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| |- | | |- |
| | | | | |
− | <math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math> | + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <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: | | Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is: |
| + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <math>\text{Hit}_\text{cap} = MIN \Big[ \big( MAX \big[ ( \text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap} ) ; {\color{tomato} \text{10}} \big] \times \text{Morale}_\text{defender} \big) ; {\color{DeepSkyBlue} \text{96}} \Big]</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>
| + | ;With |
− | | |
| * <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy|below]] for the various accuracy formulas. | | * <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy|below]] for the various accuracy 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{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula. |
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| | | |
| ;Hit Rate Caps | | ;Hit Rate Caps |
− | | + | By following this formula, the hit rate is: |
− | There is a minimum and maximum hit rate in the game.
| + | * '''10''' at minimum, |
− | * The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''. | + | * '''96''' at maximum. |
− | * The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''is 96'''. | |
| |} | | |} |
| | | |
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| ==Critical Hit Rate== | | ==Critical Hit Rate== |
| '''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type. | | '''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type. |
− | | + | {{Formula |
− | {|class="wikitable mw-collapsible mw-collapsed" width="100%"
| + | |Title=Critical Rate |
− | !Critical Rate
| + | |Math={Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Acc}_\text{proficiency} } \rfloor + \text{Crit}_\text{proficiency} + 1 |
− | |- | + | |Var=<math>{Mod}_\text{type}</math> the attack type modifier : |
− | |
| + | {{{!}}class="wikitable" style="text-align:center" |
− | <math>{Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Acc}_\text{proficiency}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
| + | !colspan=2{{!}}<math>{Mod}_\text{type}</math> |
− | | + | {{!}}- |
− | With:
| |
− | * <math>{Mod}_\text{type}</math> the attack type modifier :
| |
− | {|class="wikitable" style="text-align:center" | |
− | !colspan=2|<math>{Mod}_\text{type}</math> | |
− | |-
| |
| !Attack type | | !Attack type |
| !Attack modifier | | !Attack modifier |
− | |-
| + | {{!}}- |
− | |Shelling
| + | {{!}}Shelling |
− | |rowspan=2|1.3
| + | {{!}}rowspan=2{{!}}1.3 |
− | |-
| + | {{!}}- |
− | |ASW
| + | {{!}}ASW |
− | |-
| + | {{!}}- |
− | |Torpedo
| + | {{!}}Torpedo |
− | |1.5
| + | {{!}}1.5 |
− | |-
| + | {{!}}- |
− | |Airstrike
| + | {{!}}Airstrike |
− | |0
| + | {{!}}0 |
− | |-
| + | {{!}}- |
− | |Night Battle<ref>Carrier Night Air Attacks (NB CVCI) use the night battle Mod.</ref>
| + | {{!}}Night Battle<ref>Carrier Night Air Attacks (NB CVCI) use the night battle Mod.</ref> |
− | |<math>1.5 + \text{Const}_\text{contact}</math>
| + | {{!}}<math>1.5 + \text{Const}_\text{contact}</math> |
− | |-
| + | {{!}}- |
− | |Shelling Support
| + | {{!}}Shelling Support |
− | |1.0
| + | {{!}}1.0 |
− | |-
| + | {{!}}- |
− | |Airstrike Support
| + | {{!}}Airstrike Support |
− | |0.2<ref>Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version</ref>
| + | {{!}}0.2<ref>Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version</ref> |
− | |}
| + | {{!}}} |
| * <math>\text{Const}_\text{contact}</math> 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}}, its value depends on the {{Hit}} stat of the {{Night Recon}} if night contact is triggered, and '''0''' otherwise, | | * <math>\text{Const}_\text{contact}</math> 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}}, its value depends on the {{Hit}} stat of the {{Night Recon}} if night contact is triggered, and '''0''' otherwise, |
| | | |
− | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center" | + | {{{!}}class="wikitable mw-collapsible mw-collapsed" style="text-align:center" |
− | !colspan=2|<math>\text{Const}_\text{contact}</math> | + | !colspan=2{{!}}<math>\text{Const}_\text{contact}</math> |
− | |-
| + | {{!}}- |
| !{{Hit}} | | !{{Hit}} |
| !Contact constant | | !Contact constant |
− | |-
| + | {{!}}- |
− | |1||0.07
| + | {{!}}1{{!}}{{!}}0.07 |
− | |-
| + | {{!}}- |
− | |2||0.14
| + | {{!}}2{{!}}{{!}}0.14 |
− | |}
| + | {{!}}} |
| | | |
| * <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]], | | * <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]], |
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| * <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details. | | * <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details. |
| <references/> | | <references/> |
− | |}
| + | }} |
− | | |
| | | |
| ===Hit Rate & Critical Roll=== | | ===Hit Rate & Critical Roll=== |
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| !Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref> | | !Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref> |
| |- | | |- |
− | |Combined Fleet Cruising Formation 1||?||?||1.25||? | + | |Combined Fleet Cruising Formation 1||0.9||?||1.25||? |
| |- | | |- |
| |Combined Fleet Cruising Formation 2||1.0||1.0||?||0.9 | | |Combined Fleet Cruising Formation 2||1.0||1.0||?||0.9 |
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| |- | | |- |
| |Red||0.5 | | |Red||0.5 |
| + | |} |
| + | |
| + | *<math>\text{Mod}_\text{smoke}</math> is an accuracy malus when {{Smoke}} [[Smoke Generator]]s are used. |
| + | **{{Color|red|Please note that these are initial estimations and are subject to change.}} |
| + | ** It is currently unknown if the airstrike accuracy is affected by the smoke. |
| + | ** Some modifiers are impossible to determine because the fleet hit the lower bound hit rate (11% hard cap). |
| + | ** There are some inconsistencies between "old" and "new" enemies. |
| + | ** Having a ([[Surface Radar|surface ?]]) [[radar]] equipped reduces the smoke effect for both fleets, but only for the shelling phase. |
| + | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center" |
| + | !colspan=5|<math>\text{Mod}_\text{smoke}</math><ref>https://twitter.com/Divinity_123/status/1707331554228195746</ref> |
| + | |- |
| + | !colspan=5|Day Shelling |
| + | |- |
| + | !Fleet!!Radar Equipped!!Type 1!!Type 2!!Type 3 |
| + | |- |
| + | |rowspan=2|Allied |
| + | |No||< 0.3||<0.33||<0.37 |
| + | |- |
| + | |Yes||0.35||0.25||< 0.37 |
| + | |- |
| + | |rowspan=2|Enemy |
| + | |No||< 0.69||< 0.7||<0.7 |
| + | |- |
| + | |Yes||0.91||0.83||0.75 |
| + | |- |
| + | !colspan=5|Torpedo Phase |
| + | |- |
| + | !colspan=2|Fleet!!Type 1!!Type 2!!Type 3 |
| + | |- |
| + | |colspan=2|Allied||0.45||0.42||0.42 |
| + | |- |
| + | |colspan=2|Enemy||0.7||0.6||0.5 |
| + | |- |
| + | !colspan=5|ASW |
| + | |- |
| + | |colspan=2|Allied||colspan=3|0.25 |
| + | |- |
| + | |colspan=2|Enemy||colspan=3|~1.0?<ref>https://twitter.com/about6833/status/1658101370430574592</ref> |
| |} | | |} |
| | | |
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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. |
| + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <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} + \text{Mod}_\text{Amagiri} \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} \times \text{Mod}_\text{smoke} \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>
| + | ;With |
− | | |
− | With: | |
| * <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. | | * <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. |
| | | |
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| | '''Combined Escort'''|| 75|| 75 | | | '''Combined Escort'''|| 75|| 75 |
| |} | | |} |
| + | |
| + | * <math>\text{Mod}_\text{Amagiri}</math>is a bonus against [[PT boat]]: |
| + | ** '''65''' for {{Ship/Link|Amagiri/Kai Ni|Amagiri/Kai Ni D|text=Amagiri Kai Ni/D}} |
| + | ** '''35?''' for [[DD]] and [[DE]] adjacent to Amagiri Kai Ni/D. |
| + | ** '''0''' otherwise. |
| | | |
| * <math>\text{Mod}_\text{spotting}</math> the artillery spotting / CVCI bonus if applicable. See ''[[Combat/Artillery Spotting#Setups and Attack Types|here]]'' for more details. | | * <math>\text{Mod}_\text{spotting}</math> the artillery spotting / CVCI bonus if applicable. See ''[[Combat/Artillery Spotting#Setups and Attack Types|here]]'' for more details. |
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| |{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3 | | |{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3 |
| |} | | |} |
− | | + | |- |
| + | | |
| ;Notes | | ;Notes |
| * It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups will interfere with artillery spotting and cost better attack bonuses. | | * It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups will interfere with artillery spotting and cost better attack bonuses. |
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| | | | | |
| This formula applies to surface shelling and carrier attacks during shelling support. | | This formula applies to surface shelling and carrier attacks during shelling support. |
− | | + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
− | <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{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \bigg\rfloor </math> | + | |valign="center"| <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{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \bigg\rfloor </math> |
− | | + | |} |
| + | ;With |
| * <math>\text{Acc}_\text{equip base}</math> does not include any [[Visible Bonus]] nor [[Improvement]]. | | * <math>\text{Acc}_\text{equip base}</math> does not include any [[Visible Bonus]] nor [[Improvement]]. |
| * <math>\text{Mod}_\text{formation}</math> uses the same Day Shelling [[#Accuracy|formation modifier]] as the sortieing fleet if Single vs Single combat, or '''1.0''' if the player fleet is Combined | | * <math>\text{Mod}_\text{formation}</math> uses the same Day Shelling [[#Accuracy|formation modifier]] as the sortieing fleet if Single vs Single combat, or '''1.0''' if the player fleet is Combined |
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| | | | | |
| This formula only applies to opening and closing torpedo attacks during day battles. | | This formula only applies to opening and closing torpedo attacks during day battles. |
| + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <math>\text{Accuracy}_\text{torpedo} = \bigg\lfloor \left( \text{Acc}_\text{base} + 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} \times \text{Mod}_\text{smoke} \bigg\rfloor</math> |
| + | |} |
| | | |
− | <math>\text{Accuracy}_\text{torpedo} = \bigg\lfloor \left( \text{Acc}_\text{base} + 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} \bigg\rfloor</math>
| + | ;With |
− | | |
− | With: | |
| * <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. | | * <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. |
| | | |
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| | | | | |
| 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. | | 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. |
| + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <math>\text{Accuracy}_\text{airstrike} = \text{Acc}_\text{base}</math> |
| + | |} |
| | | |
− | <math>\text{Accuracy}_\text{airstrike} = \text{Acc}_\text{base}</math>
| + | ;With |
| * <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. | | * <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack. |
| {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" | | {|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto" |
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| |Player Escort||75||70<ref name="*"/> | | |Player Escort||75||70<ref name="*"/> |
| |} | | |} |
− | | + | |- |
| + | | |
| ;Notes | | ;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. |
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| | | | | |
| 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. |
| + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <math>\text{Accuracy}_\text{ASW} = \bigg\lfloor \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{vanguard}? \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy} \times \text{Mod}_\text{smoke} \bigg\rfloor</math> |
| + | |} |
| | | |
− | <math>\text{Accuracy}_\text{ASW} = \bigg\lfloor \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{vanguard}? \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy} \bigg\rfloor</math>
| + | ;With |
− | | |
− | With: | |
| * <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only) | | * <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only) |
| * <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped. | | * <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped. |
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| * <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment. | | * <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment. |
| ** Synergy bonus is either currently bugged or so small it cannot be tested. | | ** Synergy bonus is either currently bugged or so small it cannot be tested. |
− | | + | |- |
| + | | |
| ;Notes | | ;Notes |
| * The base {{Hit}} accuracy stat of the equipment is '''not''' included here. | | * The base {{Hit}} accuracy stat of the equipment is '''not''' included here. |
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| | | | | |
| This formula applies to '''all''' night battle attacks. | | This formula applies to '''all''' night battle attacks. |
| + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <math>\text{Accuracy}_\text{NB} = \bigg\lfloor \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{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CI} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} \bigg\rfloor</math> |
| + | |} |
| | | |
− | <math>\text{Accuracy}_\text{NB} = \bigg\lfloor \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{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CI} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} \bigg\rfloor</math>
| + | ;With |
− | | |
− | With: | |
| * <math>\text{Mod}_\text{contact}</math> the modifier of the Night contact, its value depends on the {{Hit}} stat of the {{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}}. | | * <math>\text{Mod}_\text{contact}</math> the modifier of the Night contact, its value depends on the {{Hit}} stat of the {{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}}. |
| | | |
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| | | |
| ='''Evasion'''= | | ='''Evasion'''= |
| + | |
| Evasion has two 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%" | | {|class="wikitable mw-collapsible mw-collapsed" width="100%" |
− | !Evasion | + | !colspan=2|Evasion |
| |- | | |- |
| + | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div> |
| | | | | |
− | <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> | + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <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> |
| + | |} |
| | | |
− | With: | + | ;With |
| * <math>\text{Evasion}_\text{ship}</math> the displayed evasion {{Evasion}} of the ship, '''including''' any equipment stats and [[Visible Bonus]]es. | | * <math>\text{Evasion}_\text{ship}</math> the displayed evasion {{Evasion}} of the ship, '''including''' any equipment stats and [[Visible Bonus]]es. |
| * <math>\text{Mod}_\text{formation}</math> 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> the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation Selection|Combat]] for more details. |
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| |Combined Fleet Cruising Formation 4||?||?||1.0||1.0 | | |Combined Fleet Cruising Formation 4||?||?||1.0||1.0 |
| |} | | |} |
− | | + | |- |
| + | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Cap</div> |
| + | | |
| The evasion is then capped as follows: | | The evasion is then capped as follows: |
| {|class="wikitable" style="text-align:center" | | {|class="wikitable" style="text-align:center" |
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| | ≥ 65|| <math>\lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor</math> | | | ≥ 65|| <math>\lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor</math> |
| |} | | |} |
− | | + | |- |
| + | !width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Post-cap</div> |
| + | | |
| Capped evasion is then modified by post-cap modifiers: | | Capped evasion is then modified by post-cap modifiers: |
| + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <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{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>
| + | ;With |
− | | |
− | With: | |
| * <math>\text{Mod}_\text{searchlight}</math> the {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlights}} 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> the {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlights}} 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> the {{Evasion}} gained from {{Sonar}} [[Sonar]]s' [[Improvement]]s, that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise. | | * <math>\text{Mod}_\text{sonar}</math> the {{Evasion}} gained from {{Sonar}} [[Sonar]]s' [[Improvement]]s, that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise. |
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| * Evasion term can be '''negative''' with the fuel penalty. | | * Evasion term can be '''negative''' with the fuel penalty. |
| * 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, |
| + | * {{SubmarineRadar}} [[Submarine Equipment]] provide an evasion bonus to submarines against [[ASW]] attacks (around 1.2), |
| * Using {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties, | | * Using {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties, |
| * Because of the evasion cap, trying to increase evasion above 65 has negligible effects, | | * Because of the evasion cap, trying to increase evasion above 65 has negligible effects, |
| * As most ships are capable of reaching 65 {{Evasion}}, trying to increase evasion using pre-cap means has little to no effect, this includes: | | * As most ships are capable of reaching 65 {{Evasion}}, trying to increase evasion using pre-cap means has little to no effect, this includes: |
| ** Increasing the {{Evasion}} (e.g. with boilers, even if improved), | | ** Increasing the {{Evasion}} (e.g. with boilers, even if improved), |
− | ** [[Modernization#Luck Modernization|Luckmodding]] {{Luck}}, | + | ** [[Luckmod]]ding {{Luck}}, |
| ** Choosing a weaker formation with an evasion bonus (except for [[Vanguard]]). | | ** Choosing a weaker formation with an evasion bonus (except for [[Vanguard]]). |
− | * Historical evasion exists but is not always measured due to the limited-time nature of events. | + | * [[Events]] often have "historical evasion bonuses" alongside other historical bonuses, but are not always measured due to their limited-time nature. |
| | | |
| ='''Special Cases'''= | | ='''Special Cases'''= |
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| *This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280]. | | *This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280]. |
| | | |
− | ==PT Imps== | + | ==[[PT boat]]s== |
| {{Anti-PT Imp Setups|uncollapsed=true}} | | {{Anti-PT Imp Setups|uncollapsed=true}} |
| | | |