Changes

Line 1: Line 1: −
=Introduction=
+
{{CombatPortal}}
   −
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.  
+
'''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.
   −
'''Please note that all formulas between <math>\lfloor \ \rfloor</math> are rounded down.'''
+
='''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.
    +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Hit Rate
 +
|-
 +
|
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math>
 +
|}
 +
 +
Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|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>
 +
|}
 +
 +
;With
 +
* <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy|below]] for the various accuracy formulas.
 +
* <math>\text{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula.
 +
** If negative, it is still applied the same way, increasing the hit rate.
 +
* <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.
 +
** Sparkled is '''0.7''',
 +
** Normal is '''1.0''',
 +
** Orange is '''1.2''',
 +
** Red is '''1.4'''.
 +
* <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 value is '''12''' for {{Double Chevron}} planes.
 +
 +
;Hit Rate Caps
 +
By following this formula, the hit rate is:
 +
* '''10''' at minimum,
 +
* '''96''' at maximum.
 +
|}
   −
=Hit Rate=
+
;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.
 +
* The effect of sparkle is reduced the closer '''Hit rate''' is to the caps.
   −
The hit rate is used by all attacks.
+
==Critical Hit Rate==
 +
'''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.
 +
{{Formula
 +
|Title=Critical Rate
 +
|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
 +
|Var=<math>{Mod}_\text{type}</math> the attack type modifier :
 +
{{{!}}class="wikitable" style="text-align:center"
 +
!colspan=2{{!}}<math>{Mod}_\text{type}</math>
 +
{{!}}-
 +
!Attack type
 +
!Attack modifier
 +
{{!}}-
 +
{{!}}Shelling
 +
{{!}}rowspan=2{{!}}1.3
 +
{{!}}-
 +
{{!}}ASW
 +
{{!}}-
 +
{{!}}Torpedo
 +
{{!}}1.5
 +
{{!}}-
 +
{{!}}Airstrike
 +
{{!}}0
 +
{{!}}-
 +
{{!}}Night Battle<ref>Carrier Night Air Attacks (NB CVCI) use the night battle Mod.</ref>
 +
{{!}}<math>1.5 + \text{Const}_\text{contact}</math>
 +
{{!}}-
 +
{{!}}Shelling Support
 +
{{!}}1.0
 +
{{!}}-
 +
{{!}}Airstrike Support
 +
{{!}}0.2<ref>Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version</ref>
 +
{{!}}}
 +
* <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,
   −
<math>\text{Hit %} = \bigl\lfloor \text{Accuracy}_\text{attacker} - \text{Evasion}_\text{defender} \times \text{Morale}_\text{defender} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math>
+
{{{!}}class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=2{{!}}<math>\text{Const}_\text{contact}</math>
 +
{{!}}-
 +
!{{Hit}}
 +
!Contact constant
 +
{{!}}-
 +
{{!}}1{{!}}{{!}}0.07
 +
{{!}}-
 +
{{!}}2{{!}}{{!}}0.14
 +
{{!}}}
 +
 
 +
* <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]],
   −
* <math>\text{Accuracy}_\text{attacker}</math> is the calculated accuracy rate of the attack. Please see [[Accuracy,_Evasion_and_Criticals#Accuracy_Formulas|below]] for the various accuracy formulas.
  −
* <math>\text{Evasion}_\text{defender}</math> is the calculated evasion rate of the defending ship. Please see [[Accuracy,_Evasion_and_Criticals#Evasion_Formulas|below]] for the various evasion formulas.
  −
* <math>\text{Morale}_\text{defender}</math> is the morale state modifier of the defending ship.
  −
** >52 morale (sparkling) is <math>0.7</math>
  −
** 30-52 morale (normal) is <math>1.0</math>
  −
** 20-29 morale (orange) is <math>1.2</math>
  −
** 0-19 morale (red) is <math>1.4</math>
   
* <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:#FFCE00; text-shadow: 0 0 5px #FFCE00;">>></span> ranked planes.
+
** The value is '''12''' for {{Double Chevron}} planes.
    +
* <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details.
 +
<references/>
 +
}}
   −
'''Hit Rate Caps'''
+
===Hit Rate & Critical Roll===
 +
There is a single roll for both normal and critical hits.
   −
There is a minimum and maximum hit rate in the game.
+
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:
* If the calculated hit rate is '''below 10''', the cap is applied '''before''' the morale modifier is included. 
  −
* If the calculated hit rate is '''above 96''', the cap is applied '''after''' the morale modifier is included.
      +
{|class="wikitable" width="75%" style="margin:auto"
 +
!colspan=3|Roll Example
 +
|-
 +
!width=10% style="background:yellow; color:black"|Critical Hit 10%
 +
!width=40% style="background:lime; color:black"|Hit 40%
 +
!width=50% style="background:red; color:black"|Miss 50%
 +
|}
 +
The normal hit rate is 40% and the remaining 10% is the critical hit rate.
   −
'''Important Notes'''
+
;Notes
* Hit rate has an effective '''minimum of 11%''' and a '''maximum of 97%'''.
+
* The effect of accuracy and sparkling on crit rate is limited
* Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
+
* Because it stems directly from hit rate, it is also affected by the caps.
 +
* With low accuracy, a disproportionately high amount of successful hits will be "criticals".
 +
* 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]
   −
=Critical Hit Rate=
+
===Damage Animations===
 +
When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damage):
 +
* {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}} (no damage),
 +
* {{TextGlow|'''25'''|red|text-colour=white|glow-size=2px}} (normal damage)
 +
* {{TextGlow|'''25 Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}} (critical damage).
   −
The following are the various formulas for determining critical hits for attacks.
+
However, the damage status displayed is mostly defined by the amount of damage dealt, and not the real damage status happening in the game.
 +
*Due to this, displayed critical hits and misses are rarely true critical hits or misses.
   −
* Shelling/ASW (including carriers): <math>\lfloor 1.3 \times \sqrt{\text{Hit %}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
+
The displayed damage status is as follows:
* Torpedo: <math>\lfloor 1.5 \times \sqrt{\text{Hit %}} \rfloor + 1</math>
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
* Airstrike: <math>\lfloor 0.2 \times \sqrt{\text{Hit %}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
+
!colspan=2|Display Behavior
* Night Battle (including carriers): <math>\lfloor \left(1.5 + \text{Const}_\text{contact} \right) \sqrt{\text{Hit %}} \rfloor + 1</math>
+
|-
* Shelling Support: <math>\lfloor 1.3 \times \sqrt{\text{Hit %}} \rfloor + 1</math>
+
!Damage Dealt
* Airstrike Support: <math>\lfloor 0.2 \times \sqrt{\text{Hit %}} \rfloor + 1</math>
+
!Damage Displayed
 
+
|-
* <math>\text{Crit}_\text{proficiency}</math> is the plane proficiency critical bonus. Please see [[Plane Proficiency]] for more details.
+
|Miss
* <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.
+
|Miss displayed normally
 +
|-
 +
|0
 +
|Always displayed as a {{TextGlow|'''miss'''|red|text-colour=white|glow-size=2px}}
 +
|-
 +
|≤14
 +
|Never displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 +
|-
 +
|[15;39]
 +
|Criticals displayed normally
 +
|-
 +
|≥40
 +
|Always displayed as {{TextGlow|'''Critical hit!'''|GoldenRod|text-colour=yellow|glow-size=2px}}
 +
|}
    +
;Notes
 +
*A patch exists to fix this misleading behavior and display the real damage status, see ''[[Help:3rd Party Software#Patches|here]]''.
   −
=Accuracy Formulas=
+
='''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 {{Luck}} of the attacking ship.
 
* <math>\text{Luck}</math> is the luck {{Luck}} of the attacking ship.
* <math>\text{Acc}_{equip}</math> is the total accuracy {{Hit}} provided by the equipment calculated as <math>\text{Acc}_\text{equip base} + \text{Mod}_\text{Impr} \times \sqrt{\bigstar}</math>
+
* <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 {{Hit}} displayed on the equipment.
+
** <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.
+
** <math>\text{Acc}_\text{equip bonus}</math> is the [[Equipment Bonuses|visible]] accuracy {{Hit}} bonuses,
** <math>\bigstar</math> is the equipment's improvement level.
+
*** [[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.
+
** <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.
+
* <math>\text{Mod}_\text{fit}</math> is the [[Hidden Fit Bonuses]] bonuses or penalties when applicable.
** >52 morale (sparkling) is <math>1.2</math>
+
* <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>
+
** 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>
      +
{|class="wikitable mw-collapsible mw-collapsed"
 +
!colspan=5|<math>\text{Mod}_\text{formation}</math>
 +
|-
 +
!Formation
 +
!Day Shelling &<br>Carrier Attacks
 +
!Torpedo Attacks
 +
!ASW <ref>https://twitter.com/Divinity_123/status/1453371971446743045</ref>
 +
!Night Battles<ref>https://twitter.com/Divinity_123/status/1680199577989685251</ref>
 +
|-
 +
|Line Ahead||1.0||1.0||1.0||1.0
 +
|-
 +
|Double Line||1.2||0.8||1.2||0.9
 +
|-
 +
|Diamond||1.0||0.4||1.0||0.7
 +
|-
 +
|Echelon||1.2||0.75||1.2||0.9
 +
|-
 +
|Line Abreast||1.2||0.3||1.2||0.8
 +
|-
 +
|Vanguard (Top)||0.8||0.7||1.0||0.8
 +
|-
 +
|Vanguard (Bottom)||1.2||0.9||1.1||1.2
 +
|-
 +
!Colspan=5|Exception
 +
|-
 +
|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}}
 +
|-
 +
|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}}
 +
|-
 +
|Double Line vs Line Abreast||rowspan=3|1.0||rowspan=3|-||rowspan=3|1.0||rowspan=3|-
 +
|-
 +
|Echelon vs Line Ahead
 +
|-
 +
|Line Abreast vs Echelon
 +
|-
 +
|Echelon vs Combined Fleet||-||0.6||-||0.8?
 +
|-
 +
!Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 +
|-
 +
|Combined Fleet Cruising Formation 1||0.9||?||1.25||?
 +
|-
 +
|Combined Fleet Cruising Formation 2||1.0||1.0||?||0.9
 +
|-
 +
|Combined Fleet Cruising Formation 3||0.8||0.4?||?||0.7
 +
|-
 +
|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.
   −
'''Important Notes'''
+
* <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''.
* Because of the number of modifiers to accuracy in game, it is trivial to increase accuracy. Therefore it is '''more important''' to prioritise firepower.
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=2|<math>\text{Mod}_\text{morale}</math>
 +
|-
 +
|Sparkled||1.2
 +
|-
 +
|Normal||1.0
 +
|-
 +
|Orange||0.8
 +
|-
 +
|Red||0.5
 +
|}
    +
*<math>\text{Mod}_\text{smoke}</math> is an accuracy malus when {{Smoke}} [[Smoke Generator]]s are used.
 +
**{{Color|red|Please note that these are initial estimations and are subject to change.}}
 +
** It is currently unknown if the airstrike accuracy is affected by the smoke.
 +
** 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.
 +
** 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>
 +
|-
 +
!colspan=5|Day Shelling
 +
|-
 +
!Fleet!!Radar Equipped!!Type 1!!Type 2!!Type 3
 +
|-
 +
|rowspan=2|Allied
 +
|No||< 0.3||<0.33||<0.37
 +
|-
 +
|Yes||0.35||0.25||< 0.37
 +
|-
 +
|rowspan=2|Enemy
 +
|No||< 0.69||< 0.7||<0.7
 +
|-
 +
|Yes||0.91||0.83||0.75
 +
|-
 +
!colspan=5|Torpedo Phase
 +
|-
 +
!colspan=2|Fleet!!Type 1!!Type 2!!Type 3
 +
|-
 +
|colspan=2|Allied||0.45||0.42||0.42
 +
|-
 +
|colspan=2|Enemy||0.7||0.6||0.5
 +
|-
 +
!colspan=5|ASW
 +
|-
 +
|colspan=2|Allied||colspan=3|0.25
 +
|-
 +
|colspan=2|Enemy||colspan=3|~1.0?<ref>https://twitter.com/about6833/status/1658101370430574592</ref>
 +
|}
   −
===Daytime Shelling===
+
;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/>
   −
This formula applies to both surface shelling and carrier attacks during daytime combat and support. It does not apply to carrier airstrikes.
+
==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{Accuracy}_\text{shelling} = \bigl\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} \bigr\rfloor </math>
+
;With
 +
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
   −
* <math>\text{Acc}_\text{base}</math> is the base accuracy value of the attack.
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
** Single Fleet/CTF Main: <math>90</math>
+
!colspan=4| Fleet type base accuracy values<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
** STF Main: <math>57</math>
+
|-
** STF Escort/CTF Escort: <math>74</math>
+
!rowspan=2 colspan=2|'''Attacker'''!!colspan=2|Defender
*** 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:
+
| '''Single Fleet'''|| '''Combined Fleet'''
** Line Ahead/Diamond: <math>1.0</math>
+
|-
** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
+
!rowspan=7|Player
** Vanguard (Top): <math>0.8</math>
+
| '''Single Fleet'''|| 90|| 80
** 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.
+
| '''CTF Main'''|| 78|| 78
* <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>
+
| '''CTF Escort'''|| 45|| 67
** Main/AP: <math>1.3</math>
+
|-
** Main/RADAR: <math>1.5</math>
+
| '''STF Main'''|| 45|| 78
** Main/Secondary: <math>1.3</math>
+
|-
** Double Attack: <math>1.1</math>
+
| '''STF Escort'''|| 67|| 67
** Other multipliers are unknown.
+
|-
* <math>\text{Mod}_\text{AP}</math> is the Armour-Piercing Shell accuracy modifier.
+
| '''TCF Main'''|| 54|| 54
 
+
|-
{| class="wikitable"
+
| '''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
 
|}
 
|}
    +
* <math>\text{Mod}_\text{Amagiri}</math>is a bonus against [[PT boat]]:
 +
** '''65''' for {{Ship/Link|Amagiri/Kai Ni|Amagiri/Kai Ni D|text=Amagiri Kai Ni/D}}
 +
** '''35?''' for [[DD]] and [[DE]] adjacent to Amagiri Kai Ni/D.
 +
** '''0''' otherwise.
   −
'''Important Notes'''
+
* <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.
* 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.
      +
{|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||
 +
|}
   −
===Torpedo Attacks===
+
* <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/>
 +
|}
   −
This formula only applies to opening and closing torpedo attacks in day.
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Shelling Support
 +
|-
 +
|
 +
This formula applies to surface shelling and carrier attacks during shelling support.
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|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>
 +
|}
 +
;With
 +
* <math>\text{Acc}_\text{equip base}</math> does not include any [[Visible Bonus]] nor [[Improvement]].
 +
* <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
 +
|}
   −
<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>
+
{|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>
 +
|}
   −
* <math>\text{Mod}_\text{formation}</math> for '''torpedo attacks''' is as follows:
+
;With
** Line Ahead/Vanguard (Top & Bottom): <math>1.0</math>
+
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
** Double Line: <math>0.8</math>
  −
** Diamond: <math>0.4</math>
  −
** Echelon: <math>0.6</math>
  −
** Line Abreast: <math>0.3</math>
  −
** Accuracy modifiers for Combined Fleets is still unknown.
  −
* <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.
  −
** This means that engagement and damage state play a role in torpedo accuracy.
  −
* <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently only Abyssal ships have values above <math>0</math>.
      +
{|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'''|| ?|| ?
 +
|}
   −
===Aerial Combat===
+
* <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/>
 +
|}
   −
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" 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>
 +
|}
   −
<math>\text{Accuracy}_\text{airstrike} = 95</math>
+
;With
 
+
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
'''Important Notes'''
+
{|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>
 +
|}
   −
===Anti-Submarine Warfare===
+
;With
 
+
* <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only)
This formula applies to all ASW attacks in combat phase and support.
+
* <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.
<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>
+
** 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.
* <math>\text{Mod}_\text{formation}</math> for '''ASW''' 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{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.
 
** Synergy bonus is either currently bugged or so small it cannot be tested.
 
+
|-
'''Important Notes'''
+
|
 +
;Notes
 +
* The base {{Hit}} accuracy stat of the equipment is '''not''' included here.
 
* Equipping more sonars is the best way to boost ASW accuracy.
 
* Equipping more sonars is the best way to boost ASW accuracy.
** Large sonars are not counted for this bonus.
+
<references/>
 
+
|}
 
  −
===Night Battles===
      +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Night Battles
 +
|-
 +
|
 
This formula applies to '''all''' night battle attacks.  
 
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>
 +
|}
   −
<math>\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>
+
;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}}.
   −
* <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 mw-collapsible mw-collapsed" 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.
+
!colspan=2|<math>\text{Mod}_\text{contact}</math>
* <math>\text{Mod}_\text{formation}</math> for night battle is as follows:
+
|-
** Line Ahead/Vanguard? (Top & Bottom): <math>1.0</math>
+
!{{Hit}}
** Double Line: <math>0.9</math>
+
!Contact mod
** Diamond: <math>0.7</math>
+
|-
** Echelon/Line Abreast: <math>0.8</math>
+
|1||1.1
** 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.
+
|2||1.15
** Torpedo Cut-in: <math>1.65</math>
+
|}
** Gun Cut-in: <math>2.0</math>
+
* <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.
** Mixed Cut-in: <math>1.5</math>
+
**The effects of the {{StarShell}} {{EquipmentLink|Star Shell}} and the [[Combat/Night_Battle#"New_Type"_Cut-ins|Night Zuiun CI]] '''do NOT''' stack.
** Secondary Cut-in: <math>1.5</math>
+
**Effects apply only after the [[Combat/Night_Battle#"New_Type"_Cut-ins|Night Zuiun CI]] triggered.
** Double Attack: <math>1.1</math>
  −
** Other multipliers are unknown.
  −
* <math>\text{Mod}_\text{searchlight}</math> is the searchlight modifier 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]].
  −
** One gun: <math>10</math>
  −
** 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.
      +
* <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.
   −
===Land-Based Air Squadron===
+
{|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/>
 +
|}
   −
This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per plane.
+
==Land-Based Air Squadron==
 +
This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per squadron.
   −
<math>\text{Accuracy}_\text{LBAS} = \left( 95 + 12\sqrt{\text{Acc}_\text{equip}} \right) \times \text{Mod}_\text{morale} + \text{Mod}_\text{proficiency}</math>
+
{|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{Acc}_\text{equip}</math> is the accuracy stat of the plane.
+
<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>
* <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:#FFCE00; text-shadow: 0 0 5px #FFCE00;">>></span> ranked planes.
     −
=Evasion Formulas=
+
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/>
 +
|}
   −
Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
+
;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{Evasion}_\text{base} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor</math>
+
='''Evasion'''=
   −
* <math>\text{Evasion}_\text{ship}</math> is the evasion of the ship '''including''' any visible equipment bonuses.
+
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
* <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.
      +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=2|Evasion
 +
|-
 +
!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>
 +
|}
   −
The various capped evasion formulas to calculate the final evasion rate is as follows:
+
;With
 
+
* <math>\text{Evasion}_\text{ship}</math> the displayed evasion {{Evasion}} of the ship, '''including''' any equipment stats and [[Visible Bonus]]es.
* <math>\text{Evasion}_\text{base} > 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base}</math>
+
* <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.
* <math>40 < \text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{base} - 40} \rfloor</math>
+
** Vanguard's modifier is '''1.0''' if assuming values described in [[#Vanguard Formation|Vanguard Formation]]
* <math>\text{Evasion}_\text{base} > 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{base} - 65}\rfloor</math>
  −
 
      +
{|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:
 
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{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>
+
;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{searchlight}</math> is the searchlight evasion penalty. It is <math>0.2</math> for any ship equipped with a searchlight (even if not triggered) and <math>1.0</math> 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}</math> is the sonar improvement modifier that '''only applies to''' opening and closing torpedo attacks. It is <math>0</math> otherwise.
   
** <math>\text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar}</math>  
 
** <math>\text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar}</math>  
* <math>\text{Mod}_\text{CA}</math> is the heavy/aviation cruiser night battle evasion bonus. It is <math>5</math> for heavy/aviation cruisers and <math>0</math> otherwise.
+
* <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{vanguard}</math> is the Vanguard evasion bonus. This is different from the formation modifier that gets taken into account for base evasion. Bonuses are:
+
* <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'''.
** For ships at the top (slots 1-2 or 1-3): Non-destroyers get a 5% bonus. Destroyers get a 20% bonus.
+
* <math>\text{Mod}_\text{fuel}</math> the remaining fuel penalty:
** 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>\text{Mod}_\text{fuel}</math> is the remaining fuel penalty.
   
** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math>
 
** <math>\text{Mod}_\text{fuel} = 75 - \text{Fuel}</math>
 
** If fuel is above 75%, the penalty is 0.  
 
** If fuel is above 75%, the penalty is 0.  
 
** The penalty is an integer and not a percentage.
 
** The penalty is an integer and not a percentage.
   −
{| class="wikitable"
+
{|class="wikitable" style="text-align:center"
 
|+ Remaining Fuel Penalty
 
|+ Remaining Fuel Penalty
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Remaining Fuel
+
!Battle #<ref>This only takes into account normal day battles. [[Map_Mechanics_and_Nodes#Nodes|Special nodes]] have different resource consumption.</ref>
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Battle #<ref>This only takes into account normal day battles. Special nodes have different resource consumption.</ref>
+
!Remaining Fuel!!Penalty
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Penalty
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|80%
+
|2nd Battle||80%||0
|style="text-align: center; border-style: solid; border-width: 1px;"|2nd Battle
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|0
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|60%
+
|3rd Battle||60%||15
|style="text-align: center; border-style: solid; border-width: 1px;"|3rd Battle
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|15
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|40%
+
|4th Battle||40%||35
|style="text-align: center; border-style: solid; border-width: 1px;"|4th Battle
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|35
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|20%
+
|5th Battle||20%||55
|style="text-align: center; border-style: solid; border-width: 1px;"|5th Battle
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|55
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|0%
+
|6th+ Battle||0%||75
|style="text-align: center; border-style: solid; border-width: 1px;"|6th+ Battle
+
|}
|style="text-align: center; border-style: solid; border-width: 1px;"|75
+
<references/>
|-
  −
|}<references/>
   
{{clear}}
 
{{clear}}
 +
|}
    +
;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.
   −
'''Important Notes'''
+
='''Special Cases'''=
* The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test.
+
==Vanguard Formation==
 +
'''This mechanic's effects are still under evaluation, so values are subject to change.
    +
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.
   −
=Special Cases=
+
It is called <math>\text{Mod}_\text{vanguard}</math> in the accuracy formulas above.
==PT Imps==
  −
[[PT Imp Group|PT Imps]] were introduced during the [[Summer 2017 Event]]. They have a very high evasion rate and are next to impossible to hit with normal shelling and torpedo attacks. This even includes special attacks. In order to sink them, your ships will require specific equipment setups.
     −
 
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
{| class="wikitable"
+
!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
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:128px;" rowspan="2"|Equipment Setup
+
|4
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:96px;" colspan="3"|Bonus
  −
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:256px;" rowspan="2"|Notes
   
|-
 
|-
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|DD
+
|5||0.86||0.69||0.52
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|CL
  −
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|CA/BB
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| {{RedGunLight}} {{SurfaceShipPersonnel}}
+
|6||0.8||0.64||0.48
|style="text-align: center; border-style: solid; border-width: 1px;"| 50%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| 25%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| Adding more main guns does not increase the hit rate. Adding more lookouts '''halves''' the rate.
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|{{SurfaceShipPersonnel}} {{GreenGunMG}}
+
|7||0.7|| -||<0.4
|style="text-align: center; border-style: solid; border-width: 1px;"| 50%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| 25%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|{{SurfaceShipPersonnel}} {{GreenGunMG}} {{GreenGunMG}}
+
!colspan=4|Torpedo Phase
|style="text-align: center; border-style: solid; border-width: 1px;"| 100%?
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| 50%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| 30%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|  
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| {{RedGunLight}} {{SurfaceShipPersonnel}} {{GreenGunMG}}
+
|1
|style="text-align: center; border-style: solid; border-width: 1px;"| 100%?
+
|rowspan=2|0.9
|style="text-align: center; border-style: solid; border-width: 1px;"| ??
+
|rowspan=2|0.9
|style="text-align: center; border-style: solid; border-width: 1px;"| ??
+
|rowspan=2|0.9
|style="text-align: center; border-style: solid; border-width: 1px;"|  
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| {{YellowGun}} {{SurfaceShipPersonnel}}
+
|2
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| 35%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| 15%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| {{Radar}} {{SurfaceShipPersonnel}}
+
|3||0.77||0.65||0.55
|style="text-align: center; border-style: solid; border-width: 1px;"| 10%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| ??
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| ??
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| Only applies to RADARs with LOS stats greater than 5.
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| {{YellowGun}} {{GreenGunMG}} {{Seaplane}}
+
|4||0.67||0.58||0.475
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| ??
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| 45%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| Only applies to [[:Category:Zuiun|Zuiuns]].
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| {{YellowGun}} {{Seaplane}} {{SurfaceShipPersonnel}}
+
|5||0.64||0.5||0.4?
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| ??
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| 75%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"|
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| {{RedGunLight}} {{GreenGunMG}}
+
|6||0.55||0.42||0.35?
|style="text-align: center; border-style: solid; border-width: 1px;"| 10%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| Destroyer only.
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| {{RedGunLight}} {{RedGunLight}} {{GreenGunMG}}
+
|7||0.51|| -||?
|style="text-align: center; border-style: solid; border-width: 1px;"| 30%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| Destroyer only.
   
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| {{RedGunLight}} {{GreenGunMG}} {{GreenGunMG}}
+
!colspan=4|ASW
|style="text-align: center; border-style: solid; border-width: 1px;"| 50%
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| N/A
  −
|style="text-align: center; border-style: solid; border-width: 1px;"| Destroyer only.
   
|-
 
|-
|}<references/>
+
|colspan=4|''?
{{clear}}
+
|}
 +
<references/>
 +
 
 +
==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.
 +
 
 +
==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}}.
 +
 
 +
'''''Sources: [https://kancolle.fandom.com/ja/f/p/2795672881332226463/r/3180511782502402644] [https://docs.google.com/spreadsheets/d/1e6U4aLsrbdvkFlxdgT6wuJCmACpuOD3yYN0Om1o24fI/edit#gid=239440540]'''''
 +
 
 +
==20.3cm Japanese Guns==
 +
'''So far, no hidden evasion bonus has been observed from equipping any gun on any ship.
    +
*This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280].
   −
'''Important Notes'''
+
==[[PT boat]]s==
* Small Caliber Guns + Lookout + Machine Gun is the best anti-imp setup.
+
{{Anti-PT Imp Setups|uncollapsed=true}}
* It is inadvisable to run anti-imp setups on any ship but destroyers because it compromises their combat effectiveness.
  −
* Having a reinforcement expansion is important because it allows the ship to not waste a slot on a machine gun.
  −
* The values presented above are theorised to be '''fixed hit rates'''.
  −
** This means they are unaffected by any outside factors.
  −
* Certain {{GreenGunDP}} that count as small caliber main guns can substitute for {{RedGunLight}}.
  −
* Certain {{GreenGunDP}} that count as secondary guns can substitute for {{YellowGun}}.
      +
=See Also=
 +
*[[Stats]]
 
{{Mechanics}}
 
{{Mechanics}}
4,515

edits