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: (T=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 editors' work without the consent of the editor and his approval to do so.
Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Early Spring 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-4 Branching Rules (Start Points) ▼/▲
Nodes
Rules
Start
1
Single Fleet
CTF
STF until point 3 is unlocked and does not meet the requirements to start at point 2
STF: Does not meet the requirements to start at point 2
E-4 Branching Rules (Start Point 1) ▼/▲
Nodes
Rules
1
A
Does not meet the requirements to go to A1
A1
Meet ALL of the following requirements:
Single: Fast Fleet
Single: If Slow Fleet, amount of AS + SS(V) ≥ 1 (Easy/Medium/Hard)
If Slow Fleet, then amount of Yamato-class ships ≤ 1
Amount of CV(B) ≤ 4
Node P is unlocked: Does not meet the requirements to go to P
P
Single Fleet
Meet ANY of the following requirements:
Amount of DD + DE ≥ 3 (Casual)
Amount of SS(V) ≥ 1 (Casual)
Amount of SS(V) ≥ 2 (Easy)
Amount of SS(V) ≥ 3 (Medium)
Amount of SS(V) ≥ 4
Amount of AS ≥ 1 and amount of SS(V) ≥ 3
A
A1
Does not meet the requirements to go to B
B
Meet ALL of the following requirements:
CTF/STF
Amount of CV(B) ≤ 3
If amount of Yamato-class ships = 1, then amount of DD ≥ ?
If amount of Yamato-class ships = 2, then amount of DD ≥ ?
A1
A2
Single Fleet
B
CTF/STF
B
C
Active Branching
D
C
C1
Meet ALL of the following requirements:
Amount of AV ≤ 1
If Slow Fleet, then amount of CV(B/L) ≤ 3
If Slow Fleet, then amount of CA(V) ≤ 2
C2
Does not meet the requirements to go to C1
D
D1
Meet ALL of the following requirements:
Amount of (F)BB(V) = 0
Amount of CVL ≥ 1 OR amount of CL ≥ 2 *
Amount of DD ≥ 4 *
D2
Does not meet the requirements to go to D1
E
F
Does not meet the requirements to go to F
F1
Meet ALL of the following requirements:
Amount of (F)BB(V) + CV(B/L) ≤ 5
If Slow Fleet, then amount of (F)BB(V) + CV(B/L) ≤ 4
Amount of DD ≥ 3
If amount of Yamato-class ships = 1, then amount of DD ≥ 4
If amount of Yamato-class ships = 2, then amount of DD ≥ 5
F
F1
Routed thru C1 *
J1
Routed thru P *
F1
F2
Fail the LoS check *
G
Pass the LoS check *
J
F
Does not meet the requirements to go to J1
J1
Meet ALL of the following requirements:
Single Fleet
Amount of (F)BB(V) + CV(B/L) = 0
Amount of SS(V) ≥ ?/?/3?/4 (Casual/Easy/Medium/Hard)
J1
J2
Amount of (F)BB(V) + CV(B) ≥ 1
Further routing unknown
Q
Amount of (F)BB(V) + CV(B) = 0
Does not meet the requirements to go to R
R
Meet ALL of the following requirements:
Amount of (F)BB(V) + CV(B) = 0
Amount of CVL + CAV? = 0
Amount of AV ≤ 1
If amount of CL = 1, then amount of DD ≥ 2 *
E-4 Branching Rules (Start Point 2) ▼/▲
Nodes
Rules
H
I
Slow Fleet
J
Fast Fleet
I1
I2
???
I3
???
J
J1
Fixed Route
J2
K
???
L
Does not meet the requirements to go to M
M
Amount of LHA + AV + CAV ≤ 2
L
M
Fixed Route *
M
N
Fail the LoS check
O
Pass the LoS check cn3 78
E-4 Branching Rules (Start Point 3) ▼/▲
Nodes
Rules
3
F
Does not meet the requirements to go to T
T
If amount of Yamato-class ships = 1, then amount of DD ≥ ?
If amount of Yamato-class ships = 2, then amount of DD ≥ ?
F
U
Fixed Route *
J2
K
???
L
Does not meet the requirements to go to V
V
Amount of DD + DE ≥ 5
L
M
Fixed Route *
U
J2
Does not meet the requirements to go to V
V
Meet ALL of the following requirements:
Amount of CL ≥ 2
If Slow Fleet, amount of CV(B) = 0
If Slow Fleet, amount of CVL ≤ 1
V
W
???
X
???
X
Y
Fail the LoS check
Z
Pass the LoS check cn3 119
* = 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.
If the Touch triggers twice in a battle, only a single will be consumed for this battle.
If the Touch triggers in multiple nodes, one will be consumed for each node it is triggered.
It does not consume any extra ammo.
If the game is refreshed before the battle ends, then no material will be consumed even if the touch triggered.
Trigger rate is affected by the Level and luck stat of the participating ships[1].
Submarine Radars affect the trigger rate, each increasing the trigger rate by about 10 %[2].
It has a chance to trigger every time the AS takes a turn at shelling.
It can trigger in both day and night for the same battle.
It can only trigger once during day battle.
If it fails to trigger during the day battle, there is still a chance to trigger it in the follow-up night battle.
If all enemies sunk, then touch stops early.
The attack order is always (where among the attacking submarines, 1 is upper one and 2 is lower one):
1-1-2-2 for 4 attacks,
1-1-2 or 1-2-2 for 3 attacks,
1-2 for 2 attacks.
If touch stops early, then attacks can be just 1-1
Also note that the actual order may be different from client animation of who shoots torpedoes, which always assigns attackers alternately like 1-2-1-2 or 1-2-1 or 1-2, so you may mismatch the real attack.
The touch can be activated multiple times per sortie.
[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,
[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].