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− | <div style="color:red">Interactive map. Click on the icons to see more detail.</div> | + | This page is to provide an in-depth look into the hit rate mechanics in-game for '''single/combined fleets and land-based air squadrons'''. The formulas presented in this page are still subject to change as more testing is done. |
− | {| | + | *'''Please note that all formulas between <math>\lfloor \ \rfloor</math> are rounded down.''' |
− | |- style="vertical-align:top" | + | |
| + | =Hit Rate= |
| + | The hit rate is used by all attacks. |
| + | |
| + | <math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math> |
| + | |
| + | Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is: |
| + | |
| + | <math>\text{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{def}\right) \times \text{Morale}_\text{defender} \right)</math> |
| + | |
| + | * <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy_Formulas|below]] for the various accuracy formulas. |
| + | * <math>\text{Evasion}_\text{def}</math> is the calculated evasion of the defending ship. Please see [[#Evasion_Formulas|below]] for the various evasion formulas. |
| + | * <math>\text{Morale}_\text{defender}</math> is the morale state modifier of the defending ship. Morale is referring to the value of attacking timing, not the value before entering battle. Please see [[Morale_and_Fatigue#Morale Effects|Morale and Fatigue]] for more details. |
| + | ** Sparkled is '''0.7''', |
| + | ** Normal is '''1.0''', |
| + | ** Orange is '''1.2''', |
| + | ** Red is '''1.4'''. |
| + | * <math>\text{Acc}_\text{proficiency}</math> is the '''average''' plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details. |
| + | ** The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats. |
| + | ** The value is '''12''' for {{Double Chevron}} planes. |
| + | |
| + | '''Hit Rate Caps''' |
| + | |
| + | There is a minimum and maximum hit rate in the game. |
| + | * The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''. |
| + | * The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''is 96'''. |
| + | |
| + | '''Notes:''' |
| + | * Hit rate has an effective '''minimum of 11%''' and a '''maximum of 97%'''. |
| + | * Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate. |
| + | |
| + | ==Critical Hit Rate== |
| + | The following are the various formulas for determining critical hits for attacks. |
| + | |
| + | * Shelling/ASW (including carriers): <math>\lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math> |
| + | * Torpedo: <math>\lfloor 1.5 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> |
| + | * Airstrike: <math>\lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math> |
| + | * Night Battle (including carriers): <math>\lfloor \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> |
| + | * Shelling Support: <math>\lfloor 1.0 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> |
| + | * Airstrike Support: <math>\lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math> |
| + | |
| + | * <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details. |
| + | * <math>\text{Const}_\text{contact}</math> is the night contact constant from {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}. It is '''0.07''' if night contact is triggered, '''0''' otherwise. |
| + | |
| + | =Accuracy Formulas= |
| + | Below are the common variables used in all accuracy formulas: |
| + | * <math>\text{Level}</math> is the level of the attacking ship. |
| + | * <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship. |
| + | * <math>\text{Acc}_\text{equip} = \text{Acc}_\text{equip base} + \text{Acc}_\text{equip bonus} + \text{Acc}_\bigstar</math> is the total accuracy {{Hit}} provided by an equipment, with: |
| + | ** <math>\text{Acc}_\text{equip base}</math> is the base accuracy {{Hit}} of the equipment, |
| + | ** <math>\text{Acc}_\text{equip bonus}</math> is the [[Equipment Bonuses|visible]] accuracy {{Hit}} bonuses, |
| + | ** <math>\text{Acc}_\bigstar</math> is the equipment's accuracy {{Hit}} gained from [[Improvement]], |
| + | * <math>\text{Mod}_\text{fit}</math> is the [[Hidden Fit Bonuses]] bonuses or penalties when applicable. |
| + | * <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. ''See [[Combat#Formation Selection|Combat]] for more details.'' |
| + | |
| + | {|class="wikitable mw-collapsible mw-collapsed" |
| + | !colspan=5|<math>\text{Mod}_\text{formation}</math> |
| + | |- |
| + | !Formation |
| + | !Day Shelling &<br>Carrier Attacks |
| + | !Torpedo Attacks |
| + | !ASW |
| + | !Night Battles |
| + | |- |
| + | |Line Ahead||1.0||1.0||1.0||1.0 |
| + | |- |
| + | |Double Line||1.2||0.8||1.2||0.9 |
| + | |- |
| + | |Diamond||1.0||0.4||1.0||0.7 |
| + | |- |
| + | |Echelon||1.2||0.75||1.2||0.9 |
| + | |- |
| + | |Line Abreast||1.2||0.3||1.2||0.8 |
| + | |- |
| + | |Vanguard (Top)||0.8||0.7||?||? |
| + | |- |
| + | |Vanguard (Bottom)||1.2||0.9||?||? |
| + | |- |
| + | |Vanguard (Both) vs DD||1.1||1.2||?||? |
| + | |- |
| + | |Double Line vs Line Abreast||rowspan=3|1.0||rowspan=3|N/A||rowspan=3|1.0||rowspan=3|N/A |
| + | |- |
| + | |Echelon vs Line Ahead |
| + | |- |
| + | |Line Abreast vs Echelon |
| + | |- |
| + | |Combined Fleet Cruising Formation 1||?||?||?||? |
| + | |- |
| + | |Combined Fleet Cruising Formation 2||1.0||?||?||? |
| + | |- |
| + | |Combined Fleet Cruising Formation 3||?||?||?||? |
| + | |- |
| + | |Combined Fleet Cruising Formation 4||1.1||?||?||? |
| + | |} |
| + | |
| + | * <math>\text{Mod}_\text{morale}</math> is the morale modifier of the attacking ship. Morale is referring to the value of attacking timing, not the value before entering battle. ''See [[Morale_and_Fatigue#Morale Effects|Morale and Fatigue]] for more details''. |
| + | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center" |
| + | !colspan=2|<math>\text{Mod}_\text{morale}</math> |
| + | |- |
| + | |Sparkled||1.2 |
| + | |- |
| + | |Normal||1.0 |
| + | |- |
| + | |Orange||0.8 |
| + | |- |
| + | |Red||0.5 |
| + | |} |
| + | |
| + | '''Notes:''' |
| + | * Because of the number of modifiers to accuracy in-game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritize firepower. |
| + | |
| + | ==Daytime Shelling== |
| + | This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes. |
| + | |
| + | <math>\text{Accuracy}_\text{shelling} = \bigg\lfloor \bigg( \Big( \text{Acc}_\text{base} + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \Big) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \bigg) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \bigg\rfloor </math> |
| + | |
| + | * <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack. |
| + | ** These values apply for Player as attacker and Enemy as targets. Values for Enemy attacker vs Player target are unclear/unknown, except single vs single = 90. |
| + | |
| + | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" |
| + | !colspan=4| Fleet type base accuracy values for Player side<ref>https://twitter.com/Xe_UCH/status/1172380690207215616</ref><ref>https://twitter.com/Divinity__123/status/1447941755182227458</ref> |
| + | |- |
| + | !rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy |
| + | |- |
| + | | '''Single Fleet'''|| '''Combined Fleet''' |
| + | |- |
| + | !rowspan=7|Player |
| + | | '''Single Fleet'''|| 90|| 80 |
| + | |- |
| + | | '''CTF Main'''|| 78|| 77 |
| + | |- |
| + | | '''CTF Escort'''|| 45|| 67 |
| + | |- |
| + | | '''STF Main'''|| 45|| 77 |
| + | |- |
| + | | '''STF Escort'''|| 67|| 67 |
| + | |- |
| + | | '''TCF Main'''|| 54|| 54 |
| + | |- |
| + | | '''TCF Escort'''|| 45|| 67 |
| + | |} |
| + | |
| + | * <math>\text{Mod}_\text{spotting}</math> is the artillery spotting bonus if applicable. Please see [[Artillery_Spotting#Setups and Attack Types|Artillery Spotting]] for more details. |
| + | |
| + | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center" |
| + | !colspan=6|<math>\text{Mod}_\text{spotting}</math> |
| + | |- |
| + | !Attack Type |
| + | !Prerequisites |
| + | ![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier |
| + | !Accuracy<br>Modifier |
| + | !Hits |
| + | !Notes |
| + | |- |
| + | !style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}} |
| + | |{{RedGunHeavy}}{{RedPlane}}{{RedPlane}} |
| + | |1.3||?||1 |
| + | |rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only |
| + | |- |
| + | !style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}} |
| + | |{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}} |
| + | |1.35||?||1 |
| + | |- |
| + | !style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}} |
| + | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}} |
| + | |1.5||1.2||1 |
| + | | |
| + | |- |
| + | !style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}} |
| + | |{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}} |
| + | |1.3||1.3||1 |
| | | | | |
− | <div id="map3" style="position:relative;">[[File:Itempanel.png|link=]]
| + | |- |
− | {{ItemMap|x=47|y=39|Marriage Ring and Documents}}{{clear}} | + | !style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}} |
− | {{ItemMap|x=103|y=39|Medal}}{{clear}}
| + | |{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}} |
− | {{ItemMap|x=159|y=39|Improvement Material}}{{clear}} | + | |1.2||1.5||1 |
− | {{ItemMap|x=215|y=39|Food Supply Ship Irako}}{{clear}} | + | | |
− | {{ItemMap|x=271|y=39|Present Box}}{{clear}}
| + | |- |
− | {{ItemMap|x=327|y=39|Special Chocolate}}{{clear}}
| + | !style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}} |
− | {{ItemMap|x=382|y=39|First Class Medal}}{{clear}}
| + | |{{RedGunHeavy}}{{YellowGun}}{{Seaplane}} |
− | {{ItemMap|x=439|y=39|New Technology Aircraft Blueprint}}{{clear}}
| + | |1.1||1.3||1 |
− | {{ItemMap|x=47|y=108|Furniture Box (Small)}}{{clear}}
| + | | |
− | {{ItemMap|x=103|y=108|Furniture Box (Medium)}}{{clear}}
| + | |- |
− | {{ItemMap|x=159|y=108|Furniture Box (Large)}}{{clear}}
| + | !style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}} |
− | {{ItemMap|x=215|y=108|Food Supply Ship Mamiya}}{{clear}} | + | |{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}} |
− | {{ItemMap|x=271|y=108|Remodel Blueprint}}{{clear}}
| + | |1.2||1.1||2 |
− | {{ItemMap|x=327|y=108|Furniture Fairy}}{{clear}}
| |
− | {{ItemMap|x=383|y=108|Headquarters Personnel}}{{clear}}
| |
− | {{ItemMap|x=439|y=108|Reinforcement Expansion}}{{clear}}
| |
− | {{ItemMap|x=47|y=177|Instant Repair Material}}{{clear}}
| |
− | {{ItemMap|x=103|y=177|Instant Construction Material}}{{clear}}
| |
− | {{ItemMap|x=159|y=177|Development Material}}{{clear}}
| |
− | {{ItemMap|x=215|y=177|Dock Opening Key}}{{clear}}
| |
− | {{ItemMap|x=271|y=177|Emergency Repair Personnel}}{{clear}}
| |
− | {{ItemMap|x=327|y=177|Emergency Repair Goddess}}{{clear}}
| |
− | {{ItemMap|x=383|y=177|Hishimochi}}{{clear}}
| |
− | {{ItemMap|x=439|y=177|Saury|link=#Seasonal}}{{clear}}
| |
− | {{ItemMap|x=47|y=246|Skilled Crew Member}}{{clear}}
| |
− | {{ItemMap|x=103|y=246|Prototype Flight Deck Catapult}}{{clear}}
| |
− | {{ItemMap|x=159|y=246|Ne Type Engine}}{{clear}}
| |
− | {{ItemMap|x=215|y=246|Canned Saury}}{{clear}} | |
− | {{ItemMap|x=271|y=246|Combat Ration}}{{clear}}
| |
− | {{ItemMap|x=327|y=246|Underway Replenishment}}{{clear}}
| |
− | {{ItemMap|x=383|y=246|Construction Corps}}{{clear}}
| |
− | {{ItemMap|x=439|y=246|Submarine Supply Material}}{{clear}}
| |
− | </div>
| |
− | {{clear}}
| |
| | | | | |
− | <div id="map5" style="position:relative;">[[File:ExtendedItempanel.png|link=]] | + | |} |
− | {{ItemMap|x=39|y=39|Pumpkin}}{{clear}} | + | |
− | <!--{{ItemMap|x=95|y=39|placeholder11}}{{clear}}-->
| + | * <math>\text{Mod}_\text{AP}</math> is the {{RedAmmo}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armour-Piercing Shells}} accuracy modifier: |
− | {{ItemMap|x=151|y=39|Action Report}}{{clear}} | + | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center" |
− | {{ItemMap|x=39|y=108|New Model Gun Mount Improvement Material}}{{clear}} | + | !colspan=2|<math>\text{Mod}_\text{AP}</math> |
− | {{ItemMap|x=95|y=108|New Model Aerial Armament Material}}{{clear}} | + | |- |
− | {{ItemMap|x=151|y=108|New Model Rocket Development Material}}{{clear}} | + | !Type!!Modifier |
− | {{ItemMap|x=39|y=177|Combat Ration (Special Onigiri)}}{{clear}} | + | |- |
− | {{ItemMap|x=95|y=177|Emergency Repair Material}}{{clear}} | + | |{{RedAmmo}}{{RedGunHeavy}}||1.1 |
− | {{ItemMap|x=151|y=177|New Model Armament Material}}{{clear}} | + | |- |
− | {{ItemMap|x=39|y=246|Xmas Select Gift Box}}{{clear}} | + | |{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}||1.2 |
− | <!--{{ItemMap|x=95|y=246|placeholder15}}{{clear}}--> | + | |- |
− | {{ItemMap|x=151|y=246|Setsubun Beans}}{{clear}} | + | |{{RedAmmo}}{{RedGunHeavy}}{{Radar}}||1.25 |
− | </div> | + | |- |
| + | |{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3 |
| + | |} |
| + | |
| + | '''Notes:''' |
| + | * It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses. |
| + | * Unlike when calculating damage, the bonus applies to all targets. |
| + | <references/> |
| + | |
| + | ==Shelling Support== |
| + | This formula applies to surface shelling and carrier attacks during shelling support. |
| + | |
| + | <math>\text{Accuracy}_\text{shelling support} = \bigg\lfloor \Big( 64 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip base} \Big) \times \text{Mod}_\text{formation}? \times \text{Mod}_\text{morale} \bigg\rfloor </math> |
| + | |
| + | * <math>\text{Acc}_\text{equip base}</math> does not include any [[Equipment Bonuses|visible bonus]] nor [[Improvement]]. |
| + | * <math>\text{Mod}_\text{formation}</math> exists in KanColle Kai, but it is unclear if it applies to browser KanColle using the Daytime Shelling formation modifier of the main fleet. |
| + | |
| + | ==Torpedo Attacks== |
| + | This formula only applies to opening and closing torpedo attacks in day. |
| + | |
| + | <math>\text{Accuracy}_\text{torpedo} = \left( 85 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math> |
| + | |
| + | * <math>\text{Attack}_\text{torp}</math> is the final basic torpedo attack power of the ship. Please see [[Damage_Calculations#Torpedo_Attacks|Damage Calculations]] for details. |
| + | ** The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap. |
| + | ** This means that engagement and damage state play a role in torpedo accuracy. |
| + | * <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above '''0'''. |
| + | |
| + | ==Aerial Combat== |
| + | |
| + | This formula applies to the airstrikes performed during the aerial combat phase and support. Although ASW support functions like an airstrike for damage, it '''does not''' use this formula. |
| + | |
| + | <math>\text{Accuracy}_\text{airstrike} = 95</math> |
| + | |
| + | '''Important Notes''' |
| + | * Airstrike accuracy is a constant and '''not affected''' by any outside factors. |
| + | |
| + | ==Anti-Submarine Warfare== |
| + | This formula applies to all ASW attacks in the combat phase and support. |
| + | |
| + | <math>\text{Accuracy}_\text{ASW} = \left( 80 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\bigstar + 2 \times \sum \text{ASW}_\text{sonar} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy}</math> |
| + | |
| + | * <math>\text{Acc}_\bigstar</math> does '''not''' include {{Hit}} accuracy stat of the equipment, only the amount from [[Improvement]] related to ASW accuracy |
| + | * <math>\text{ASW}_\text{sonar}</math> is the '''base''' ASW stat of any sonars equipped. |
| + | * <math>\text{Mod}_\text{synergy}</math> is the synergy bonus from equipping certain combinations of ASW equipment. |
| + | ** Synergy bonus is either currently bugged or so small it cannot be tested. |
| + | |
| + | '''Notes:''' |
| + | * Equipping more sonars is the best way to boost ASW accuracy. |
| + | ** {{Equipment/Link|Type 0 Passive Sonar|text=Large Sonars|link_category=Large Sonar}} are not counted for this bonus. |
| + | |
| + | ==Night Battles== |
| + | This formula applies to '''all''' night battle attacks. |
| + | |
| + | <math>\text{Accuracy}_\text{NB} = \bigg( \text{Mod}_\text{contact} \times \Big( 69 + \text{Mod}_\text{star shell} \Big) + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \bigg) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit}</math> |
| + | |
| + | * <math>\text{Mod}_\text{contact}</math> is '''1.1''' if a {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recon|link_category=Night Recon}} triggered, '''1.0''' otherwise. |
| + | * <math>\text{Mod}_\text{star shell}</math> is '''5.0''' if a {{StarShell}} {{EquipmentLink|Star Shell}} is triggered, '''0''' otherwise. |
| + | * <math>\text{Mod}_\text{searchlight}</math> is '''7.0''' if a {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlight|link_category=Searchlight}} is triggered, '''0''' otherwise, |
| + | * <math>\text{Mod}_\text{special}</math> is the night battle special attack modifier. ''See [[Night Battle]] for more details.'' |
| + | ** Torpedo Cut-in: '''1.65''', |
| + | ** Gun Cut-in: '''2.0''', |
| + | ** Mixed Cut-in: '''1.5''', |
| + | ** Secondary Cut-in: '''1.5''', |
| + | ** Double Attack: '''1.1''', |
| + | ** Other multipliers are unknown. |
| + | |
| + | ==Land-Based Air Squadron== |
| + | This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per squadron. |
| + | |
| + | <math>\text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{morale} + \text{Acc}_\text{proficiency}</math> <ref>https://twitter.com/yukicacoon/status/1432364331694374914</ref> |
| + | |
| + | * <math>\text{Acc}_\text{equip}</math> is the accuracy stat of the plane. |
| + | * <math>\text{Acc}_\text{Sp}</math> is accuracy bonus for [[Land-Based Air Squadron#LBAS Special Bombers|LBAS Special Bombers]] on some targets. |
| + | * <math>\text{Mod}_\text{morale}</math> is the morale modifier of the plane. |
| + | ** Normal/Orange morale: '''1.0''' |
| + | ** Red morale: '''0.8''' |
| + | * <math>\text{Acc}_\text{proficiency}</math> is the plane proficiency accuracy bonus. ''See [[Plane Proficiency]] for more details.'' |
| + | ** Unclear if applied here or after <math>\text{Hit}_\text{cap}</math>. If applying here, skip <math>\text{Acc}_\text{proficiency}</math> for [[#Hit Rate|hit rate]]. |
| + | ** The value is '''12''' for {{Double Chevron}} planes. |
| + | <references/> |
| + | |
| + | =Evasion Formulas= |
| + | Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows: |
| + | |
| + | <math>\text{Evasion}_\text{base} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor</math> |
| + | |
| + | * <math>\text{Evasion}_\text{ship}</math> is the evasion of the ship '''including''' any visible equipment bonuses. |
| + | * <math>\text{Mod}_\text{formation}</math> is the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation Selection|Combat]] for more details. |
| + | ** Currently modifiers for Vanguard are unknown. |
| + | |
| + | |
| + | The various capped evasion formulas to calculate the final evasion rate is as follows: |
| + | |
| + | * <math>\text{Evasion}_\text{base} < 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base}</math> |
| + | * <math>40 < \text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{base} - 40} \rfloor</math> |
| + | * <math>\text{Evasion}_\text{base} > 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{base} - 65}\rfloor</math> |
| + | |
| + | Capped evasion is then modified by post-cap modifiers: |
| + | |
| + | <math>\text{Evasion %} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{vanguard} - \text{Mod}_\text{fuel} \right) \biggr\rfloor</math> |
| + | |
| + | * <math>\text{Mod}_\text{searchlight}</math> is the searchlight evasion penalty. It is '''0.2''' for any ship equipped with a searchlight (even if not triggered) and '''1.0''' otherwise. |
| + | * <math>\text{Mod}_\text{sonar}</math> is the sonar improvement modifier that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise. |
| + | ** <math>\text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar}</math> |
| + | * <math>\text{Mod}_\text{CA}</math> is the heavy/aviation cruiser night battle evasion bonus. It is '''5''' for heavy/aviation cruisers and '''0''' otherwise. |
| + | * <math>\text{Mod}_\text{vanguard}</math> is the Vanguard evasion bonus. This is different from the formation modifier that gets taken into account for base evasion. Bonuses are: |
| + | ** For ships at the top (slots 1-2 or 1-3): Non-destroyers get a 5% bonus. Destroyers get a 20% bonus. |
| + | ** For the rest of the ships at the bottom (slots 3-5 or 4-7): Non-destroyers get a 20% bonus. Destroyers get a 40% bonus. |
| + | * <math>\text{Mod}_\text{fuel}</math> is the remaining fuel penalty. |
| + | ** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math> |
| + | ** If fuel is above 75%, the penalty is 0. |
| + | ** The penalty is an integer and not a percentage. |
| + | |
| + | {|class="wikitable" style="text-align:center" |
| + | |+ Remaining Fuel Penalty |
| + | |- |
| + | !Battle #<ref>This only takes into account normal day battles. Special nodes have different resource consumption.</ref> |
| + | !Remaining Fuel!!Penalty |
| + | |- |
| + | |2nd Battle||80%||0 |
| + | |- |
| + | |3rd Battle||60%||15 |
| + | |- |
| + | |4th Battle||40%||35 |
| + | |- |
| + | |5th Battle||20%||55 |
| + | |- |
| + | |6th+ Battle||0%||75 |
| + | |} |
| + | <references/> |
| {{clear}} | | {{clear}} |
− | |} | + | |
| + | '''Notes:''' |
| + | * The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test. |
| + | * Using [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate fuel penalties. |
| + | |
| + | =Special Cases= |
| + | ==PT Imps== |
| + | {{Anti-PT Imp Setups|uncollapsed=true}} |
| + | |
| + | =See Also= |
| + | {{Mechanics}} |