Changes

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=Introduction=
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{{CombatPortal}}
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This page is to provide an in-depth look into the hit rate mechanics in game. The formulas presented in this page are still subject to change as more testing is done. Remember that the result of all formulas is '''rounded down''' to the nearest whole number.
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'''Accuracy, Evasion, and Criticals''' are three mechanics intertwined together, representing the ability of a ship to hit another one. The formulas presented on this page are still subject to change as more testing is done.  
 +
*'''Please note that all formulas between <math>\lfloor \ \rfloor</math> are rounded down.
   −
=Hit Rate=
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='''Hit Rate'''=
 +
The '''hit rate''' is the probability of an attack hitting the target. It's the same for all attacks as well as abyssals. It stems from the difference between the Accuracy of the attack and the evasion of the target.
   −
The hit rate is used by all attacks.
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{|class="wikitable mw-collapsible mw-collapsed" width="100%"
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!Hit Rate
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|-
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|
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{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
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|valign="center"|  <math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math>
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|}
   −
<math>\text{Hit %} = \left[ \left[ \text{Accuracy}_\text{attacker} - \text{Evasion}_\text{defender} \right] \times \text{Morale}_\text{defender} \right] + \text{Acc}_\text{proficiency}</math>
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Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is:
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{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
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|valign="center"|  <math>\text{Hit}_\text{cap} = MIN \Big[ \big( MAX \big[ ( \text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap} ) ; {\color{tomato} \text{10}} \big] \times \text{Morale}_\text{defender} \big) ; {\color{DeepSkyBlue} \text{96}} \Big]</math>
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|}
   −
* <math>\text{Accuracy}_\text{attacker}</math> is the calculated accuracy rate of the attack. See below for the various accuracy rate formulas.
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;With
* <math>\text{Evasion}_\text{defender}</math> is the calculated evasion rate of the defending ship. See below for the evasion rate formula.
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* <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy|below]] for the various accuracy formulas.
* <math>\text{Morale}_\text{defender}</math> is the morale state modifier of the defending ship.
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* <math>\text{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula.
** >52 morale (sparkling) is <math>0.7</math>
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** If negative, it is still applied the same way, increasing the hit rate.
** 30-52 morale (normal) is <math>1.0</math>
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* <math>\text{Morale}_\text{defender}</math> is the morale state modifier of the defending ship. Morale is referring to the value of attacking timing, not the value before entering battle. Please see [[Morale_and_Fatigue#Morale Effects|Morale and Fatigue]] for more details.
** 20-29 morale (orange) is <math>1.2</math>
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** Sparkled is '''0.7''',
** 0-19 morale (red) is <math>1.4</math>
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** Normal is '''1.0''',
 +
** Orange is '''1.2''',
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** Red is '''1.4'''.
 
* <math>\text{Acc}_\text{proficiency}</math> is the '''average''' plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details.
 
* <math>\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 average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
** The value is <math>12</math> for <span style="color:orange">'''>>''' </span> ranked planes.
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** The value is '''12''' for {{Double Chevron}} planes.
   −
'''Important Notes'''
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;Hit Rate Caps
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By following this formula, the hit rate is:
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* '''10''' at minimum,
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* '''96''' at maximum.
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|}
   −
* The result of the formula between <math>\left[ \ \right]</math> is capped at a '''minimum of 10''' and '''maximum of 97'''.
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;Notes
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* 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.
 
* Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
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* The effect of sparkle is reduced the closer '''Hit rate''' is to the caps.
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 +
==Critical Hit Rate==
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'''Critical Hits''' are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending on the attack type.
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{{Formula
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|Title=Critical Rate
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|Math={Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Acc}_\text{proficiency} } \rfloor + \text{Crit}_\text{proficiency} + 1
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|Var=<math>{Mod}_\text{type}</math> the attack type modifier :
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{{{!}}class="wikitable" style="text-align:center"
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!colspan=2{{!}}<math>{Mod}_\text{type}</math>
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{{!}}-
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!Attack type
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!Attack modifier
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{{!}}-
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{{!}}Shelling
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{{!}}rowspan=2{{!}}1.3
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{{!}}-
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{{!}}ASW
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{{!}}-
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{{!}}Torpedo
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{{!}}1.5
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{{!}}-
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{{!}}Airstrike
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{{!}}0
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{{!}}-
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{{!}}Night Battle<ref>Carrier Night Air Attacks (NB CVCI) use the night battle Mod.</ref>
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{{!}}<math>1.5 + \text{Const}_\text{contact}</math>
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{{!}}-
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{{!}}Shelling Support
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{{!}}1.0
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{{!}}-
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{{!}}Airstrike Support
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{{!}}0.2<ref>Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version</ref>
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{{!}}}
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* <math>\text{Const}_\text{contact}</math> the night contact constant from {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}, its value depends on the {{Hit}} stat of the {{Night Recon}} if night contact is triggered, and '''0''' otherwise,
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{{{!}}class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
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!colspan=2{{!}}<math>\text{Const}_\text{contact}</math>
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{{!}}-
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!{{Hit}}
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!Contact constant
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{{!}}-
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{{!}}1{{!}}{{!}}0.07
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{{!}}-
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{{!}}2{{!}}{{!}}0.14
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{{!}}}
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* <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]],
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* <math>\text{Acc}_\text{proficiency}</math> is the '''average''' plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details.
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** The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
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** The value is '''12''' for {{Double Chevron}} planes.
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* <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details.
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<references/>
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}}
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 +
===Hit Rate & Critical Roll===
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There is a single roll for both normal and critical hits.
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For example, for a hit rate of ''50%'' on a shelling attack, the crit rate is then ''10%''. The roll can be represented as followed:
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{|class="wikitable" width="75%" style="margin:auto"
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!colspan=3|Roll Example
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|-
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!width=10% style="background:yellow; color:black"|Critical Hit 10%
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!width=40% style="background:lime; color:black"|Hit 40%
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!width=50% style="background:red; color:black"|Miss 50%
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|}
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The normal hit rate is 40% and the remaining 10% is the critical hit rate.
   −
=Critical Hit Rate=
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;Notes
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* The effect of accuracy and sparkling on crit rate is limited
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* Because it stems directly from hit rate, it is also affected by the caps.
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* With low accuracy, a disproportionately high amount of successful hits will be "criticals".
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* With proficiency bonus it's possible to have a crititical rate above the hit rate, in this case the critical rate override the hit rate.[http://twillwave256.livedoor.blog/archives/20106094.html]
   −
The following are the various formulas for determining critical hits for attacks.
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===Damage Animations===
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When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damage):
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* {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}} (no damage),
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* {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}} (normal damage)
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* {{TextGlow|'''25 Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}} (critical damage).
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* Shelling/ASW (including carriers): <math>\left[ 1.3 \times \sqrt{\text{Hit %}} \right] + \text{Crit}_\text{proficiency} + 1</math>
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However, the damage status displayed is mostly defined by the amount of damage dealt, and not the real damage status happening in the game.
* Torpedo: <math>\left[ 1.5 \times \sqrt{\text{Hit %}} \right] + 1</math>
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*Due to this, displayed critical hits and misses are rarely true critical hits or misses.
* Airstrike: <math>\left[ 0.2 \times \sqrt{\text{Hit %}} \right] + \text{Crit}_\text{proficiency} + 1</math>
  −
* Night Battle (including carriers): <math>\left[ \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit %}} \right] + 1</math>
  −
* Shelling Support: <math>\left[ 1.3 \times \sqrt{\text{Hit %}} \right] + 1</math>
  −
* Airstrike Support: <math>\left[ 0.2 \times \sqrt{\text{Hit %}} \right] + 1</math>
     −
* <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details.
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The displayed damage status is as follows:
* <math>\text{Const}_\text{contact}</math> is the night contact constant from the [[Type 98 Recon Seaplane (Night Scout)]]. It is <math>0.07</math> if night contact is triggered, <math>0</math> otherwise.
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{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
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!colspan=2|Display Behavior
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|-
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!Damage Dealt
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!Damage Displayed
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|-
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|Miss
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|Miss displayed normally
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|-
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|0
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|Always displayed as a {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}}
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|-
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|≤14
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|Never displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
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|-
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|[15;39]
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|Criticals displayed normally
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|-
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|≥40
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|Always displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
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|}
   −
=Accuracy Formulas=
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;Notes
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*A patch exists to fix this misleading behavior and display the real damage status, see ''[[Help:3rd Party Software#Patches|here]]''.
    +
='''Accuracy'''=
 
Below are the common variables used in all accuracy formulas:
 
Below are the common variables used in all accuracy formulas:
    
* <math>\text{Level}</math> is the level of the attacking ship.
 
* <math>\text{Level}</math> is the level of the attacking ship.
* <math>\text{Luck}</math> is the luck stat of the attacking ship.
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* <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship.
* <math>\text{Acc}_{equip}</math> is the total accuracy provided by the equipment calculated as <math>\text{Acc}_\text{equip base} + \text{Mod}_\text{Impr} \times \sqrt{\bigstar}</math>
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* <math>\text{Acc}_\text{equip} = \text{Acc}_\text{equip base} + \text{Acc}_\text{equip bonus} + \text{Acc}_\bigstar</math> is the total accuracy {{Hit}} provided by an equipment, with:
** <math>\text{Acc}_\text{equip base}</math> is the base accuracy stat displayed on the equipment.
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** <math>\text{Acc}_\text{equip base}</math> is the base accuracy {{Hit}} of the equipment,
** <math>\text{Mod}_\text{Impr}</math> is the equipment's [[Akashi%27s_Improvement_Arsenal|improvement]] modifier for the applicable attack.
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** <math>\text{Acc}_\text{equip bonus}</math> is the [[Equipment Bonuses|visible]] accuracy {{Hit}} bonuses,
** <math>\bigstar</math> is the equipment's improvement level.
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*** [[Equipment_Bonuses#Partially_functional|Confirmed included for Day Shelling, excluded for Support Shelling, other phases unconfirmed]]
* <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. Please see [[Combat#Formation_Modifier|Combat]] for more details.
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** <math>\text{Acc}_\bigstar</math> is the equipment's accuracy {{Hit}} gained from [[Improvement]],
* <math>\text{Mod}_\text{morale}</math> is the morale modifier of the attacking ship. Please see [[Morale_and_Fatigue#Effects|Morale and Fatigue]] for more details.
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* <math>\text{Mod}_\text{fit}</math> is the [[Hidden Fit Bonuses]] bonuses or penalties when applicable.
** >52 morale (sparkling) is <math>1.2</math>
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* <math>\text{Mod}_\text{formation}</math> is the formation modifier for the applicable attack. ''See [[Combat#Formation Selection|Combat]] for more details.''
** 30-52 morale (normal) is <math>1.0</math>
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** Modifiers for single fleet against combined fleet are unknown.
** 20-29 morale (orange) is <math>0.8</math>
  −
** 0-19 morale (red) is <math>0.5</math>
     −
'''Important Notes'''
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{|class="wikitable mw-collapsible mw-collapsed"
* Because of the number of modifiers to accuracy in game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritise firepower.
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!colspan=5|<math>\text{Mod}_\text{formation}</math>
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|-
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!Formation
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!Day Shelling &<br>Carrier Attacks
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!Torpedo Attacks
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!ASW <ref>https://twitter.com/Divinity_123/status/1453371971446743045</ref>
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!Night Battles<ref>https://twitter.com/Divinity_123/status/1680199577989685251</ref>
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|-
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|Line Ahead||1.0||1.0||1.0||1.0
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|-
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|Double Line||1.2||0.8||1.2||0.9
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|-
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|Diamond||1.0||0.4||1.0||0.7
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|-
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|Echelon||1.2||0.75||1.2||0.9
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|-
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|Line Abreast||1.2||0.3||1.2||0.8
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|-
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|Vanguard (Top)||0.8||0.7||1.0||0.8
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|-
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|Vanguard (Bottom)||1.2||0.9||1.1||1.2
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|-
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!Colspan=5|Exception
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|-
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|Vanguard (Top) vs DD||{{ToolTip|0.88|0.8 * 1.1}}||{{ToolTip|0.84|0.7 * 1.2}}||N/A||{{ToolTip|0.88|0.8 * 1.1}}
 +
|-
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|Vanguard (Bottom) vs DD||{{ToolTip|1.32|1.2 * 1.1}}||{{ToolTip|1.08|0.9 * 1.2}}||N/A||{{ToolTip|1.32|1.2 * 1.1}}
 +
|-
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|Double Line vs Line Abreast||rowspan=3|1.0||rowspan=3|-||rowspan=3|1.0||rowspan=3|-
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|-
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|Echelon vs Line Ahead
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|-
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|Line Abreast vs Echelon
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|-
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|Echelon vs Combined Fleet||-||0.6||-||0.8?
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|-
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!Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
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|-
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|Combined Fleet Cruising Formation 1||0.9||?||1.25||?
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|-
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|Combined Fleet Cruising Formation 2||1.0||1.0||?||0.9
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|-
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|Combined Fleet Cruising Formation 3||0.8||0.4?||?||0.7
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|-
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|Combined Fleet Cruising Formation 4||1.1||1.2||?||1.0
 +
|}
 +
* <math>\text{Mod}_\text{vanguard}</math> is an accuracy malus when the opposite fleet is in Vanguard formation. See ''[[#Vanguard Formation|below]]'' for more details.
 +
** It is still unknown if this affects night battles, airstrikes, ASW, or LBAS.
   −
===Daytime Shelling===
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* <math>\text{Mod}_\text{morale}</math> is the morale modifier of the attacking ship. Morale is referring to the value of attacking timing, not the value before entering battle. ''See [[Morale_and_Fatigue#Morale Effects|Morale and Fatigue]] for more details''.
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
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!colspan=2|<math>\text{Mod}_\text{morale}</math>
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|-
 +
|Sparkled||1.2
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|-
 +
|Normal||1.0
 +
|-
 +
|Orange||0.8
 +
|-
 +
|Red||0.5
 +
|}
   −
This formula applies to both surface shelling and carrier attacks during daytime combat and support. It does not apply to carrier airstrikes.
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*<math>\text{Mod}_\text{smoke}</math> is an accuracy malus when {{Smoke}} [[Smoke Generator]]s are used.
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**{{Color|red|Please note that these are initial estimations and are subject to change.}}
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** It is currently unknown if the airstrike accuracy is affected by the smoke.
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** Some modifiers are impossible to determine because the fleet hit the lower bound hit rate (11% hard cap).
 +
** There are some inconsistencies between "old" and "new" enemies.
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** Having a ([[Surface Radar|surface ?]]) [[radar]] equipped reduces the smoke effect for both fleets, but only for the shelling phase.
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=5|<math>\text{Mod}_\text{smoke}</math><ref>https://twitter.com/Divinity_123/status/1707331554228195746</ref>
 +
|-
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!colspan=5|Day Shelling
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|-
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!Fleet!!Radar Equipped!!Type 1!!Type 2!!Type 3
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|-
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|rowspan=2|Allied
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|No||< 0.3||<0.33||<0.37
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|-
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|Yes||0.35||0.25||< 0.37
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|-
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|rowspan=2|Enemy
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|No||< 0.69||< 0.7||<0.7
 +
|-
 +
|Yes||0.91||0.83||0.75
 +
|-
 +
!colspan=5|Torpedo Phase
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|-
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!colspan=2|Fleet!!Type 1!!Type 2!!Type 3
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|-
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|colspan=2|Allied||0.45||0.42||0.42
 +
|-
 +
|colspan=2|Enemy||0.7||0.6||0.5
 +
|-
 +
!colspan=5|ASW
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|-
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|colspan=2|Allied||colspan=3|0.25
 +
|-
 +
|colspan=2|Enemy||colspan=3|~1.0?<ref>https://twitter.com/about6833/status/1658101370430574592</ref>
 +
|}
 +
 
 +
;Notes
 +
* Because of the number of modifiers to accuracy in-game, it is not trivial to increase accuracy. Therefore it is '''more important''' to prioritize attack power (firepower, torpedo, ASW, airstrike, LBAS, ...).
 +
<references/>
   −
<math>\text{Accuracy}_\text{shelling} = \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}</math>
+
==Combat==
 +
''In no particular order.
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Daytime Shelling
 +
|-
 +
|
 +
This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes.
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Accuracy}_\text{shelling} = \bigg\lfloor \bigg( \Big( \text{Acc}_\text{base} + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \text{Mod}_\text{Amagiri} \Big) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \bigg) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \times \text{Mod}_\text{smoke} \bigg\rfloor </math>
 +
|}
   −
* <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack.
+
;With
** Single Fleet/CTF Main: <math>90</math>
+
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
** STF Main: <math>57</math>
  −
** STF Escort/CTF Escort: <math>74</math>
  −
*** The escort flagship has her accuracy decreased by 10 to <math>64</math>
  −
* <math>\text{Mod}_\text{formation}</math> for '''shelling and carrier attacks''' is as follows:
  −
** Line Ahead/Diamond: <math>1.0</math>
  −
** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
  −
** Vanguard (Top): <math>0.8</math>
  −
** Accuracy modifiers for Combined Fleets is still unknown.
  −
* <math>\text{Mod}_\text{fit}</math> is the fit bonus or penalty that is applicable. Please see [[Gun Fit Bonuses]] for more details.
  −
* <math>\text{Mod}_\text{spotting}</math> is the artillery spotting bonus if applicable. Please see [[Artillery_Spotting#Attack_Types|Artillery Spotting]] for more details.
  −
** Main/Main: <math>1.2</math>
  −
** Main/AP: <math>1.3</math>
  −
** Main/RADAR: <math>1.5</math>
  −
** Main/Secondary: <math>1.3</math>
  −
** Double Attack: <math>1.1</math>
  −
** Other multipliers are unknown.
  −
* <math>\text{Mod}_\text{AP}</math> is the Armour-Piercing Shell accuracy modifier.
     −
{| class="wikitable"
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=4| Fleet type base accuracy values<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 +
|-
 +
!rowspan=2 colspan=2|'''Attacker'''!!colspan=2|Defender
 +
|-
 +
| '''Single Fleet'''|| '''Combined Fleet'''
 +
|-
 +
!rowspan=7|Player
 +
| '''Single Fleet'''|| 90|| 80
 +
|-
 +
| '''CTF Main'''|| 78|| 78
 +
|-
 +
| '''CTF Escort'''|| 45|| 67
 +
|-
 +
| '''STF Main'''|| 45|| 78
 +
|-
 +
| '''STF Escort'''|| 67|| 67
 +
|-
 +
| '''TCF Main'''|| 54|| 54
 +
|-
 +
| '''TCF Escort'''|| 45|| 67
 +
|-
 +
!rowspan=3|Abyssal
 +
| '''Single Fleet'''|| 90
 +
|
 +
{|class="wikitable"
 +
! CTF Main|| CTF Escort
 +
|-
 +
| 88|| 65
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:256px;"|Type
+
! STF Main|| STF Escort
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Modifier
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
| 65|| 75
Armour-Piercing Shell
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|1.1
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
! TCF Main|| TCF Escort
Armour-Piercing Shell<br>
  −
RADAR
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|1.25
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
| 88|| 65
Secondary Gun<br>
+
|}
Armour-Piercing Shell
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|1.2
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
| '''Combined Main'''|| 90|| 88
Secondary Gun<br>
  −
Armour-Piercing Shell<br>
  −
RADAR
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|1.3
   
|-
 
|-
 +
| '''Combined Escort'''|| 75|| 75
 
|}
 
|}
   −
'''Important Notes'''
+
* <math>\text{Mod}_\text{Amagiri}</math>is a bonus against [[PT boat]]:
* 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.
+
** '''65''' for {{Ship/Link|Amagiri/Kai Ni|Amagiri/Kai Ni D|text=Amagiri Kai Ni/D}}
* Unlike when calculating damage, the bonus applies to all targets.
+
** '''35?''' for [[DD]] and [[DE]] adjacent to Amagiri Kai Ni/D.
 +
** '''0''' otherwise.
   −
===Torpedo Attacks===
+
* <math>\text{Mod}_\text{spotting}</math> the artillery spotting / CVCI bonus if applicable. See ''[[Combat/Artillery Spotting#Setups and Attack Types|here]]'' for more details.
   −
This formula only applies to opening and closing torpedo attacks in day.
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=6|<math>\text{Mod}_\text{spotting}</math>
 +
|-
 +
!colspan=6|Artillery Spotting
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier
 +
!Hits
 +
!Notes
 +
|-
 +
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
 +
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
 +
|1.35||?||1
 +
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 +
|-
 +
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
 +
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
 +
|1.3||?||1
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
 +
|1.5||1.2||1
 +
|
 +
|-
 +
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
 +
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
 +
|1.3||1.3||1
 +
|
 +
|-
 +
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
 +
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
 +
|1.2||1.5||1
 +
|
 +
|-
 +
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
 +
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}
 +
|1.1||1.3||1
 +
|
 +
|-
 +
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}
 +
|1.2||1.1||2
 +
|
 +
|-
 +
!colspan=6|CVCI
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier
 +
!Hits
 +
!Note
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
 +
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
 +
|1.25||1.2~1.3?||1||
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
 +
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}}
 +
|1.2||1.2~1.3?||1||
 +
|-
 +
!style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}}
 +
|nowrap|{{RedPlane}}{{BluePlane}}
 +
|1.15||1.2~1.3?||1||
 +
|}
   −
<math>\text{Accuracy}_\text{torpedo} = \left[ 85 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + \frac{\text{Attack}_\text{torp}}{5} + \text{Mod}_\text{ship} \right] \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math>
+
* <math>\text{Mod}_\text{AP}</math> the {{RedAmmo}} {{Equipment/Link|Type 91 Armor Piercing Shell|Type 1 Armor Piercing Shell|Type 1 Armor Piercing Shell Kai|text=AP Shells|link_category=Armour-Piercing Shells}} accuracy modifier:
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=2|<math>\text{Mod}_\text{AP}</math>
 +
|-
 +
!Type!!Modifier
 +
|-
 +
|{{RedAmmo}}{{RedGunHeavy}}||1.1
 +
|-
 +
|{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}||1.2
 +
|-
 +
|{{RedAmmo}}{{RedGunHeavy}}{{Radar}}||1.25
 +
|-
 +
|{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3
 +
|}
 +
|-
 +
|
 +
;Notes
 +
* It is '''inadvisable''' to run any of the other setups beyond the most basic Gun+AP. This is because the other set-ups will interfere with artillery spotting and cost better attack bonuses.
 +
* The bonus only applies against [[FBB]], [[BB]], [[BBV]], [[CV]], [[CVB]], [[CA]], and [[CAV]].
 +
** This includes [[Installation]]s.
 +
** This means that this bonus does not apply against all other types, namely CVL, CL(T), CT, DD, DE, SS(V), AV, AS, AR, LHA, or AP.
 +
<references/>
 +
|}
   −
* <math>\text{Mod}_\text{formation}</math> for '''torpedo attacks''' is as follows:
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
** Line Ahead/Vanguard (Top & Bottom): <math>1.0</math>
+
!Shelling Support
** Double Line: <math>0.8</math>
+
|-
** Diamond: <math>0.4</math>
+
|
** Echelon: <math>0.6</math>
+
This formula applies to surface shelling and carrier attacks during shelling support.
** Line Abreast: <math>0.3</math>
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
** Accuracy modifiers for Combined Fleets is still unknown.
+
|valign="center"|  <math>\text{Accuracy}_\text{shelling support} = \bigg\lfloor \Big( 64 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip base} \Big) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \bigg\rfloor </math>
* <math>\text{Attack}_\text{torp}</math> is the final basic torpedo attack power of the ship. Please see [[Damage_Calculations#Torpedo_Attacks|Damage Calculations]] for details.
+
|}
** The figure incorporates any pre- and post-cap modifiers and takes into account the attack cap.
+
;With
** This means that engagement and damage state play a role in torpedo accuracy.
+
* <math>\text{Acc}_\text{equip base}</math> does not include any [[Visible Bonus]] nor [[Improvement]].
* <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently only Abyssal ships have values above <math>0</math>.
+
* <math>\text{Mod}_\text{formation}</math> uses the same Day Shelling [[#Accuracy|formation modifier]] as the sortieing fleet if Single vs Single combat, or '''1.0''' if the player fleet is Combined
 +
** Vanguard uses Top value ('''0.8''') only, vs DD exception also applies
 +
** Player Single vs Enemy Combined is unconfirmed, but suspected to be 1.0 for all formations in line with Damage calculations
 +
|}
   −
===Aerial Combat===
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Torpedo Attacks
 +
|-
 +
|
 +
This formula only applies to opening and closing torpedo attacks during day battles.
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Accuracy}_\text{torpedo} = \bigg\lfloor \left( \text{Acc}_\text{base} + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{smoke} \bigg\rfloor</math>
 +
|}
 +
 
 +
;With
 +
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
   −
This formula applies to the airstrikes performed during the aerial combat phase and support. This also includes Although ASW support functions like an airstrike for damage, it '''does not''' use this formula.
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=4| Fleet type base accuracy values<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 +
|-
 +
!rowspan=2 colspan=2|'''<big>vs.</big>'''!!colspan=2|Enemy
 +
|-
 +
| '''Single Fleet'''|| '''Combined Fleet'''
 +
|-
 +
!rowspan=4|Player
 +
| '''Single Fleet'''|| 85|| 50
 +
|-
 +
| '''CTF Escort'''|| 85|| 46
 +
|-
 +
| '''STF Escort'''|| 85|| 46
 +
|-
 +
| '''TCF Escort'''|| 85?|| ?
 +
|-
 +
!rowspan=3|Abyssal
 +
| '''Single Fleet'''|| 85||85
 +
|-
 +
| '''Combined Main'''|| ?|| ?
 +
|-
 +
| '''Combined Escort'''|| ?|| ?
 +
|}
   −
<math>\text{Accuracy}_\text{airstrike} = 95</math>
+
* <math>\text{Attack}_\text{torp}</math> the final basic torpedo attack power of the ship. See ''[[Damage_Calculations#Torpedo_Attacks|here]]'' for more details.
 +
** The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
 +
** The engagement and damage state play a role in torpedo accuracy.
 +
* <math>\text{Mod}_\text{ship}</math> the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above '''0''' ([https://twitter.com/Divinity_123/status/1566374937732030465]).
 +
<references/>
 +
|}
   −
'''Important Notes'''
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!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.
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Accuracy}_\text{airstrike} = \text{Acc}_\text{base}</math>
 +
|}
 +
 
 +
;With
 +
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 +
!colspan=5| Fleet type base accuracy values<ref>https://twitter.com/Divinity_123/status/1564593191705272322</ref>
 +
|-
 +
!colspan=2|Attacker
 +
!Defender
 +
!Normal Combat
 +
!Air Raid
 +
|-
 +
!rowspan=6|Player
 +
!rowspan=3|Single Fleet
 +
|Abyssal Single||95|| -
 +
|-
 +
|Abyssal Main||115|| -
 +
|-
 +
|Abyssal Escort||80|| -
 +
|-
 +
!rowspan=3|Combined Fleet
 +
|Abyssal Single||95|| -
 +
|-
 +
|Abyssal Main||110|| -
 +
|-
 +
|Abyssal Escort||80|| -
 +
|-
 +
!rowspan=2|Abyssal
 +
!rowspan=2|Single/Combined
 +
|Player Main||110||105<ref name="*">Based on formation 3 only; information lacking on formation 3 evasion modifier to confirm the value.</ref>
 +
|-
 +
|Player Escort||75||70<ref name="*"/>
 +
|}
 +
|-
 +
|
 +
;Notes
 
* Airstrike accuracy is a constant and '''not affected''' by any outside factors.
 
* Airstrike accuracy is a constant and '''not affected''' by any outside factors.
 +
<references/>
 +
|}
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Anti-Submarine Warfare
 +
|-
 +
|
 +
This formula applies to all ASW attacks in the combat phase and support.
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Accuracy}_\text{ASW} = \bigg\lfloor \left( 80 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\bigstar + 2 \times \sum \text{ASW}_\text{sonar} \right) \times \text{Mod}_\text{vanguard}? \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy} \times \text{Mod}_\text{smoke} \bigg\rfloor</math>
 +
|}
 +
 +
;With
 +
* <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only)
 +
* <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped.
 +
** {{Large Sonar}} {{Equipment/Link|Type 0 Passive Sonar|text=Large Sonars|link_category=Large Sonars}} are not counted for this bonus.
 +
** This modifier doesn't apply to the [[New Submarine Princess Flagship III]] <ref>https://twitter.com/Divinity_123/status/1238644817804091392</ref>
 +
* <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment.
 +
** Synergy bonus is either currently bugged or so small it cannot be tested.
 +
|-
 +
|
 +
;Notes
 +
* The base {{Hit}} accuracy stat of the equipment is '''not''' included here.
 +
* Equipping more sonars is the best way to boost ASW accuracy.
 +
<references/>
 +
|}
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Night Battles
 +
|-
 +
|
 +
This formula applies to '''all''' night battle attacks.
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Accuracy}_\text{NB} = \bigg\lfloor \bigg( \text{Mod}_\text{contact} \times \Big( 69 + \text{Mod}_\text{star shell} \Big) + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \bigg) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CI} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} \bigg\rfloor</math>
 +
|}
 +
 +
;With
 +
* <math>\text{Mod}_\text{contact}</math> the modifier of the Night contact, its value depends on the {{Hit}} stat of the {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recon|link_category=Night Recon}}.
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=2|<math>\text{Mod}_\text{contact}</math>
 +
|-
 +
!{{Hit}}
 +
!Contact mod
 +
|-
 +
|1||1.1
 +
|-
 +
|2||1.15
 +
|}
 +
* <math>\text{Mod}_\text{star shell}</math> being '''5.0''' if a {{StarShell}} {{EquipmentLink|Star Shell}} or a [[Combat/Night_Battle#"New_Type"_Cut-ins|Night Zuiun CI]] is triggered, '''0''' otherwise.
 +
**The effects of the {{StarShell}} {{EquipmentLink|Star Shell}} and the [[Combat/Night_Battle#"New_Type"_Cut-ins|Night Zuiun CI]] '''do NOT''' stack.
 +
**Effects apply only after the [[Combat/Night_Battle#"New_Type"_Cut-ins|Night Zuiun CI]] triggered.
 +
 +
* <math>\text{Mod}_\text{searchlight}</math> being '''7.0''' if a {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlight|link_category=Searchlight}} is triggered, '''0''' otherwise,
 +
* <math>\text{Mod}_\text{CI}</math> the night battle special attack modifier. See ''[[Night Battle]]'' for more details.
 +
** Multipliers for carrier cut-ins are unknown.
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=3|<math>\text{Mod}_\text{CI}</math>
 +
|-
 +
!colspan=3|"New" Cut-ins
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
!Accuracy<br>Modifier
 +
|-
 +
!style="background-color:#ff7f50; color:black" rowspan=4|Destroyer Cut-ins
 +
|{{TorpedoWeapon}}{{RedGunLight}}{{Surface Radar}}
 +
|1.1
 +
|-
 +
|{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}}
 +
|1.2~?
 +
|-
 +
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|1.37~?
 +
|-
 +
|{{TorpedoWeapon}}{{Drum}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|?
 +
|-
 +
!style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}{{Surface Radar}}
 +
|rowspan=4|1.02~1.11
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Surface Radar}}
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}
 +
|-
 +
!colspan=3|"Old" Cut-ins
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
!Accuracy<br>Modifier
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Gun Cut-in
 +
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
 +
|2<ref name="vita">From vita version, may have changed</ref>
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 +
|1.5<ref name="vita"/>
 +
|-
 +
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
 +
|{{LM Sub Torpedo}} {{SubmarineRadar}}
 +
|rowspan=2|?
 +
|-
 +
|{{LM Sub Torpedo}} {{LM Sub Torpedo}}
 +
|-
 +
!style="background-color:#59f; color:black"|Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{TorpedoWeapon}}
 +
|1.5
 +
|-
 +
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{RedGunHeavy}}
 +
|1.5<ref name="vita"/>
 +
|-
 +
!style="background-color:gold; color:black" rowspan=3|Double Attack
 +
|{{RedGunHeavy}}{{RedGunHeavy}}
 +
|rowspan=3|1.1
 +
|-
 +
|{{RedGunHeavy}}{{YellowGun}}
 +
|-
 +
|{{YellowGun}}{{YellowGun}}
 +
|}
 +
<references/>
 +
|}
 +
 +
==Land-Based Air Squadron==
 +
This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per squadron.
 +
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!LBAS
 +
|-
 +
|
 +
{{color|red|'''This formula is still under investigation, results are not yet consistant with in-game test.'''}}
 +
 +
<math>\text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{vanguard}? \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CF} + \text{Acc}_\text{proficiency}</math> <ref>https://twitter.com/Divinity_123/status/1538517358406418436</ref>
   −
===Anti-Submarine Warfare===
+
With:
 +
* <math>\text{Acc}_\text{equip}</math> the accuracy stat of the plane.
 +
* <math>\text{Acc}_\text{Sp}</math> accuracy bonus for [[Land-Based Air Squadron#LBAS Special Bombers|LBAS Special Bombers]] on some targets.
 +
* <math>\text{Mod}_\text{morale}</math> the morale modifier of the plane;
 +
** Normal/Orange morale: '''1.0'''
 +
** Red morale: '''0.8'''
 +
* <math>\text{Mod}_\text{CF}</math> being '''1.1''' if the enemy fleet is a [[Combined Fleet]], '''1''' otherwise.
 +
* <math>\text{Acc}_\text{proficiency}</math> the plane proficiency accuracy bonus. See ''[[Plane Proficiency#Accuracy Bonus|here]]'' for more details.
 +
** Unclear if applied here or after <math>\text{Hit}_\text{cap}</math>. If applying here, skip <math>\text{Acc}_\text{proficiency}</math> for [[#Hit Rate|hit rate]].
 +
** The value is '''12''' for {{Double Chevron}} planes.
 +
<references/>
 +
|}
   −
This formula applies to all ASW attacks in combat phase and support.
+
;Notes
 +
* For {{Interceptor Fighter}}/{{Interceptor Fighter2}} [[Interceptor]]s, the {{Anti-Bomber}} and {{Interception}} stats are respectively "Anti-Bomber" and "Interception" and not {{Hit}} Accuracy and {{Evasion}} Evasion.
   −
<math>\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>
+
='''Evasion'''=
   −
* <math>\text{Mod}_\text{formation}</math> for '''ASW''' is as follows:
+
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
** Line Ahead/Diamond: <math>1.0</math>
  −
** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
  −
** Vanguard (Top): <math>0.8</math>
  −
** Accuracy modifiers for Combined Fleets is still unknown.
  −
* <math>\text{Mod}_\text{formation}</math> for '''ASW''' is as follows:
  −
** Line Ahead/Diamond: <math>1.0</math>
  −
** Double Line: <math>0.8</math>
  −
** Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
  −
** Vanguard (Top): <math>0.8</math>
  −
** Accuracy modifiers for Combined Fleets is still unknown.
  −
* <math>\text{ASW}_\text{sonar}</math> is the '''base''' ASW stat of any sonars equipped.
  −
* <math>\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'''
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
* Equipping more sonars is the best way to boost ASW accuracy.
+
!colspan=2|Evasion
** Large sonars are not counted for this bonus.
+
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div>
 +
|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Evasion}_\text{pre-cap} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor</math>
 +
|}
   −
===Night Battles===
+
;With
 +
* <math>\text{Evasion}_\text{ship}</math> the displayed evasion {{Evasion}} of the ship, '''including''' any equipment stats and [[Visible Bonus]]es.
 +
* <math>\text{Mod}_\text{formation}</math> the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation Selection|Combat]] for more details.
 +
** Vanguard's modifier is '''1.0''' if assuming values described in [[#Vanguard Formation|Vanguard Formation]]
   −
This formula applies to '''all''' night battle attacks.  
+
{|class="wikitable mw-collapsible mw-collapsed"
 +
!colspan=5|<math>\text{Mod}_\text{formation}</math>
 +
|-
 +
!Formation
 +
!Day Shelling &<br>Carrier Attacks
 +
!Torpedo Attacks
 +
!ASW
 +
!Night Battles<ref>https://twitter.com/Divinity_123/status/1680199577989685251</ref>
 +
|-
 +
|Line Ahead||1.0||1.0||1.0||1.0
 +
|-
 +
|Double Line||1.0||1.0||1.0||1.0
 +
|-
 +
|Diamond||1.1||1.1||1.0||1.0
 +
|-
 +
|Echelon||1.4||1.3||1.4||1.3
 +
|-
 +
|Line Abreast||1.3||1.4||1.1||1.2
 +
|-
 +
|Vanguard (Top)||?||?||?||?
 +
|-
 +
|Vanguard (Bottom)||?||?||?||?
 +
|-
 +
!Colspan=5|Exception
 +
|-
 +
|Echelon (vs combined)||1.2||1.3||1.3||1.1
 +
|-
 +
!Colspan=5|Combined Fleet
 +
|-
 +
|Combined Fleet Cruising Formation 1||?||?||1.0||?
 +
|-
 +
|Combined Fleet Cruising Formation 2||?||?||?||?
 +
|-
 +
|Combined Fleet Cruising Formation 3||?||?||1.0||1.1
 +
|-
 +
|Combined Fleet Cruising Formation 4||?||?||1.0||1.0
 +
|}
 +
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Cap</div>
 +
|
 +
The evasion is then capped as follows:
 +
{|class="wikitable" style="text-align:center"
 +
!<math>\text{Evasion}_\text{pre-cap}</math>
 +
!<math>\text{Evasion}_\text{cap}</math>
 +
|-
 +
| ≤ 40|| <math>\text{Evasion}_\text{pre-cap}</math>
 +
|-
 +
| ≥ 40 & ≤ 65|| <math>\lfloor 40 + 3\sqrt{\text{Evasion}_\text{pre-cap} - 40} \rfloor</math>
 +
|-
 +
| ≥ 65|| <math>\lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor</math>
 +
|}
 +
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Post-cap</div>
 +
|
 +
Capped evasion is then modified by post-cap modifiers:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Evasion}_\text{post-cap} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{DD} - \text{Mod}_\text{fuel} \right) \biggr\rfloor</math>
 +
|}
   −
<math>\text{Accuracy}_\text{NB} = \left[ \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} \right] \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>
+
;With
 +
* <math>\text{Mod}_\text{searchlight}</math> the {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlights}} evasion penalty. It is '''0.2''' for any ship equipped with a searchlight (even if not triggered) and '''1.0''' otherwise.
 +
* <math>\text{Mod}_\text{sonar}</math> the {{Evasion}} gained from {{Sonar}} [[Sonar]]s' [[Improvement]]s, that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise.
 +
** <math>\text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar}</math>
 +
* <math>\text{Mod}_\text{CA}</math> the [[CA]]/[[CAV]] night battle evasion bonus. It is '''5''' for CA(V) during [[Night Battle]]s and '''0''' otherwise.
 +
* <math>\text{Mod}_\text{DD}</math> the [[DD]] night battle evasion bonus. If the DD is equipped with a {{Surface Radar}} [[Surface Radar]] '''AND''' a {{SurfaceShipPersonnel}} {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookout|link_category=Surface Ship Personnel}}, then it is '''10'''.
 +
* <math>\text{Mod}_\text{fuel}</math> the remaining fuel penalty:
 +
** <math>\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.
   −
* <math>\text{Mod}_\text{contact}</math> is the night contact modifier of <math>1.1</math> if triggered, <math>1.0</math> otherwise.
+
{|class="wikitable" style="text-align:center"
* <math>\text{Mod}_\text{star shell}</math> is the star shell modifier of of <math>5</math> if triggered, <math>0</math> otherwise.
+
|+ Remaining Fuel Penalty
* <math>\text{Mod}_\text{formation}</math> for night battle is as follows:
+
|-
** Line Ahead/Vanguard? (Top & Bottom): <math>1.0</math>
+
!Battle #<ref>This only takes into account normal day battles. [[Map_Mechanics_and_Nodes#Nodes|Special nodes]] have different resource consumption.</ref>
** Double Line: <math>0.9</math>
+
!Remaining Fuel!!Penalty
** Diamond: <math>0.7</math>
+
|-
** Echelon/Line Abreast: <math>0.8</math>
+
|2nd Battle||80%||0
** Accuracy modifiers for Combined Fleets is still unknown.
+
|-
* <math>\text{Mod}_\text{special}</math> is the night battle special attack modifier. Please see [[Night Battle#Attack_Types|Night Battle]] for more details.
+
|3rd Battle||60%||15
** Torpedo Cut-in: <math>1.65</math>
+
|-
** Gun Cut-in: <math>2.0</math>
+
|4th Battle||40%||35
** Mixed Cut-in: <math>1.5</math>
+
|-
** Secondary Cut-in: <math>1.5</math>
+
|5th Battle||20%||55
** Double Attack: <math>1.1</math>
+
|-
** Other multipliers are unknown.
+
|6th+ Battle||0%||75
* <math>\text{Mod}_\text{searchlight}</math> is the star searchlight of of <math>7</math> if triggered, <math>0</math> otherwise.
+
|}
* <math>\text{Mod}_\text{20.3cm}</math> is the heavy cruiser bonus for equipping [[:Category:20.3cm Variants|IJN 20.3cm guns]].
+
<references/>
** One gun: <math>10</math>  
+
{{clear}}
** Two guns: <math>15</math>
+
|}
** Bonuses for more than two guns have not been tested.
  −
* <math>\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===
+
;Notes
 +
* Evasion term can be '''negative''' with the fuel penalty.
 +
* The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test,
 +
* Using {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties,
 +
* Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
 +
* As most ships are capable of reaching 65 {{Evasion}}, trying to increase evasion using pre-cap means has little to no effect, this includes:
 +
** Increasing the {{Evasion}} (e.g. with boilers, even if improved),
 +
** [[Modernization#Luck Modernization|Luckmodding]] {{Luck}},
 +
** Choosing a weaker formation with an evasion bonus (except for [[Vanguard]]).
 +
* Historical evasion exists but is not always measured due to the limited-time nature of events.
   −
This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per plane.
+
='''Special Cases'''=
 +
==Vanguard Formation==
 +
'''This mechanic's effects are still under evaluation, so values are subject to change.
   −
<math>\text{Accuracy}_\text{LBAS} = \left[ 95 + 12\sqrt{\text{Acc}_\text{equip}} \right] \times \text{Mod}_\text{morale} + \text{Mod}_\text{proficiency}</math>
+
When a fleet is in Vanguard Formation it gives an accuracy malus to the opposite fleet. This malus is determined by 4 factors:
 +
*Ship position in the fleet,
 +
*Ship type,
 +
*Normal or event map,
 +
*Combat phase,
 +
It is the same for the Abyssals.
   −
* <math>\text{Acc}_\text{equip}</math> is the accuracy stat of the plane.
+
It is called <math>\text{Mod}_\text{vanguard}</math> in the accuracy formulas above.
* <math>\text{Mod}_\text{morale}</math> is the morale modifier of the plane.
  −
** Normal/Orange morale: <math>1.0</math>
  −
** Red morale: <math>0.8</math>
  −
* <math>\text{Mod}_\text{proficiency}</math> is the plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details.
  −
** The value is <math>12</math> for <span style="color:orange">'''>>''' </span> ranked planes.
     −
=Evasion Formulas=
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=4|<math>\text{Mod}_\text{vanguard}</math><ref>https://twitter.com/Divinity_123/status/1566375780380282882</ref>
 +
|-
 +
!colspan=4|Shelling Phase and Night Battle
 +
|-
 +
|Fleet Position
 +
|Non-DD
 +
|DD (normal map)
 +
|DD (event)
 +
|-
 +
|1
 +
|rowspan=4|0.95
 +
|rowspan=2|0.95
 +
|rowspan=2|0.95
 +
|-
 +
|2
 +
|-
 +
|3
 +
|rowspan=2|0.8
 +
|rowspan=2|0.6
 +
|-
 +
|4
 +
|-
 +
|5||0.86||0.69||0.52
 +
|-
 +
|6||0.8||0.64||0.48
 +
|-
 +
|7||0.7|| -||<0.4
 +
|-
 +
!colspan=4|Torpedo Phase
 +
|-
 +
|1
 +
|rowspan=2|0.9
 +
|rowspan=2|0.9
 +
|rowspan=2|0.9
 +
|-
 +
|2
 +
|-
 +
|3||0.77||0.65||0.55
 +
|-
 +
|4||0.67||0.58||0.475
 +
|-
 +
|5||0.64||0.5||0.4?
 +
|-
 +
|6||0.55||0.42||0.35?
 +
|-
 +
|7||0.51|| -||?
 +
|-
 +
!colspan=4|ASW
 +
|-
 +
|colspan=4|''?
 +
|}
 +
<references/>
   −
Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
+
==Debuffs==
 +
During [[Events]], some [[Debuffs]] have been measured to give some additional bonuses of Accuracy {{Acc}} and Evasion {{Evasion}}.
 +
*Please, refer to the current [[Event]] page for up to date information.
   −
<math>\text{Evasion}_\text{base} = \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation}</math>
+
==Arctic Map Bonuses==
 +
On all "arctic maps", namely all [[World 3]] maps, as well as some [[Event]] maps, the {{ArmorEquipment}} {{Equipment/Link|Arctic Camouflage (+ Arctic Equipment)}} gives:
 +
*3 Armor {{Armor}} (non-stacking),
 +
*Some Evasion {{Evasion}}.
   −
* <math>\text{Evasion}_\text{ship}</math> is the evasion of the ship '''including''' any visible equipment bonuses.
+
'''''Sources: [https://kancolle.fandom.com/ja/f/p/2795672881332226463/r/3180511782502402644] [https://docs.google.com/spreadsheets/d/1e6U4aLsrbdvkFlxdgT6wuJCmACpuOD3yYN0Om1o24fI/edit#gid=239440540]'''''
* <math>\text{Mod}_\text{formation}</math> is the formation modifier. It varies based on the attack being received. Please see [[Combat#Formation_Modifier|Combat]] for more details.
  −
** Currently modifiers for Vanguard are unknown.
     −
The various capped evasion formulas to calculate the final evasion rate is as follows:
+
==20.3cm Japanese Guns==
 +
'''So far, no hidden evasion bonus has been observed from equipping any gun on any ship.
   −
* <math>\text{Evasion}_\text{base} > 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base}</math>
+
*This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280].
* <math>40 < \text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = 40 + 3\sqrt{\text{Evasion}_\text{base} - 40}</math>
  −
* <math>\text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = 55 + 2\sqrt{\text{Evasion}_\text{base} - 65}</math>
     −
<math>\text{Evasion %} = \text{Mod}_\text{searchlight} \times \left[ \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} - \text{Mod}_\text{fuel} \right]</math>
+
==[[PT boat]]s==
 +
{{Anti-PT Imp Setups|uncollapsed=true}}
   −
=Special Cases=
+
=See Also=
==PT Imps==
+
*[[Stats]]
 +
{{Mechanics}}
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