User:Minhfongboy/KC Phase 2 Ranking

VERSION 2.5

General

Looking for a ranking comp that is efficient? I guess this blog can help you pick one.

Table record for Hashirajima and Brunei server

Server T500 Record T100 Record
Brunei 4015 (1/2021) 5011 (2/2022)
Hashi 4755 (6/2021) 5866 (5/2020)

Efficiency Summary

To judge whether the comp is good for ranking, and to measure the efficiency, the KC simulator will be used to gauge the value and put in the following table as reference data. While it is true that the simulator code is not 100% correct as the game code, simulator code might miss some modifier here and there, this is still the closest data to the game that we players can reference to. After all, having some close numbers that we can base our comps on is still better than measuring a comp efficiency without any numbers to back it up.

  • Due to this reason, some of the numbers down here might not reflect the true rate in the game, but since they are the closest rate to the game we can get, it is still a good reference that we can use to estimate the true reality rate around the expected range in the table below.

All the simulations are done with 50K samples. Probability variance might cause the rate to be a little off, but eventually they will end up at the expected value in the table with more samples.

  • To test the comp in the simulator yourself, please do as the following:
    • Step 1. Download the kcsim file provided in the external link of any comp in the Map & Comp column.
    • Step 2. Go to KC simulator site [11], select Save/Load Simulator Backup.
    • Step 3. A dialog box will pop up, select Choose File, navigate to the kcsim file you just downloaded and open it.
    • Step 4. Select Import All (Refresh page) to load it up.
  • To see the details of equipment setup without downloading the file, please check out the second tab, Comp setup, routing and Misc. Notes.


Color code: Outstanding > Good > Average > Bad
Map & Comp Morale Drain Boss Sunk / Victory Rate [1][2] Retreat Rate [2] Average Resource per run [2] Average Bucket per run [2] Ranking Points per run (per 100 runs) [3] [4] Rpt gained per resource used ratio [5] Notes
3-2
1CL 5DD

Fast+ fleet, 4 radar [1]
High 98.6% / 98.7% 1.3% 66 [6]
72 
17 
0 
0.21   1.3 (128.31) 8.387
  1. One of the fastest ways to get ranking point.
  2. Boss node always contains transport ship to hunt so this map can be a great way to do weekly transport. The tradeoff is you can't really spam it much due to the high morale draining rate, so either you have to wait for a while to do it again or prepare a lot of this kind of fleet to do transport kill.
  3. The simulator assumes you will always lose fuel due to a maelstrom on the way. See Note[6] below for details.
  4. Arctic Camouflage (+ Arctic Equipment)  are used in the comp, but as of August 2022, the simulator still treats it as a normal bulge that gives 2 armor. In reality, however, this bulge gives 3 extra armor (Not visible in the game) when used in northern world maps (World 3) along with some extra post-cap evasion. This boost isn't exactly proved with precise numbers yet, but assuming it is true, it will give a better rate than the currently shown one in the table.

3-4
2CV 2CVL 1CL 1AV
[2]
Low 92.7% / 93% 7% 265 
227 
111 
177 
0.66   2.66 (247.38) 3.410
  1. Not recommended unless you really need to rush for ranking point. If the player doesn't care about resource or bucket, this is the best map to gain a large amount of point.
  2. AAR Bombers are used to reduce bauxite cost. Unryuu Class 
     
     
    CV are used to reduce sortie cost.
  3. The bauxite consumption isn't the amount you will actually lose, as on the way to the boss, you will run into a bauxite node which can give 25-150 bauxite. This gain varies for each sortie, but assuming you didn't retreat before this node, you will recover some of the bauxite loss above.

3-4
2CL 1CAV 3DD
[3]
High 93.2% / 93.7% 6.3% 156  [7]
111 
120 
4 
1.47   2.43 (227.69) 6.215
  1. Alternative option for 3-4 ranking, one of the best and fastest ways to gain a large amount of point.
  2. Bringing 4 radars on 4 ships will cause your fleet to lose only 13.5% fuel. For more details of how much fuel you will lose, see Note[7].
  3. Like 3-2, Arctic Camouflage (+ Arctic Equipment)  can be considered on DDs. This bulge gives 3 extra armor (Not visible in the game) when used in northern world maps (World 3) along with some extra post-cap evasion (assuming it is proven), thus it might give a better rate than the currently shown one in the table.

4-4
3CVL 1CL 2DD

5 OASW [4]
Medium 96.8% / 97.1% 2.8% 152 
125 
50 
45 
0.586   1.99 (193.23) 5.349
  1. CVL with slot equals or less than 17 is preferred as they can't be shot down under AS+ fighter phase.
  2. Great map for leveling ship due to new ship EXP boost at the boss node.

6-3
1CL 4DD 1AV

Opening Torpedo + 3 SPB + 4 OASW [5]
Medium 93.5% / 95.6% 4.2% 125 
93 
112 
11 
1.71   2.18 (208.41) 6.393
  1. Not recommended in general unless the player really needs devmat and can afford exchanging bucket for devmat.
  2. Yahagi  (The opening torpedo CL) is set to be 85 morale as she is likely to score MVP throughout the run.
  3. Requires married DDs to enable OASW.
  4. 3 SPB and 1 recon are used to secure GS for air recon node G and H. Both of these nodes combined can yield up to 8   if the player is lucky (Still requires at least a victory at the boss node to obtain though).

7-1
1CL 4DD

Damegami RE [6]
Medium 99.7% / 99.7% 0.3% 59 
54 
7 
0 
0.08   1.47 (146.56) 12.25
  1. Standard ranking fleet, default chosen by most of the players. Yahagi  (The CL) will maintain the sparkle overtime due to MVP control hence she is set to be 85 morale in the simulator. On another hand, the flagship and the CL should have the weakest ASW while 3 other DDs should have strong ASW to keep the sparkle up throughout the run.
  2. Despite damegami in the RE, they will never be used, as seen in the result of the simulator with 0 usage. They are there to allow you to advance to the boss node with no harm done.
  3. Some players might dislike damegami strategy however, they also require RE which many players might not have to enable this option.

7-1
1CL 4DD

Lv 99 & 0 RE [7]
Medium 94.1% / 94.1% 5.9% 48 
50 
7 
0 
0.19   1.47 (138.33) 14
  1. Poor man version of the above 7-1 fleet, lv 99, no RE and no damegami.
  2. With more high firepower DDs filled in (Above 70 base attack power under parallel) and RE applied, the retreat rate will go down.
  3. Like the above 7-1 fleet, Abukuma , the CL, is set to be 85 morale as she is likely to gain MVP overtime and stays sparkled. The equipment setup is also configured in a way that the flagship DD and the CL are the weakest ASW, while the other 3 escort DDs are stronger ASW to keep the sparkle up, hence less retreat rate.

7-3
1CL 1CAV Kamikaze  Haguro 
[8]
High 99.7% / 99.9% 0.1% 130 
139 
65 
5 
0.41   1.56 (155.84) 4.601
  1. 4 ships only, no more no less.
  2. It is possible to reduce the bucket usage even further by only using it when the ships are heavily damaged. Be sure to keep at least Yahagi  OR Mogami  above 50% HP at all times however, as having lowered torpedo damage can cause more trouble.

7-4
1CL 1BBV 1CVL 3DD

4/5 OASW & Atlanta  AACI [9]
Low 92.8% / 96.7% 3.3% 191 
242 
39 
54
 
0.214   1.97 (190.5) 3.745
  1. Hyuuga  OASW with helicopter, Zuihou  also OASW, Yukikaze K2  requires ring to enable OASW while keeping TCI. If she is not married, 1%-2% sunk rate loss is expected.
  2. If LBAS is disabled to save time, bauxite cost will increase (around 25) along with lower clear rate. Getting another fighter, replacing Saiun will give back the original bauxite cost but will lower clear rate again and double the bucket cost. Depending on the player preference of saving time or maximizing the clear rate, they will pick one set over the other.
  3. If you are using LBAS, do not resupply the LBAS, let the fighter get shot down to 2 slot eventually, they can no longer be shotdown afterwards under AD condition. This is recommended to save sortie cost.
  4. DD flagship and CVL are set to be sparkled since they are likely to get MVP during the sortie. Assuming you will alway sortie this fleet at 49 morale, it is also worth noting that if you manage to S-rank all preboss nodes, the entire fleet will be sparkled by the time you reached the boss node.

7-5
1CVL 1CL 2CAV 2DD
[10]
Low 97% / 97.3% 2.7% 258 
203 
171 
85
 
1.43   2.15 (209.19) 2.998
  1. Recommended to only rank post-clear here as CL Tsu-Class 
     
    doesn't appear once the map is cleared, which helps reduce bauxite usage.
  2. Yukikaze K2  and Ryuuhou K2/E 
     
    are set to be sparkled since they are likely to get MVP during the sortie. Assuming you will alway sortie this fleet at 49 morale, it is also worth noting that if you manage to S-rank all preboss nodes, the entire fleet will be sparkled by the time you reached the boss node. The simulator currently doesn't apply sparkle for everyone else though so do expect the actual clear rate might be higher than the rate shown in the table.
  3. This map also has historical bonus which can be checked in 7-5 page. In this comp, the bonus is applied for the following shipgirls:
    1. Yukikaze : 1.08x (Overworld), 1x (Boss)
    2. Mogami : 1.06x (Overworld), 1.15x (Boss)


  1. Boss sunk and victory rate are based on scenario where all the shipgirls are full HP & 49 morale, unless stated otherwise.
  2. 2.0 2.1 2.2 2.3 The rate, average resource and bucket cost might vary depending on the player. This is a rough estimation based on the status of my shipgirl level and equipment. In most cases, this won't make much difference however.
  3. Assuming S rank all nodes. Also, this is point gained per run (or 100 runs), not per hour, it might not reflect the real amount of point that can be earned in an hour.
  4. Ranking point gained per 100 runs (shown in the parentheses) is calculated as ranking point gained per run X victory rate X 100. This also includes retreat, where the ranking point gained is considered lost as they are insignificant (i.e for map 6-3, it's 2.18 x 95.6% x 100 = 208.41 points per 100 runs).
  5. This is calculated as ranking point gained per run / sum of fuel ammo steel and bauxite used per run. This column also displays number in 10E-3 unit to avoid leading zeroes. To get the correct value, you need to multiply it with 10-3.
  6. 6.0 6.1 The simulator assumes 100% you will hit the maelstrom, therefore you will always lose fuel supply upon reaching the boss node. This doesn't affect the rate, however. The only thing it changes is the slight difference in fuel consumption where it's 66 if you hit the maelstrom and 56 if you don't.
    • The amount of fuel loss is based on the number of radar carriers your fleet has. The comp provided here has 4 radars on 4 ships, which only causes you to lose 12.6% fuel. For details of how much fuel you will lose, you can check JP wikiwiki of KC community where their 3-2 page has this line in the composition list: 電探0:-28%, 電探1:-21%, 電探2:-16.8%, 電探3:-14%, 電探4:-12.6%, 電探5:-11.76%, 電探6:-11.2%. The kanji means radar carrier and the number represents how many radar carriers you have. For example, if you have 3, you will lose only 14%, likewise, if you have 4, you will lose 12.6%.
  7. 7.0 7.1 3-4 node D causes fuel loss as of following: 電探0:-30%, 電探1:-22.5%, 電探2:-18%, 電探3:-15%, 電探4:-13.5%, 電探5:-12.6%, 電探6:-12%

Map information
Map Image Comp Setup Route Air Power LoS Recommended
Formations
Notes
3-2 C L G
Surface: 1
Boss: 1
Maelstrom: 0-1
 
3-4 A C E G P
Surface: 3
Boss: 1
Resource: 1
168 for AS+   Node E gives 25-150   (random amount between every 5 increment)
  • Drum: +1.5
  • DLC: +2
H P
Surface: 1
Boss: 1
84 for AS  
4-4 A E I K
Surface: 2
Submarine: 1
Boss: 1
144 for AS+   E
  Other
6-3 C E G H J
Surface: 1
Submarine: 1
Boss: 1
Resource: 2
Cn3 38   C
  Other
Air recon nodes G and H give one of the following resources each:
  • Normal Success:
  • Great Success:
    • 100/150/200  
    • 80/100/150  
    • 2/3/4  



Destroyer Princess II (115 Armor)  comp will disappear once the map is cleared.

7-1 D E G H K
Surface: 1
Submarine: 2
Boss: 1
Resource: 1
  G
  Other
Node E gives 10-20   (random amount between every 5 increment).
  • Drum +2
  • DLC +3.
7-3 C D P
Surface: 2
Boss: 1
  6-ship enemy comp will disappear once the map is cleared.

HP gauge resets every month.

7-4 B E J L P
Surface: 2
Submarine: 1
Air Raid: 1
Boss: 1
360+
  • Grants AS at Air Raid node E
  • Guarantees AS+ at the boss node (excluding the Final Form).
Cn4 37   E
  Boss
  Other
Hi Convoy Princess Damaged II (225 Armor)  comp will disappear once the map is cleared.

HP gauge resets every month.


7-5 A B D J T
Surface: 2
Submarine: 1
Air Raid: 1
Boss: 1
180+ for AP at node A. ?   A
  B
  Other
CL Tsu-Class 
 
will disappear once the map is cleared.

HP gauge resets every month.


Special thanks to Keshak for providing the comp and Divinity_123 for adjusting the setup and verifying the numbers.

Managing quarterly sortie quests ranking points

Credit to Keshak#7576 (discord). This is one of the recommended strategies to shoot ranking cannons.

As of current, there are 7 quarterly quests giving ranking points, known as cannon. A total of 2050 point can be obtained by completing all of those.
The following is the list of quarterly sortie quests. Bold indicates cannon quests

  • At the beginning of the quarterly (unlocked by default): Bq3 and Bq13
  • Unlocked by weekly or monthly quests:
    • Bq1 needs Bm6 (Monthly 4-2)
    • Bq2 needs Bw2 (Weekly carriers)
    • Bq5 needs D11 (Tokyo Express 2)
    • Bq7 needs Bw9: (Weekly 5-2)
    • Bq8 needs D11 (Tokyo Express 2)
    • Bq9 needs D11: (Tokyo Express 2)
    • Bq11 needs Bm8 (Monthly supply lines)
  • Unlocked by other quarterlies:
    • Bq4 needs Bq3
    • Bq6 needs Bq5
    • Bq10 needs Bq2
    • Bq12 needs Bq11

Recommended course of actions

  • 1. Do all weeklies
  • 2. Do Bm1: “Monthly Myoukou 2-5”
  • 3. Do Bm5: “Monthly 1-5”
  • 4. Do Bm8: “Monthly supply lines”
  • 5. Do Bq11: “Newbie cannon” (80 rpt must be “sacrificed”)
  • 6. At this point 5 big cannons are unlocked
    • 6.1. Bq2 do everything but 6-3 run
    • 6.2. Bq7 do everything but 5-4 run
    • 6.3. Bq8 do everything but one 1-5 run
    • 6.4. Bq12 do everything but 4-2 run
    • 6.5. Bq13 do everything but 5-4 run
  • 7. Bq10 remains locked until Bq2 is done
  • 8. Clear all EOs and farm ranking points as usual
  • 9. When the end of the month is close, calculate how many rpt you need to reach your desired position and fire the cannons you need.


Alternatively, if you want to try ranking all 3 months:

  • Month 1. Do Bm1, Bm5, Bm8, Bq2, Bq8, 7-2-2 run of Bq10 (so you don't have to open it again) and everything but one run of Bq7, Bq11 and Bq13 (350+300 rpt with 200+80+390 rpt ready in case of need)
  • Month 2. Do Bq7, Bq10 and Bq11 (200+400+80 rpt)
  • Month 3. Do Bq12 and Bq13 (330+390 rpt)

Also, remember that some requirement of these quests are shared with other quests and can be done together (e.g. 5-4 of Bq7 and Bq13 with 2CL 3CA 1CV, 6-4 of Bq2 and Bq13, 6-3 of Bq2 and Bq4, etc.)

Trivia

Ranking plan

  • As of September 2020, many quarterly quests that give ranking points have been released. This has directly affected the ranking pressure across all servers as nowaday T500 may requires as much effort as Phase 1 T100. However, this can also be a good thing as if you do all those quarterlies and EO in one single month, you can stack up to 3000 points pretty easily. With a couple of more sortie, you are guaranteed to hit T500 as well. So my advice is If your life is very busy, just focus all quarterlies in one month and clear all the EO that month too, this way, at least you will get ranking rewards every 3 months
    • Of course it is still possible to rank every month and spread out quarterlies to get enough point buff (i.e each month you only do 2-3 quarterlies for around 600 points), but will require much more points from daily sortie for T500 nowaday if you wanna catch up. Plan your schedule accordingly to your server if you spam daily. You are gonna need like 3500 for T500 (Hashi will need more obviously)

Regarding the EO and Quest cannon

  • For EO cannon, you can shoot anytime in a month to gain rpt, but note that if you shoot in the last day of the month, between 22:00 - 00:00 JST of the next month, it will not be counted for anything !
  • For quest cannon
    • Shooting it anytime before 14:00 JST of the last day of any month will give rpt to that month
    • Shooting it after 14:00 JST of the last day of any month, as long as that month is NOT the last month of the quarter, will give rpt to the following month
    • Shooting it after 14:00 JST of the last day of the last month in a quarter will just simply waste it, not counted for anything
    • For reference, 4 quarters in KC are month 12-1-2 / 3-4-5 / 6-7-8 / 9-10-11

Example:

  • Right now it's July, it belongs to quarter 6-7-8. I have the Z cannon available giving 350 points.
    • If I shoot it anytime in July before 7/31 14:00 JST, I will have 350 points for July
    • If I shoot it after 7/31 14:00 JST, but before August coming, I will have 350 points for August
    • If I shoot it after 8/31 14:00 JST, I will get nothing out of it, as August is already the last month of the quarter

What is considered as a good ranking comp to be listed on the table?

A comp is considered to be good for ranking if it meets all of the following conditions when testing on the simulator:

  • Victory rate > 95%
  • Fuel and ammo used per run < 500
  • Bauxite used per run < 100
  • Bucket used per run < 2
  • 4 battles maximum, including boss. If there is a 5th battle, that battle has to be air raid in order to save time.
  • Point gained must be worth the amount of resource or time spent

How to decide the best comp for a map if there are many variants?

If there are multiple comps that can do the ranking well in a map, a tiebreaker system will be used to determine the best comp to display on the table. Tiebreaker rules are as the following:

  1. Victory rate
  2. Fuel and ammo used
  3. Bauxite used
  4. Bucket used
  5. Whether the fleet detecting enemy using seaplane, or having air power.