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Combat/Night Battle

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Revision as of 07:26, 20 June 2021 by Soloblast (talk | contribs) (Arill Overhaul Overwrite)
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Night Battle Breakdown

The screen after Day Battle. Clicking "夜戦突入" on the right will begin Night Battle

If your fleet pursues the enemy into Night Battle (夜戦, yasen), or you enter a special Node such as a Night Node or a Night to Day Node, your fleet will fight at night.

The Night Battle has the following structure:

  • Night Contact and Spotting
  • Night Shelling Phase

Other phases that may happen before Night Shelling Phase:

In case neither fleets meet the requirements, the sub-phase will be skipped.

Night Contact and Spotting

Star Shell, Searchlight and Night Recon activated. The Night Recon is displayed on top of the Enemy "Radar".

When the fleet is equipped with certain equipment, additional effects are triggered for the duration of the Night Battle. The equipment that influence the battle in such ways are Searchlight, Large Searchlight, Star Shell and Night Scout.

More information on the actual effects of each piece of equipment can be found in the Night Shelling Special Attacks section.

Equipment Effect Requirement(s)
FlareIcon.pngStar ShellStar Shell
  • Increases the Accuracy of your fleet.
  • Increases the cut-in rate of your fleet.
  • Greatly decreases the cut-in rate of the enemy fleet.
  • Ship must have at least 5 Health
  • Trigger rate is 70% per Star Shell.
SearchlightSearchlightSearchlight

SearchlightLarge SearchlightType 96 150cm Searchlight

  • Greatly increases the Accuracy of your fleet.
  • Greatly increases the cut-in rate of your fleet.
  • Decreases the cut-in rate of the enemy fleet.
  • The equipping ship has its evasion sharply reduced, and is targeted more often.
  • Ship must have at least 2 Health
LookoutSkilled LookoutsSkilled Lookouts
  • Increases the cut-in rate of the ship equipped with it.
  • None
SeaplaneNight ReconType 98 Reconnaissance Seaplane (Night Recon)
  • Increases the Accuracy of your fleet.
  • Increases the Firepower stat of your entire fleet by +5.
  • Increases the critical hit rate of your fleet.
  • The recon cannot be equipped on a slot of size 0.
  • The success rate is dependent on the level of the ship it is equipped on.
  • If the Night Battle was preceeded by a day battle:
    • The Air State must be AD, AS or AS+.
    • The Air State must be AD, AP, AS or AS+ in PvP.

Night Shelling Phase

Following the battle preliminary stages, Night Shelling proper will begin. Similar to Day Battle, attacks performed by ships are shelling attacks.

Some rules are applied to shelling attacks:

  • Attack power is defined by Firepower + Torpedo Attack stats instead of only Firepower.
    • If the enemy is unaffected by torpedoes, such as installations, only Firepower is used instead.
  • Heavily damaged (大破) (Taiha?) and sunk ships are unable to participate in battle.
  • All types of Aircraft Carriers are unable to participate in battle, unless they are equipped with a Aviation PersonnelNight Operation Aviation PersonnelNight Operation Aviation Personnel.
  • Shelling attacks that target submarines will always deal 0 damage, and default to scratch damage. This makes it not possible to sink a submarine during Night Battle.
    • This rule is void if the player fleet is a Combined Fleet.
  • Ships with 0 Firepower + Torpedo Attack stats are unable to participate in battle.
    • Currently, this is only observable against the Wa-Class Transport Ship.
Example of engagement order during Night Battle

The firing order is defined when the Night Shelling Phase starts, and in contrast to Day Battle, will not skip over sunk and retreated ships, or ships that have no means of attacking under any circumstances, such as a carrier with no bombers equipped or a Wa-Class Transport Ship, for example. In such cases, the ship will perform an actionless turn instead.

In addition to that, Night Battle is not affected by the Day Battle's Engagement form.

Night Special Attacks

Using special equipment setups, ships may perform one of multiple special attacks at night. These attacks are often referred to as Cut-ins due to the way the equipment is displayed in the screen before the attacks are performed. Particular Cut-ins are often referred to by their acronym, such as TCI for Torpedo Cut-in, GCI for Gun Cut-in, etc.

Compared to its Day Battle counterpart Artillery Spotting, Cut-ins require no special conditions such as Air State, relying solely on the equipment restrictions and the stats of the ship performing it. Do note that the specific equipment being shown during the Cut-ins have no influence on the damage output.

Cut-ins may be activated during a ship's turn and will override its normal single attack.

Setups and Attack Types

Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are solely determined by the attack's prerequisites.

For a given Cut-in, any other equipment can be added on the remaining slots. Be wary that adding certain equipment may change the Cut-in you would be rolling for. If your setup fulfils multiple prerequisites, the Cut-in closer to the bottom of the list will be used. Additionally, each ship will roll for "New Type" Cut-ins first, if possible.

"New Type" Cut-ins

Uranami performing a DD-exclusive Torpedo/RADAR/Lookout Cut-in, or TRL for short.

The "New Type" Cut-ins are the Cut-ins introduced with the implementation of Saratoga Mk.II onwards. From bottom to top, each eligible Cut-in will be rolled if the previous roll has failed. If all rolls fail, then an additional single roll for a "Original Type" Cut-in is performed.

Do note that Carrier Cut-ins require Night Operation capabilities either passively (granted by a specific remodel) or granted by equipping a Night Operation Aviation PersonnelNight Operation Aviation Personnel. Carriers that can perform Surface Shelling attacks at night will not perform Carrier Cut-ins without said Night Operation capabilities.

If not applicable, ships will skip rolling for "New Type" Cut-ins altogether and only roll for Original Types instead.

Attack Type Prerequisites Notes Pre-cap
Damage
Modifier
Hits
Destroyer Cut-ins Small Caliber Main GunTorpedoesRADAR 1.3 2/1
With 12.7cm Model D Kai 212.7cm Twin Gun Mount Model D Kai 2 1.625 2/1
With 12.7cm Model D Kai 312.7cm Twin Gun Mount Model D Kai 2 1.706 2/1
TorpedoesLookoutRADAR Synergy with evasion bonus 1.2 2/1
With 12.7cm Model D Kai 212.7cm Twin Gun Mount Model D Kai 2 1.5 2/1
With 12.7cm Model D Kai 312.7cm Twin Gun Mount Model D Kai 2 1.575 2/1
TorpedoesDrum CanisterLookout Requires Torpedo LookoutTorpedo Squadron Skilled Lookouts 1.3 2/1
TorpedoesTorpedoesLookout Requires Torpedo LookoutTorpedo Squadron Skilled Lookouts 1.5 2/1
Carrier Cut-ins Night FighterDive-bomber or Torpedo BomberDive-bomber or Torpedo Bomber 1.18 1
Night FighterNight FighterDive-bomber or Torpedo Bomber 1.18 1
Night FighterNight BomberDive-bomber or Torpedo Bomber 1.18 1
Night FighterNight-capable Dive BomberDive-bomber or Torpedo Bomber 1.18 1
Night FighterNight FighterNight Fighter 1.18 1
Night FighterNight BomberNight Bomber 1.18 1
Night FighterNight FighterNight-capable Dive Bomber 1.18 1
Night FighterNight BomberNight-capable Dive Bomber 1.18 1
Night FighterNight-capable Dive BomberNight-capable Dive Bomber 1.18? 1
Night FighterNight Bomber 1.2 1
Night FighterNight-capable Dive Bomber 1.2 1
Night BomberNight-capable Dive Bomber 1.2 1
Night FighterNight FighterNight Bomber 1.25 1
  • By using a second 12.7cm Model D Kai 212.7cm Twin Gun Mount Model D Kai 2 when performing a Destroyer Cut-in, an additional bonus of 1.125x is applied multiplicatively to the attack. This setup can only be deployed on Tashkent KaiTashkent Kai.

Original Cut-ins

In contrast with the "New Type" Cut-ins, Original Cut-ins are only rolled once, even if multiple setup prerequisites are met. The setup used will be the bottom-most that meet the prerequisites. If this roll fails, the ship will perform a Single Attack.

Attack Type Prerequisites Notes Pre-cap
Damage
Modifier
Hits
Double Attack Large Caliber Main GunLarge Caliber Main Gun No additional TorpedoesLarge Caliber Main GunSecondary Gun 1.2 2
Large Caliber Main GunSecondary Gun Additional Secondary Gun allowed
Secondary GunSecondary Gun Additional Secondary GunTorpedoes allowed
Mixed Torpedo Cut-in TorpedoesLarge Caliber Main Gun Additional Large Caliber Main GunSecondary Gun allowed 1.3 2
Mixed Gun Cut-in Large Caliber Main GunLarge Caliber Main GunSecondary Gun No additional Large Caliber Main Gun 1.75 1
Gun Cut-in Large Caliber Main GunLarge Caliber Main GunLarge Caliber Main Gun + Any on the remaining slots 2 1
Torpedo Cut-in TorpedoesTorpedoes + Any on the remaining slots 1.5 2
Submarine Cut-ins TorpedoesTorpedoes With Late Model Torpedo Bows ONLY 1.6 2
TorpedoesSubmarine Equipment 1.75 2

Single Attack

If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier attack.

Trigger Rates

The chance of successfully rolling a Cut-in and performing the attack is given by:

[math]\displaystyle{ \text{CI %} = \left[ \dfrac{\text{Base}_\text{ship}}{\text{Base}_\text{attack}} \right] \times 100 }[/math]

Where:

[math]\displaystyle{ \text{Base}_\text{ship} = \lfloor 15 + \text{Luck} + 0.75 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor }[/math] , if the Ship's Luck stat is less than 50.

[math]\displaystyle{ \text{Base}_\text{ship} = \lfloor 65 + \sqrt{ \left( \text{Luck} - 50 \right) } + 0.8 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor }[/math] , if the Ship's Luck stat is 50 or greater.

Modifiers is the sum of various equipment modifiers. Do note that modifiers change based on the Cut-in that is being used:

Modifier Value %
Gun Cut-in Mixed Gun Cut-in Torpedo Cut-in Mixed Torpedo Cut-in
Placement Flagship 15 10.7% 11.5% 12.3% 13%
Other 0
Health Moderate damage
(中破 Chuuha)
18 12.9% 13.8% 14.8% 15.7%
Any other health state 0
SearchlightSearchlight Allied 7 5% 5.4% 5.7% 6.1%
Enemy -5 -3.6% -3.8% -4.1% -4.3%
Large SearchlightType 96 150cm Searchlight Allied ?
Enemy -?
Star ShellStar Shell Allied 4 2.9% 3.1% 3.3% 3.5%
Enemy -10 -7.1% -7.7% -8.2% -8.7%
Skilled LookoutsSkilled Lookouts Allied 5 3.6% 3.8% 4.1% 4.3%
Enemy 0

[math]\displaystyle{ \text{Base}_\text{attack} }[/math] is the Value used by each type of Cut-in:

[math]\displaystyle{ \text{Base}_\text{attack} }[/math] Value % per Base Value
Destroyer Only (Torpedo-Radar-Lookout) 150 0.66%
Gun Cut-in 140 0.71%
Mixed Gun Cut-in 130 0.77%
Destroyer Only (Gun-Torpedo-Radar) 130 0.77%
Torpedo Cut-in 122 0.82%
Mixed Torpedo Cut-in 115 0.87%

Additional Notes:

  • Due to the formula's parameters, the effect of Luck over 51 is negligible due to diminishing returns, thus going above such value is generally discouraged.
  • The formula used above was datamined from KanColle Kai and is corroborated by test results in the Browser version.