User:Minhfongboy/KC Phase 2 Ranking

VERSION 2.8

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 4152 (6/2023) 5308 (6/2023)
Hashi 5212 (6/2023) 5906 (6/2023)

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 [9], 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

Rows covered with red border denotes old ranking map in KC Phase 1 (Before August 2018).

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 (Efficiency) [5] Notes
3-2
1CL 5DD

1CL 4DD 1AO
Fast+ fleet, 4 radar [1]
High 98.6% / 98.7% 1.3% 50 [6]
57 
17 
0 
0.21   1.3 (128.31) 10.483
  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.
  5. Yamashio Maru  with dive bomber can also replace one of the DDs to achieve similar result. If she is also 175, the entire fleet will perform better in a long run (Gained a little more clear rate).
    1. If the player does not care about Shimakaze  drop and her Type 22 Surface Radar , S rank can be ignored and night battle won't be necessary as there are no chance of C/D rank at the boss node after day battle is completed. Assuming no night battle triggered, the fleet with AO Yamashio Maru  will have a better chance of gaining a victory here.
    2. Keep in mind having AO with planes will increase the time spent for each sortie, as each battle will have extra 10 seconds of animation due to the detection and airstrike phase.

3-4
2CV 2CVL 1CL 1AV
[2]
Low 92.7% / 93% 7% 247 
208 
111 
177 
0.66   2.66 (247.38) 3.580
  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 95.7% / 96.1% 3.9% 127  [7]
84 
101 
5 
1.58   2.43 (233.52) 7.665
  1. Alternative option for 3-4 ranking, one of the best and fastest ways to gain a large amount of point.
  2. CAV flagship is set to be 85 morale as she is likely to score MVP throughout the run. You can even achieve better result by swapping the flagship between CAV and CL, keeping the sparkle for them.
  3. 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].
  4. 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 97.3% / 97.4% 2.6% 150 
120 
53 
40 
0.53   1.99 (193.82) 5.482
  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.

5-4
1CL 3DD 2CLT

ETSCF fleet [5]
Medium 98% / 98.2% 1.8% 126 
116 
96 
6 
1.53   2.55 (250.41) 7.412
  1. Yahagi  (The CL with  ) is set to be 85 morale as she is likely to score MVP throughout the run.
  2. You should alway sortie this fleet at 49 morale as if you manage to S-rank all preboss nodes, the entire fleet will be sparkled by the time you reached the boss node, which helps reduce bucket usage.
  3. Best map to kill transport ships as you will meet 4 of them in one sortie.
  4. Like Phase 1, boss node still contains a lot of old rare ships 
     
     
     
     
     
    , making it ideal to farm for their equipment
    if the player desires.
  5. However, the Elite Torpedo Squadron Command Facility  is the absolutely minimum requirement for this fleet to work, and possibly the Prototype Night Zuiun (Attack Equipment)  as well to maintain the high pass rate.
  6. Due to the possibility of using FCF, it is possible that LoS may drop below the requirement. Only continue if your fleet still have above Cn2 45 LoS.
  7. Each run in average supposed to consume 174 ammo, but 5-4 south route also consists of one ammo node that will alway give you 60 ammo (No DLC equipped). Assuming 98% of the time you will not retreat and go through this node, you will gain back the ammo you used, which is around 60 x 98% = 58 ammo, hence the ammo usage became 174 - 58 = 116.
  8. If you managed to tweak the fleet setup to allow 3-slot CL or weaker DD with low luck while maintaining reasonable pass rate, this map can be one of the best options for leveling. A ship that is in non-flagship position and never get MVP will gain at least 1700 - 1850 EXP per boss runs (2500 - 2800 if flagship, more with MVP). Theoretically, if the flagship always becomes MVP and you finished the boss battle, she can gain up to 4500 EXP per runs.
  9. Keep in mind that due to being in a slot with very low capacity, the Prototype Night Zuiun (Attack Equipment)  will almost always be completely shot down, thus losing the proficiency.
  10. For some reasons, if you approach the boss node from south route once the map is cleared, CA Ne-Class  comp will never appear (Dev oversight or historical reference?)

6-3
1CL 4DD 1AV

B-D route [6]
Medium 57.3% / 97.9% [8] 2% 138 
98 [9] 
113 
9 [9] 
1.86   2.31 (226.14) [10] 6.452 [9]
  1. Not recommended in general unless the player really needs devmat and can afford exchanging bucket for devmat.
  2. Despite 4 battles total, there is no ammo penalty at the boss node, as node B is treated as a submarine node. However, 16% of the times there will be surface enemies only instead, but this won't affect the node consumption still, it will always be 8% fuel 0% ammo no matter what.
  3. With the new enemy fleet preview system introduced, you can see whether it is surface enemies only or submarine only in this node before fighting (By clicking the flagship shipgirl CG twice on the formation selection screen to hide both her and the formation UI, and then click the node you are currently at). You can then select the formation accordingly to fight them (Line Ahead if surface, Line Abreast if submarines).
  4. Yahagi  and Nisshin  (The opening torpedo ones) are set to be 85 morale as they are likely to score MVP throughout the run.
  5. 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 [7]
Medium 99.7% / 99.7% 0.3% 47 
43 
7 
0 
0.08   1.47 (146.56) 15.15
  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 [11]. 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.

7-3
1CL 1CAV Kamikaze  Haguro 
[8]
High 99.7% / 99.9% 0.1% 120 
125 
65 
5 
0.41   1.56 (155.84) 4.952
  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.

  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 which is around 10 fuel.
    • 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%
  8. The simulator assumes you would only advance to night battle if you DID NOT get at least a B Rank at the end of the day battle. If you DID, you would just stop fighting and go home. This explains the low rate of boss sunk. In general, unless you are looking for Unryuu , it's not worth getting the S rank, B rank is enough to get the materials from the earlier air recon resource nodes.
  9. 9.0 9.1 9.2 The air recon resource node can also give a great amount of ammo and bauxite depending on the player luck. If they managed to roll those, the amount of resource spent will be much less, or in some cases, they may even gain more ammo and bauxite. Therefore, the efficiency of map 6-3 on average is higher than the number shown here.
  10. 2.31 point per run is considered to be good usually, but as the comp shown here has to fight 4 battles, combined with more time spent from the node selection and air recon resource node mechanics, one run can take up to 5-6 minutes, which means lower point gained per hour.
  11. There is actually an extremely small chance (around 0.01%, or 1 out of 10000 runs) that you will use it, the simulator rounded it down to 0 for some reasons.

Map information
Map Image Comp Setup Route Air Power LoS Recommended
Formations
Notes
3-2 C G L
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
D H P
Surface: 1
Boss: 1
Maelstrom: 1
84 for AS  
4-4 A E I K
Surface: 2
Submarine: 1
Boss: 1
144 for AS+   E
  Other
5-4 E H J P
Surface: 1
Night: 2
Boss: 1
Cn2 45   H
  Other
Boss node is fixed to the comp consisting of CL Tsu-Class  and DD Ro-Class  once the map is cleared and you approach the boss node from south route.
6-3 B D E G H J
Surface: 2
Submarine: 1
Boss: 1
Resource: 2
Cn3 38   if B-Node has submarines
  Otherwise, also for all other nodes.
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.

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

Managing quarterly sortie quests ranking points

Credit to Savara#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

Tools that help you with ranking

Savara's ranking cutoff - planning tool

Website: t. co/NPgkVJhPt5 (Remove space)
This is a ranking supportive tool that calculates the amount of point you need to farm in order to reach a selected goal. It also includes features using ranking data from senka.su such as automatic score input, other players tracking system, and a filter for players potentially going for high ranking. For more information, please visit the site.

Senka.su

Website: [10]
A database site that shows the top 500 record of every server, which can be helpful if you wanna check where you are at compared to the other players in the top 500.

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 < 300.
  • Bauxite used per run < 50.
  • Bucket used per run < 2.
  • 4 battles maximum, including boss.
  • Efficiency higher than map 3-4 heavy comp.

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.