Changes

Line 11: Line 11:  
|-
 
|-
 
|
 
|
<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.
Line 30: Line 34:     
;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'''.
   
|}
 
|}
   Line 43: Line 46:  
==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]],
Line 99: Line 97:  
* <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
Line 232: Line 229:  
|-
 
|-
 
|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>
 
|}
 
|}
   Line 245: Line 280:  
|
 
|
 
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.
   Line 294: Line 330:  
| '''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.
Line 379: Line 420:  
|{{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.
Line 393: Line 435:  
|
 
|
 
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
Line 407: Line 450:  
|
 
|
 
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.
   Line 449: Line 493:  
|
 
|
 
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"
Line 481: Line 528:  
|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.
Line 492: Line 540:  
|
 
|
 
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.
Line 502: Line 551:  
* <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.
Line 514: Line 564:  
|
 
|
 
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}}.
   Line 637: Line 688:     
='''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.
Line 686: Line 742:  
|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"
Line 698: Line 756:  
| ≥ 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>
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;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}},
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** [[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.
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* [[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==
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==[[PT boat]]s==
 
{{Anti-PT Imp Setups|uncollapsed=true}}
 
{{Anti-PT Imp Setups|uncollapsed=true}}
  
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