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| =Drop Theory= | | =Drop Theory= |
− | On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or events) only the last one is considered a boss node and the other are considered normal nodes. | + | On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or events), only the last one is considered a boss node and the other are considered normal nodes. |
| + | |
| These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. A same ship can be on multiple rows. Boss tables never have empty rows. | | These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. A same ship can be on multiple rows. Boss tables never have empty rows. |
| *Note that rare ships are at the beginning of the table and the empty rows are always at the end. | | *Note that rare ships are at the beginning of the table and the empty rows are always at the end. |
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| Once the battle is finished, the process choosing the drop is as follows: | | Once the battle is finished, the process choosing the drop is as follows: |
− | # The game rolls if there is a drop or not with the following rates:
| + | * The game rolls if there is a drop or not with the following rates: |
− | #* Normal nodes:
| + | {|class="wikitable" style="text-align:center" |
− | #** S: 70%,
| + | !rowspan=2|Rank!!colspan=2|Node type |
− | #** A: 60%,
| + | |- |
− | #** B: 70%,
| + | !Normal!!Boss |
− | #* Boss nodes:
| + | |- |
− | #** 100%,
| + | !S |
− | # The game will roll a random whole number between two boundaries included <math>ID=Rand(a,b)</math>,
| + | |70 %||rowspan=3|100 % |
− | #* The boundaries depend on the victory rank,
| + | |- |
− | #** S: 1-50,
| + | !A |
− | #** A: 20-70,
| + | |60 % |
− | #** B: 51-100,
| + | |- |
− | # An "offset" is added to the generated number. <math>ID=ID+OFFSET</math>,
| + | !B |
− | #* The offset is solely determined by the enemy formation, each one has a fixed offset,
| + | |70 % |
− | #** As a general rule easy enemy formation especially on normal nodes have a higher offset,
| + | |- |
− | # The resulting number <math>ID</math> determines which row of the table will be chosen (the row may be empty resulting in no drop).
| + | !C / D / E |
| + | |colspan=2|0 % |
| + | |} |
| + | |
| + | * Then the game rolls a random whole number between two boundaries included, depending on the victory rank, and adds a certain "offset". |
| + | ** The offset is solely determined by the enemy formation, each one having a fixed offset, |
| + | ** As a general rule, easier enemy formation, especially on normal nodes, have a higher offset. |
| + | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
| + | |valign="center"| <math>ID = Rand[a;b] + \text{Offset}</math> |
| + | |} |
| + | |
| + | {|class="wikitable" style="text-align:center" |
| + | !rowspan=2|Rank!!colspan=2|Boundaries |
| + | |- |
| + | !a!!b |
| + | |- |
| + | !S |
| + | |1||50 |
| + | |- |
| + | !A |
| + | |20||70 |
| + | |- |
| + | !B |
| + | |51||100 |
| + | |} |
| + | |
| + | The resulting number <math>ID</math> determines which row of the drop table will be chosen. |
| + | *If the row is empty, there will be no drop, even if a drop was rolled. |
| [https://kancolle.fandom.com/wiki/User_blog:Fouryuu/Drop_Mechanics] | | [https://kancolle.fandom.com/wiki/User_blog:Fouryuu/Drop_Mechanics] |
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| In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met. This is notably used for the following mechanics: | | In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met. This is notably used for the following mechanics: |
| * Limited time drop, when a ship is added to the list, | | * Limited time drop, when a ship is added to the list, |
− | ** This case can rarely happen in events with some specific ships, in order to massively increase their drop rate as a gimmick. | + | ** This case can also rarely happen in events with some specific ships, in order to massively increase their drop rate as a gimmick. |
| * Drop caps, where a capped ship is faded out of the list in profit of a single other ship not being capped. | | * Drop caps, where a capped ship is faded out of the list in profit of a single other ship not being capped. |
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