Experience and Rank
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Experience in Kantai Collection is divided into two types. Ship Girl experience and Admiral experience. The former makes ship girls more powerful and the latter increases the player's HQ level and plays into Ranking.
Ship Girl Experience
Ships earn experience through sorties, exercises (PVP), and expeditions.
- For ships, the following elements are affected by level:
- Remodeling (ship to ship dependant),
- Marriage, requiring level 99,
- Some Expeditions' requirements or/and great success rate,
- Natural stat growth for ASW , LoS , evasion , and accuracy /hit rate,
- Repair time,
- Night Recon trigger rate,
- Chance for 2nd Hit for "New Type" Cut-ins for DD after level 80,
- Touch trigger rates for (F)BB(V),
- Touch damage for SS(V),
- Experience bonus for CT,
- See leveling for more details and advice on leveling up ships.
Sorties
Experience earned by ships in sorties is:
[math]\displaystyle{ \text{Exp}_\text{sortie} = \lfloor \text{Exp}_\text{base} \times \text{Mod}_\text{MVP} \times \text{Mod}_\text{flag} \times \text{Mod}_\text{rank} \rfloor }[/math]
- With
- [math]\displaystyle{ \text{Exp}_\text{base} }[/math] the base experience of the node, being node-to-node dependent.
- See the individual map pages for exact base exp values.
- [math]\displaystyle{ \text{Mod}_\text{MVP} }[/math] the MVP bonus, being 2 for the MVP and 1 for all other ships,
- [math]\displaystyle{ \text{Mod}_\text{flag} }[/math] the flagship bonus, being 1.5 for the flagship and 1 for all other ships,
- [math]\displaystyle{ \text{Mod}_\text{rank} }[/math] the rank bonus according to the table below.
Sortie Rank Bonus | |
---|---|
Rank | Multiplier |
S | 1.2 |
A | 1.0 |
B | 1.0 |
C | 0.8 |
D | 0.7 |
E | 0.5 |
- Notes
- The maximum multiplier a ship can earn is 3.6, for a flagship MVP at S rank.
- It is rarely worth it to go into each night battle to increase the sortie exp gains, as it is less time-efficient compared to doing more runs.
- Most maps heavily reward clearing the boss node.
Exercises
Experience earned in exercises is:
[math]\displaystyle{ \text{Exp}_\text{exercise} = \lfloor \text{Exp}_\text{post-cap} \times \text{Mod}_\text{MVP} \times \text{Mod}_\text{flag} \times \text{Mod}_\text{CT} \rfloor }[/math]
Experience earned through exercises has a cap where experience over 500 is squarely rooted.
[math]\displaystyle{ \text{Exp}_\text{post-cap} = \Big\lfloor 500 + \sqrt{\text{Exp}_\text{pre-cap}-500} \Big\rfloor }[/math]
[math]\displaystyle{ \text{Exp}_\text{pre-cap} = \Big\lfloor \frac{\text{Exp}_\text{Ship1}}{100} + \frac{\text{Exp}_\text{Ship2}}{300} \Big\rfloor + \text{Rand} }[/math]
- With
- [math]\displaystyle{ \text{Mod}_\text{MVP} }[/math] the MVP bonus, being 2 for the MVP and 1 for all other ships,
- [math]\displaystyle{ \text{Mod}_\text{flag} }[/math] the flagship bonus, being 1.5 for the flagship and 1 for all other ships,
- [math]\displaystyle{ \text{Mod}_\text{rank} }[/math] the rank bonus according to the table below,
- [math]\displaystyle{ \text{Mod}_\text{CT} }[/math] the training cruiser bonus according to the table below,
- [math]\displaystyle{ \text{Exp}_\text{Ship1} }[/math] the minimum experience value of the opponent's flagship based on exp tables below,
- [math]\displaystyle{ \text{Exp}_\text{Ship2} }[/math] the minimum experience value of the opponent's 2nd ship based on exp tables below,
- [math]\displaystyle{ \text{Rand} }[/math] a random number from 0 to 3.
Exercise Rank Bonus | |
---|---|
Rank | Multiplier |
S | 1.2 |
A | 1.0 |
B | 1.0 |
C | 0.64 |
D | 0.56 |
E | 0.4 |
Training Cruisers (CT) behave similarly to Light Cruisers, with the ability to increase exp earned from Exercises.
- The bonus depends on their position and number in the fleet as well as their level. See below for bonus values:
CT Experience Bonus: [math]\displaystyle{ \text{Mod}_\text{CT} }[/math] | ||||||||
---|---|---|---|---|---|---|---|---|
Fleet | Affected Ships |
CT Level | Notes | |||||
1-9 | 10-29 | 30-59 | 60-99 | 100+ | The flagship's level if it is a CT, highest leveled CT otherwise. | |||
1 Katori-class non-flagship | All | 1.030 | 1.050 | 1.070 | 1.100 | 1.150 | Asahi not present | |
2 Katori-class non-flagship | 1.040 | 1.060 | 1.080 | 1.120 | 1.175 | |||
1 Katori-class flagship | 1.050 | 1.080 | 1.120 | 1.150 | 1.200 | |||
1 Katori-class flagship + 1 Katori-class | 1.100 | 1.130 | 1.160 | 1.200 | 1.250 | |||
1 CT non-flagship | All | 1 | Asahi present, but not counted as a CT | |||||
2 CT non-flagship | 1.030 | 1.050 | 1.070 | 1.100 | 1.150 | |||
3 CT non-flagship | 1.040 | 1.060 | 1.080 | 1.120 | 1.175 | |||
Asahi flagship | All surface | 0.630 | 0.648 | 0.672 | 0.690 | 0.720 | Asahi present [1][2] | |
SS(V) | 1.365 | 1.404 | 1.456 | 1.495 | 1.560 | |||
Katori-class flagship + 1/2CT | All surface | 1.103 | 1.134 | 1.176 | 1.208 | 1.260 | ||
SS(V) | 1.523 | 1.566 | 1.624 | 1.668 | 1.740 | |||
Asahi flagship + 2CT | All surface | 1.155 | 1.187 | 1.218 | 1.260 | 1.313 | ||
SS(V) | 1.595 | 1.639 | 1.682 | 1.740 | 1.813 | |||
CT list: Asahi (Base), Katori/Kai , Kashima/Kai
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- Notes
- Like sorties, the maximum multiplier a ship girl can earn is 3.6. This would be for a flagship MVP at S-rank.
- With two married CT in the fleet, it is 4.23.
- It is not recommended to have a CT flagship as a more valuable ship can use that experience.
- It is recommended to do night battle in order to attempt to get a higher rank for better exp.
- Participation per day in exercises is limited so it is important to maximize the exp.
- Because of the way exp is calculated, even losses can yield a lot of experience.
- See Exercises for calculated experience values.
Expeditions
Please see Expeditions for the experience earned from each expedition. Note that the experience listed is multiplied by 4 on a great success.
Ship Girl Exp Tables
The base level cap for all ship girls is 99.
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Marrying ship girls instantly raises their level to 100, and raises their level cap to 180. No experience is necessary for this level-up. Please see Marriage for more details.
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HQ Experience
Like ship girls, Admirals earn HQ experience through sorties, expeditions and exercises.
- The best way to earn HQ experience is through sorties.
- Exercises and expeditions give minimal HQ experience.
- The most important use of HQ experience is for Ranking.
- HQ experience is capped at 360 000 000.
Do note that the HQ level will directly affect the difficulty of certain maps, by changing the enemy compositions, or even the map's HP bar.
Sorties
HQ experience from sorties is only affected by rank.
Sortie Experience Modifiers | ||
---|---|---|
Rank | Non-boss Multiplier | Boss Multiplier |
S | 1.0x Non-Boss Exp | 1.0x Boss Exp |
A | 0.8 | Boss Exp - (0.5 x Non-Boss Exp) |
B | 0.5x | Boss Exp - (0.8x Non-Boss Exp) |
C | 0x | Non-boss exp |
D | 0x | 0x |
E | 0x | 0x |
The value of non-boss and boss node experience is given by the table below.
Sortie HQ EXP Table | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Map | Non-Boss Exp | Boss Exp | Map | Non-Boss Exp | Boss Exp | Map | Non-Boss Exp | Boss Exp | Map | Non-Boss Exp | Boss Exp | ||||
1-1 | 10 | 20 | 2-1 | 60 | 720 | 3-1 | 110 | 1,420 | 7-1 | 140 | 1,680 | ||||
1-2 | 20 | 140 | 2-2 | 70 | 840 | 3-2 | 120 | 1,740 | 7-2-1 | 180 | 360 | ||||
7-2-2 | 2,360 | ||||||||||||||
1-3 | 40 | 380 | 2-3 | 90 | 1,180 | 3-3 | 140 | 2,280 | 7-3-1 | 160 | 320 | ||||
7-3-2 | 1920 | ||||||||||||||
1-4 | 60 | 720 | 2-4 | 120 | 1,740 | 3-4 | 160 | 3,320 | 7-4 | 170 | 2,140 | ||||
1-5 | 80 | 1,060 | 2-5 | 160 | 2,320 | 3-5 | 190 | 2,880 | 7-5 | ?? | ?? | ||||
1-6 | 100 | - | - | - | - | ||||||||||
- | - | - | - | ||||||||||||
4-1 | 110 | 1,520 | 5-1 | 160 | 2,020 | 6-1 | 180 | 2,160 | |||||||
4-2 | 120 | 1,640 | 5-2 | 170 | 2,340 | 6-2 | 200 | 2,600 | |||||||
4-3 | 140 | 1,880 | 5-3 | 190 | 2,680 | 6-3 | 180 | 2,760 | |||||||
4-4 | 170 | 2,340 | 5-4 | 210 | 3,020 | 6-4 | 230 | 3,160 | |||||||
4-5 | 200 | 2,900 | 5-5 | 240 | 3,480 | 6-5 | 260 | 3,520 | |||||||
- | - | - | |||||||||||||
- | - | - |
- Notes
- HQ exp is only gained from combat node. See Nodes for more details.
- It is rarely worth it to go into each night battle to increase the sortie exp gains, as it is less time-efficient compared to doing more runs.
Exercises
HQ exp earned in exercises depends on the level difference between opponents.
Level Difference | S | A | B | Defeat (C/D/E) |
---|---|---|---|---|
≥5 | 160 | 120 | 96 | 80 |
3~4 | 120 | 80 | 64 | 60 |
1~2 | 80 | 60 | 48 | 40 |
0 | 60 | 40 | 32 | 30 |
-1~-2 | 40 | 30 | 24 | 20 |
-3~-4 | 30 | 20 | 16 | 15 |
≤-5 | 20 | 15 | 12 | 10 |
- Notes
- The higher the HQ level, the lesser the HQ experience gains from exercises.
Expeditions
Please see Expeditions for the experience earned from each expedition. Note that the experience listed is multiplied by 2 on a great success.
Admiral Rank
These are the ranks displayed on the Military Record screen and beside each name in the server rankings.
- Ranks depend on the current position in the Rankings.
- Ranks currently serve no purpose beyond cosmetic.
- Ranks are calculated off the total number of valid admirals on the server.
- Admirals who have registered but not started the game aren't counted.
Insignia | Rank Full Rank Name |
Translation | Notes | Rank |
---|---|---|---|---|
元帥 (Gensui?) 元帥海軍大将 (Gensui Kaigun Taishō?) |
Marshal Admiral | Top 1% of the server. | 1 | |
大将 (Taishō?) 海軍大将 (Kaigun Taishō?) |
Admiral | Top 5% of the server. | 2 | |
中将 (Chūjō?) 海軍中将 (Kaigun Chūjō?) |
Vice-Admiral | Top 10% of the server. | 3 | |
少将 (Shōshō?) 海軍少将 (Kaigun Shōshō?) |
Rear-Admiral | Top 20% of the server. | 4 | |
大佐 (Taisa?) 海軍大佐 (Kaigun Taisa?) |
Captain | Top 40% of the server. | 5 | |
中佐 (Chūsa?) 海軍中佐 (Kaigun Chūsa?) |
Commander | Top 55% of the server. | 6 | |
新米中佐 (Shinmai Chūsa?) - |
Junior Commander | Top 65% of the server. Does not officially exist in IJN rankings. Used as an intermediary rank between Lieutenant-Commander and Commander. | 7 | |
少佐 (Shōsa?) 海軍少佐 (Kaigun Shōsa?) |
Lieutenant-Commander | Top 80% of the server. | 8 | |
中堅少佐 (Chūken Shōsa?) - |
Vice Lieutenant-Commander | Top 90% of the server. Does not officially exist in IJN rankings. Used as an intermediary rank between Lieutenant and Lieutenant-Commander. Translates literally to "Mid-level Lt-Commander". | 8 | |
新米少佐 (Shinmai Shōsa?) - |
Junior Lieutenant-Commander | Rest of the server. Does not officially exist in IJN rankings. Used as an intermediary rank between Lieutenant and Lieutenant-Commander. | 10 |
HQ Exp Table
Disclaimer: EXP list from Lv100 through Lv120 is guessed based on patterns observed from known data across several levels. Value may be off by 100000-200000 points per level.
Lv | Exp. | Exp. Diff | Lv | Exp. | Exp. Diff | Lv | Exp. | Exp. Diff | Lv | Exp. | Exp. Diff | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 0 | 0 | 31 | 46,500 | 3,000 | 61 | 188,500 | 7,000 | 91 | 564,500 | 19,000 | |||
2 | 100 | 100 | 32 | 49,600 | 3,100 | 62 | 195,800 | 7,300 | 92 | 584,500 | 20,000 | |||
3 | 300 | 200 | 33 | 52,800 | 3,200 | 63 | 203,400 | 7,600 | 93 | 606,500 | 22,000 | |||
4 | 600 | 300 | 34 | 56,100 | 3,300 | 64 | 211,300 | 7,900 | 94 | 631,500 | 25,000 | |||
5 | 1,000 | 400 | 35 | 59,500 | 3,400 | 65 | 219,500 | 8,200 | 95 | 661,500 | 30,000 | |||
6 | 1,500 | 500 | 36 | 63,000 | 3,500 | 66 | 228,000 | 8,500 | 96 | 701,500 | 40,000 | |||
7 | 2,100 | 600 | 37 | 66,600 | 3,600 | 67 | 236,800 | 8,800 | 97 | 761,500 | 60,000 | |||
8 | 2,800 | 700 | 38 | 70,300 | 3,700 | 68 | 245,900 | 9,100 | 98 | 851,500 | 90,000 | |||
9 | 3,600 | 800 | 39 | 74,100 | 3,800 | 69 | 255,300 | 9,400 | 99 | 1,000,000 | 148,500 | |||
10 | 4,500 | 900 | 40 | 78,000 | 3,900 | 70 | 265,000 | 9,700 | 100 | 1,300,000 | 300,000 | |||
11 | 5,500 | 1,000 | 41 | 82,000 | 4,000 | 71 | 275,000 | 10,000 | 101 | 1,600,000 | 300,000 | |||
12 | 6,600 | 1,100 | 42 | 86,100 | 4,100 | 72 | 285,400 | 10,400 | 102 | 1,900,000 | 300,000 | |||
13 | 7,800 | 1,200 | 43 | 90,300 | 4,200 | 73 | 296,200 | 10,800 | 103 | 2,200,000 | 300,000 | |||
14 | 9,100 | 1,300 | 44 | 94,600 | 4,300 | 74 | 307,400 | 11,200 | 104 | 2,600,000 | 400,000 | |||
15 | 10,500 | 1,400 | 45 | 99,000 | 4,400 | 75 | 319,000 | 11,600 | 105 | 3,000,000 | 400,000 | |||
16 | 12,000 | 1,500 | 46 | 103,500 | 4,500 | 76 | 331,000 | 12,000 | 106 | 3,500,000 | 500,000 | |||
17 | 13,600 | 1,600 | 47 | 108,100 | 4,600 | 77 | 343,400 | 12,400 | 107 | 4,000,000 | 500,000 | |||
18 | 15,300 | 1,700 | 48 | 112,800 | 4,700 | 78 | 356,200 | 12,800 | 108 | 4,600,000 | 600,000 | |||
19 | 17,100 | 1,800 | 49 | 117,600 | 4,800 | 79 | 369,400 | 13,200 | 109 | 5,200,000 | 600,000 | |||
20 | 19,000 | 1,900 | 50 | 122,500 | 4,900 | 80 | 383,000 | 13,600 | 110 | 5,900,000 | 700,000 | |||
21 | 21,000 | 2,000 | 51 | 127,500 | 5,000 | 81 | 397,000 | 14,000 | 111 | 6,600,000 | 700,000 | |||
22 | 23,100 | 2,100 | 52 | 132,700 | 5,200 | 82 | 411,500 | 14,500 | 112 | 7,400,000 | 800,000 | |||
23 | 25,300 | 2,200 | 53 | 138,100 | 5,400 | 83 | 426,500 | 15,000 | 113 | 8,200,000 | 800,000 | |||
24 | 27,600 | 2,300 | 54 | 143,700 | 5,600 | 84 | 442,000 | 15,500 | 114 | 9,100,000 | 900,000 | |||
25 | 30,000 | 2,400 | 55 | 149,500 | 5,800 | 85 | 458,000 | 16,000 | 115 | 10,000,000 | 900,000 | |||
26 | 32,500 | 2,500 | 56 | 155,500 | 6,000 | 86 | 474,500 | 16,500 | 116 | 11,000,000 | 1,000,000 | |||
27 | 35,100 | 2,600 | 57 | 161,700 | 6,200 | 87 | 491,500 | 17,000 | 117 | 12,000,000 | 1,000,000 | |||
28 | 37,800 | 2,700 | 58 | 168,100 | 6,400 | 88 | 509,000 | 17,500 | 118 | 13,000,000 | 1,000,000 | |||
29 | 40,600 | 2,800 | 59 | 174,700 | 6,600 | 89 | 527,000 | 18,000 | 119 | 14,000,000 | 1,000,000 | |||
30 | 43,500 | 2,900 | 60 | 181,500 | 6,800 | 90 | 545,500 | 18,500 | 120 | 15,000,000 | 1,000,000 |
Effects of HQ Level
Effective LoS
The Line of Sight formula is affected by HQ level. A higher HQ level will result in higher LoS requirements for routing.
Resource Soft Cap
A higher HQ level will result in a higher soft cap on primary resources ( ). Please see Resources for more information.
Development Rarity
The higher the HQ level, the higher the chance of obtaining rare equipment from Development.
Difficulty Tiers
The difficulty of events used to automatically be adjusted to HQ level. As of the Winter 2015 event, players have been able to select the difficulty level they wish to challenge. HQ level affects the difficulty levels available to be selected.
HQ level also affects the enemy compositions encountered in some sorties. Please see the individual Sortie pages for the difficulty tier breakdown.
Tier | HQ Level Range | Rare Drop Availability | Notes | |
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I | Casual | 1+ | Very Limited | |
Easy | Limited | |||
II | Medium | 35+ | Most of | Easy or higher must have been selected on the previous map |
III | Hard | 80+ | All | Medium or higher must have been selected on the previous map |
Server Ranking
HQ experience earned throughout the year and the month determines players' ranks in the server. This differs from the Admiral Ranks detailed above. Please see Ranking for more details and the help page for advice on how to rank.