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 where it is preferable to have the flagship attack first, like in Special Attacks, as 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 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 flagshi^p

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%

Sources: [1] [2] [3] [4]

Targeting

When a ship is carrying an attack, the target will be a random "valid" opponent.

  • For a 6 vs 6 combat, each attack will target opponents with 1/6 = 16.67 % chance.
  • This ratio will change when the number of opponent change, or when being in one of the following special cases.

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 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.

Here,   refers to any  / .

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
  1. A 0  attack plane paired with a Rotorcraft   or a Liaison Aircraft   do work
  2. 2.0 2.1 2.2 2.3 If all relevant aircraft are in zero plane slots, the ship cannot attack SS.
  3. In absence of surface target will do a night shelling against SS
  4. 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.

  • Additionally, carriers will attack installations if equipped with non-special dive bombers AND one of the special dive bombers below.
  • Any other dive bomber will completely disable shelling against installations even if the carrier has a torpedo bomber equipped.
  • This can be very useful to manipulate the targeting mechanic so the carriers attack important targets.
 
Ju 87C Kai
 
Prototype Nanzan
 
F4U-1D
 
FM-2
 
Ju 87C Kai Ni (w/ KMX)
 
Ju 87C Kai Ni (w/ KMX/Skilled)

 
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)
AAR
 
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)
AAR
 
Type 99 Dive Bomber Model 22
 
Type 99 Dive Bomber Model 22 (Skilled)
 
SB2C-3
 
SB2C-5
 
F4U-4
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.

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.
 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).
Notes
  • Those values will adapt to fleets with 7 or less than 6 ships

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:
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
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,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot Imp Pack Elite  ? ? ? ? ?


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
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
  Small Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
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:
References:
[edit]

See Also