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(formation shelling mod exceptions (https://wikiwiki.jp/kancolle/命中と回避について#hitterm1 and Vita))
 
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=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>
 +
|}
  
=Hit Rate=
+
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>
 +
|}
  
The hit rate is used by all attacks.  
+
;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.
  
<math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math>
+
;Hit Rate Caps
 +
By following this formula, the hit rate is:
 +
* '''10''' at minimum,
 +
* '''96''' at maximum.
 +
|}
  
Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is:
+
;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.
 +
 
 +
==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,
 +
 
 +
{{{!}}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} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{def}\right) \times \text{Morale}_\text{defender} \right)</math>
+
* <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]],
  
* <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[Accuracy,_Evasion_and_Criticals#Accuracy_Formulas|below]] for the various accuracy formulas.
 
* <math>\text{Evasion}_\text{def}</math> is the calculated evasion 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:
* The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''.
 
* The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''is 96'''.
 
  
 +
{|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}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1</math>
+
The displayed damage status is as follows:
* Torpedo: <math>\lfloor 1.5 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math>
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
* Airstrike: <math>\lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \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}_\text{cap}} \rfloor + 1</math>
+
|-
* Shelling Support: <math>\lfloor 1.3 \times \sqrt{\text{Hit}_\text{cap}} \rfloor + 1</math>
+
!Damage Dealt
* Airstrike Support: <math>\lfloor 0.2 \times \sqrt{\text{Hit}_\text{cap}} \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}}
 +
|}
  
=Accuracy Formulas=
+
;Notes
 +
*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 {{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/>
  
 +
==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.
 
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} = \biggl\lfloor \left( \left( \text{Acc}_\text{base} + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \right) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \biggr\rfloor </math>
+
;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"
** These values apply for Player as attacker and Enemy as target. Values for Enemy attacker vs Player target are unclear/unknown, except single vs single = 90.
+
!colspan=4| Fleet type base accuracy values<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 
+
|-
{| class="wikitable"
+
!rowspan=2 colspan=2|'''Attacker'''!!colspan=2|Defender
|+ Fleet type base accuracy values for Player side<ref>https://twitter.com/Xe_UCH/status/1172380690207215616</ref><ref>https://twitter.com/Divinity__123/status/1447941755182227458</ref>
+
|-
 +
| '''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
 
|-
 
|-
|rowspan=2 colspan=2|'''<big>vs.</big>'''||colspan=2 style="text-align:center"| '''Enemy'''
+
| '''TCF Escort'''|| 45|| 67
 
|-
 
|-
| '''Single Fleet''' || '''Combined Fleet'''
+
!rowspan=3|Abyssal
 +
| '''Single Fleet'''|| 90
 +
|
 +
{|class="wikitable"
 +
! CTF Main|| CTF Escort
 
|-
 
|-
|rowspan=7|'''Player'''
+
| 88|| 65
| '''Single Fleet''' || 90 || 80
 
 
|-
 
|-
| '''CTF Main''' || 78 || 77
+
! STF Main|| STF Escort
 
|-
 
|-
| '''CTF Escort''' || 45 || 67
+
| 65|| 75
 
|-
 
|-
| '''STF Main''' || 45 || 77
+
! TCF Main|| TCF Escort
 
|-
 
|-
| '''STF Escort''' || 67 || 67
+
| 88|| 65
 +
|}
 
|-
 
|-
| '''TCF Main''' || 54 || 54
+
| '''Combined Main'''|| 90|| 88
 
|-
 
|-
| '''TCF Escort''' || 45 || 67
+
| '''Combined Escort'''|| 75|| 75
 
|}
 
|}
  
* <math>\text{Mod}_\text{formation}</math> for '''shelling and carrier attacks''' is as follows:
+
* <math>\text{Mod}_\text{Amagiri}</math>is a bonus against [[PT boat]]:
** Line Ahead/Diamond: <math>1.0</math>
+
** '''65''' for {{Ship/Link|Amagiri/Kai Ni|Amagiri/Kai Ni D|text=Amagiri Kai Ni/D}}
** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
+
** '''35?''' for [[DD]] and [[DE]] adjacent to Amagiri Kai Ni/D.
*** Exception, certain combinations reduce this to <math>1.0</math>:
+
** '''0''' otherwise.
**** Double Line attacking Line Abreast
+
 
**** Echelon attacking Line Ahead
+
* <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.
**** Line Abreast attacking Echelon
 
** Vanguard (Top): <math>0.8</math>
 
** Combined Fleet Cruising Formation 1: <math>?</math>
 
** Combined Fleet Cruising Formation 2: <math>1.0</math>
 
** Combined Fleet Cruising Formation 3: <math>?</math>
 
** Combined Fleet Cruising Formation 4: <math>1.1</math>
 
* <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=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="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:256px;"|Type
+
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Modifier
+
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
 +
|1.3||?||1
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
Armour-Piercing Shell
+
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
|style="text-align: center; border-style: solid; border-width: 1px;"|1.1
+
|1.5||1.2||1
 +
|
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"|Main Gun<br>
+
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
Armour-Piercing Shell<br>
+
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
RADAR
+
|1.3||1.3||1
|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>
+
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
Secondary Gun<br>
+
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
Armour-Piercing Shell
+
|1.2||1.5||1
|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>
+
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
Secondary Gun<br>
+
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}
Armour-Piercing Shell<br>
+
|1.1||1.3||1
RADAR
+
|
|style="text-align: center; border-style: solid; border-width: 1px;"|1.3
 
 
|-
 
|-
 +
!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{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:
'''Important Notes'''
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
* 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.
+
!colspan=2|<math>\text{Mod}_\text{AP}</math>
* Unlike when calculating damage, the bonus applies to all targets.
+
|-
 
+
!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/>
 
<references/>
 +
|}
  
===Shelling Support===
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
+
!Shelling Support
 +
|-
 +
|
 
This formula applies to surface shelling and carrier attacks during 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{shelling support} = \biggl\lfloor \left( 64 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip base} \right) \times \text{Mod}_\text{formation}? \times \text{Mod}_\text{morale} \biggr\rfloor </math>
+
{|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{Acc}_{equip base}</math> does not include accuracy from improvement level.
+
;With
* <math>\text{Mod}_\text{formation}</math> exists in KanColle Kai, but unclear if it applies to browser KanColle using the Daytime Shelling formation modifier of the main fleet.
+
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
  
===Torpedo Attacks===
+
{|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'''|| ?|| ?
 +
|}
  
This formula only applies to opening and closing torpedo attacks in day.
+
* <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.
<math>\text{Accuracy}_\text{torpedo} = \left( 85 + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math>
+
** 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]).
* <math>\text{Mod}_\text{formation}</math> for '''torpedo attacks''' is as follows:
+
<references/>
** Line Ahead/Vanguard (Top & Bottom): <math>1.0</math>
+
|}
** 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>.
 
 
 
===Aerial Combat===
 
  
 +
{|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.
 
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/>
 +
|}
  
===Anti-Submarine Warfare===
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
+
!Anti-Submarine Warfare
This formula applies to all ASW attacks in combat phase and support.
+
|-
 
+
|
<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 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>
 +
|}
  
* <math>\text{Mod}_\text{formation}</math> for '''ASW''' is as follows:
+
;With
** Line Ahead/Diamond: <math>1.0</math>
+
* <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only)
** Double Line/Echelon/Line Abreast/Vanguard (Bottom): <math>1.2</math>
+
* <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped.
*** Exception, certain combinations reduce this to <math>1.0</math>:
+
** {{Large Sonar}} {{Equipment/Link|Type 0 Passive Sonar|text=Large Sonars|link_category=Large Sonars}} are not counted for this bonus.
**** Double Line attacking Line Abreast
+
** This modifier doesn't apply to the [[New Submarine Princess Flagship III]] <ref>https://twitter.com/Divinity_123/status/1238644817804091392</ref>
**** Echelon attacking Line Ahead
+
* <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment.
**** Line Abreast attacking Echelon
 
** 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/>
 +
|}
  
 +
{|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>
 +
|}
  
===Night Battles===
+
;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}}.
  
This formula applies to '''all''' night battle attacks.  
+
{|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{Accuracy}_\text{NB} = \bigl( \text{Mod}_\text{contact} \left( 69 + \text{Mod}_\text{star shell} \right) + 2\sqrt{\text{Level}} + 1.5\sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_{equip} \bigr) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{20.3cm} + \text{Mod}_\text{fit}</math>
+
* <math>\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.
  
* <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=3|<math>\text{Mod}_\text{CI}</math>
* <math>\text{Mod}_\text{formation}</math> for night battle is as follows:
+
|-
** Line Ahead/Vanguard? (Top & Bottom): <math>1.0</math>
+
!colspan=3|"New" Cut-ins
** Double Line/Echelon: <math>0.9</math>
+
|-
** Diamond: <math>0.7</math>
+
!Attack Type
** Line Abreast: <math>0.8</math>
+
!Prerequisites
** Accuracy modifiers for Combined Fleets is still unknown.
+
!Accuracy<br>Modifier
* <math>\text{Mod}_\text{special}</math> is the night battle special attack modifier. Please see [[Night Battle#Attack_Types|Night Battle]] for more details.
+
|-
** Torpedo Cut-in: <math>1.65</math>
+
!style="background-color:#ff7f50; color:black" rowspan=4|Destroyer Cut-ins
** Gun Cut-in: <math>2.0</math>
+
|{{TorpedoWeapon}}{{RedGunLight}}{{Surface Radar}}
** Mixed Cut-in: <math>1.5</math>
+
|1.1
** Secondary Cut-in: <math>1.5</math>
+
|-
** Double Attack: <math>1.1</math>
+
|{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}}
** Other multipliers are unknown.
+
|1.2~?
* <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]].
+
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
** One gun: <math>10</math>  
+
|1.37~?
** Two guns: <math>15</math>
+
|-
** Bonuses for more than two guns have not been tested.
+
|{{TorpedoWeapon}}{{Drum}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
* <math>\text{Mod}_\text{fit}</math> is the fit bonus or penalty that is applicable. Please see [[Gun Fit Bonuses]] for more details.
+
|?
 +
|-
 +
!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===
+
==Land-Based Air Squadron==
 +
This formula applies to attacks made by [[Land-Based Air Squadron]]s. The accuracy is calculated '''independently''' per 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( 95 + ( 7 \times {\text{Acc}_\text{equip}}) \right) \times \text{Mod}_\text{morale} + \text{Mod}_\text{proficiency}</math> <ref>https://twitter.com/yukicacoon/status/1432364331694374914</ref>
+
<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{Acc}_\text{equip}</math> is the accuracy stat of the plane.
+
With:
* <math>\text{Mod}_\text{morale}</math> is the morale modifier of the plane.
+
* <math>\text{Acc}_\text{equip}</math> the accuracy stat of the plane.
** Normal/Orange morale: <math>1.0</math>
+
* <math>\text{Acc}_\text{Sp}</math> accuracy bonus for [[Land-Based Air Squadron#LBAS Special Bombers|LBAS Special Bombers]] on some targets.
** Red morale: <math>0.8</math>
+
* <math>\text{Mod}_\text{morale}</math> the morale modifier of the plane;
* <math>\text{Mod}_\text{proficiency}</math> is the plane proficiency accuracy bonus. Please see [[Plane Proficiency]] for more details.
+
** Normal/Orange morale: '''1.0'''
** The value is <math>12</math> for <span style="color:#FFCE00; text-shadow: 0 0 5px #FFCE00;">>></span> ranked planes.
+
** 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/>
 
<references/>
 +
|}
  
=Evasion Formulas=
+
;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.
  
Evasion has several caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
+
='''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 has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
  
* <math>\text{Evasion}_\text{ship}</math> is the evasion of the ship '''including''' any visible equipment bonuses.
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
* <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.
+
!colspan=2|Evasion
** Currently modifiers for Vanguard are unknown.
+
|-
 
+
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div>
 
+
|
The various capped evasion formulas to calculate the final evasion rate is as follows:
+
{|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>
* <math>\text{Evasion}_\text{base} > 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{base}</math>
+
|}
* <math>40 < \text{Evasion}_\text{base} < 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{base} - 40} \rfloor</math>
 
* <math>\text{Evasion}_\text{base} > 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{base} - 65}\rfloor</math>
 
  
 +
;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]]
  
 +
{|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/>
 +
{{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.
 +
 
 +
='''Special Cases'''=
 +
==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.
 +
 
 +
It is called <math>\text{Mod}_\text{vanguard}</math> in the accuracy formulas above.
 +
 
 +
{|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>
 
|-
 
|-
|}<references/>
+
!colspan=4|Shelling Phase and Night Battle
{{clear}}
+
|-
 +
|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/>
 +
 
 +
==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}}.
  
'''Important Notes'''
+
'''''Sources: [https://kancolle.fandom.com/ja/f/p/2795672881332226463/r/3180511782502402644] [https://docs.google.com/spreadsheets/d/1e6U4aLsrbdvkFlxdgT6wuJCmACpuOD3yYN0Om1o24fI/edit#gid=239440540]'''''
* The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test.
 
  
 +
==20.3cm Japanese Guns==
 +
'''So far, no hidden evasion bonus has been observed from equipping any gun on any ship.
  
=Special Cases=
+
*This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280].
==PT Imps==
 
[[PT Imp Group|PT Imps]] were introduced during the [[Summer 2017 Event]].
 
  
 +
==[[PT boat]]s==
 
{{Anti-PT Imp Setups|uncollapsed=true}}
 
{{Anti-PT Imp Setups|uncollapsed=true}}
  
 +
=See Also=
 +
*[[Stats]]
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 19:45, 27 March 2024

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


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]\displaystyle{ \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.

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

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

[math]\displaystyle{ \text{Hit}_\text{cap} = 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]\displaystyle{ \text{Accuracy}_\text{atk} }[/math] is the calculated accuracy of the attack. Please see below for the various accuracy formulas.
  • [math]\displaystyle{ \text{Evasion}_\text{post-cap} }[/math] is the calculated evasion of the defending ship. Please see below for the evasion formula.
    • If negative, it is still applied the same way, increasing the hit rate.
  • [math]\displaystyle{ \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 for more details.
    • Sparkled is 0.7,
    • Normal is 1.0,
    • Orange is 1.2,
    • Red is 1.4.
  • [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] is the average plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
    • The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
    • The value is 12 for ❱❱ planes.
Hit Rate Caps

By following this formula, the hit rate is:

  • 10 at minimum,
  • 96 at maximum.
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.

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.

Critical Rate
[math]\displaystyle{ {Crit}_\text{rate} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap} + \text{Acc}_\text{proficiency} } \rfloor + \text{Crit}_\text{proficiency} + 1 }[/math]
With
  • [math]\displaystyle{ {Mod}_\text{type} }[/math] the attack type modifier :
[math]\displaystyle{ {Mod}_\text{type} }[/math]
Attack type Attack modifier
Shelling 1.3
ASW
Torpedo 1.5
Airstrike 0
Night Battle[1] [math]\displaystyle{ 1.5 + \text{Const}_\text{contact} }[/math]
Shelling Support 1.0
Airstrike Support 0.2[2]
  • [math]\displaystyle{ \text{Const}_\text{contact} }[/math] the night contact constant from Night Reconnaissance Seaplane Night ReconsType 98 Reconnaissance Seaplane (Night Recon)
    Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)
    Loire 130M
    , its value depends on the Accuracy stat of the Night Reconnaissance Seaplane if night contact is triggered, and 0 otherwise,
[math]\displaystyle{ \text{Const}_\text{contact} }[/math]
Accuracy Contact constant
1 0.07
2 0.14
  • [math]\displaystyle{ \text{Hit}_\text{cap} }[/math] the Hit Rate Cap defined above,
  • [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] is the average plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
    • The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
    • The value is 12 for ❱❱ planes.
  • [math]\displaystyle{ \text{Crit}_\text{proficiency} }[/math] the plane proficiency critical bonus. See here for more details.
  1. Carrier Night Air Attacks (NB CVCI) use the night battle Mod.
  2. Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version

Hit Rate & Critical Roll

There is a single roll for both normal and critical hits.

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:

Roll Example
Critical Hit 10% Hit 40% Miss 50%

The normal hit rate is 40% and the remaining 10% is the critical hit rate.

Notes
  • The effect of accuracy and sparkling on crit rate is limited
  • 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.[1]

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):

  • miss (no damage),
  • 25 (normal damage)
  • 25 Critical hit! (critical damage).

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.

The displayed damage status is as follows:

Display Behavior
Damage Dealt Damage Displayed
Miss Miss displayed normally
0 Always displayed as a miss
≤14 Never displayed as Critical hit!
[15;39] Criticals displayed normally
≥40 Always displayed as Critical hit!
Notes
  • A patch exists to fix this misleading behavior and display the real damage status, see here.

Accuracy

Below are the common variables used in all accuracy formulas:

  • [math]\displaystyle{ \text{Level} }[/math] is the level of the attacking ship.
  • [math]\displaystyle{ \text{Luck} }[/math] is the luck Luck of the attacking ship.
  • [math]\displaystyle{ \text{Acc}_\text{equip} = \text{Acc}_\text{equip base} + \text{Acc}_\text{equip bonus} + \text{Acc}_\bigstar }[/math] is the total accuracy Accuracy provided by an equipment, with:
  • [math]\displaystyle{ \text{Mod}_\text{fit} }[/math] is the Hidden Fit Bonuses bonuses or penalties when applicable.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] is the formation modifier for the applicable attack. See Combat for more details.
    • Modifiers for single fleet against combined fleet are unknown.
[math]\displaystyle{ \text{Mod}_\text{formation} }[/math]
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW [1] Night Battles[2]
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
Exception
Vanguard (Top) vs DD 0.880.8 * 1.1 0.840.7 * 1.2 N/A 0.880.8 * 1.1
Vanguard (Bottom) vs DD 1.321.2 * 1.1 1.080.9 * 1.2 N/A 1.321.2 * 1.1
Double Line vs Line Abreast 1.0 - 1.0 -
Echelon vs Line Ahead
Line Abreast vs Echelon
Echelon vs Combined Fleet - 0.6 - 0.8?
Combined Fleet[3]
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]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] is an accuracy malus when the opposite fleet is in Vanguard formation. See below for more details.
    • It is still unknown if this affects night battles, airstrikes, ASW, or LBAS.
  • [math]\displaystyle{ \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 for more details.
[math]\displaystyle{ \text{Mod}_\text{morale} }[/math]
Sparkled 1.2
Normal 1.0
Orange 0.8
Red 0.5
  • [math]\displaystyle{ \text{Mod}_\text{smoke} }[/math] is an accuracy malus when Smoke Generator Smoke Generators are used.
    • 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 equipped reduces the smoke effect for both fleets, but only for the shelling phase.
[math]\displaystyle{ \text{Mod}_\text{smoke} }[/math][4]
Day Shelling
Fleet Radar Equipped Type 1 Type 2 Type 3
Allied No < 0.3 <0.33 <0.37
Yes 0.35 0.25 < 0.37
Enemy No < 0.69 < 0.7 <0.7
Yes 0.91 0.83 0.75
Torpedo Phase
Fleet Type 1 Type 2 Type 3
Allied 0.45 0.42 0.42
Enemy 0.7 0.6 0.5
ASW
Allied 0.25
Enemy ~1.0?[5]
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, ...).

Combat

In no particular order.

Daytime Shelling

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

[math]\displaystyle{ \text{Accuracy}_\text{shelling} = \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]
With
  • [math]\displaystyle{ \text{Acc}_\text{base} }[/math] the base accuracy value of the attack.
Fleet type base accuracy values[1]
Attacker Defender
Single Fleet Combined Fleet
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
Abyssal Single Fleet 90
CTF Main CTF Escort
88 65
STF Main STF Escort
65 75
TCF Main TCF Escort
88 65
Combined Main 90 88
Combined Escort 75 75
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math]is a bonus against PT boat:
  • [math]\displaystyle{ \text{Mod}_\text{spotting} }[/math] the artillery spotting / CVCI bonus if applicable. See here for more details.
[math]\displaystyle{ \text{Mod}_\text{spotting} }[/math]
Artillery Spotting
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Notes
Main Zuiun Cut-in
(Zuiun CI)
Large Caliber Main GunZuiun Model Seaplane BomberZuiun Model Seaplane Bomber 1.35 ? 1 Ise-class Kai NiIse Kai Ni
Hyuuga Kai Ni
only
Main Suisei Cut-in
(Suisei CI)
Large Caliber Main GunDive BomberDive Bomber 1.3 ? 1
Main AP Shell Cut-in
(APCI)
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 1.5 1.2 1
Secondary AP Shell Cut-in
(Sec APCI)
Large Caliber Main GunSecondary GunSeaplaneArmor-Piercing Shell 1.3 1.3 1
Secondary Radar Cut-in
(Radar CI)
Large Caliber Main GunSecondary GunSeaplaneRADAR 1.2 1.5 1
Secondary Cut-in
(Sec CI)
Large Caliber Main GunSecondary GunSeaplane 1.1 1.3 1
Double Attack
(DA)
Large Caliber Main GunLarge Caliber Main GunSeaplane 1.2 1.1 2
CVCI
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Note
Fighter-Bomber-Attacker
(FBA)
FighterDive BomberTorpedo Bomber 1.25 1.2~1.3? 1
Bomber-Bomber-Attacker
(BBA)
Dive BomberDive BomberTorpedo Bomber 1.2 1.2~1.3? 1
Bomber-Attacker
(BA)
Dive BomberTorpedo Bomber 1.15 1.2~1.3? 1
  • [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] the Armor-Piercing Shell AP ShellsType 91 Armor Piercing Shell
    Type 1 Armor Piercing Shell
    Type 1 Armor Piercing Shell Kai
    accuracy modifier:
[math]\displaystyle{ \text{Mod}_\text{AP} }[/math]
Type Modifier
Armor-Piercing ShellLarge Caliber Main Gun 1.1
Armor-Piercing ShellLarge Caliber Main GunSecondary Gun 1.2
Armor-Piercing ShellLarge Caliber Main GunRADAR 1.25
Armor-Piercing ShellLarge Caliber Main GunSecondary GunRADAR 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 Installations.
    • 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.
Shelling Support

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

[math]\displaystyle{ \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]\displaystyle{ \text{Acc}_\text{equip base} }[/math] does not include any Visible Bonus nor Improvement.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] uses the same Day Shelling 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
Torpedo Attacks

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

[math]\displaystyle{ \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]\displaystyle{ \text{Acc}_\text{base} }[/math] the base accuracy value of the attack.
Fleet type base accuracy values[1]
vs. Enemy
Single Fleet Combined Fleet
Player Single Fleet 85 50
CTF Escort 85 46
STF Escort 85 46
TCF Escort 85? ?
Abyssal Single Fleet 85 85
Combined Main ? ?
Combined Escort ? ?
  • [math]\displaystyle{ \text{Attack}_\text{torp} }[/math] the final basic torpedo attack power of the ship. See 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]\displaystyle{ \text{Mod}_\text{ship} }[/math] the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above 0 ([2]).
Aerial Combat

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

[math]\displaystyle{ \text{Accuracy}_\text{airstrike} = \text{Acc}_\text{base} }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{base} }[/math] the base accuracy value of the attack.
Fleet type base accuracy values[1]
Attacker Defender Normal Combat Air Raid
Player Single Fleet Abyssal Single 95 -
Abyssal Main 115 -
Abyssal Escort 80 -
Combined Fleet Abyssal Single 95 -
Abyssal Main 110 -
Abyssal Escort 80 -
Abyssal Single/Combined Player Main 110 105[2]
Player Escort 75 70[2]
Notes
  • Airstrike accuracy is a constant and not affected by any outside factors.
  1. https://twitter.com/Divinity_123/status/1564593191705272322
  2. 2.0 2.1 Based on formation 3 only; information lacking on formation 3 evasion modifier to confirm the value.
Anti-Submarine Warfare

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

[math]\displaystyle{ \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]\displaystyle{ \text{Acc}_\bigstar }[/math] the Accuracy "ASW accuracy" given from Improvement (SONAR Sonar only)
  • [math]\displaystyle{ \text{ASW}_\text{sonar} }[/math] the base ASW stat of any Small SONARSmall Small Sonars equipped.
  • [math]\displaystyle{ \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 Accuracy accuracy stat of the equipment is not included here.
  • Equipping more sonars is the best way to boost ASW accuracy.
Night Battles

This formula applies to all night battle attacks.

[math]\displaystyle{ \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]\displaystyle{ \text{Mod}_\text{contact} }[/math] the modifier of the Night contact, its value depends on the Accuracy stat of the Night Reconnaissance Seaplane Night ReconType 98 Reconnaissance Seaplane (Night Recon)
    Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)
    Loire 130M
    .
[math]\displaystyle{ \text{Mod}_\text{contact} }[/math]
Accuracy Contact mod
1 1.1
2 1.15
  • [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] being 7.0 if a Searchlight SearchlightSearchlight
    Type 96 150cm Searchlight
    is triggered, 0 otherwise,
  • [math]\displaystyle{ \text{Mod}_\text{CI} }[/math] the night battle special attack modifier. See Night Battle for more details.
    • Multipliers for carrier cut-ins are unknown.
[math]\displaystyle{ \text{Mod}_\text{CI} }[/math]
"New" Cut-ins
Attack Type Prerequisites Accuracy
Modifier
Destroyer Cut-ins TorpedoesSmall Caliber Main GunSurface RADARSurface 1.1
TorpedoesSurface RADARSurfaceLookout 1.2~?
TorpedoesTorpedoesEquipment Card Torpedo Squadron Skilled Lookouts.png 1.37~?
TorpedoesDrum CanisterEquipment Card Torpedo Squadron Skilled Lookouts.png ?
Night Zuiun Cut-ins Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane BomberSurface RADARSurface 1.02~1.11
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberNight Seaplane Bomber
Large Caliber Main GunLarge Caliber Main GunNight Seaplane BomberSurface RADARSurface
Large Caliber Main GunLarge Caliber Main GunNight Seaplane Bomber
"Old" Cut-ins
Attack Type Prerequisites Accuracy
Modifier
Gun Cut-in Large Caliber Main GunLarge Caliber Main GunLarge Caliber Main Gun 2[1]
Mixed Gun Cut-in Large Caliber Main GunLarge Caliber Main GunSecondary Gun 1.5[1]
Submarine Cut-ins Late Model Submarine TorpedoesSub_LM Submarine Equipment ?
Late Model Submarine TorpedoesSub_LM Late Model Submarine TorpedoesSub_LM
Torpedo Cut-in TorpedoesTorpedoes 1.5
Mixed Torpedo Cut-in TorpedoesLarge Caliber Main Gun 1.5[1]
Double Attack Large Caliber Main GunLarge Caliber Main Gun 1.1
Large Caliber Main GunSecondary Gun
Secondary GunSecondary Gun
  1. 1.0 1.1 1.2 From vita version, may have changed

Land-Based Air Squadron

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

LBAS

This formula is still under investigation, results are not yet consistant with in-game test.

[math]\displaystyle{ \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] [1]

With:

  • [math]\displaystyle{ \text{Acc}_\text{equip} }[/math] the accuracy stat of the plane.
  • [math]\displaystyle{ \text{Acc}_\text{Sp} }[/math] accuracy bonus for LBAS Special Bombers on some targets.
  • [math]\displaystyle{ \text{Mod}_\text{morale} }[/math] the morale modifier of the plane;
    • Normal/Orange morale: 1.0
    • Red morale: 0.8
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] being 1.1 if the enemy fleet is a Combined Fleet, 1 otherwise.
  • [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] the plane proficiency accuracy bonus. See here for more details.
    • Unclear if applied here or after [math]\displaystyle{ \text{Hit}_\text{cap} }[/math]. If applying here, skip [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] for hit rate.
    • The value is 12 for ❱❱ planes.
Notes
  • For Land-based Fighter/Land-based Fighter Interceptors, the Anti-Bomber and Interception stats are respectively "Anti-Bomber" and "Interception" and not Accuracy Accuracy and Evasion Evasion.

Evasion

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

Evasion
Pre-cap
[math]\displaystyle{ \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]
With
  • [math]\displaystyle{ \text{Evasion}_\text{ship} }[/math] the displayed evasion Evasion of the ship, including any equipment stats and Visible Bonuses.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] the formation modifier. It varies based on the attack being received. Please see Combat for more details.
[math]\displaystyle{ \text{Mod}_\text{formation} }[/math]
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW Night Battles[1]
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) ? ? ? ?
Exception
Echelon (vs combined) 1.2 1.3 1.3 1.1
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
Cap

The evasion is then capped as follows:

[math]\displaystyle{ \text{Evasion}_\text{pre-cap} }[/math] [math]\displaystyle{ \text{Evasion}_\text{cap} }[/math]
≤ 40 [math]\displaystyle{ \text{Evasion}_\text{pre-cap} }[/math]
≥ 40 & ≤ 65 [math]\displaystyle{ \lfloor 40 + 3\sqrt{\text{Evasion}_\text{pre-cap} - 40} \rfloor }[/math]
≥ 65 [math]\displaystyle{ \lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor }[/math]
Post-cap

Capped evasion is then modified by post-cap modifiers:

[math]\displaystyle{ \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]
With
  • [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] the Searchlight SearchlightsSearchlight
    Type 96 150cm Searchlight
    evasion penalty. It is 0.2 for any ship equipped with a searchlight (even if not triggered) and 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{sonar} }[/math] the Evasion gained from SONAR Sonars' Improvements, that only applies to opening and closing torpedo attacks. It is 0 otherwise.
    • [math]\displaystyle{ \text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar} }[/math]
  • [math]\displaystyle{ \text{Mod}_\text{CA} }[/math] the CA/CAV night battle evasion bonus. It is 5 for CA(V) during Night Battles and 0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{DD} }[/math] the DD night battle evasion bonus. If the DD is equipped with a Surface RADARSurface Surface Radar AND a Lookout Skilled LookoutSkilled Lookouts
    Torpedo Squadron Skilled Lookouts
    , then it is 10.
  • [math]\displaystyle{ \text{Mod}_\text{fuel} }[/math] the remaining fuel penalty:
    • [math]\displaystyle{ \text{Mod}_\text{fuel} = 75 - \text{Fuel} }[/math]
    • If fuel is above 75%, the penalty is 0.
    • The penalty is an integer and not a percentage.
Remaining Fuel Penalty
Battle #[2] Remaining Fuel Penalty
2nd Battle 80% 0
3rd Battle 60% 15
4th Battle 40% 35
5th Battle 20% 55
6th+ Battle 0% 75
  1. https://twitter.com/Divinity_123/status/1680199577989685251
  2. This only takes into account normal day battles. Special nodes have different resource consumption.
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 Underway ReplenishmentUnderway 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),
    • 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.

Special Cases

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.

It is called [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] in the accuracy formulas above.

[math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math][1]
Shelling Phase and Night Battle
Fleet Position Non-DD DD (normal map) DD (event)
1 0.95 0.95 0.95
2
3 0.8 0.6
4
5 0.86 0.69 0.52
6 0.8 0.64 0.48
7 0.7 - <0.4
Torpedo Phase
1 0.9 0.9 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 - ?
ASW
?

Debuffs

During Events, some Debuffs have been measured to give some additional bonuses of Accuracy Accuracy 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 Armor Arctic Camouflage (+ Arctic Equipment)Arctic Camouflage (+ Arctic Equipment) gives:

  • 3 Armor Armor (non-stacking),
  • Some Evasion Evasion.

Sources: [3] [4]

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 [5].

PT boats

Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13][14]
1 1.3 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
    Special Type 4 Amphibious Tank Kai
    bonus does not stack with the Landing Craft Armed BoatsSoukoutei (Armored Boat Class)
    Armed Daihatsu
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

See Also