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: (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's work without their consent/approval.
Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Summer 2024 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.
Branching Table
E-3 Branching Rules (Start Points) ▼/▲
|
Nodes |
Rules
|
Start
|
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- Phase 1-3: Single Fleet / CTF / STF / TCF
- Phase 4: Single Fleet / TCF
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E-3 Branching Rules ▼/▲ (Start Point 1 - Single Fleet)
|
Nodes |
Rules
|
|
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- Fixed route for Single Fleet
|
|
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- Does not meet the requirements to go to B2 or C
|
|
- Meet ANY of the following requirements:
- Amount of CV(B) ≥ 3
- Amount of CV(B/L) ≥ 4
|
|
- Meet ALL of the following requirements:
- Amount of CV(B) ≤ 2
- Amount of CV(B/L) ≤ 3
- Amount of DD ≥ 3
|
|
|
- Fixed route for Single Fleet
|
|
|
- See Start Point 2 rules for further routing *
|
|
|
Active Branching
|
|
|
|
- Pass the LoS check
- Does not meet the requirements to go to F
|
|
|
|
- Amount of (F)BB(V) + CV(B) ≤ 3 *
- Pass the LoS check (Cn3 = 77~84 Hard)
|
E-3 Branching Rules ▼/▲ (Start Point 1 - Combined Fleet)
|
Nodes |
Rules
|
|
|
- Fixed route for Combined Fleet
|
|
|
|
|
|
|
|
|
|
|
|
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- Fixed route from Start Point 1
|
|
|
|
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- Pass the LoS check (Cn3 = 85~100 Hard)
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E-3 Branching Rules (Start Point 2) ▼/▲
|
Nodes |
Rules
|
|
|
???
|
|
???
|
|
|
|
|
- Does not meet the requirements to go to H2
- ???
|
|
- Meet ALL of the following requirements:
- Fast Fleet
- Amount of DD ≥ 4
|
|
|
|
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- Pass the LoS check (Cn3 = 64~70 Hard)
|
E-3 Branching Rules (Start Point 3) ▼/▲
|
Nodes |
Rules
|
|
|
- Does not meet the requirements to go to U
|
|
- CTF: Amount of CV(B) ≤ 2
- STF: Fast Fleet
|
|
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- Meet ANY of the following requirements:
- Amount of LHA ≥ 1 and Slow Fleet
- Amount of AV ≥ 2 *
|
|
- Does not meet the requirements to go to V1, V3, or X
|
|
- Meet ALL of the following requirements:
- Amount of CV(B) ≤ 2
- Amount of CV(B/L) ≤ 3
- Does not meet the requirements to go to V1 or X
|
|
- Meet ALL of the following requirements:
- Route to X is unlocked
- Fast Fleet
- Amount of CV(B) ≤ 2
- Amount of CV(B/L) ≤ 3
- Amount DD ≥ 4
- Does not meet the requirements to go to V1
|
|
|
|
|
|
* = Rule under review
? = Ship type/amount under review
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
??
Equipment Bonuses
??
??
Jiga's early Guide
Map Overview
E3 is a single, striking force, and combined fleet four-phase map, consisting of two transport and two boss phases.
- 3 LBAS are available to sortie on this map
- Initially, no LBAS is available,
- After Phase 1, all can be set on Sortie.
- This map uses 2 locks:
- Home Fleet, Starting point 2 (reused from E-1),
- Force M Advance Squadron, Starting point 1 & 3 (single),
- Force M, Starting point 1 & 3 (combined).
- Note : It is possible to mix both & in all difficulties on the last phase ONLY once the shortcut gimmick cleared.
Phase 0.5 - Gimmick
To unlock the second boss, the following steps have to be performed:
|
B2 |
C2
|
Hard |
S x2 |
AS x2
|
Medium |
S x2 |
AS x1
|
Easy |
? |
?
|
Casual |
? |
?
|
- Single Fleet: 0-2 (F)BB(V), 3 CV, 1-3 DD
- Route: 1 A B B2
|
AS
|
Hard |
378
|
Medium |
378
|
Easy |
225
|
Casual |
201
|
Phase 1 - Boss
- Single Fleet: 1-2 (F)BB(V), 1-2 CV, 3 DD
- Route: 1 A B C C2 C3 F
- Shortest route to the boss.
- Single Fleet: 1-2 (F)BB(V), 1-2 CV, 1 CVL, 2 DD
- Route: 1 A B B1 C C2 C3 F
- Allows to bring an additional CVL but pass through extra node B1.
- LoS check: ??
- Bringing ASW and AACI is recommended.
- In the case 2 (F)BB are used, it is recommended to use a 2 ship Special Attack.
- This would eventually be reused on the final phase.
- CV can utilize CVNCI do deal nigh damage.
Phase 2 - TP
Phase 2 is a "Transport Operation":
- Striking Force: 0-1 CA(V), 1 CL, 4-5 DD, 0-1 AV, Fast
- Route: 2 H H2 I K
- LoS check: ??
- Slow fleets pass through node H1.
Phase 3 - TP
Phase 3 is a "Transport Operation":
- TCF:
- Main: 1 CVL, 1-4 DD, 0-3 DE, 1 AV
- Escort: 0-1 CA(V), 1-2 CL, 4 DD
- Route: 1 L M B1 P Q S
- LoS check: ??
- LBAS range: 7
Phase 4 - Boss
- Note : It is possible to mix both & in all difficulties on this phase ONLY after clearing the shorcut gimmicks, after reaching the last dance.
- CTF:
- Main: 2 (F)BB(V), 2 CV, 1 CVL, 1 AV/AO
- Escort: 1 CA(V), 1 CL, 4 DD
- Route: 3 P U V V3 X
- STF:
- Main: 3 (F)BB(V), 1 CV, 1-2 CA(V), 0-1 CL
- Escort: 0-2 CLT, 1 CL, 3-5 DD
- Route: 3 P U V V3 X
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]
|
Phase 4.3 - Shortcut
Once LD has been reached, the following steps have to be performed to unlock a shortcut, and allow to bring mix tags.
|
S |
V1 |
V3
|
Hard |
S |
A+ x3 |
S
|
Medium |
? |
? |
?
|
Easy |
? |
? |
?
|
Casual |
? |
? |
?
|
- CTF:
- Main: 2 FBB, 2 CV, 1 CVL, 1 DD, 1 AV/LHA
- Escort: 0-1 CA(V), 1 CL, 4-5 DD
- Route: 3 P U V V1
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]
|
Phase 4.7 - Debuff
Once LD has been reached, the following steps have to be performed to debuff the boss.
|
F |
K |
S |
V1
|
Hard |
S? |
S? |
S |
A+ x3
|
Medium |
? |
? |
? |
?
|
Easy |
? |
? |
? |
?
|
Casual |
? |
? |
? |
?
|
Once on LD, the CG will change to the following:
Phase 5 - Last Dance
- Note : It is possible to mix both & in all difficulties on this phase now that the gimmicks are cleared.
- CTF: Fast
- Main: 2 FBB, 2 CV, 1 CVL, 1 CL/AV
- Escort: 1 CA(V), 1 CL, 4 DD
- Route: 3 P U V X
- STF: Fast
- Main: 2 FBB, 1 CV, 1-2 CA(V), 1 CL, 0-1 AV
- Escort: 1 CL, 5 DD
- Route: 3 P U V X
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]
|
YY's Guide