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User:Totaku/Kancolle Kai data

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Revision as of 07:00, 28 September 2016 by Totaku (talk | contribs)
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The following information being provided is from the recent discovery made from unearthing data from Kancolle Kai which as it turns out, some elements from the game do apply to the browser game as well. Due to this information is being gathered to be re-evaluated to see what can be placed within the browser version as well as plans to construct Kancolle Kai's page on a later date.

Gun Fitting info

Here's the fit gun system if you can make sense of it. From what I gather: 1. The system only applies to BBs with less than 92 HP. 2. Marriage reduces both the overweight penalties and the fit bonuses. 3. The actual fit bonuses/penalties follow a pattern of: class-based multiplier*gun weight coefficient*sqrt(number of guns of that weight class)


Slow battleships with more than 92 HP (Yamato-class, married Nagato-class Kai) are not affected by fit gun mechanics. As expected, 51cm guns aren't included in the fit mechanics. However, there isn't any info on 16in guns for some reason. Post-marriage, 381mm guns will always be affected by the fit (marriage) modifier, regardless of whether the modifier is positive or negative. All other guns will only be affected by the modifier if they give a penalty.

On a side note, the chinks use T as a prefix for proto guns (eg. T41, T46) for some reason. Trial, maybe?

Fit (marriage) modifier = 1 for unamrried ships, 0.6 for married ships

Category 1 (C1) guns: 46cm Category 2 (C2) guns: proto 46cm Category 3 (C3) guns: 41cm, proto 41cm Category 4 (C4) guns: 35.6cm, proto 35.6cm, 38cm, 38cm Kai Category 5 (C5) guns: 381mm Category 6 (C6) guns: 14cm single Category 7 (C7) guns: 14cm twin, 15.2cm twin, 15.2cm twin Kai


Ship type = 8 Battlecruiser [lol]

Accuracy modifiers for Kongou-class: - 10 * Fit modifier * √<no. of C1 guns> - 7 * Fit modifier * √<no. of C2 guns> - 5 * Fit modifier * √<no. of C3 guns> - 2 * Fit modifier * √<no. of C5 guns> + 4 * √<no. of C4 guns>

Accuracy modifiers for Bismarck, Littorio/Italia and Roma: - 10 * Fit modifier * √<no. of C1 guns> - 7 * Fit modifier * √<no. of C2 guns> - 5 * Fit modifier * √<no. of C3 guns> + 3 * Fit modifier * √<no. of C5 guns> + 4 * Fit modifier * √<no. of C4 guns>


Ship type = 10 Aviation Battleship

Accuracy modifiers: - 7 * Fit modifier * √<no. of C1 guns> - 3 * Fit modifier * √<no. of C2 guns> + 2 * √<no. of C3 guns> + 2 * Fit modifier * √<no. of C5 guns> + 4 * √<no. of C4 guns>


Ship type = 9 (Slow) Battleship

Accuracy modifiers: - 7 * Fit modifier * √<no. of C1 guns> - 3 * Fit modifier * √<no. of C2 guns> + 2 * √<no. of C3 guns> + 2 * Fit modifier * √<no. of C5 guns> + 2 * √<no. of C4 guns>


Ship type = 3 4 21 Light Cruiser, Torpedo Cruiser, Training Cruiser

Accuracy modifiers: + 4 * Fit modifier * √<no. of C6 guns> + 3 * Fit modifier * √<no. of C7 guns> - 2

Page 1 Info

Upgrade success rates for +0 to +1, +1 to +2, …, +9 to max, max to new equipment

Akashi upgrade success rates (%): 100, 100, 100, 100, 95, 90, 80, 77, 72, 60, 50 Akashi Kai upgrade success rates (%): 100, 100, 100, 100, 100, 95, 90, 82, 77, 67, 62

Levels don't matter wwwwwwwwww

Conditions of ships on returning will affect the result of an expedition fleet.

Expedition failure conditions:

Flagship with orange or red morale Flagship level insufficient Flagship is of the wrong ship type Any ship in the fleet with red morale Failure to fulfill ship type requirements Failure to fulfill total ship count requirement. Non-flagships with orange morale do not count towards the total ship count requirement Total fleet level insufficient Drum count insufficient OR number of ships carrying drums insufficient (% count of fuel ships have) + rand(0,20) < 100 (so expeditions will always fail if fuel is less than 80%. If fuel ≥ 80% it depends on the random value)

Expedition normal success conditions: Any non-flagship has orange morale Sparkled ship count < total ship count AND one of the following: failure to fulfill drum requirements for great success OR flagship's ship type requirement for great success OR this.Flagship_level_check_type == 2 [I have no idea what the last 2 requirements mean] Flagship fails to fulfill other great success requirements? Not sure on this part

Requirements for great success: drumKeisu = 0 if expedition does not need drums for great success drumKeisu = -15 if expedition needs drums for great success but insufficient drums are brought drumKeisu = 20 if expedition needs drums for great success and sufficient drums are brought

If Flagship_level_check_type == 2 Sparkle value = 20 + 15*<no. of sparkled ships> + drumKeisu - 5 + [√<Flagship level> + 0.1*<Flagship level>]

Otherwise Sparkle value = 20 + 15*<no. of sparkled ships> + drumKeisu

If Sparkle value ≥ rand(0,100), great success occurs. Otherwise, normal success occurs. However for some reason, normal success can seldom occur even when great success requirements are fulfilled.

Thus, Tokyo Express requires 4 sparkled ships for near 100% success. 4 ship expedition fleets give 80% chance, 5 ship fleets give 95%.

Page 2 Info

Support expedition appearance chance

Route support base chance: 50% Boss support base chance: 85%

Sparkled flagship adds 15%. Sparkled escort flagship adds 5%. Orange or red morale do not affect the proc chance.

Thus, route support chance is 90% at most.


Shelling support accuracy term = Morale modifier * (90 + 1.5*√Luck + 2*√Level + Equipment accuracy)

Morale modifier: x1.2 for sparkled x1.0 for normal x0.8 for orange x0.5 for red

Evasion term: [I'll use the evasion operator, E(x), which isn't in the posts.]

If x ≥ 65: E(x) = 55 + 2√(x - 65) If 65 > x ≥ 40: E(x) = 40 + 3√(x - 40) Otherwise: E(x) = x

Formation modifier: x1.0 for line ahead and double line x1.1 for ring x1.2 for echelon x1.3 for line abreast

If ship fuel proportion < 75%, fuel penalty = 75% - ship fuel proportion

Evasion term = E(Formation modifier*[Ship evasion + 2*√Luck]) - Fuel penalty

Hit rate (%) = Target ship's morale modifier * (Accuracy term - Evasion term)

Target ship's morale modifier: x0.7 for sparkled x1.0 for normal x1.2 for orange x1.4 for red

I made a mistake in >>15894280. Fit mechanics affect the hit rate, not the accuracy term.

Hit rate is capped at 96%. (Accuracy term - Evasion term) will never go below 10%.


Compare to the July 2016 formula chart for daytime shelling:

Accuracy calculations

This only applies to daytime shelling. ASW attacks, torpedo attacks, aerial battle and night battle do not follow this formula.

Accuracy term = 0.03 + (0.9 + 0.02*√(Level - 1) + 0.01*Equipment accuracy + 0.015*Luck) * Formation modifier * Morale modifier

Evasion term = E((Evasion stat + Equipment evasion + 0.15*Luck) * (7/6)/100 * Formation modifier * Morale modifier * Fuel modifier)

If x > 0.5, E(x) = x/(x + 0.5) Otherwise, E(x) = x

Proposed hit rate = Accuracy term - Evasion term Proposed crit rate = 0.125 * Hit rate + 0.01

Formation modifiers: x1.0 in line ahead and ring x1.2 in double line, echelon and line abreast

Morale modifier: x1.2 for sparkled x1.0 for normal x0.75~0.8 for orange x0.5 for red

Suijou main fleet suffers a -40% accuracy penalty. Suijou escort fleet suffers -15%. Hit rate can never go below 10%.

Page 4-5 Info

Apparently double attack is treated as a cut-in in KanColle Kai.

Night recon proc

First, list all equipped night recon planes in decreasing order of accuracy Have them attempt to proc in order. For each night recon, proc chance = √Plane LoS * √Equipping ship's level * 0.04 The first plane that procs will be the contact plane.

If accuracy ≤ 1: Night attack +5 Accuracy * 1.1 Critical hits do 157% damage

If accuracy = 2: Night attack +7 Accuracy * 1.15 Critical hits do 164% damage

If accuracy = 3: Night attack +9 Accuracy * 1.2 Critical hits do 170% damage

Night attack damage bonus is affected by ship status (chuuha/taiha), special attack type (eg. torp CI), and is pre-cap. Accuracy modifiers affect the this.valance2 part of the accuracy calculations for night battle, which is taken from accuracy calculations for daytime shelling. Default for night battles is 69 (instead of 90 for daytime shelling) Critical hits do 150% damage by default

Questions: No info on plane proficiency or upgraded equipment. KanColle Kai doesn't have either mechanic? Why are there differing accuracies for night recon proc? (Wild guesses: reserved for future night recon planes, reserved for upgrades, accuracy carried over from daytime contact)


Night attacks

First select target, then select cut-in type (3 red gun CI > 2 red 1 yellow gun CI > torp CI > mixed CI > double attack) If target is a submarine, then exit calculations If luck < 50, proc rate = 15 + Luck + 0.75*√Level If luck ≥ 50, proc rate = 65 + √(Luck - 50) + 0.8*√Level Next calculate various additions: Skilled lookout: +5 [the chinks call it men's toilet] Own fleet searchlight activation: +7 Own fleet flare activation: +4 Enemy fleet searchlight activation: -5 Enemy fleet flare activation: -10 Own ship chuuha: +18 Flagship bonus: +15

Note: Enemy searchlights/flares are only available in PvP [guy left out CL Hime] Different CIs have different proc rates Divide the obtained result by a value depending on the cut-in type, to obtain the final proc rate.

3 red gun CI: 140 2 red 1 yellow gun CI: 130 Torp CI: 122 Mixed CI: 115 Double attack: 110

Question: What is double attack doing here? Its proc rate is too high… Answer: Double attack proc rate has been reduced in KC Kai, while torp CI has been nerfed to single attack.

In KC Kai, if a CI fails to proc, the game rolls for the next available CI in order (3 red gun CI > 2 red 1 yellow gun CI > torp CI > mixed CI > double attack). This is not the case in the browser game.