped with Special Amphibious Tanks.
- They will only target installations during the shelling phases.
- They will be able to attack installations at night regardless of equipment.
- Their low firepower makes them poor anti-installation ships.
Carriers are unable to perform CVCI on installations, even if equipped with anti-installation dive bombers.
- Ise-class Kai Ni can still perform the Suisei-CI against installations.
Special Attacks behave like normal against installation.
Torpedo
Both Opening Torpedo Salvos and Closing Torpedo Salvos cannot target installations.
- Opening and closing torpedoes will fail to trigger if only installation targets remain.
Searchlights
The following table describes how Searchlights
actually work on the game side, assuming a night battle fleet with 6 ships.
- When a ship is attacking, it will roll a random "regular target" like usual, and then:
- If a searchlight is activated, the game will try additional rolls, to check whether the SL carrier(s) will be the new target or not.
- The game treat whoever is carrying a SL as the SL carrier, thus increasing the chance of hitting the SL carrier as mentioned below (the process will stop as soon as the game "rolled an SL carrier", even if that girl's searchlight did not triggered).
- If this attempt fails to roll that girl, it will repeat the roll again, up to two or three times, depending on the type of searchlight.
- This process stops once it rolled the girl carrying the SL or after it failed all the attempts and accepts the regular target rolled in the last attempt as the girl to be aimed at.
- If a searchlight is activated, the game will try additional rolls, to check whether the SL carrier(s) will be the new target or not.
In-game Behaviors | ||
---|---|---|
Small Small Searchlight | Large Large Searchlight | |
Rolls | 2 rolls are made at most | 3 rolls are made at most |
Scenario 1 | Attempt 1:
The game rolls the SL carrier immediately: 1/6 chance = 16.67% | |
Scenario 2 | Attempt 2:
The game fails the first attempt (rolled any other 5 ships instead, so 5/6 = 83.33%), but successfully the SL carrier on the second attempt (1/6 = 16.67%), meaning this scenario has 83.33% x 16.67% = 13.89% chance of happening. | |
Scenario 3 | All attempts fail:
The game fails both attempts, meaning 5/6 x 5/6 = 69.44% chance that the SL carrier will NOT get aimed at. |
Attempt 3:
The game fails the first two attempts (rolled any other 5 ships instead, so 5/6 x 5/6 = 69.44%), but successfully the SL carrier on the third attempt (1/6 = 16.69%), meaning this scenario has 69.44% x 16.67% = 11.57% chance of happening |
Scenario 4 | N/A | All attempts failed:
The game fails both attempts, meaning 5/6 x 5/6 x 5/6 = 57.87% chance that the SL carrier will NOT get aimed at. |
Results | The SL carrier has 30.56%16.67% + 13.89% chance to get aimed at (69.44% of not getting aimed at). | The SL carrier has 42.13%16.67% + 13.88% + 11.57% chance to get aimed at (57.87% of not getting aimed at). |
Fleet Size | Small SL | Large SL | ||
---|---|---|---|---|
Aimed rate | [math]\displaystyle{ \text{Mod}_\text{SL} }[/math] | Aimed rate | [math]\displaystyle{ \text{Mod}_\text{SL} }[/math] | |
2 | 75.00% | 25.00 | 87.50% | 37.50 |
3 | 55.56% | 22.22 | 70.37% | 37.04 |
4 | 43.75% | 18.75 | 57.81% | 32.81 |
5 | 36.00% | 16.00 | 48.80% | 28.80 |
6 | 30.56% | 13.89 | 42.13% | 25.46 |
7 | 26.53% | 12.24 | 37.03% | 22.74 |
- Notes
- The lower the better
Source: [5]
Effect On the SL Carrier
All SL carriers get an 80% evasion penalty, regardless of searchlight activation (see evasion).
If the SL is improved , the chance of the SL carrier getting hit increases (more likely to take damage).
- Improved searchlight does not change the rate of "getting aimed at", it is still the base rate.
- Improving SL reduces enemy CI rate even further while increasing the fleet CI so it is great to put some investment on this equipment.
- Despite this, it is still recommended to improve SL as it offers firepower/yasen (up to +3 at +9).
If the fleet contains 2 girls or more carrying the small SL and large SL, the large SL takes priority.
- If they carry the same type of SL, the priority follows ship order.
SL Flagship Protection
All the cases mentioned above assumed all the ships have an equal chance of getting aimed rate, ignoring #Flagship Protection.
- If the SL carrier is the flagship, she will be shielded by the other ships in the fleet, thus reducing the chance of getting aimed at compared to the previously shown rates.
Formation | Flagship Protection | SL Flagship Protection | Notes | ||
---|---|---|---|---|---|
Small SL | Large SL | ||||
Line Ahead | 45% | 13.74% | 18.94% | ||
Diamond | 75% | 22.90% | 31.57% | ||
Double Line | 60% | 18.32% | 25.26% | ||
Echelon | 60% | ||||
Line Abreast | 60% | ||||
Vanguard | Medium | ? | ? | Upper half of the fleet | |
High | ? | ? | Bottom half of the fleet | ||
Combined Fleets | Yes | N/A | Main | ||
No | Escort |
In practical use, it is ill-advised to put a searchlight on the flagship, as flagship protection has an higher chance to trigger and so put at risk other ships
- Do not that the ships shielding the flagship do not suffer the 80% evasion penalty, and so can still effectively agro and evade the shots.
- Combined Fleets are unaffected by this issue as Flagship Protection does not apply in the escort.
Vanguard Formation
- Vanguard is only available during Events, and is usable on any map during this time.
- The modifiers on Vanguard Formation refer respectively to the "upper half" and "bottom half" of the fleet.
- For a fleet with 6 or 7 ships, the top row applies to ships 1 to 3, and the bottom row applies to the remaining ships.
- For a fleet with 4 or 5 ships, the top row applies to ships 1 and 2 and the bottom row applies to the remaining ships.
- Attacks from support fleets are affected by the top row multipliers, meaning the 50% damage modifier is applied.
- Vanguard gives an accuracy malus to the opposite fleet. See here for more details.
- Bottom half ships have increased chance to be targeted.
- The targeting is determined as follows:
- 1. Randomly select any ship from the fleet.
- 2. If the selected ship is an upper half ship, randomly select any ship from the fleet again.[1]
- Target rate per ship (without flagship protection) based on the above procedure:
- The targeting is determined as follows:
Number of Ships | 4 | 5 | 6 | 7 |
---|---|---|---|---|
Upper Half | 12.5% | 8% | 8.33% | 6.13% |
Bottom Half | 37.5% | 28% | 25% | 20.4% |
PT Imp
Amagiri Kai Ni/D
has the ability to prioritize focusing on attacking PT Imp with significantly increased accuracy if any are present.
- Ships placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT-Imp if any are present.
Anti-PT boat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
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See Also
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