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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.  
+
'''Accuracy, Evasion and Criticals''' are three mechanics intertwined together tp represent the ability of a ship to hit another one. 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.'''
 
*'''Please note that all formulas between <math>\lfloor \ \rfloor</math> are rounded down.'''
    
=Hit Rate=
 
=Hit Rate=
The hit rate is used by all attacks.  
+
The '''hit rate''' is the probability of an attack to hit the target. It's the same for all attacks as well as abyssals. It stems from the difference between the Accuracy of the attack and the evasion of the target.
    
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is:
 
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{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap}\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{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{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula.
 
* <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.
 
* <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''',
 
** Sparkled is '''0.7''',
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** The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
 
** The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
 
** The value is '''12''' for {{Double Chevron}} planes.
 
** The value is '''12''' for {{Double Chevron}} planes.
|}
      
'''Hit Rate Caps'''
 
'''Hit Rate Caps'''
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* The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''.
 
* 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'''.
 
* The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''is 96'''.
 +
|}
    
'''Notes:'''
 
'''Notes:'''
 
* Hit rate has an effective '''minimum of 11%''' and a '''maximum of 97%'''.
 
* 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.
 
* Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
 +
* The effect of sparkle is reduce the closer '''Hit rate''' is to the caps.
    
==Critical Hit Rate==
 
==Critical Hit Rate==
The following are the various formulas for determining critical hits for attacks.
+
'''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending of the attack type.
    
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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|-
 
|-
 
|
 
|
* Shelling/ASW (including carriers): <math>\lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
+
<math>\lfloor \text{Mod}_\text{type} \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>
+
* <math>{Mod}_\text{type}</math> is a mod that depend of the type of attack
* Night Battle (including carriers): <math>\lfloor \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math>
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
* Shelling Support: <math>\lfloor 1.0 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math>
+
!colspan=2|<math>{Mod}_\text{type}</math>
* Airstrike Support: <math>\lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math>
+
|-
 +
!Attack type
 +
!Attack modifier
 +
|-
 +
|Shelling
 +
|rowspan=2|1.3
 +
|-
 +
|ASW
 +
|-
 +
|Torpedo
 +
|1.5
 +
|-
 +
|Airstrike
 +
|0.2
 +
|-
 +
|Night Battle
 +
|<math>1.5 + \text{Const}_\text{contact}</math>
 +
|-
 +
|Shelling Support
 +
|1.0
 +
|-
 +
|Airstrike Support
 +
|0.2
 +
|}
    
* <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details.
 
* <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details.
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|}
 
|}
   −
=Accuracy Formulas=
+
===Hit rate and crit Roll===
 +
There is a single roll for both normal and critical hit.
 +
 
 +
For example let's take a hit rate of ''50%'' on a shelling attack, so the crit rate is ''10%''. The roll can then be represented like this
 +
 
 +
{|class="wikitable" width="75%" style="text-align:center; margin:auto"
 +
!colspan=3|Roll
 +
|-
 +
|width=10% style="background:yellow; color:black"|crit 10%
 +
|width=40% style="background:lime; color:black"|hit 40%
 +
|width=50% style="background:red; color:black"|miss 50%
 +
|}
 +
The normal hit rate is 40% and the reamaining 10% is the critical hit rate.
 +
 
 +
'''Notes:'''
 +
* The effect of accuracy and sparkling on crit rate is limited
 +
* Because it stems directly from hit rate its also affected by the caps.
 +
* With low accuracy, a disproportionately high amount of successful hits will be criticals.
 +
 
 +
===Crit Display===
 +
When a ship take a hit the game display the damage in 3 possible way:
 +
* {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}}
 +
* {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}}
 +
* {{TextGlow|'''25 Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 +
However the behavior of this display change depending of the damage. Behavior which cause that a display critical hit is rarely a critical hit and a miss is not always a miss.
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=2|Display behavior
 +
|-
 +
!Damage range
 +
!Critical display
 +
|-
 +
|0
 +
|always display as {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}}
 +
|-
 +
|<15
 +
|never displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 +
|-
 +
|[15;39]
 +
|criticals displayed normally
 +
|-
 +
|>39
 +
|always display as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 +
|}
 +
 
 +
=Accuracy=
 
Below are the common variables used in all accuracy formulas:
 
Below are the common variables used in all accuracy formulas:
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This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes.
 
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{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{vanguard} \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.
 
* <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack.
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| '''TCF Escort'''|| 45|| 67
 
| '''TCF Escort'''|| 45|| 67
 
|}
 
|}
 +
 +
* <math>\text{Mod}_\text{vanguard}</math> is an accuracy malus when the opposite fleet is in Vangard fiormation. ''See [[Accuracy, Evasion and Criticals#Vanguard formation|below]] for more information
    
* <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.
 
* <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.
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This formula only applies to opening and closing torpedo attacks in day.
 
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{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{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math>
    +
* <math>\text{Mod}_\text{vanguard}</math> is an accuracy malus when the opposite fleet is in Vangard fiormation. ''See [[Accuracy, Evasion and Criticals#Vanguard formation|below]] for more information
 
* <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.
 
* <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.
 
** The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
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'''Important Notes'''
 
'''Important Notes'''
 
* Airstrike accuracy is a constant and '''not affected''' by any outside factors.
 
* Airstrike accuracy is a constant and '''not affected''' by any outside factors.
 +
|}
   −
==Anti-Submarine Warfare==
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Anti-Submarine Warfare
 +
|-
 +
|
 
This formula applies to all ASW attacks in the combat phase and support.
 
This formula applies to all ASW attacks in the combat phase and support.
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|}
 
|}
   −
=Evasion Formulas=
+
=Evasion=
Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
+
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Evasion
 +
|-
 +
|
 +
<math>\text{Evasion}_\text{pre-cap} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor</math>
   −
<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 {{Evasion}} of the ship '''including''' any visible equipment bonuses.
 
  −
* <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.
 
* <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.
 
** Currently modifiers for Vanguard are unknown.
    +
The evasion is then capped as follows:
   −
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{pre-cap}</math>
 
+
* <math>40 < \text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{pre-cap} - 40} \rfloor</math>
* <math>\text{Evasion}_\text{base} < 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base}</math>
+
* <math>\text{Evasion}_\text{base} > 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor</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:
 
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{Evasion}_\text{post-cap} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{DD} - \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{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.
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** <math>\text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar}</math>  
 
** <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{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:
+
* <math>\text{Mod}_\text{DD}</math> is the DD night battle evasion bonus. If the DDC is equiped with a Surface Radar '''and''' a Skilled Lookout it's '''10'''.
** 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}</math> is the remaining fuel penalty.
 
** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math>
 
** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math>
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<references/>
 
<references/>
 
{{clear}}
 
{{clear}}
 
+
|}
 
'''Notes:'''
 
'''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.
 
* 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.
 
* Using [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to medigate fuel penalties.
 +
* Due to the cap trying to increase evasion above 65 have little effects
 +
* As most ship are capable of reaching 65 {{Evasion}} trying to increase evasion using pre-cap mean have little to no effect, this include:
 +
** Increasing the {{Evasion}} (with boiler (even if improved) for example)
 +
** luckmoding {{Luck}}
 +
** Chosing a weaker formation with evasion bonus (except for [[Vanguard]])
 +
* Historical evasion bonus is believed to exist but is not measure due to the limited time of event.
    
=Special Cases=
 
=Special Cases=
 +
 +
==Vanguard Formation==
 +
'''This mechanic is still being tested, so values are subjected to change.
 +
 +
*When a fleet is in Vanguard Formation it give an accuracy malus to the opposite fleet. This malus is determine by 4 factors:
 +
**ship posiiton in the fleet
 +
**ship type
 +
**normal or event map
 +
**Combat phase
 +
*It's the same for the Abyssals.
 +
*It's called <math>\text{Mod}_\text{vanguard}</math> in the accuracy formulas above.
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=4|<math>\text{Mod}_\text{vanguard}</math>
 +
|-
 +
!colspan=4|Shelling Phase
 +
|-
 +
|Fleet Position
 +
|Non-DD
 +
|DD (normal map)
 +
|DD (event)
 +
|-
 +
|1
 +
|rowspan=4|0.95
 +
|rowspan=2|0.95
 +
|rowspan=2|0.95
 +
|-
 +
|2
 +
|-
 +
|3
 +
|rowspan=2|0.8
 +
|rowspan=2|0.6
 +
|-
 +
|4
 +
|-
 +
|5
 +
|0.86
 +
|0.69
 +
|0.52
 +
|-
 +
|6
 +
|0.8
 +
|0.64
 +
|0.48
 +
|-
 +
|7
 +
|0.7
 +
| -
 +
|<0.4
 +
|-
 +
!colspan=4|Torpedo Phase
 +
|-
 +
|1
 +
|rowspan=2|0.9
 +
|rowspan=2|0.9
 +
|rowspan=2|0.9
 +
|-
 +
|2
 +
|-
 +
|3
 +
|0.77
 +
|0.65
 +
|0.55
 +
|-
 +
|4
 +
|0.67
 +
|0.58
 +
|0.475
 +
|-
 +
|5
 +
|0.64
 +
|0.5
 +
|0.4?
 +
|-
 +
|6
 +
|0.55
 +
|0.42
 +
|0.35?
 +
|-
 +
|7
 +
|0.51
 +
| -
 +
|?
 +
|}
 +
 +
==20.3cm Japanese Gun==
 +
 +
'''To be clear, IJN CA(V) do not receive any additional evasion from equipping 20.3cm guns.
 +
 +
This is just a misinterpretation of an ambiguous tweet of the devs.<ref>https://twitter.com/kancolle_staff/status/380238803090145280</ref>
 +
<references/>
 +
 
==PT Imps==
 
==PT Imps==
 
{{Anti-PT Imp Setups|uncollapsed=true}}
 
{{Anti-PT Imp Setups|uncollapsed=true}}
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