Joined : ~June(?) 2017
Discord : Memetails
Server : Ominato Guard District
IGN : Memetails
Can be found in: Wikiacord, enwikicord, Redditcord, Admiral Night Club, KC3
TODO
Export calculated rating system
List ringed/planned rings
Describe twintails of KC
Event Completion History
Ranking History
???
Completed Events
Ranking History
The following sections describe my method of rating each individual ship, factoring in a number of different categories.
To some degree, this allows a direct, numerical, more objective approach for comparing each ship.
While comparisons between ships of different classes can be made, it's generally most useful for comparing ships of the same class.
Although this will likely never be completely accurate, values and multipliers can be easily tweaked and the results can be easily updated.
I'm always looking for feedback, especially in tuning the various values, so feel free to PM me with feedback & reasoning wherever you can find me.
Specific categories I'm most looking for feedback in:
Scores of specific ships (should they be higher/lower)
Stat/Stat Cluster multipliers
Stretch/Compress multipliers
Special Abilities & Traits values
New Special Abilities or Traits
More descriptions/an explanation of a specific area
Just how much more important one stat is than another is hard to determine, especially when considering different map scenarios that could strongly encourage one stat over another.
However, the overall rating of a ship could be estimated with some (somewhat) basic math.
Each ship class is separated into their basic classes instead of separately, as most sub-classes perform largely similar roles (such as CA & CAV under the CA umbrella).abilities/traits that differ from the norm of their class.
Every ship is scored based on its stats, special attributes/abilities, and class.
These small differences are instead handled by awarding points to each ship based on special
For example, CAVs and Zara/Pola get bonus points for the ability to carry Seaplane Fighters.
Each class also might place more or less importance on an individual stat.
With this in mind, each stat/ship class combination can receive a scaling modifier via a stretch/compress multiplier to each stat on a class-by-class basis.
Each basic class has its stats averaged across the entire class, using the stats from each ships' final remodel.
Special versions of the same ship are factored in separately from each other.
For example, Kaga Kai Ni and Kaga Kai Ni Go both apply separately to the overall average.
The following table displays the Average Stat values for each class.
Stat Averages by Basic Class (Last Modified: May 09, 2023)
Class
avg Firepower
avg Torpedo
avg Night
avg AA
avg ASW
avg LoS
avg Armor
avg Evasion
avg Planes
avg Fuel
avg Ammo
Amphibious Assault Ship
31
0
31
39
30.5
47.5
43.3
53.5
14.5
36.3
20
Battleship
106.7
9.4
116.1
93.7
6.6
56.8
100
69.2
17.7
136.7
184.3
Carrier
55
0
15
83.9
3.5
86.5
78.4
71.7
79.7
78.1
78.3
Coastal Defense Ship
35.5
0
35.5
55.6
80.8
27.6
32.9
90.3
0
10
10
Destroyer
54.6
80.2
134.8
64.4
70.6
45.5
50.1
89.8
0
15.5
20
Fleet Oiler
15.8
0
15.8
25.3
31
39.7
36.2
57.2
5.8
41.7
12.5
Heavy Cruiser
78.6
75.8
154.5
76.1
0
61.9
76.4
79
12.7
44.8
68.3
Light Carrier
43.1
0
8.9
67.9
38.1
76.8
64.6
68.7
52.9
42.5
44.2
Light Cruiser
65.1
78.6
143.7
76.7
71.5
57.2
66
79.1
4.1
29.9
41.8
Repair Ship
24
0
24
36
0
6
27
39
0
55
15
Seaplane Tender
42.2
51
93.2
47.5
0
78.3
45.2
51.8
25.5
41.7
40.8
Submarine
12.1
73.6
85.7
2.4
0
38.7
20
53.8
1.6
15
22.8
Submarine Tender
31.3
0
31.3
35.3
0
45
35
40.7
6.7
31.7
10
Each basic class also has a stretch/compress multiplier based on an estimation of how important an individual stat is to that class of ship.
In most cases, stretch/compress values remain at '1' due to being universally important and/or there is enough variety between individuals to already have meaningful differences
A value <1 indicates a 'Stretch', meaning the stat is less valuable
A value >1 indicates a 'Compression', meaning the stat is more valuable
Exceptions:
Fuel & Ammo
No scalar multiplier
Instead, they have additive modifiers to the StdDev for each class
Ignored: HP, Luck, LuckMax
The following table displays the Stretch/Compress values for each class.
Stretch/Compress by Basic Class (Last Modified: Jul 14, 2022)
Class
Firepower Stretch
Torpedo Stretch
Night Stretch
AA Stretch
ASW Stretch
LoS Stretch
Armor Stretch
Evasion Stretch
Planes Stretch
Fuel Add
Ammo Add
Amphibious Assault Ship
2
1
2
1
1
4
1
1
1
0
0
Battleship
0.7
1
0.9
1
1
2
1
1
1
-20
-30
Carrier
1
1
1
1
1
2
1
1
1
-8
-2.5
Coastal Defense Ship
2
1
2
5
1
10
1
1
1
0
0
Destroyer
0.8
1
0.8
1
0.9
2
1
1
1
0
0
Fleet Oiler
1
1
1
1
1
4
1
1
1
0
0
Heavy Cruiser
0.8
1
0.7
1
1
2
1
1
1
0
0
Light Carrier
1
1
1
1
1
2
1
1
1
0
0
Light Cruiser
1
1
0.8
1
1
2
1
1
1
0
0
Repair Ship
0.8
1
0.8
1
0.9
4
1
1
1
0
0
Seaplane Tender
1
1
1
1
1
2
1
1
1
0
0
Submarine
1
0.9
0.9
1
1
2
1
1
1
0
0
Submarine Tender
5
0.9
1
10
10
1.5
1
0.9
2
0
0
The Stretch/Compress value is applied (via multiplication) to the Standard Deviation of each respective stat for each respective class.
This Standard Deviation value denotes how wide a standard 'step' is from the average for the class which directly factors into the rating clusters.
The following table displays the Standard Deviation values for each class after being modified by the respective stretch/compress value.
Standard Deviation by Basic Class (Last Modified: May 09, 2023)
Class
stdev Firepower
stdev Torpedo
stdev Night
stdev AA
stdev ASW
stdev LoS
stdev Armor
stdev Evasion
stdev Planes
stdev Fuel
stdev Ammo
Amphibious Assault Ship
17.7
0
17.7
5.9
36.8
92.1
3.1
9
10.2
14.4
7.1
Battleship
11.3
17.2
16.9
12.3
18.8
15.4
10.8
6.9
14.5
41.1
43.4
Carrier
10.2
0
26.8
5.5
17.1
12.6
8.1
7.4
12.9
11.3
13.6
Coastal Defense Ship
5.7
0
5.7
28.7
4.1
28.9
1.6
1.8
0
0
0
Destroyer
6.9
9.3
13
16.5
8.3
12.2
4.8
3.1
0.3
1.7
3.1
Fleet Oiler
14.3
0
14.3
20.4
29
88
14.5
26.9
6.3
38.8
6.9
Heavy Cruiser
2.9
13
9.8
11
0
27.7
3.9
4.5
5.7
6.7
7.3
Light Carrier
9.3
0
17.2
13.5
37.2
11.8
6.9
10.3
8.6
9.1
7.3
Light Cruiser
10.1
23.2
20.5
14
16.3
19.8
7.4
7.1
3.4
5.6
14.3
Repair Ship
0
0
0
0
0
0
0
0
0
0
0
Seaplane Tender
14.3
39.9
43.1
8.8
0
33.7
6.6
9.5
12.3
9.3
12.8
Submarine
4.6
14.9
17.4
7
0
16
3.2
13.3
2.1
6.8
4.8
Submarine Tender
70.8
0
14.2
11.5
0
4
1.7
2.6
2.3
2.9
0
Using the above values, each individual ship is evaluated into clusters based on their stats.
The math & clusters are as follows:
HP: Instead based on 'good/bad' values via the overkill mechanic, such as %4, %6, %12, %4-1, etc.
Each stat is assigned a numerical multiplier based on an estimation of total value/importance.
Each cluster is also assigned a numerical multiplier based on an estimate of how good or bad being in that cluster is.
These 2 values are then multiplied together, resulting in the following table:
Stat & Stat Cluster Multipliers (Last Modified: Mar 07, 2022)
Stat
Firepower
Torpedo
Night
AA
ASW
LoS
Luck
LuckMax
HP
Armor
Evasion
Planes
Fuel
Ammo
Cluster
Value Multiplier
1.75
1.325
2
0.15
1
0.1
1.1
0.05
0.2
0.5
0.25
1.25
0.3
0.3
Insane
1.5
2.625
1.9875
3
0.225
1.5
0.15
1.65
0.075
0.3
0.75
0.375
1.875
0.45
0.45
Outstanding
1
1.75
1.325
2
0.15
1
0.1
1.1
0.05
0.2
0.5
0.25
1.25
0.3
0.3
High
0.5
0.875
0.6625
1
0.075
0.5
0.05
0.55
0.025
0.1
0.25
0.125
0.625
0.15
0.15
Low
-0.25
-0.4375
-0.33125
-0.5
-0.0375
-0.25
-0.025
-0.275
-0.0125
-0.05
-0.125
-0.0625
-0.3125
-0.075
-0.075
Bad
-0.5
-0.875
-0.6625
-1
-0.075
-0.5
-0.05
-0.55
-0.025
-0.1
-0.25
-0.125
-0.625
-0.15
-0.15
Terrible
-1
-1.75
-1.325
-2
-0.15
-1
-0.1
-1.1
-0.05
-0.2
-0.5
-0.25
-1.25
-0.3
-0.3
For example:
Firepower is generally more important than LoS: Firepower > LoS
Night power is generally more important than Firepower: Night > Firepower
It can be concluded then that: Night > Firepower > LoS
The 'Normal' cluster is left out of the table as it has a value of 0, being neither good nor bad
Using this table, each ship can then add together the value for each stat/cluster combination it's part of to calculate the overall "Stat" rating.
Individual ships can differ widely in usefulness due to special abilities or other attributes.
These can range from extra slots to special AACIs, speed differences, Touch mechanics, special equipment, or even extra range (which can be both good or bad).
As each of these traits is generally similarly felt across all classes, these are given flat values added to each ships' total "Bonus" rating.
Special Abilities & Traits (Last Modified: May 09, 2023)
Specialty
Point Value
Amazing AACI
2.25
Great AACI
1.5
Good AACI
0.5
Weak AACI
0.1
Great Plane Distribution
1.25
Okay Plane Distribution
0.5
Bad Plane Distribution
-0.5
Great Touch
4.5
Okay Touch
1.5
Special Cut-In
1
Special Attack
1
Inherent Night Attack (CV(L/B))
0.5
Chuuha Attack
0.5
Extra Range (Good)
0.5
Extra Range (Bad)
-1.5
Extra Slot
3.5
Missing Slot
-3.5
Special OASW
0.65
O-Torp
2
Seaplane Fighters
1.5
Seaplane Bombers
0.75
Landing Craft
1
Tanks
1.25
Landing Forces
0.5
Special Hole-Punch
0.75
Slower
-1.5
Other Special Equip
0.5
Equipment Restrictions
-0.5
Additionally, each ship can be awarded bonus points based on the number of ships that exist in that particular class.
For example, Akashi, the only Repair Ship, receives a large number of extra points in comparison to a Destroyer, which have over 100 ships in their class.
The bonus points are calculated as: [math]\displaystyle{ \text{Bonus Points} = \log_{NumOfShipsInClass + 1} ( TotalNumberOfShips / NumberOfShipsInClass ) }[/math]
The following table is the final results of all ships' scores.
Personal Rating Results (Last Updated: Jul 08, 2023)
Ship
Class
Overall Rating
Class Rarity
Stat Value
Specialties Value
Stat Clusters
Special Traits
Change (Within Class)
Change (Overall)
Amphibious Assault Ship
9.8
2.7
0.6
6.5
Outstanding AA, Outstanding HP, High Armor
Extra Slot, Landing Craft, Tanks, Special Hole-Punch
0
0
Amphibious Assault Ship
6.9
2.7
1.2
3
Outstanding ASW, Low HP, High Armor
Landing Craft, Tanks, Special Hole-Punch, Other Special Equip, Equipment Restrictions
0
-1
Amphibious Assault Ship
4.98
2.7
0.03
2.25
Bad LuckMax, Low HP, High Planes
Landing Craft, Tanks
0
0
Amphibious Assault Ship
4.73
2.7
0.28
1.75
Low AA, Outstanding HP, Low Armor, Outstanding Evasion, Low Planes, High Fuel, High Ammo
Tanks, Landing Forces, Other Special Equip, Equipment Restrictions
0
-1
Battleship
14.8
1.82
6.23
6.75
Insane Firepower, Outstanding Night, High AA, High LuckMax, Outstanding HP, Insane Armor, High Planes, Terrible Fuel, Terrible Ammo
Good AACI, Extra Range (Good), Extra Slot, Seaplane Fighters, Special Hole-Punch
0
0
Battleship
13.67
1.82
3.6
8.25
High Firepower, High AA, Outstanding Luck, Outstanding LuckMax, Outstanding HP, High Armor
Great Touch, Seaplane Fighters, Landing Craft, Tanks
0
0
Battleship
11.52
1.82
1.95
7.75
High Firepower, High AA, High LuckMax, Outstanding HP, High Armor
Great Touch, Seaplane Fighters, Tanks, Other Special Equip
0
0
Battleship
8.49
1.82
2.06
4.6
High Firepower, High Luck, High LuckMax, Low Evasion, High Fuel
Weak AACI, Great Touch
0
1
Battleship
5.82
1.82
2.5
1.5
High AA, Outstanding Luck, Outstanding LuckMax, Outstanding HP, Bad Evasion, High Fuel
Okay Touch
0
-1
Battleship
5.82
1.82
2.5
1.5
High AA, Outstanding Luck, Outstanding LuckMax, Outstanding HP, Bad Evasion, High Fuel
Okay Touch
0
-1
Battleship
5.07
1.82
3.15
0.1
Insane Luck, Outstanding LuckMax, High HP, High Fuel, High Ammo
Weak AACI
0
0
Battleship, Aviation
28.57
2.31
9.86
16.4
Insane Firepower, Insane Night, Outstanding AA, Insane ASW, High LoS, Outstanding LuckMax, High HP, Insane Armor, Low Evasion, Outstanding Planes, Terrible Fuel, Terrible Ammo
Great AACI, Great Touch, Extra Range (Good), Extra Slot, Special OASW, Seaplane Fighters, Seaplane Bombers, Landing Craft, Tanks, Special Hole-Punch, Other Special Equip
0
0
Battleship, Aviation
12.64
2.31
4.69
5.65
Low Firepower, Low Night, Insane ASW, Outstanding LoS, Outstanding Luck, High LuckMax, High HP, Outstanding Evasion, Insane Planes, High Ammo
Good AACI, Special Cut-In, Extra Slot, Special OASW, Other Special Equip, Equipment Restrictions
0
0
Battleship, Aviation
10.29
2.31
2.99
5
Low Firepower, Low Night, High LoS, Outstanding Luck, High LuckMax, High HP, Outstanding Evasion, Insane Planes
Good AACI, Special Cut-In, Extra Slot, Other Special Equip, Equipment Restrictions
0
0
Battleship, Aviation
4.21
2.31
1.9
0
Low Night, Outstanding ASW, Outstanding Planes, High Ammo
0
-1
Battleship, Aviation
4.21
2.31
1.9
0
Low Night, Outstanding ASW, Outstanding Planes, High Ammo
0
-1
Battleship, Fast
20.63
1.01
6.13
13.5
Insane Firepower, Outstanding Night, Outstanding AA, Outstanding LuckMax, High HP, Insane Armor, Terrible Fuel, Terrible Ammo
Great AACI, Great Touch, Extra Range (Good), Extra Slot, Seaplane Fighters, Seaplane Bombers, Special Hole-Punch, Other Special Equip
High Torpedo, High Night, Insane Luck, High LuckMax
Tanks
0
-1
Submarine
6.26
1.54
2.88
1.85
High Firepower, Insane AA, Outstanding Luck, High LuckMax, High Evasion
Weak AACI, Tanks, Other Special Equip
0
0
Submarine
4.8
1.54
2.01
1.25
High Torpedo, High Night, High HP, High Armor
Tanks
0
-1
Submarine
4.79
1.54
2
1.25
Outstanding Luck, High LuckMax, High HP, Outstanding Evasion
Tanks
0
-1
Submarine
4.45
1.54
1.66
1.25
High Torpedo, High Night
Tanks
0
-1
Submarine
3.3
1.54
0.51
1.25
Low Firepower, High LoS, High LuckMax, High HP, Outstanding Evasion
Tanks
0
-1
Submarine
3.3
1.54
0.51
1.25
Low Firepower, High LoS, High LuckMax, High HP, Outstanding Evasion
Tanks
0
-1
Submarine
2.44
1.54
-0.35
1.25
Bad LuckMax, Outstanding HP
Tanks
0
-1
Submarine
-4.04
1.54
-3.33
-2.25
Low Firepower, Terrible Torpedo, Terrible Night, Low LoS, Low Luck, High LuckMax, Outstanding HP, Bad Armor, Low Evasion, Outstanding Ammo
Missing Slot, Tanks
0
0
Submarine Tender
7.9
3.35
1.8
2.75
High Night, High LuckMax, Outstanding Evasion
Seaplane Fighters, Seaplane Bombers, Other Special Equip
0
2
Submarine Tender
7.2
3.35
1.1
2.75
High Night, High HP
Seaplane Fighters, Seaplane Bombers, Other Special Equip
0
0
Submarine Tender
6.97
3.35
0.88
2.75
Low Night, High LoS, Outstanding HP, Outstanding Armor, High Planes
Seaplane Fighters, Special Hole-Punch, Other Special Equip
0
-1
Submarine, Aviation
8.66
1.82
5.59
1.25
Outstanding Firepower, High Torpedo, High Night, Terrible HP, Outstanding Armor, Insane Planes
Tanks
0
0
Submarine, Aviation
8
1.82
4.93
1.25
Outstanding Firepower, High Night, Terrible HP, Outstanding Armor, Insane Planes
Tanks
0
2
Submarine, Aviation
8
1.82
1.43
4.75
High LuckMax, High Armor, High Planes
Extra Slot, Tanks
0
2
Submarine, Aviation
7.6
1.82
1.03
4.75
High Firepower, Low Luck, Bad LuckMax, High HP, High Armor, High Planes
Extra Slot, Tanks
0
2
Submarine, Aviation
6.94
1.82
3.86
1.25
High Torpedo, High Night, Insane Luck, High LuckMax
Tanks
0
-1
Submarine, Aviation
5.49
1.82
2.41
1.25
High Torpedo, High Night, High Luck, Outstanding HP
Tanks
0
-1
Submarine, Aviation
5.4
1.82
2.33
1.25
Outstanding Torpedo, High Night
Tanks
0
-1
Notes:
All scores are based on no modernization for HP, ASW, or Luck
No Rings
No Hole-punches installed
Current Rings
Currently Ringed Shipgirls (Last Updated: Mar 05, 2022 )
Name
Class
Battleship
Battleship, Fast
Battleship, Fast
Carrier
Carrier, Armored
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Destroyer
Heavy Cruiser
Heavy Cruiser, Aviation
Heavy Cruiser, Aviation
Light Carrier
Light Carrier
Light Cruiser
Light Cruiser
Light Cruiser
Light Cruiser
Light Cruiser
Light Cruiser
Light Cruiser, Torpedo
Light Cruiser, Training
Light Cruiser, Training
Seaplane Tender
Seaplane Tender
Submarine, Aviation
Submarine, Aviation
Planned Rings(?)
Classification System
Results
Event Map Intro
Suggestion for template of event maps' "Map Overview" section
Suggestion for template of event maps' "Map Overview" section.
Each mechanic is added/removed as needed.
Benefits:
Quicker access to relevant mechanic pages for users
Quick impression of enemies/map mechanics involved via centralized location
Removes the need to link to mechanics later in the page/under specific sections/phases
Editing for mechanic information/links is centralized
Can easily be shrunk or expanded for more mechanics (i.e. LoS?)
Mechanics that are known to be available but unknown where can be marked as such with question marks or some other notation
For example, Combined Fleet availability may be known initially but unknown where they can start/go to)
???
Drawbacks:
May require many revisions as information arrives/changes (i.e. "Friendly Fleets added")
May be forgotten and left as original text after being added for the first time to a map
Potential for hand-holding with some common mechanics
Some mechanics might only pertain to certain phases of a map and cause confusion