Changes

218 bytes removed ,  8 years ago
Proofreading; Removing opinions.
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*B, G and H are submarine nodes.
 
*B, G and H are submarine nodes.
 
*2 or more DD: E → F. Otherwise random.  
 
*2 or more DD: E → F. Otherwise random.  
*Dedicated ASW setups aren't necessary, a sonar as the third piece of equipment on a DD is more than enough to kill the Ka-Elites
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*While dedicated ASW setups are not necessary, a sonar as the third piece of equipment on a DD is minimally recommended.
    
===Nodes and Enemy Encounters===
 
===Nodes and Enemy Encounters===
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*Node A, B, and G are all [[Active Branching]] nodes.
 
*Node A, B, and G are all [[Active Branching]] nodes.
 
*The boss is an installation with AS requirement; depending on the fleet setup it may be better to avoid the night battle node (E) due to carriers not participating at night (which may give the enemy free shots)), and the extremely dangerous Ri-Class Kai
 
*The boss is an installation with AS requirement; depending on the fleet setup it may be better to avoid the night battle node (E) due to carriers not participating at night (which may give the enemy free shots)), and the extremely dangerous Ri-Class Kai
*Node F is a submarine node. This node is not that threatening, but for people using setups without seaplane bombers (or CVLs), this is a guaranteed D defeat, which reduces the morale of the fleet, be aware of this is your fleet is sparkled to only 53 morale or so
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*Node F is a submarine node. This node is not that threatening, but for people using setups without seaplane bombers (or CVLs), this is a guaranteed D defeat, which will reduce the morale of the fleet.
    
Regarding the boss:
 
Regarding the boss:
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:*HP increases from '''380''' to '''490'''.
 
:*HP increases from '''380''' to '''490'''.
 
:*Base firepower increases from '''100''' to '''180'''.
 
:*Base firepower increases from '''100''' to '''180'''.
:*Armor increases from '''135''' to '''177''',
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:*Armor increases from '''135''' to '''177'''.
::*Critically, this pushes her armor roll values from 124 to 230 (i.e. 177 (±30%)), well above the daytime cap of 151. This in turn means that barring low armor rolls, only critical hits will significantly damage her in the day
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::*This pushes her armor roll values from 124 to 230 (i.e. 177 (±30%)), well above the daytime cap of 151. Barring low armor rolls, only critical hits will significantly damage her during the day
 
:*Base AA increases from '''150''' to '''170'''.
 
:*Base AA increases from '''150''' to '''170'''.
 
:*She gains a completely different set of equipment: Two 15-inch Fortress Cannons, AP Shell, and what is suspected to be [[List_of_equipment_used_by_the_enemy|Abyssal Avenger Torpedo Bomber]]. As a side effect of her equipments, '''her range is increased to long'''.
 
:*She gains a completely different set of equipment: Two 15-inch Fortress Cannons, AP Shell, and what is suspected to be [[List_of_equipment_used_by_the_enemy|Abyssal Avenger Torpedo Bomber]]. As a side effect of her equipments, '''her range is increased to long'''.
*The changes allow her to hit harder and earlier during daytime. Since she's an installation-type abyssal ship, she uses the carrier damage calculation formula (although it's displayed as shelling. Thus, her shelling damage, not counting her equipment or the bonus from AP shell, is already over the day battle cap even with <span style="color:red">Red T</span> engagement. She also gains double attack during night battle (with a more reasonable, but still deadly, damage).
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*The changes allow her to hit harder and earlier during daytime. Since she's an installation-type abyssal ship, she uses the carrier damage calculation formula (even though it is displayed as shelling). Thus, her shelling damage, not counting her equipment or the bonus from AP shell, is already over the day battle cap even with <span style="color:red">Red T</span> engagement. She also gains double attack during night battle (with a more reasonable, but still deadly, damage).
 
*On the final form, her escort ships also become tougher (Elite/Flagship Transports and Elite CA Ne-class replaces the DD I/Ha-class Late Model). It is recommended to equip 1 to 2 BBs with AP Shell to clear out the escort ships during daytime to allow focused fire at night.
 
*On the final form, her escort ships also become tougher (Elite/Flagship Transports and Elite CA Ne-class replaces the DD I/Ha-class Late Model). It is recommended to equip 1 to 2 BBs with AP Shell to clear out the escort ships during daytime to allow focused fire at night.
 
:*If using a Yamato-Class, an AP shell may not be necessary as the base firepower of Yamato can still severely damage the Ru-Kais
 
:*If using a Yamato-Class, an AP shell may not be necessary as the base firepower of Yamato can still severely damage the Ru-Kais
 
:*Otherwise, try to give the AP shell to a battleship with Very Long range, either a Littorio-Class battleship, or any battleship equipped with the Italian 381mm guns.
 
:*Otherwise, try to give the AP shell to a battleship with Very Long range, either a Littorio-Class battleship, or any battleship equipped with the Italian 381mm guns.
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====Example fleet setups:====
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'''Example fleet setups:'''
 
:*2BB(V), 3CA(V), 1CV (B → C → F → J → M)
 
:*2BB(V), 3CA(V), 1CV (B → C → F → J → M)
 
::*Pros: Shouldn't lose at node F, which saves some morale loss. Maximizes the number of ships that can use Type 3 Shell while still making the required AS for artillery spotting. Also avoids the harder H node (which has 1~2 guaranteed Battleship Ru-class Kai Flagship). Does not see Ru-class Kai until boss.
 
::*Pros: Shouldn't lose at node F, which saves some morale loss. Maximizes the number of ships that can use Type 3 Shell while still making the required AS for artillery spotting. Also avoids the harder H node (which has 1~2 guaranteed Battleship Ru-class Kai Flagship). Does not see Ru-class Kai until boss.
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::*Pros: Damage not reduced due to only three battles total. Uses the SS as decoy at boss to mitigate damage to the larger ships, which is useful for the final kill attempt(s) as enemy air power is reduced but shelling becomes more deadly.
 
::*Pros: Damage not reduced due to only three battles total. Uses the SS as decoy at boss to mitigate damage to the larger ships, which is useful for the final kill attempt(s) as enemy air power is reduced but shelling becomes more deadly.
 
::*Cons: Have to go through night battle node. The SS most likely will take a beating at node H (and some at node E) to possibly require [[Repair Team]]s being equipped.
 
::*Cons: Have to go through night battle node. The SS most likely will take a beating at node H (and some at node E) to possibly require [[Repair Team]]s being equipped.
:::*Do note that on the final form of the boss, no enemies are capable of attacking submarines, as such, it's possible to advance past node H with a critically-damaged submarine. '''This is only the case on the final form of the boss, do NOT advance past H with an SS at red prior to that.'''
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:::*On the final form of the boss, no enemies are capable of attacking submarines. As such, it is safe to advance past node H with a critically-damaged submarine, '''only on the final form'''
 
:*1BB, 1CVL, 1CL, 2DD + 1(CLT or BB or Fusou-class Kai Ni) ('''For Z1 farming''', A → D → G → I)
 
:*1BB, 1CVL, 1CL, 2DD + 1(CLT or BB or Fusou-class Kai Ni) ('''For Z1 farming''', A → D → G → I)
 
::*Requires 1CL+2DD and another ship from SSV/CLp/AV/CVL/CAV/CA/CL/DD to go through node A, which is the requirement to reach node I.
 
::*Requires 1CL+2DD and another ship from SSV/CLp/AV/CVL/CAV/CA/CL/DD to go through node A, which is the requirement to reach node I.
::*It's alright for BBVs and CAVs to bring seaplane bombers along this route, although there is a Tsu-class Elite, it's on the night node at node E (which has no air battle)
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::*BBVs and CAVs can bring seaplane bombers along this route. Although there is a Tsu-class Elite, it's on the night node at node E (which has no air battle)
    
===Nodes and Enemy Encounters===
 
===Nodes and Enemy Encounters===