Difference between revisions of "Accuracy, Evasion and Criticals"

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|-
 
|-
 
|
 
|
<math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math>
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1</math>
 +
|}
  
 
Where, the Capped Hit Rate <math>\left( \text{Hit}_\text{cap} \right)</math> is:
 
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>
 +
|}
  
<math>\text{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap}\right) \times \text{Morale}_\text{defender} \right)</math>
+
;With
 
 
 
* <math>\text{Accuracy}_\text{atk}</math> is the calculated accuracy of the attack. Please see [[#Accuracy|below]] for the various accuracy formulas.
 
* <math>\text{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.
 
* <math>\text{Evasion}_\text{post-cap}</math> is the calculated evasion of the defending ship. Please see [[#Evasion|below]] for the evasion formula.
Line 29: Line 33:
 
** The value is '''12''' for {{Double Chevron}} planes.
 
** The value is '''12''' for {{Double Chevron}} planes.
  
'''Hit Rate Caps'''
+
;Hit Rate Caps
 
+
By following this formula, the hit rate is:
There is a minimum and maximum hit rate in the game.
+
* '''10''' at minimum,
* The minimum of <math>\text{cap}_\text{min}\left(x\right)</math> '''is 10'''.
+
* '''96''' at maximum.
* The maximum of <math>\text{cap}_\text{max}\left(x\right)</math> '''is 96'''.
 
 
|}
 
|}
  
'''Notes:'''
+
;Notes
 
* Hit rate has an effective '''minimum of 11%''' and a '''maximum of 97%'''.
 
* Hit rate has an effective '''minimum of 11%''' and a '''maximum of 97%'''.
 
* Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
 
* Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
Line 43: Line 46:
 
==Critical Hit Rate==
 
==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 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
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
|Title=Critical Rate
!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"
<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</math>
+
!colspan=2{{!}}<math>{Mod}_\text{type}</math>
 
+
{{!}}-
With:
 
* <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 type
 
!Attack modifier
 
!Attack modifier
|-
+
{{!}}-
|Shelling
+
{{!}}Shelling
|rowspan=2|1.3
+
{{!}}rowspan=2{{!}}1.3
|-
+
{{!}}-
|ASW
+
{{!}}ASW
|-
+
{{!}}-
|Torpedo
+
{{!}}Torpedo
|1.5
+
{{!}}1.5
|-
+
{{!}}-
|Airstrike
+
{{!}}Airstrike
|0
+
{{!}}0
|-
+
{{!}}-
|Night Battle<ref>Carrier Night Air Attacks (NB CVCI) use the night battle Mod.</ref>
+
{{!}}Night Battle<ref>Carrier Night Air Attacks (NB CVCI) use the night battle Mod.</ref>
|<math>1.5 + \text{Const}_\text{contact}</math>
+
{{!}}<math>1.5 + \text{Const}_\text{contact}</math>
|-
+
{{!}}-
|Shelling Support
+
{{!}}Shelling Support
|1.0
+
{{!}}1.0
|-
+
{{!}}-
|Airstrike Support
+
{{!}}Airstrike Support
|0.2<ref>Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version</ref>
+
{{!}}0.2<ref>Based on KanColle Kai datamine, unconfirmed if also 0 like regular Airstrike in browser version</ref>
|}
+
{{!}}}
 
* <math>\text{Const}_\text{contact}</math> the night contact constant from {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recons|link_category=Night Recon}}, its value depends on the {{Hit}} stat of the {{Night Recon}} if night contact is triggered, and '''0''' otherwise,
 
* <math>\text{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"
+
{{{!}}class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
!colspan=2|<math>\text{Const}_\text{contact}</math>
+
!colspan=2{{!}}<math>\text{Const}_\text{contact}</math>
|-
+
{{!}}-
 
!{{Hit}}
 
!{{Hit}}
 
!Contact constant
 
!Contact constant
|-
+
{{!}}-
|1||0.07
+
{{!}}1{{!}}{{!}}0.07
|-
+
{{!}}-
|2||0.14
+
{{!}}2{{!}}{{!}}0.14
|}
+
{{!}}}
  
 
* <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]],
 
* <math>\text{Hit}_\text{cap}</math> the Hit Rate Cap defined [[#Hit Rate|above]],
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* <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details.
 
* <math>\text{Crit}_\text{proficiency}</math> the '''plane proficiency''' critical bonus. See ''[[Plane Proficiency#Critical Bonus|here]]'' for more details.
 
<references/>
 
<references/>
|}
+
}}
 
 
  
 
===Hit Rate & Critical Roll===
 
===Hit Rate & Critical Roll===
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!Torpedo Attacks
 
!Torpedo Attacks
 
!ASW <ref>https://twitter.com/Divinity_123/status/1453371971446743045</ref>
 
!ASW <ref>https://twitter.com/Divinity_123/status/1453371971446743045</ref>
!Night Battles
+
!Night Battles<ref>https://twitter.com/Divinity_123/status/1680199577989685251</ref>
 
|-
 
|-
 
|Line Ahead||1.0||1.0||1.0||1.0
 
|Line Ahead||1.0||1.0||1.0||1.0
Line 190: Line 187:
 
|Line Abreast||1.2||0.3||1.2||0.8
 
|Line Abreast||1.2||0.3||1.2||0.8
 
|-
 
|-
|Vanguard (Top)||0.8||0.7||1.0||?
+
|Vanguard (Top)||0.8||0.7||1.0||0.8
 
|-
 
|-
|Vanguard (Bottom)||1.2||0.9||1.1||?
+
|Vanguard (Bottom)||1.2||0.9||1.1||1.2
 
|-
 
|-
 
!Colspan=5|Exception
 
!Colspan=5|Exception
 
|-
 
|-
|Vanguard (Top) vs DD||{{ToolTip|0.88|0.8 * 1.1}}||{{ToolTip|0.84|0.7 * 1.2}}||N/A||?
+
|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||?
+
|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|-
 
|Double Line vs Line Abreast||rowspan=3|1.0||rowspan=3|-||rowspan=3|1.0||rowspan=3|-
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!Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 
!Colspan=5|Combined Fleet<ref>https://twitter.com/Divinity_123/status/1470001784009773057</ref>
 
|-
 
|-
|Combined Fleet Cruising Formation 1||?||?||1.25||?
+
|Combined Fleet Cruising Formation 1||0.9||?||1.25||?
 
|-
 
|-
|Combined Fleet Cruising Formation 2||1.0||1.0||?||1.0
+
|Combined Fleet Cruising Formation 2||1.0||1.0||?||0.9
 
|-
 
|-
|Combined Fleet Cruising Formation 3||0.8||0.4?||?||0.8
+
|Combined Fleet Cruising Formation 3||0.8||0.4?||?||0.7
 
|-
 
|-
|Combined Fleet Cruising Formation 4||1.1||1.2||?||1.1
+
|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.
 
* <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.
Line 232: Line 229:
 
|-
 
|-
 
|Red||0.5
 
|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>
 
|}
 
|}
  
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|
 
|
 
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} = \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} \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} \bigg\rfloor </math>
+
;With
 
 
With:
 
 
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
 
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
  
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| '''Combined Escort'''|| 75|| 75
 
| '''Combined Escort'''|| 75|| 75
 
|}
 
|}
 +
 +
* <math>\text{Mod}_\text{Amagiri}</math>is a bonus against [[PT boat]]:
 +
** '''65''' for {{Ship/Link|Amagiri/Kai Ni|Amagiri/Kai Ni D|text=Amagiri Kai Ni/D}}
 +
** '''35?''' for [[DD]] and [[DE]] adjacent to Amagiri Kai Ni/D.
 +
** '''0''' otherwise.
  
 
* <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.
 
* <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.
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|{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3
 
|{{RedAmmo}}{{RedGunHeavy}}{{YellowGun}}{{Radar}}||1.3
 
|}
 
|}
 
+
|-
 +
|
 
;Notes
 
;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 you better attack bonuses.
+
* 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.
* Unlike when calculating damage, the bonus applies to all targets.
+
* 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/>
 
|}
 
|}
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|
 
|
 
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"
<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>
+
|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{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
 
* <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
Line 405: Line 450:
 
|
 
|
 
This formula only applies to opening and closing torpedo attacks during day battles.
 
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{Accuracy}_\text{torpedo} = \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}</math>
+
;With
 
 
With:
 
 
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
 
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
  
Line 447: Line 493:
 
|
 
|
 
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} = \text{Acc}_\text{base}</math>
+
;With
 
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
 
* <math>\text{Acc}_\text{base}</math> the base accuracy value of the attack.
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center; margin:auto"
Line 479: Line 528:
 
|Player Escort||75||70<ref name="*"/>
 
|Player Escort||75||70<ref name="*"/>
 
|}
 
|}
 
+
|-
 +
|
 
;Notes
 
;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.
Line 490: Line 540:
 
|
 
|
 
This formula applies to all ASW attacks in the combat phase and support.
 
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{Accuracy}_\text{ASW} = \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}</math>
+
;With
 
 
With:
 
 
* <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only)
 
* <math>\text{Acc}_\bigstar</math> the {{Hit}} "ASW accuracy" given from [[Improvement]] ({{Sonar}} [[Sonar]] only)
 
* <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped.
 
* <math>\text{ASW}_\text{sonar}</math> the '''base''' ASW stat of any {{Small Sonar}} [[Small Sonar]]s equipped.
Line 500: Line 551:
 
* <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment.
 
* <math>\text{Mod}_\text{synergy}</math> the synergy bonus from equipping certain combinations of ASW equipment.
 
** Synergy bonus is either currently bugged or so small it cannot be tested.
 
** Synergy bonus is either currently bugged or so small it cannot be tested.
 
+
|-
 +
|
 
;Notes
 
;Notes
 
* The base {{Hit}} accuracy stat of the equipment is '''not''' included here.
 
* The base {{Hit}} accuracy stat of the equipment is '''not''' included here.
Line 512: Line 564:
 
|
 
|
 
This formula applies to '''all''' night battle attacks.  
 
This formula applies to '''all''' night battle attacks.  
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Accuracy}_\text{NB} = \bigg\lfloor \bigg( \text{Mod}_\text{contact} \times \Big( 69 + \text{Mod}_\text{star shell} \Big) + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \bigg) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{CI} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} \bigg\rfloor</math>
 +
|}
  
<math>\text{Accuracy}_\text{NB} = \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{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit}</math>
+
;With
 
 
With:
 
 
* <math>\text{Mod}_\text{contact}</math> the modifier of the Night contact, its value depends on the {{Hit}} stat of the {{Night Recon}} {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|Loire 130M|text=Night Recon|link_category=Night Recon}}.
 
* <math>\text{Mod}_\text{contact}</math> 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}}.
  
Line 528: Line 581:
 
|2||1.15
 
|2||1.15
 
|}
 
|}
* <math>\text{Mod}_\text{star shell}</math> being '''5.0''' if a {{StarShell}} {{EquipmentLink|Star Shell}} is triggered, '''0''' otherwise.
+
* <math>\text{Mod}_\text{star shell}</math> being '''5.0''' if a {{StarShell}} {{EquipmentLink|Star Shell}} or a [[Combat/Night_Battle#"New_Type"_Cut-ins|Night Zuiun CI]] is triggered, '''0''' otherwise.
 +
**The effects of the {{StarShell}} {{EquipmentLink|Star Shell}} and the [[Combat/Night_Battle#"New_Type"_Cut-ins|Night Zuiun CI]] '''do NOT''' stack.
 +
**Effects apply only after the [[Combat/Night_Battle#"New_Type"_Cut-ins|Night Zuiun CI]] triggered.
 +
 
 
* <math>\text{Mod}_\text{searchlight}</math> being '''7.0''' if a {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlight|link_category=Searchlight}} is triggered, '''0''' otherwise,
 
* <math>\text{Mod}_\text{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{special}</math> the night battle special attack modifier. See ''[[Night Battle]]'' for more details.
+
* <math>\text{Mod}_\text{CI}</math> the night battle special attack modifier. See ''[[Night Battle]]'' for more details.
** Multipliers for DD and carrier cut-ins are unknown.
+
** Multipliers for carrier cut-ins are unknown.
  
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
!colspan=3|<math>\text{Mod}_\text{special}</math>
+
!colspan=3|<math>\text{Mod}_\text{CI}</math>
 +
|-
 +
!colspan=3|"New" Cut-ins
 +
|-
 +
!Attack Type
 +
!Prerequisites
 +
!Accuracy<br>Modifier
 +
|-
 +
!style="background-color:#ff7f50; color:black" rowspan=4|Destroyer Cut-ins
 +
|{{TorpedoWeapon}}{{RedGunLight}}{{Surface Radar}}
 +
|1.1
 +
|-
 +
|{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}}
 +
|1.2~?
 +
|-
 +
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|1.37~?
 +
|-
 +
|{{TorpedoWeapon}}{{Drum}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|?
 +
|-
 +
!style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}{{Surface Radar}}
 +
|rowspan=4|1.02~1.11
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Surface Radar}}
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}
 +
|-
 +
!colspan=3|"Old" Cut-ins
 
|-
 
|-
 
!Attack Type
 
!Attack Type
Line 542: Line 629:
 
!style="background-color:#ff7f50; color:black"|Gun Cut-in
 
!style="background-color:#ff7f50; color:black"|Gun Cut-in
 
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
 
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
|2
+
|2<ref name="vita">From vita version, may have changed</ref>
 
|-
 
|-
 
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
 
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
|1.5
+
|1.5<ref name="vita"/>
 
|-
 
|-
 
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
 
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
Line 556: Line 643:
 
!style="background-color:#59f; color:black"|Torpedo Cut-in
 
!style="background-color:#59f; color:black"|Torpedo Cut-in
 
|{{TorpedoWeapon}}{{TorpedoWeapon}}
 
|{{TorpedoWeapon}}{{TorpedoWeapon}}
|1.65
+
|1.5
 
|-
 
|-
 
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
 
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
 
|{{TorpedoWeapon}}{{RedGunHeavy}}
 
|{{TorpedoWeapon}}{{RedGunHeavy}}
|1.5
+
|1.5<ref name="vita"/>
 
|-
 
|-
 
!style="background-color:gold; color:black" rowspan=3|Double Attack
 
!style="background-color:gold; color:black" rowspan=3|Double Attack
Line 570: Line 657:
 
|{{YellowGun}}{{YellowGun}}
 
|{{YellowGun}}{{YellowGun}}
 
|}
 
|}
 +
<references/>
 
|}
 
|}
  
Line 600: Line 688:
  
 
='''Evasion'''=
 
='''Evasion'''=
 +
 
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
 
Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:
 +
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
!Evasion
+
!colspan=2|Evasion
 
|-
 
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Pre-cap</div>
 
|
 
|
<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>
+
{|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>
 +
|}
  
With:
+
;With
 
* <math>\text{Evasion}_\text{ship}</math> the displayed evasion {{Evasion}} of the ship, '''including''' any equipment stats and [[Visible Bonus]]es.
 
* <math>\text{Evasion}_\text{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.
 
* <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]]
 
** 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:
 
The evasion is then capped as follows:
 
{|class="wikitable" style="text-align:center"
 
{|class="wikitable" style="text-align:center"
Line 623: Line 756:
 
| ≥ 65|| <math>\lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\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}_\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
 
 
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> the {{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlights}} evasion penalty. It is '''0.2''' for any ship equipped with a searchlight (even if not triggered) and '''1.0''' otherwise.
 
* <math>\text{Mod}_\text{sonar}</math> the {{Evasion}} gained from {{Sonar}} [[Sonar]]s' [[Improvement]]s, that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise.
 
* <math>\text{Mod}_\text{sonar}</math> the {{Evasion}} gained from {{Sonar}} [[Sonar]]s' [[Improvement]]s, that '''only applies to''' opening and closing torpedo attacks. It is '''0''' otherwise.
Line 662: Line 798:
 
* Evasion term can be '''negative''' with the fuel penalty.
 
* 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,
 
* 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 [[AO]] equipped with {{Supplies}} {{EquipmentLink|Underway Replenishment}} is a way to mitigate fuel penalties,
+
* 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,
 
* 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:
 
* As most ships are capable of reaching 65 {{Evasion}}, trying to increase evasion using pre-cap means has little to no effect, this includes:
Line 668: Line 804:
 
** [[Modernization#Luck Modernization|Luckmodding]] {{Luck}},
 
** [[Modernization#Luck Modernization|Luckmodding]] {{Luck}},
 
** Choosing a weaker formation with an evasion bonus (except for [[Vanguard]]).
 
** Choosing a weaker formation with an evasion bonus (except for [[Vanguard]]).
* Historical evasion exists but is not measured due to the limited-time nature of events.
+
* Historical evasion exists but is not always measured due to the limited-time nature of events.
  
 
='''Special Cases'''=
 
='''Special Cases'''=
Line 686: Line 822:
 
!colspan=4|<math>\text{Mod}_\text{vanguard}</math><ref>https://twitter.com/Divinity_123/status/1566375780380282882</ref>
 
!colspan=4|<math>\text{Mod}_\text{vanguard}</math><ref>https://twitter.com/Divinity_123/status/1566375780380282882</ref>
 
|-
 
|-
!colspan=4|Shelling Phase
+
!colspan=4|Shelling Phase and Night Battle
 
|-
 
|-
 
|Fleet Position
 
|Fleet Position
Line 732: Line 868:
 
|-
 
|-
 
!colspan=4|ASW
 
!colspan=4|ASW
|-
 
|colspan=4|''?
 
|-
 
!colspan=4|Night Battle
 
 
|-
 
|-
 
|colspan=4|''?
 
|colspan=4|''?
Line 757: Line 889:
 
*This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280].
 
*This idea comes from a misinterpretation of an ambiguous tweet by the devs [https://twitter.com/kancolle_staff/status/380238803090145280].
  
==PT Imps==
+
==[[PT boat]]s==
 
{{Anti-PT Imp Setups|uncollapsed=true}}
 
{{Anti-PT Imp Setups|uncollapsed=true}}
  

Latest revision as of 19:45, 27 March 2024

Combat Portal
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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 Recons 
     
     
    , its value depends on the   stat of the   if night contact is triggered, and 0 otherwise,
[math]\displaystyle{ \text{Const}_\text{contact} }[/math]
  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   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   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 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)
    1.35 ? 1 Ise-class Kai Ni 
 
only
Main Suisei Cut-in
(Suisei CI)
    1.3 ? 1
Main AP Shell Cut-in
(APCI)
     1.5 1.2 1
Secondary AP Shell Cut-in
(Sec APCI)
     1.3 1.3 1
Secondary Radar Cut-in
(Radar CI)
     1.2 1.5 1
Secondary Cut-in
(Sec CI)
    1.1 1.3 1
Double Attack
(DA)
    1.2 1.1 2
CVCI
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Note
Fighter-Bomber-Attacker
(FBA)
    1.25 1.2~1.3? 1
Bomber-Bomber-Attacker
(BBA)
    1.2 1.2~1.3? 1
Bomber-Attacker
(BA)
   1.15 1.2~1.3? 1
  • [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] the   AP Shells 
     
     
    accuracy modifier:
[math]\displaystyle{ \text{Mod}_\text{AP} }[/math]
Type Modifier
   1.1
    1.2
    1.25
     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   "ASW accuracy" given from Improvement (  Sonar only)
  • [math]\displaystyle{ \text{ASW}_\text{sonar} }[/math] the base ASW stat of any  Small 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 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   stat of the   Night Recon 
     
     
    .
[math]\displaystyle{ \text{Mod}_\text{contact} }[/math]
  Contact mod
1 1.1
2 1.15
  • [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] being 7.0 if a   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    Surface 1.1
  Surface  1.2~?
    1.37~?
    ?
Night Zuiun Cut-ins      Surface 1.02~1.11
    
    Surface
   
"Old" Cut-ins
Attack Type Prerequisites Accuracy
Modifier
Gun Cut-in     2[1]
Mixed Gun Cut-in     1.5[1]
Submarine Cut-ins  Sub_LM   ?
 Sub_LM  Sub_LM
Torpedo Cut-in    1.5
Mixed Torpedo Cut-in    1.5[1]
Double Attack    1.1
  
  
  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  /  Interceptors, the   and   stats are respectively "Anti-Bomber" and "Interception" and not   Accuracy and   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   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   Searchlights 
     
    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   gained from   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 Surface Radar AND a   Skilled Lookout 
     
    , 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   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  , trying to increase evasion using pre-cap means has little to no effect, this includes:
    • Increasing the   (e.g. with boilers, even if improved),
    • Luckmodding  ,
    • 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   and 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   Arctic Camouflage (+ Arctic Equipment)  gives:

  • 3 Armor   (non-stacking),
  • Some 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 Pack  & Schnellboot Imp Pack ) are "very small and fast".
  • All ship types suffer a severe   accuracy and   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   described bellow,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot 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/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 Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
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   Ka-Tsu Tanks 
     
    bonus does not stack with the   Armed Boats 
     
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

See Also