Sandbox Rules
This sandbox is to be used to construct an event guide for the above-mentioned event map. These guides are to all of the following requirements:
- An overview of the map, including ship/equipment bonuses, Ship Locks, and special mechanics,
- List of branching unlocking requirements (if there are multiple requirements, compositions for each path along with the below requirements will be needed to discuss the unlocking requirements in question),
- A list of working compositions that work: (these must have possible alternatives for players who may or may not have all ships needed for a specific path),
- The Paths said compositions will take (to explain each path the composition will/can take),
- A summary or description of what kind of obstacles a composition will face.
- A description of the boss node: what it consists of, and a descriptive guide on what the player should consider for a course of action to successfully win the battle,
- Optional: Tips/guides to farm certain ships and/or resources (this can also require compositions, paths, and possible descriptions).
Editors are to construct their own version of the guide/part of the guide, and complete it in a timely fashion.
No editor is allowed to edit over other's work without their consent/approval.
Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Summer 2024 Event, being reviewed and updated once more before it can be released.
Overall there should be 3 versions of the guide that have to be constructed, including Preliminary > Polished > Finalized Guides
With each approval of each version of the guide, the said guide will be updated to the main page, and construction of the next version will begin.
All guides outside of the approved version will be removed and work will begin from the approved version to make it better for the next version until the finalized version is made.
Branching Table
E-4 Branching Rules (Start Points) ▼/▲
|
Nodes |
Rules
|
Start
|
|
- Single Fleet
- Operation Kon Fleet only (Normal / Hard)
|
|
- Combined Fleet
- Operation Kon Reinforcement only (Normal / Hard)
|
E-4 Branching Rules (Start Point 1) ▼/▲
|
Nodes |
Rules
|
|
|
- Meet ANY of the following requirements:
- Fast Fleet and amount of DD ≥ 2
- Slow Fleet and fleet contains at least 1CL? 4DD
|
|
- Does not meet the requirements to go to A
|
|
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Active Branching
|
|
|
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Active Branching
|
|
|
|
|
|
|
|
|
???
|
|
???
|
|
|
- Does not meet the requirements to go to L or M
|
|
- Meet ALL the following requirements:
- Amount of (F)BB(V) + CV(B) ≤ 2
- Amount of CV(B) ≤ 1
- Pass the LoS check
- Does not meet the requirements to go to M
|
|
- Route to M is unlocked
- Meet ALL of the following requirements:
- Amount of CV(B) ≤ 1
- Fleet contains 1CL 2DD OR 4DD *
- If Fleet 3, then amount of (F)BB(V) = 0 *
- If Fleet 1, then amount of (F)BB(V) ≤ 1 *
|
|
|
???
|
|
???
|
|
|
???
|
|
???
|
|
|
- Does not meet the requirements to go to O
|
|
|
|
|
|
|
|
E-4 Branching Rules (Start Point 2) ▼/▲
|
Nodes |
Rules
|
|
|
- Does not meet the requirements to go to T2
|
|
- Meet ALL of the following requirements:
- Amount of (F)BB(V) ≤ 3
- Amount of CL + DD ≥ 4
- Amount of SS(V) = 0
- If Fast+, then amount of SS(V) ≤ 1?
- If Amount of AS ≥ 1, then amount of SS(V) ≤ 2?
- If Slow Fleet:
- Amount of (F)BB(V) ≤ 2
- Amount of CV(B) ≤ 2
- Amount of CL ≥ 2
- Amount of DD + DE ≥ 4
|
|
|
- Does not meet the requirements to go to Z
|
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- Amount of Yamato class ships = 0
- If Fast+, then amount of Yamato class ships ≤ 2
- Pass the LoS check *
|
|
|
|
|
- Amount of Yamato class ships = 2
- Pass the LoS check *
|
|
- Amount of Yamato class ships = 1
- Pass the LoS check *
|
* = Rule under review
? = Ship type/amount under review
Historical Bonuses
DISCLAIMER: This information is based on user-submitted data and is subject to revisions as more data is gathered. Any version of the ship receives the bonus regardless of remodel.
Ship Bonuses
??
Equipment Bonuses
??
??
Jiga's ultra-early Guide
Map Overview
E4 is a striking force, and combined fleet four-phase map, consisting of two transport and two boss phases.
- 3 LBAS are available to sortie on this map
- After Phase 2, the LBAS is relocated closer to the final boss.
- This map uses 2 locks:
- Operation Kon Fleet, Starting point 1 (striking),
- Operation Kon Reinforcement, Starting point 2 (combined).
|
This map is extremely hard to clear on all difficulties. Please wait for information regarding compositions, historical bonuses, and friendly fleets across the event before starting it. Especially in higher difficulties, advanced and exotic strategies are required and may not be available to most players. |
Phase 1 - Boss
- Striking Force: 1 FBB, 1 CV, 0-1 CA(V)/CLT, 1 CL, 3-4 DD, Fast
- Route: 1 A A2 C L
- Striking Force: 2 FBB, 1 CVL, 1 CA(V)/CLT, 1 CL, 2 DD, Fast
- Route: 1 A A2 C L
- LoS check: ?
- LBAS range: 4
- Bringing 1 or 2 OASW is recommended to clear the SS on LD.
- The use of several Night Cut-ins is required to kill the boss.
- Bringing AACI may help in the case the LBAD does not reliably clear the CVL.
Phase 2 - TP
Phase 2 is a "Transport Operation":
- Striking Force: 1 CL, 4-6 DD, 0-1 AV
- Route: 1 A A2 C M O P Q S
- Striking Force: 1 CVL, 1 CA(V)/AV, 1 CL, 4 DD
- Route: 1 A A2 C M O P Q S
- Single: 1 FBB, 1 CVL, 0-1 CA(V), 1 CL, 2-3 DD
- Route: 1 A A2 C M O P Q S
- This fleet has the advantage of being a single fleet and which resued more tags from the previous phase.
- LoS check: ?
- LBAS range: 6
- Using the SFFCF SFFCF can help increase the reach rate.
- Bringing ASW and AACI is recommended.
- The pre-boss node contains several PT boats:
Anti-PT boat
|
Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
- All ship types suffer a severe accuracy and firepower penalty against PT boats.
- Attacking them with larger guns is not very effective, smaller guns being recommended instead.
- Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
|
The Attack formula against PT boats:[2][3]
- Jet Assault & Airstrike
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]
- LBAS[4]
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]
- Shelling
- [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]
- Opening & Closing Torpedo Salvos
- [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]
- Night Battle
- Night Battle data are unclear yet.
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
|
Accuracy formula against PT boats
|
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
- PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
- Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
- [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion described bellow,
- The main Accuracy modifiers are
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
- [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
- [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.
|
Amagiri Kai Ni/D has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.
- DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
- The PT boat targeting rate is 100% for all affected ships [9].
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
Ship Type |
[math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
|
DD & DE |
1.0
|
CL, CLT, & CT |
0.82
|
All other types |
0.7
|
- Notes
- It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
- Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
- Combining equipment is recommended to see significant boosts to accuracy.
- The Ka-Tsu Tanks
bonus does not stack with the Armed Boats ones.
- Using other setups improving accuracy is also advisable:
|
|
[edit]
|
After clearing this phase, the LBAS is relocated closer to the final boss.
Phase 2.5 - Gimmick
To unlock the last boss, the following steps have to be performed:
|
E |
H |
V
|
Hard |
S |
S x2 |
S x3
|
Medium |
- |
A+ x2 |
S x3
|
Easy |
- |
A+ x2 |
S x2
|
Casual |
- |
? |
?
|
- Striking Force: 1-2 FBB, 0-1 CV, 1-2 CVL, 1 CL, 2-3 DD, Fast
- Route: 1 A A2 B D E
- Route: 1 A A2 B D F F1 G H
- LoS check: ?
- LBAS range: 6 (E), 7 (H)
- Both nodes are very strong and require several cut-ins to be cleared.
- Bringing Node Support is recomanded.
- Refer to #Phase 3 - Boss's fleet for composition and routing.
- LBAS range: 3
Phase 3 - Boss
- STF: Fast+?
- Main: 4 (F)BB(V), 1 CV, 1 CAV
- Escort: 2 FBB, 1 CL, 2 DD, 1 SS
- Route: 2 T T2 U U1 U2 V W Z
- Shortest route
- This fleet must be Fast+ when using both Yamato-class (see Speed).
- This fleet should utilize a double touch, with a Kongou-class touch in the escort.
- CTF: Fast+
- Main: 2 (F)BB(V), 3-4 CV, 0-1 CVL
- Escort: 2 FBB, 1 CA(V), 1 CL, 2 DD
- Route: 2 T T2 U U1 U2 V W Z
- Shortest route
- This fleet must be Fast+ when using both Yamato-class (see Speed).
- This fleet should utilize a double touch, with a Kongou-class touch in the escort.
- CTF:
- Main: 2 (F)BB(V), 2 CV, 1 CVL, 1 DD
- Escort: 1 CA(V), 1 CL, 3 DD, 1 SS
- Route: 2 T T2 U U1 U2 V W Z
- Shortest route
- This fleet must be Fast+ when using both Yamato-class (see Speed).
- STF: Fast+?
- Main: 4 (F)BB(V), 2 CVL
- Escort: 1 CA(V), 1 CL, 3 DD, 1 SS
- Route: 2 T T2 U U1 U2 V W Z
- Shortest route
- This fleet must be Fast+ when using both Yamato-class (see Speed).
- STF: Fast?
- Route: 2 T T2 U U1 U2 V W X Z
- Pass through 1 extra air node
- STF: Fast?
- Main: 2 (F)BB(V), 1CV, 0-1 CA(V), 1 CL, 1 AO
- Escort: 1 CA(V)/CLT, 1 CL, 4 DD
- Route: 2 T T2 U U1 U2 V W X Y Z
- Longest route, but strongest fleet.
- Pass trough the Y ASS node.
- LoS check: ?
- LBAS range: 6
- Bringing ASW and AACI is recommended.
- The 3rd node is a night PT boats node, requiring anti-PT setups for escort fleet.
Anti-PT boat
|
Unlike most standard Abyssals, "PT boats" (PT Imp Pack & Schnellboot Imp Pack) are "very small and fast".
- All ship types suffer a severe accuracy and firepower penalty against PT boats.
- Attacking them with larger guns is not very effective, smaller guns being recommended instead.
- Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
|
The Attack formula against PT boats:[2][3]
- Jet Assault & Airstrike
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]
- LBAS[4]
- [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]
- Shelling
- [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]
- Opening & Closing Torpedo Salvos
- [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]
- Night Battle
- Night Battle data are unclear yet.
- With
- [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
|
Accuracy formula against PT boats
|
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
|
- With
- [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
- PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
- Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
- [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion described bellow,
- The main Accuracy modifiers are
- [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
- [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
- [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
- [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.
|
Amagiri Kai Ni/D has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.
- DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
- The PT boat targeting rate is 100% for all affected ships [9].
During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].
Ship Type |
[math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
|
DD & DE |
1.0
|
CL, CLT, & CT |
0.82
|
All other types |
0.7
|
- Notes
- It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
- Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
- Combining equipment is recommended to see significant boosts to accuracy.
- The Ka-Tsu Tanks
bonus does not stack with the Armed Boats ones.
- Using other setups improving accuracy is also advisable:
|
|
[edit]
|
- Using a Special Attack is highly recommended, notably the Yamato Touch.
- Including an SS in most fleets is recommended to take profit of sub-tanking.
Phase 3.5 - Debuff
Once LD has been reached, the following steps have to be performed to debuff the boss.
- Doing the debuff is extremely recommended.
- Do note that for the first time, debuff effects are different between difficulties, being greater in Hard notably.
|
L |
H |
S |
X |
LBAS
|
Hard |
S? |
S? |
S |
AS x2 |
AS x2
|
Medium |
? |
? |
? |
? |
?
|
Easy |
? |
? |
? |
? |
?
|
Casual |
? |
? |
? |
? |
?
|
- Refer to #Phase 1 - Boss's fleet for composition and routing.
- LBAS range: 4
- Refer to #Phase 2 - TP's fleet for composition and routing.
- LBAS range: 3
- Refer to #Phase 3 - Boss's fleet for composition and routing.
- LBAS range: 5
|
AS
|
Hard |
630
|
Medium |
?
|
Easy |
600
|
Casual |
312
|
|
AS
|
Hard |
725
|
Medium |
639
|
Easy |
582
|
Casual |
468
|
Once on LD, the CG will change to the following:
YY's Guide