Changes

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=Introduction=
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This page is for "Effective Line of Sight" (ELoS), also called "Fleet LoS", as it pertains to branching requirements. Certain maps require the fleet to hit a certain LoS threshold in order to get routed to the boss or pre-boss. As a rule '''LoS from equipment is more important than ship LoS''' when determining ELoS.
 
  −
 
  −
This page is for Effective Line of Sight (ELoS) as it pertains to branching requirements. Certain maps require your fleet to hit a certain LoS threshold in order to get routed to the boss or pre-boss. As a rule '''LoS from equipment is more important than ship LoS''' when determining ELoS.
  −
 
  −
 
  −
For a details on the LoS {{LOS}} stat, please see [[Stats#Line of Sight|Stats]].
      +
For details on the LoS {{LOS}} stat, please see [[Stats#Line of Sight|Stats]].
    
=Calculating LoS=
 
=Calculating LoS=
 
===Formula 33===
 
===Formula 33===
Similar to the New Fall Simplified formula, but reportedly more accurate. It is described as follows<ref>http://ja.kancolle.wikia.com/wiki/%E3%83%9E%E3%83%83%E3%83%97%E7%B4%A2%E6%95%B5</ref>:
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Formula 33, sometimes referred to as F33 is the most accurate "Fleet LoS" calculation formula known. It is described as follows<ref>http://ja.kancolle.wikia.com/wiki/%E3%83%9E%E3%83%83%E3%83%97%E7%B4%A2%E6%95%B5</ref>:
 +
{{Formula
 +
|Title=LoS Formula 33
 +
|Math=\begin{align}
 +
\text{Fleet}_\text{LoS} &= \sum_{s \in \text{Ships} } \sqrt{Ship_\text{LoS} } + C_{n} \sum_{e \in \text{Equipment} }C_{e} ( S_{e} + S_e^{\star} ) - \lceil Q \times HQ_\text{Lv} \rceil + 2M \\
 +
S_e^{\star} &= C_e^{\star} \cdot \sqrt{\bigstar_e}
 +
\end{align}
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|Var=<math>Ship_\text{LoS}</math> the ship's base LoS {{LOS}}.
 +
**Total LoS {{LOS}} of [[Equipment Bonuses|visible fit bonuses]] should be added to this part, unlike equipment improvement bonuses.
 +
*<math>C_{n}</math> the Node factor, it represents the weighting of the formula that is '''known to vary''' across different maps and nodes. See [[Line_of_Sight#Equipment LoS weighting modifier|following section]] for more details.
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*<math>C_{e}</math> the equipment multiplier (see bellow),
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*<math>S_{e}</math> the displayed LoS value of the equipment, excluding visible fit bonus,
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*<math>S_e^{\star}</math> the equipment's [[Improvement]] {{Star}} bonus to equipment LoS (see <math>C_l^{\star}</math> bellow),
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*<math>C_e^{\star}</math> is the improvement modifier of the equipment, ''see table bellow.
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*<math>\bigstar_e</math> is the improvement level {{star}} of the equipment.
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*<math>Q</math> the HQ level modifier, varying depending on the map:
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** '''0.35''' on [[5-2]] and [[6-3]].
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** '''0.4''' otherwise.
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*<math>HQ_\text{Lv}</math> the HQ level.
   −
<math>
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*<math>M</math> the number of empty ship slots in the fleet:
\begin{align}
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**'''0''' for 6 ships fleet,
\phi &= \sum_{s \in \text{Ships}} \sqrt{L_s} + C_{n} \sum_{l \in \text{Slots}}C_{l} ( S_{l} + S_l^{\star} ) - \lceil QH \rceil + 2M \\
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**'''+1''' increase per missing ship,
S_l^{\star} &= C_l^{\star} \cdot \sqrt{\bigstar_l}
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***This value can increase mid-sortie if a ship is ''sunk'' or ''[[Evacuation|evacuated]]''.
\end{align}
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**'''-1''' for a full [[Striking Force Fleet]] (7 ships).
</math>
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|Notes=Equipment LoS weight more than ship LoS.
 +
}}
   −
*<math>L_s</math> is the ship's base LoS.
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===Equipment Types===
**Total LoS of visible fit bonus from specific equipment should be added to this part, unlike equipment improvement bonus.
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{|class="wikitable" style="text-align:center"
*<math>C_{n}</math> is the node factor, it represents the weighting of the formula that is '''known to vary''' across different maps and nodes. See [[Line_of_Sight#Equipment LoS weighting modifier|following section]] for more details.
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!colspan=2|Equipment type
*<math>C_{l}</math> is the equipment multiplier:
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!width=50px|<math>C_{e}</math>
**Carrier-Based Fighter: 0.6
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!width=50px|<math>C_e^{\star}</math>
**Carrier-Based Dive Bomber: 0.6
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|-
**Carrier-Based Torpedo Bomber: 0.8
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!{{SPR}}!![[SPR|Seaplane Recons]]
**Carrier-Based Reconnaissance Aircraft: 1
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|1.2
**Reconnaissance Seaplane: 1.2
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|1.2
**Seaplane Bomber: 1.1
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|-
**Small Radar: 0.6
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!{{SPB}}!![[SPB|Seaplane Bombers]]
**Large Radar: 0.6
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|1.1
**ASW Patrol Aircraft: 0.6
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|1.1
**Searchlight (Small and Large): 0.6
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|-
**Fleet Command Facility: 0.6
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!{{YellowPlane}}!![[Carrier Recon]]s
**SCAMP: 0.6
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|1
**Skilled Lookouts: 0.6
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|1.2
**Sonar: 0.6
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|-
**Large Flying Boat: 0.6
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!{{BluePlane}}!![[Torpedo Bomber]]s
**Seaplane Fighter: 0.6
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|0.8
*<math>S_{l}</math> is the displayed LoS value of the equipment, excluding visible fit bonus.
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|rowspan=5|0
*<math>S_l^{\star}</math> is the equipment's improvement bonus to eLoS.
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|-
**This is calculated by multiplying <math>C_l^{\star}</math>, the improvement multiplier of that equipment, with the square root of the equipment's improvement level.
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!{{GreenPlane}}!![[Fighter]]
***The improvement multiplier of Small Radars is 1.25, Large Radars is 1.4, Reconnaissance Seaplanes is 1.2, and Searchlight is 0 (that is, it receives no eLoS bonus when improved)
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|rowspan=17|0.6
*<math>Q</math> is the HQ level modifier. This varies depending on the map.
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|-
** It is 0.35 in 5-2 and 6-3.
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!{{RedPlane}}!![[Dive Bomber]]s
** Assume 0.4 otherwise.
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|-
*<math>H</math> is your HQ level. The result is rounded up to the nearest whole number.
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!{{SeaplaneFighter}}!![[SPF|Seaplane Fighters]]
*<math>M</math> is the number of empty ship slots in your fleet.
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|-
**This value will increase mid-sortie if a ship disappears from your fleet (e.g. sunk or retreated).
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!{{ASWPlane}}!![[Liaison Aircraft]]
**For Striking Force 7-ship fleet, this value will be -1.
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|-
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!{{LargeFlyingBoat}}!![[LFB|Large Flying Boats]]
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|1.2
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|-
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!{{Small Radar}}!![[Small Radar]]s
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|1.25
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|-
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!{{Large Radar}}!![[Large Radar]]s
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|1.4
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|-
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!{{Sonar}}!![[Sonar]]s
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|rowspan=10|0
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|-
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!{{Searchlight}}!![[:Category:Searchlights|Searchlights]]
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|-
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!{{SurfaceShipPersonnel}}!![[:Category:Surface Ship Personnel|Skilled Lookouts]]
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|-
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!{{Aviation Personnel}}!![[:Category:Aviation Personnel|Aviation Personnel]]
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|-
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!{{CommandFacility}}!![[:Category:Command Facilities|Command Facilities]]
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|-
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!{{SubmarineRadar}}!![[:Category:Submarine Equipment|Submarine Equipment]]
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|-
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!{{Landing Craft}}!![[Landing Craft]]
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|-
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!{{Minisub}}!![[Midget Submarine]]s
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|-
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!{{RedGunLight}}!![[Small Caliber Main Gun]]s
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|}
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Other equipment types are speculated to be:<ref>Default based on Vita datamine</ref>
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*<math>C_{e}=0.6</math>
 +
*<math>C_e^{\star}=0</math>
    
===Equipment LoS weighting modifier===
 
===Equipment LoS weighting modifier===
Line 61: Line 106:  
''Data sourced from [http://kc.piro.moe/nav/#/ TsunDB]. Values are the lowest and highest reported LoS for routing. Please note that there may be some margin of error due to random routing.''
 
''Data sourced from [http://kc.piro.moe/nav/#/ TsunDB]. Values are the lowest and highest reported LoS for routing. Please note that there may be some margin of error due to random routing.''
   −
{| class="wikitable" style="text-align: center;"
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{|class="wikitable" style="text-align: center"
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!Map!!C<sub>n</sub>!!Origin Node!!Lower Threshold!!Upper Threshold!!Destination Node!!Fail Destination!!Notes
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|-
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![[1-6]]
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| 3|| M|| 29.7|| 159.6|| J||L
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|Not meeting composition requirements also routes to L.
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|-
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!rowspan=3| [[2-5]]
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|rowspan=3| 1
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| G|| 37.3|| 87.8|| L||K
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|-
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| I|| 31.2|| 59.4|| O|| H
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|-
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| J|| 42.4|| 91.2|| O|| H
 
|-
 
|-
!style="text-align: center; border-style: solid; border-width: 1px;" |Map
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!rowspan=2| [[3-5]]
!style="text-align: center; border-style: solid; border-width: 1px;" |C<sub>n</sub>
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|rowspan=2| 4
!style="text-align: center; border-style: solid; border-width: 1px;" |Origin Node
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| G|| 24|| 337|| K|| I
!style="text-align: center; border-style: solid; border-width: 1px;" |Lower Threshold
  −
!style="text-align: center; border-style: solid; border-width: 1px;" |Upper Threshold
  −
!style="text-align: center; border-style: solid; border-width: 1px;" |Destination Node
  −
!style="text-align: center; border-style: solid; border-width: 1px;" |Notes
   
|-
 
|-
|[[1-6]]
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| H|| 39.1|| 321.4|| K|| J
| 3
  −
| M
  −
| 29.7
  −
| 159.6
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| J
  −
| Failing LoS or not meeting composition requirements routes to L.
   
|-
 
|-
|rowspan="3"| [[2-5]]
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!rowspan=2| [[7-2]]
|rowspan="3"| 1
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| ??|| E|| -32.1|| 136.5|| G||F
| G
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| Appears to be fixed routing based on composition but still plays the LoS routing animation.
| 37.3
  −
| 87.8
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| L
  −
| Failing LoS routes to K.
   
|-
 
|-
| I
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| 4|| I|| 66.1|| 294.5|| M|| L
| 31.2
  −
| 59.4
  −
| O
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| Failing LoS routes to H.
   
|-
 
|-
| J
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!rowspan=3| [[7-4]]
| 42.4
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| ??|| G|| ??|| ??|| L||F
| 91.2
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| O
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| Failing LoS routes to H.
   
|-
 
|-
|rowspan="2"| [[3-5]]
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| ??|| E|| ??|| ??|| K/P||L
|rowspan="2"| 4
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|Not meeting composition requirements also routes to L.
| G
  −
| 24
  −
| 337
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| K
  −
| Failing LoS routes to I.
   
|-
 
|-
| H
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| 4|| M|| 50?|| ??|| O||N
| 39.1
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|Not meeting composition requirements also routes to N or P.
| 321.4
  −
| K
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| Failing LoS routes to J.
   
|-
 
|-
|rowspan="2"| [[7-2]]
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!rowspan=2| [[7-5]]
| ??
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|rowspan=2|4 || O|| 57|| ??|| M||L
| E
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| -32.1
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| 136.5
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| G
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| Failing LoS routes to F. Appears to be fixed routing based on composition but still plays the LoS routing animation.
   
|-
 
|-
| 4
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| P|| 58|| ??|| T/R||S
| I
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|Composition determines the T/R route.
| 66.1
  −
| 294.5
  −
| M
  −
| Failing LoS routes to L.
   
|-
 
|-
|rowspan="3"| [[4-5]]
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!rowspan=3| [[4-5]]
|rowspan="2"| 2
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|rowspan=2| 2
| K
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| K|| 64.8|| 146.5|| T|| L
| 64.8
  −
| 146.5
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| T
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| Failing LoS routes to L.
   
|-
 
|-
| Q
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| Q|| 62|| 167|| N/O|| P
| 62
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| '''Low number of reports.'''
| 167
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| N/O
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| Failing LoS routes to P. '''Low number of reports.'''
   
|-
 
|-
| ??
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| ??|| O|| 62|| 167|| T|| N
| O
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| Appears to be fixed routing based on composition but still plays the LoS routing animation.
| 62
  −
| 167
  −
| T
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| Failing LoS routes to N. Appears to be fixed routing based on composition but still plays the LoS routing animation.
   
|-
 
|-
|rowspan="2"| [[5-2]]
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!rowspan=2| [[5-2]]
|rowspan="2"| 2
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|rowspan=2| 2
| F
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| F|| 64|| 147|| O|| H
| 64
  −
| 147
  −
| O
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| Failing LoS routes to H.
   
|-
 
|-
| L
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| L|| 73.8|| 81|| K|| N
| 73.8
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| '''Low number of reports.'''
| 81
  −
| K
  −
| Failing LoS routes to N. '''Low number of reports.'''
   
|-
 
|-
|rowspan="2"| [[5-4]]
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!rowspan=2| [[5-4]]
|rowspan="2"| 2
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|rowspan=2| 2
| L
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| L|| 57|| 185|| P|| N
| 57
  −
| 185
  −
| P
  −
| Failing LoS routes to N.
   
|-
 
|-
| M
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| M|| 42.3|| 150.1|| P|| O
| 42.3
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| 150.1
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| P
  −
| Failing LoS routes to O.
   
|-
 
|-
|rowspan="2"| [[5-5]]
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!rowspan=2| [[5-5]]
|rowspan="2"| 2
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|rowspan=2| 2
| O
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| O|| 63.8|| 134.5|| S|| R
| 63.8
  −
| 134.5
  −
| S
  −
| Failing LoS routes to R.
   
|-
 
|-
| P
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| P|| 74.4|| 167.7|| S|| Q
| 74.4
  −
| 167.7
  −
| S
  −
| Failing LoS routes to Q.
   
|-
 
|-
|rowspan="3"| [[6-1]]
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!rowspan=3| [[6-1]]
|rowspan="3"| 4
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|rowspan=3| 4
| G
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| G|| 16.7|| 218.1|| H|| I
| 16.7
  −
| 218.1
  −
| H
  −
| Failing LoS routes to I.
   
|-
 
|-
| H<br>(With [[AS]])
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| H<br>(With [[AS]])|| 25.4|| 201.4
| 25.4
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|rowspan=2| K
| 201.4
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|rowspan=2| E
|rowspan="2"| K
  −
|rowspan="2"| Failing LoS routes to E.
   
|-
 
|-
| H<br>(Without [[AS]])
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| H<br>(Without [[AS]])|| 23.3|| 218.1
| 23.3
  −
| 218.1
   
|-
 
|-
|rowspan="3"| [[6-2]]
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!rowspan=3| [[6-2]]
|rowspan="3"| 3
+
|rowspan=3| 3
| E
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| E|| 46|| 179.8|| J|| I
| 46
  −
| 179.8
  −
| J
  −
| Failing LoS routes to I.
   
|-
 
|-
| H
+
| H|| 42.8|| 42.8|| K|| G
| 42.8
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| '''Low number of reports.'''
| 42.8
  −
| K
  −
| Failing LoS routes to G. '''Low number of reports.'''
   
|-
 
|-
| I
+
| I|| 35.7|| 205.8|| K|| G
| 35.7
  −
| 205.8
  −
| K
  −
| Failing LoS routes to G.
   
|-
 
|-
|[[World_6#6-3|6-3]]
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![[6-3]]
| 3
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| 3|| E|| 19.4|| 180|| G|| F
| E
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| Routing is heavily influenced by composition as well.
| 19.4
  −
| 180
  −
| G
  −
| Failing LoS routes to F. Routing is heavily influenced by composition as well.
   
|-
 
|-
|rowspan="2"| [[World_6#6-5|6-5]]
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!rowspan=2| [[6-5]]
| 3
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| 3|| G|| 56.3|| 196.2|| M|| K
| G
  −
| 56.3
  −
| 196.2
  −
| M
  −
| Failing LoS routes to K.
   
|-
 
|-
| ??
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| ??|| J|| 37.2|| 193|| M|| L
| J
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| Appears to be fixed routing based on composition but still plays the LoS routing animation.
| 37.2
  −
| 193
  −
| M
  −
| Failing LoS routes to L. Appears to be fixed routing based on composition but still plays the LoS routing animation.
   
|}
 
|}
  
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