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Difference between revisions of "Accuracy, Evasion and Criticals"

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(fix shelling support)
(formation shelling mod exceptions (https://wikiwiki.jp/kancolle/命中と回避について#hitterm1 and Vita))
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** Line Ahead/Diamond: <math>1.0</math>
 
** Line Ahead/Diamond: <math>1.0</math>
 
** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
 
** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
 +
*** Exception, certain combinations reduce this to <math>1.0</math>:
 +
**** Double Line attacking Line Abreast
 +
**** Echelon attacking Line Ahead
 +
**** Line Abreast attacking Echelon
 
** Vanguard (Top): <math>0.8</math>
 
** Vanguard (Top): <math>0.8</math>
 
** Combined Fleet Cruising Formation 1: <math>?</math>
 
** Combined Fleet Cruising Formation 1: <math>?</math>
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** Line Ahead/Diamond: <math>1.0</math>
 
** Line Ahead/Diamond: <math>1.0</math>
 
** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
 
** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
 +
*** Exception, certain combinations reduce this to <math>1.0</math>:
 +
**** Double Line attacking Line Abreast
 +
**** Echelon attacking Line Ahead
 +
**** Line Abreast attacking Echelon
 
** Vanguard (Top): <math>0.8</math>
 
** Vanguard (Top): <math>0.8</math>
 
** Accuracy modifiers for Combined Fleets is still unknown.
 
** Accuracy modifiers for Combined Fleets is still unknown.

Revision as of 09:06, 15 October 2021

Introduction

This page is to provide an in-depth look into the hit rate mechanics in game for single/combined fleets and land-based air squadrons. The formulas presented in this page are still subject to change as more testing is done.

Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] are rounded down.


Hit Rate

The hit rate is used by all attacks.

[math]\displaystyle{ \text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1 }[/math]

Where, the Capped Hit Rate [math]\displaystyle{ \left( \text{Hit}_\text{cap} \right) }[/math] is:

[math]\displaystyle{ \text{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{def}\right) \times \text{Morale}_\text{defender} \right) }[/math]

  • [math]\displaystyle{ \text{Accuracy}_\text{atk} }[/math] is the calculated accuracy of the attack. Please see below for the various accuracy formulas.
  • [math]\displaystyle{ \text{Evasion}_\text{def} }[/math] is the calculated evasion of the defending ship. Please see below for the various evasion formulas.
  • [math]\displaystyle{ \text{Morale}_\text{defender} }[/math] is the morale state modifier of the defending ship.
    • >52 morale (sparkling) is [math]\displaystyle{ 0.7 }[/math]
    • 30-52 morale (normal) is [math]\displaystyle{ 1.0 }[/math]
    • 20-29 morale (orange) is [math]\displaystyle{ 1.2 }[/math]
    • 0-19 morale (red) is [math]\displaystyle{ 1.4 }[/math]
  • [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] is the average plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
    • The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
    • The value is [math]\displaystyle{ 12 }[/math] for >> ranked planes.


Hit Rate Caps

There is a minimum and maximum hit rate in the game.

  • The minimum of [math]\displaystyle{ \text{cap}_\text{min}\left(x\right) }[/math] is 10.
  • The maximum of [math]\displaystyle{ \text{cap}_\text{max}\left(x\right) }[/math] is 96.


Important Notes

  • Hit rate has an effective minimum of 11% and a maximum of 97%.
  • Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.

Critical Hit Rate

The following are the various formulas for determining critical hits for attacks.

  • Shelling/ASW (including carriers): [math]\displaystyle{ \lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1 }[/math]
  • Torpedo: [math]\displaystyle{ \lfloor 1.5 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1 }[/math]
  • Airstrike: [math]\displaystyle{ \lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1 }[/math]
  • Night Battle (including carriers): [math]\displaystyle{ \lfloor \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit}_\text{cap}} \rfloor + 1 }[/math]
  • Shelling Support: [math]\displaystyle{ \lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1 }[/math]
  • Airstrike Support: [math]\displaystyle{ \lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1 }[/math]
  • [math]\displaystyle{ \text{Crit}_\text{proficiency} }[/math] is the plane proficiency critical bonus. Please see Plane Proficiency for more details.
  • [math]\displaystyle{ \text{Const}_\text{contact} }[/math] is the night contact constant from the Type 98 Recon Seaplane (Night Scout). It is [math]\displaystyle{ 0.07 }[/math] if night contact is triggered, [math]\displaystyle{ 0 }[/math] otherwise.

Accuracy Formulas

Below are the common variables used in all accuracy formulas:

  • [math]\displaystyle{ \text{Level} }[/math] is the level of the attacking ship.
  • [math]\displaystyle{ \text{Luck} }[/math] is the luck Luck of the attacking ship.
  • [math]\displaystyle{ \text{Acc}_{equip} }[/math] is the total accuracy Accuracy provided by the equipment calculated as [math]\displaystyle{ \text{Acc}_\text{equip base} + \text{Mod}_\text{Impr} \times \sqrt{\bigstar} }[/math]
    • [math]\displaystyle{ \text{Acc}_\text{equip base} }[/math] is the base accuracy Accuracy displayed on the equipment.
    • [math]\displaystyle{ \text{Mod}_\text{Impr} }[/math] is the equipment's improvement modifier for the applicable attack.
    • [math]\displaystyle{ \bigstar }[/math] is the equipment's improvement level.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] is the formation modifier for the applicable attack. Please see Combat for more details.
  • [math]\displaystyle{ \text{Mod}_\text{morale} }[/math] is the morale modifier of the attacking ship. Please see Morale and Fatigue for more details.
    • >52 morale (sparkling) is [math]\displaystyle{ 1.2 }[/math]
    • 30-52 morale (normal) is [math]\displaystyle{ 1.0 }[/math]
    • 20-29 morale (orange) is [math]\displaystyle{ 0.8 }[/math]
    • 0-19 morale (red) is [math]\displaystyle{ 0.5 }[/math]


Important Notes

  • Because of the number of modifiers to accuracy in game, it is trivial to increase accuracy. Therefore it is more important to prioritise firepower.


Daytime Shelling

This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes.

[math]\displaystyle{ \text{Accuracy}_\text{shelling} = \biggl\lfloor \left( \left( \text{Acc}_\text{base} + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \right) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \biggr\rfloor }[/math]

  • [math]\displaystyle{ \text{Acc}_\text{base} }[/math] is the base accuracy value of the attack.
    • These values apply for Player as attacker and Enemy as target. Values for Enemy attacker vs Player target are unclear/unknown, except single vs single = 90.
Fleet type base accuracy values for Player side[1][2]
vs. Enemy
Single Fleet Combined Fleet
Player Single Fleet 90 80
CTF Main 78 77
CTF Escort 45 67
STF Main 45 77
STF Escort 67 67
TCF Main 54 54
TCF Escort 45 67
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for shelling and carrier attacks is as follows:
    • Line Ahead/Diamond: [math]\displaystyle{ 1.0 }[/math]
    • Double Line/Echelon/Line Abreast/Vanguard (Bottom): [math]\displaystyle{ 1.2 }[/math]
      • Exception, certain combinations reduce this to [math]\displaystyle{ 1.0 }[/math]:
        • Double Line attacking Line Abreast
        • Echelon attacking Line Ahead
        • Line Abreast attacking Echelon
    • Vanguard (Top): [math]\displaystyle{ 0.8 }[/math]
    • Combined Fleet Cruising Formation 1: [math]\displaystyle{ ? }[/math]
    • Combined Fleet Cruising Formation 2: [math]\displaystyle{ 1.0 }[/math]
    • Combined Fleet Cruising Formation 3: [math]\displaystyle{ ? }[/math]
    • Combined Fleet Cruising Formation 4: [math]\displaystyle{ 1.1 }[/math]
  • [math]\displaystyle{ \text{Mod}_\text{fit} }[/math] is the fit bonus or penalty that is applicable. Please see Gun Fit Bonuses for more details.
  • [math]\displaystyle{ \text{Mod}_\text{spotting} }[/math] is the artillery spotting bonus if applicable. Please see Artillery Spotting for more details.
    • Main/Main: [math]\displaystyle{ 1.2 }[/math]
    • Main/AP: [math]\displaystyle{ 1.3 }[/math]
    • Main/RADAR: [math]\displaystyle{ 1.5 }[/math]
    • Main/Secondary: [math]\displaystyle{ 1.3 }[/math]
    • Double Attack: [math]\displaystyle{ 1.1 }[/math]
    • Other multipliers are unknown.
  • [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] is the Armour-Piercing Shell accuracy modifier.
Type Modifier
Main Gun

Armour-Piercing Shell

1.1
Main Gun

Armour-Piercing Shell
RADAR

1.25
Main Gun

Secondary Gun
Armour-Piercing Shell

1.2
Main Gun

Secondary Gun
Armour-Piercing Shell
RADAR

1.3


Important Notes

  • It is inadvisable to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses.
  • Unlike when calculating damage, the bonus applies to all targets.


Shelling Support

This formula applies to surface shelling and carrier attacks during shelling support.

[math]\displaystyle{ \text{Accuracy}_\text{shelling support} = \biggl\lfloor \left( 64 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip base} \right) \times \text{Mod}_\text{formation}? \times \text{Mod}_\text{morale} \biggr\rfloor }[/math]

  • [math]\displaystyle{ \text{Acc}_{equip base} }[/math] does not include accuracy from improvement level.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] exists in KanColle Kai, but unclear if it applies to browser KanColle using the Daytime Shelling formation modifier of the main fleet.

Torpedo Attacks

This formula only applies to opening and closing torpedo attacks in day.

[math]\displaystyle{ \text{Accuracy}_\text{torpedo} = \left( 85 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} }[/math]

  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for torpedo attacks is as follows:
    • Line Ahead/Vanguard (Top & Bottom): [math]\displaystyle{ 1.0 }[/math]
    • Double Line: [math]\displaystyle{ 0.8 }[/math]
    • Diamond: [math]\displaystyle{ 0.4 }[/math]
    • Echelon: [math]\displaystyle{ 0.6 }[/math]
    • Line Abreast: [math]\displaystyle{ 0.3 }[/math]
    • Accuracy modifiers for Combined Fleets is still unknown.
  • [math]\displaystyle{ \text{Attack}_\text{torp} }[/math] is the final basic torpedo attack power of the ship. Please see Damage Calculations for details.
    • The figure incorporates any pre- and post-cap modifiers and takes into account the attack cap.
    • This means that engagement and damage state play a role in torpedo accuracy.
  • [math]\displaystyle{ \text{Mod}_\text{ship} }[/math] is the innate torpedo accuracy of the ship. Currently only Abyssal ships have values above [math]\displaystyle{ 0 }[/math].

Aerial Combat

This formula applies to the airstrikes performed during the aerial combat phase and support. Although ASW support functions like an airstrike for damage, it does not use this formula.

[math]\displaystyle{ \text{Accuracy}_\text{airstrike} = 95 }[/math]

Important Notes

  • Airstrike accuracy is a constant and not affected by any outside factors.

Anti-Submarine Warfare

This formula applies to all ASW attacks in combat phase and support.

[math]\displaystyle{ \text{Accuracy}_\text{ASW} = \left( 80 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + 2\sum \text{ASW}_\text{sonar} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy} }[/math]

  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for ASW is as follows:
    • Line Ahead/Diamond: [math]\displaystyle{ 1.0 }[/math]
    • Double Line/Echelon/Line Abreast/Vanguard (Bottom): [math]\displaystyle{ 1.2 }[/math]
      • Exception, certain combinations reduce this to [math]\displaystyle{ 1.0 }[/math]:
        • Double Line attacking Line Abreast
        • Echelon attacking Line Ahead
        • Line Abreast attacking Echelon
    • Vanguard (Top): [math]\displaystyle{ 0.8 }[/math]
    • Accuracy modifiers for Combined Fleets is still unknown.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for ASW is as follows:
    • Line Ahead/Diamond: [math]\displaystyle{ 1.0 }[/math]
    • Double Line: [math]\displaystyle{ 0.8 }[/math]
    • Echelon/Line Abreast/Vanguard (Bottom): [math]\displaystyle{ 1.2 }[/math]
    • Vanguard (Top): [math]\displaystyle{ 0.8 }[/math]
    • Accuracy modifiers for Combined Fleets is still unknown.
  • [math]\displaystyle{ \text{ASW}_\text{sonar} }[/math] is the base ASW stat of any sonars equipped.
  • [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] is the synergy bonus from equipping certain combinations of ASW equipment.
    • Synergy bonus is either currently bugged or so small it cannot be tested.

Important Notes

  • Equipping more sonars is the best way to boost ASW accuracy.
    • Large sonars are not counted for this bonus.


Night Battles

This formula applies to all night battle attacks.

[math]\displaystyle{ \text{Accuracy}_\text{NB} = \bigl( \text{Mod}_\text{contact} \left( 69 + \text{Mod}_\text{star shell} \right) + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \bigr) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{20.3cm} + \text{Mod}_\text{fit} }[/math]

  • [math]\displaystyle{ \text{Mod}_\text{contact} }[/math] is the night contact modifier of [math]\displaystyle{ 1.1 }[/math] if triggered, [math]\displaystyle{ 1.0 }[/math] otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{star shell} }[/math] is the star shell modifier of of [math]\displaystyle{ 5 }[/math] if triggered, [math]\displaystyle{ 0 }[/math] otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for night battle is as follows:
    • Line Ahead/Vanguard? (Top & Bottom): [math]\displaystyle{ 1.0 }[/math]
    • Double Line/Echelon: [math]\displaystyle{ 0.9 }[/math]
    • Diamond: [math]\displaystyle{ 0.7 }[/math]
    • Line Abreast: [math]\displaystyle{ 0.8 }[/math]
    • Accuracy modifiers for Combined Fleets is still unknown.
  • [math]\displaystyle{ \text{Mod}_\text{special} }[/math] is the night battle special attack modifier. Please see Night Battle for more details.
    • Torpedo Cut-in: [math]\displaystyle{ 1.65 }[/math]
    • Gun Cut-in: [math]\displaystyle{ 2.0 }[/math]
    • Mixed Cut-in: [math]\displaystyle{ 1.5 }[/math]
    • Secondary Cut-in: [math]\displaystyle{ 1.5 }[/math]
    • Double Attack: [math]\displaystyle{ 1.1 }[/math]
    • Other multipliers are unknown.
  • [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] is the searchlight modifier of [math]\displaystyle{ 7 }[/math] if triggered, [math]\displaystyle{ 0 }[/math] otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{20.3cm} }[/math] is the heavy cruiser bonus for equipping IJN 20.3cm guns.
    • One gun: [math]\displaystyle{ 10 }[/math]
    • Two guns: [math]\displaystyle{ 15 }[/math]
    • Bonuses for more than two guns have not been tested.
  • [math]\displaystyle{ \text{Mod}_\text{fit} }[/math] is the fit bonus or penalty that is applicable. Please see Gun Fit Bonuses for more details.

Land-Based Air Squadron

This formula applies to attacks made by Land-Based Air Squadrons. The accuracy is calculated independently per squadron.

[math]\displaystyle{ \text{Accuracy}_\text{LBAS} = \left( 95 + ( 7 \times {\text{Acc}_\text{equip}}) \right) \times \text{Mod}_\text{morale} + \text{Mod}_\text{proficiency} }[/math] [1]

  • [math]\displaystyle{ \text{Acc}_\text{equip} }[/math] is the accuracy stat of the plane.
  • [math]\displaystyle{ \text{Mod}_\text{morale} }[/math] is the morale modifier of the plane.
    • Normal/Orange morale: [math]\displaystyle{ 1.0 }[/math]
    • Red morale: [math]\displaystyle{ 0.8 }[/math]
  • [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
    • The value is [math]\displaystyle{ 12 }[/math] for >> ranked planes.

Evasion Formulas

Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:

[math]\displaystyle{ \text{Evasion}_\text{base} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor }[/math]

  • [math]\displaystyle{ \text{Evasion}_\text{ship} }[/math] is the evasion of the ship including any visible equipment bonuses.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] is the formation modifier. It varies based on the attack being received. Please see Combat for more details.
    • Currently modifiers for Vanguard are unknown.


The various capped evasion formulas to calculate the final evasion rate is as follows:

  • [math]\displaystyle{ \text{Evasion}_\text{base} \gt 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base} }[/math]
  • [math]\displaystyle{ 40 \lt \text{Evasion}_\text{base} \lt 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{base} - 40} \rfloor }[/math]
  • [math]\displaystyle{ \text{Evasion}_\text{base} \gt 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{base} - 65}\rfloor }[/math]


Capped evasion is then modified by post-cap modifiers:

[math]\displaystyle{ \text{Evasion %} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{vanguard} - \text{Mod}_\text{fuel} \right) \biggr\rfloor }[/math]

  • [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] is the searchlight evasion penalty. It is [math]\displaystyle{ 0.2 }[/math] for any ship equipped with a searchlight (even if not triggered) and [math]\displaystyle{ 1.0 }[/math] otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{sonar} }[/math] is the sonar improvement modifier that only applies to opening and closing torpedo attacks. It is [math]\displaystyle{ 0 }[/math] otherwise.
    • [math]\displaystyle{ \text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar} }[/math]
  • [math]\displaystyle{ \text{Mod}_\text{CA} }[/math] is the heavy/aviation cruiser night battle evasion bonus. It is [math]\displaystyle{ 5 }[/math] for heavy/aviation cruisers and [math]\displaystyle{ 0 }[/math] otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] is the Vanguard evasion bonus. This is different from the formation modifier that gets taken into account for base evasion. Bonuses are:
    • For ships at the top (slots 1-2 or 1-3): Non-destroyers get a 5% bonus. Destroyers get a 20% bonus.
    • For the rest of the ships at the bottom (slots 3-5 or 4-7): Non-destroyers get a 20% bonus. Destroyers get a 40% bonus.
  • [math]\displaystyle{ \text{Mod}_\text{fuel} }[/math] is the remaining fuel penalty.
    • [math]\displaystyle{ \text{Mod}_\text{fuel} = 75 - \text{Fuel} }[/math]
    • If fuel is above 75%, the penalty is 0.
    • The penalty is an integer and not a percentage.
Remaining Fuel Penalty
Remaining Fuel Battle #[1] Penalty
80% 2nd Battle 0
60% 3rd Battle 15
40% 4th Battle 35
20% 5th Battle 55
0% 6th+ Battle 75
  1. This only takes into account normal day battles. Special nodes have different resource consumption.


Important Notes

  • The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test.


Special Cases

PT Imps

PT Imps were introduced during the Summer 2017 Event.

Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower 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 Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


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/DAmagiri Kai Ni
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
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13]
? ? 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
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.
  • Using other setups improving accuracy is also advisable:
References:
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