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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.
Currently, there are three known purposes for Line of Sight (LoS):
 
* Increasing success rate in the detection phase, which allows participation in aerial combat.
 
* A higher '''Fleet total LoS''' (FLoS) [[Artillery_Spotting#Trigger_Chance|positively correlates]] with the trigger chance of [[Combat#Combat_Equipment_Setups|artillery spotting]] for a ship's double/cut-in attack in day battle. Fleet total LoS is simply the summation of all LoS stats from your ships, including bonus from the equipment.
 
* '''Effective LoS '''(ELoS), which allows the fleet to reach a specific node (usually a pre-boss or boss node) instead of being diverted to a dead end. Effective LoS is employed in special maps, such as [[Events|event maps]] and extra operations maps ([[World 2#2-5|2-5]], [[World_3#3-5|3-5]]).
 
* There are special formula being used to calculate ELoS. As a general consensus, LoS bonus from equipment (esp. recon planes) are more important than individual ship's LoS stats.
 
  
 +
For details on the LoS {{LOS}} stat, please see [[Stats#Line of Sight|Stats]].
 +
 +
=Calculating LoS=
 
===Formula 33===
 
===Formula 33===
Similar to the New Fall Simplified formula, but reportedly more accurate. Using this model, a value of 31 eLoS would guarantee failing the 2-5 LoS check, while a value of 33 eLoS would succeed 100% of the time. 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 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}
 +
|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.
 +
*<math>C_{e}</math> the equipment multiplier (see bellow),
 +
*<math>S_{e}</math> the displayed LoS value of the equipment, excluding visible fit bonus,
 +
*<math>S_e^{\star}</math> the equipment's [[Improvement]] {{Star}} bonus to equipment LoS (see <math>C_l^{\star}</math> bellow),
 +
*<math>C_e^{\star}</math> is the improvement modifier of the equipment, ''see table bellow.
 +
*<math>\bigstar_e</math> is the improvement level {{star}} of the equipment.
 +
*<math>Q</math> the HQ level modifier, varying depending on the map:
 +
** '''0.35''' on [[5-2]] and [[6-3]].
 +
** '''0.4''' otherwise.
 +
*<math>HQ_\text{Lv}</math> the HQ level.
 +
 
 +
*<math>M</math> the number of empty ship slots in the fleet:
 +
**'''0''' for 6 ships fleet,
 +
**'''+1''' increase per missing ship,
 +
***This value can increase mid-sortie if a ship is ''sunk'' or ''[[Evacuation|evacuated]]''.
 +
**'''-1''' for a full [[Striking Force Fleet]] (7 ships).
 +
|Notes=Equipment LoS weight more than ship LoS.
 +
}}
 +
 
 +
===Equipment Types===
 +
{|class="wikitable" style="text-align:center"
 +
!colspan=2|Equipment type
 +
!width=50px|<math>C_{e}</math>
 +
!width=50px|<math>C_e^{\star}</math>
 +
|-
 +
!{{SPR}}!![[SPR|Seaplane Recons]]
 +
|1.2
 +
|1.2
 +
|-
 +
!{{SPB}}!![[SPB|Seaplane Bombers]]
 +
|1.1
 +
|1.1
 +
|-
 +
!{{YellowPlane}}!![[Carrier Recon]]s
 +
|1
 +
|1.2
 +
|-
 +
!{{BluePlane}}!![[Torpedo Bomber]]s
 +
|0.8
 +
|rowspan=5|0
 +
|-
 +
!{{GreenPlane}}!![[Fighter]]
 +
|rowspan=17|0.6
 +
|-
 +
!{{RedPlane}}!![[Dive Bomber]]s
 +
|-
 +
!{{SeaplaneFighter}}!![[SPF|Seaplane Fighters]]
 +
|-
 +
!{{ASWPlane}}!![[Liaison Aircraft]]
 +
|-
 +
!{{LargeFlyingBoat}}!![[LFB|Large Flying Boats]]
 +
|1.2
 +
|-
 +
!{{Small Radar}}!![[Small Radar]]s
 +
|1.25
 +
|-
 +
!{{Large Radar}}!![[Large Radar]]s
 +
|1.4
 +
|-
 +
!{{Sonar}}!![[Sonar]]s
 +
|rowspan=10|0
 +
|-
 +
!{{Searchlight}}!![[:Category:Searchlights|Searchlights]]
 +
|-
 +
!{{SurfaceShipPersonnel}}!![[:Category:Surface Ship Personnel|Skilled Lookouts]]
 +
|-
 +
!{{Aviation Personnel}}!![[:Category:Aviation Personnel|Aviation Personnel]]
 +
|-
 +
!{{CommandFacility}}!![[:Category:Command Facilities|Command Facilities]]
 +
|-
 +
!{{SubmarineRadar}}!![[:Category:Submarine Equipment|Submarine Equipment]]
 +
|-
 +
!{{Landing Craft}}!![[Landing Craft]]
 +
|-
 +
!{{Minisub}}!![[Midget Submarine]]s
 +
|-
 +
!{{RedGunLight}}!![[Small Caliber Main Gun]]s
 +
|}
 +
Other equipment types are speculated to be:<ref>Default based on Vita datamine</ref>
 +
*<math>C_{e}=0.6</math>
 +
*<math>C_e^{\star}=0</math>
 +
 
 +
===Equipment LoS weighting modifier===
 +
* Also known as node factor.
 +
* Depending on the map, equipment is weighted with more importance.
 +
* It is denoted as C<sub>n</sub> in the formula.
 +
* See the [[#Estimated LoS|table below]] for C<sub>n</sub> values used by each map.
 +
* Ship LoS is less effective in those maps with higher equipment weight modifiers.
 +
 
 +
===Estimated LoS===
 +
''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.''
  
<math>
+
{|class="wikitable" style="text-align: center"
\begin{align}
+
!Map!!C<sub>n</sub>!!Origin Node!!Lower Threshold!!Upper Threshold!!Destination Node!!Fail Destination!!Notes
\phi &= \sum_{s \in \text{Ships}} \sqrt{L_s} + C_{n} \sum_{l \in \text{Slots}}C_{l} ( S_{l} + S_l^{\star} ) - \lceil 0.4 H \rceil + 2M \\
+
|-
S_l^{\star} &= C_l^{\star} \cdot \sqrt{\bigstar_l}
+
![[1-6]]
\end{align}
+
| 3|| M|| 29.7|| 159.6|| J||L
</math>
+
|Not meeting composition requirements also routes to L.
 +
|-
 +
!rowspan=3| [[2-5]]
 +
|rowspan=3| 1
 +
| G|| 37.3|| 87.8|| L||K
 +
|-
 +
| I|| 31.2|| 59.4|| O|| H
 +
|-
 +
| J|| 42.4|| 91.2|| O|| H
 +
|-
 +
!rowspan=2| [[3-5]]
 +
|rowspan=2| 4
 +
| G|| 24|| 337|| K|| I
 +
|-
 +
| H|| 39.1|| 321.4|| K|| J
 +
|-
 +
!rowspan=2| [[7-2]]
 +
| ??|| E|| -32.1|| 136.5|| G||F
 +
| Appears to be fixed routing based on composition but still plays the LoS routing animation.
 +
|-
 +
| 4|| I|| 66.1|| 294.5|| M|| L
 +
|-
 +
!rowspan=3| [[7-4]]
 +
| ??|| G|| ??|| ??|| L||F
 +
|-
 +
| ??|| E|| ??|| ??|| K/P||L
 +
|Not meeting composition requirements also routes to L.
 +
|-
 +
| 4|| M|| 50?|| ??|| O||N
 +
|Not meeting composition requirements also routes to N or P.
 +
|-
 +
!rowspan=2| [[7-5]]
 +
|rowspan=2|4 || O|| 57|| ??|| M||L
 +
|-
 +
| P|| 58|| ??|| T/R||S
 +
|Composition determines the T/R route.
 +
|-
 +
!rowspan=3| [[4-5]]
 +
|rowspan=2| 2
 +
| K|| 64.8|| 146.5|| T|| L
 +
|-
 +
| Q|| 62|| 167|| N/O|| P
 +
| '''Low number of reports.'''
 +
|-
 +
| ??|| O|| 62|| 167|| T|| N
 +
| Appears to be fixed routing based on composition but still plays the LoS routing animation.
 +
|-
 +
!rowspan=2| [[5-2]]
 +
|rowspan=2| 2
 +
| F|| 64|| 147|| O|| H
 +
|-
 +
| L|| 73.8|| 81|| K|| N
 +
| '''Low number of reports.'''
 +
|-
 +
!rowspan=2| [[5-4]]
 +
|rowspan=2| 2
 +
| L|| 57|| 185|| P|| N
 +
|-
 +
| M|| 42.3|| 150.1|| P|| O
 +
|-
 +
!rowspan=2| [[5-5]]
 +
|rowspan=2| 2
 +
| O|| 63.8|| 134.5|| S|| R
 +
|-
 +
| P|| 74.4|| 167.7|| S|| Q
 +
|-
 +
!rowspan=3| [[6-1]]
 +
|rowspan=3| 4
 +
| G|| 16.7|| 218.1|| H|| I
 +
|-
 +
| H<br>(With [[AS]])|| 25.4|| 201.4
 +
|rowspan=2| K
 +
|rowspan=2| E
 +
|-
 +
| H<br>(Without [[AS]])|| 23.3|| 218.1
 +
|-
 +
!rowspan=3| [[6-2]]
 +
|rowspan=3| 3
 +
| E|| 46|| 179.8|| J|| I
 +
|-
 +
| H|| 42.8|| 42.8|| K|| G
 +
| '''Low number of reports.'''
 +
|-
 +
| I|| 35.7|| 205.8|| K|| G
 +
|-
 +
![[6-3]]
 +
| 3|| E|| 19.4|| 180|| G|| F
 +
| Routing is heavily influenced by composition as well.
 +
|-
 +
!rowspan=2| [[6-5]]
 +
| 3|| G|| 56.3|| 196.2|| M|| K
 +
|-
 +
| ??|| J|| 37.2|| 193|| M|| L
 +
| Appears to be fixed routing based on composition but still plays the LoS routing animation.
 +
|}
 +
 
 +
=FAQ=
 +
 
 +
'''Q: Why do I keep getting offrouted?'''
 +
 
 +
'''A:''' Double check that your fleet LoS according to relevant formula meets the LoS threshold for the map. Viewers such as KanColle Command Center Kai, Poi Viewer, KCANotify, KanColle Viewer and Electronic Observer can calculate your fleet's LoS easily for you. 
  
*<math>L_s</math> is the ship's base LoS
 
*<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. For example, in 6-2, the node factor of C<sub>n</sub> = 3 means that equipment is 3 times as important compared to the original formula (as tested in 6-2-F/H). See following section for more details.
 
*<math>C_{l}</math> is the equipment multiplier:
 
**Carrier-Based Fighter: 0.6
 
**Carrier-Based Dive Bomber: 0.6
 
**Carrier-Based Torpedo Bomber: 0.8
 
**Carrier-Based Reconnaissance Aircraft: 1
 
**Reconnaissance Seaplane: 1.2
 
**Seaplane Bomber: 1.1
 
**Small Radar: 0.6
 
**Large Radar: 0.6
 
**ASW Patrol Aircraft: 0.6
 
**Searchlight (Small and Large): 0.6
 
**Fleet Command Facility: 0.6
 
**SCAMP: 0.6
 
**Skilled Lookouts: 0.6
 
**Sonar: 0.6
 
**Large Flying Boat: 0.6
 
**Seaplane Fighter: 0.6
 
*<math>S_{l}</math> is the displayed LoS value of the equipment
 
*<math>S_l^{\star}</math> is the equipment's improvement bonus to eLoS
 
**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.
 
***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)
 
*<math>H</math> is the HQ level. The ceil operation means that the value is rounded up every 2.5 HQ levels.
 
*<math>M</math> is an additional variable representing the number of empty ship slots in your fleet. For instance, if your fleet contains only 2 ships, <math>M</math> would be 4 and thus <math>2M</math> would yield 8.
 
**It is unknown whether this value increases mid-sortie if a ship disappears from your fleet (e.g. sinking).
 
  
====Equipment LoS weighting modifier====
+
'''Q: How do I increase my LoS?'''
*Also known as node factor
 
*In some maps, weighting of equipment would be higher than that others.
 
*It is represented as C<sub>n</sub> in the formula.
 
*For all tested nodes, C<sub>n</sub> for 2-5 is 1, for 3-5 and 6-1 are 4, for 6-2 and 6-3 are 3.
 
**That mean equipment LoS are 3 times more important in 6-2 and 6-3 compare to 2-5 and four time as important in 3-5 and 6-1.
 
**In other words, ship LoS are less effective in those maps with higher equipment weighting modifier.
 
*In 2-5, F33(C<sub>n</sub>=1) have to be larger than 31 to have a chance to enter boss and 33 to guarantee boss entry.
 
*In 6-2, F33(C<sub>n</sub>=3) have to be less than 43 to guarantee F>H and more than 40 to guarantee H>K
 
  
 +
'''A:''' Reconnaissance seaplanes are the fastest way to raise LoS. The other easy way is to stack radars. Upgrades to reconnaissance seaplanes are also a good way to increase LoS when slots are limited. It is not recommended to stack carrier-based recons or seaplane bombers because too many can compromise the combat ability of your fleet.
 +
Another way is to level your ships. Because LoS increases as you level, marrying your ships means their LoS stat can go even higher.
  
== Effective Line of Sight (old formula) ==
 
* '''OUTDATED AND SHOULD NOT BE USED'''
 
* Effective LoS = Recon LoS×2 + Radar LoS + √(Fleet total LoS - Recon LoS - Radar LoS). This is the formula used since Spring 2014 event; in 2-5, 3-5 boss node, and any node with the seaplane-searching animation.
 
* '''Due to the formula, recon planes will contribute more to effective LoS than radars. For the purposes of fulfilling effective LoS, avoid using radars that do not give at least +10 LoS. '''
 
* You can make an exception to the above if your ships require other equipment for more damage, in which case you can make a DD/[[Yuubari]] a radar 'mule' to contribute to LoS by stacking radars.
 
* <s>ONLY Recon planes' (yellow & seaplanes) LoS values are doubled. LoS from carrier-based bomber planes (red & blue) are not doubled, but in fact square rooted. Avoid doubling dive bomber and torpedo bomber LoS values when calculating LoS.</s> [It is currently uncertain whether LOS from bombers contribute to Recon LOS (x2) or Fleet LOS (sqrt). Testing required.]
 
* ''You know you fulfilled the LoS requirement if you see a short animation with a seaplane flying to the node and back to your ship icon, plus the flagship's image appearing on-screen. Otherwise, you will be diverted off-course to a dead end without the animation playing.''
 
  
5:06-5:11 of this video here shows what the animation looks like: http://www.youtube.com/watch?v=J-x1tNuCeSE
+
'''Q: I had enough LoS, how did I get off routed?'''
* You can have a high''' total '''LoS and still fail the '''''effective LoS''''' requirement. '''<u>Do not use the total LoS as a guide.</u>'''
 
  
* If you have trouble reaching LoS requirements, take a look at the sortie page (for 2-5, 3-5) or other players' reports (for event maps) and adjust your equipment accordingly
+
'''A:''' Planes that are wiped out no longer contribute to LoS. If you were depending on bombers to hit the LoS threshold, you can fall under the threshold when encountering heavy enemy anti-air.
=== (Events) Variations in effective LoS between players ===
 
During the Summer 2014 event, there were many player reports where players of similar HQ levels have differing effective LoS requirements, leading to confusion among many players. This hinted to a ''possibility'' that effective LoS scales to level. Do not be surprised if you level up or reach the next HQ bracket (e.g. HQ lvl 60-99, 100+) and fail to reach boss node when you did reach the node the previous sortie.
 
  
== Effective Line of Sight (new formula) ==
+
=See Also=
*'''DEPRECATED, RECOMMENDED NOT TO USE'''
 
With the advent of the 2014 Fall Event a new formula for Effective LoS has been devised to account for inconsistencies of the old formula. ([http://wikiwiki.jp/kancolle/?%C6%EE%C0%BE%BD%F4%C5%E7%B3%A4%B0%E8#area5 Source 1]) ([http://ch.nicovideo.jp/biikame/blomaga/ar663428 Source 2])
 
* Effective LoS = Dive Bomber LoS x (1.04) + Torpedo Bomber LoS x (1.37) + Carrier-based Recon Plane LoS x (1.66) + Recon Seaplane LoS x (2.00) + Seaplane Bomber LoS x (1.78) + Small Radar LoS x (1.00) + Large Radar LoS x (0.99) + Searchlight LoS x (0.91) + √(base LoS of each ship) x (1.69) + (HQ Lv. rounded up to the next multiple of 5) x (-0.61)
 
* √(base LoS of each ship) x (1.69) = Calculate the square root of each ship's LoS (base value without any equipment) separately, then add the values together and multiply by 1.69
 
* Regarding the HQ Level: For example, if your HQ Lv. is 101~105, use 105. If it's 106~110, use 110. And so on.
 
Excel file that calculates the fleet's LOS for you: http://1drv.ms/1IlzXGX (courtesy of [[User:Kouma231|Kouma231]])
 
<br>
 
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 09:46, 14 March 2024

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.

For details on the LoS Line of Sight stat, please see Stats.

Calculating LoS

Formula 33

Formula 33, sometimes referred to as F33 is the most accurate "Fleet LoS" calculation formula known. It is described as follows[1]:

LoS Formula 33
[math]\displaystyle{ \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} }[/math]
With
  • [math]\displaystyle{ Ship_\text{LoS} }[/math] the ship's base LoS Line of Sight.
    • Total LoS Line of Sight of visible fit bonuses should be added to this part, unlike equipment improvement bonuses.
  • [math]\displaystyle{ C_{n} }[/math] the Node factor, it represents the weighting of the formula that is known to vary across different maps and nodes. See following section for more details.
  • [math]\displaystyle{ C_{e} }[/math] the equipment multiplier (see bellow),
  • [math]\displaystyle{ S_{e} }[/math] the displayed LoS value of the equipment, excluding visible fit bonus,
  • [math]\displaystyle{ S_e^{\star} }[/math] the equipment's Improvement Improved bonus to equipment LoS (see [math]\displaystyle{ C_l^{\star} }[/math] bellow),
  • [math]\displaystyle{ C_e^{\star} }[/math] is the improvement modifier of the equipment, see table bellow.
  • [math]\displaystyle{ \bigstar_e }[/math] is the improvement level Improved of the equipment.
  • [math]\displaystyle{ Q }[/math] the HQ level modifier, varying depending on the map:
    • 0.35 on 5-2 and 6-3.
    • 0.4 otherwise.
  • [math]\displaystyle{ HQ_\text{Lv} }[/math] the HQ level.
  • [math]\displaystyle{ M }[/math] the number of empty ship slots in the fleet:
    • 0 for 6 ships fleet,
    • +1 increase per missing ship,
      • This value can increase mid-sortie if a ship is sunk or evacuated.
    • -1 for a full Striking Force Fleet (7 ships).
Notes
  • Equipment LoS weight more than ship LoS.

Equipment Types

Equipment type [math]\displaystyle{ C_{e} }[/math] [math]\displaystyle{ C_e^{\star} }[/math]
Reconnaissance SeaplaneRecon Seaplane Recons 1.2 1.2
Seaplane BomberBomber Seaplane Bombers 1.1 1.1
Reconnaissance Aircraft Carrier Recons 1 1.2
Torpedo Bomber Torpedo Bombers 0.8 0
Fighter Fighter 0.6
Dive Bomber Dive Bombers
Seaplane Fighter Seaplane Fighters
Liaison Aircraft Liaison Aircraft
Large Flying Boat Large Flying Boats 1.2
Small RADARSmall Small Radars 1.25
Large RADARLarge Large Radars 1.4
SONAR Sonars 0
Searchlight Searchlights
Lookout Skilled Lookouts
Aviation Personnel Aviation Personnel
Command Facility Command Facilities
Submarine Equipment Submarine Equipment
Landing Craft Landing Craft
Midget SubmarineMinisub Midget Submarines
Small Caliber Main Gun Small Caliber Main Guns

Other equipment types are speculated to be:[2]

  • [math]\displaystyle{ C_{e}=0.6 }[/math]
  • [math]\displaystyle{ C_e^{\star}=0 }[/math]

Equipment LoS weighting modifier

  • Also known as node factor.
  • Depending on the map, equipment is weighted with more importance.
  • It is denoted as Cn in the formula.
  • See the table below for Cn values used by each map.
  • Ship LoS is less effective in those maps with higher equipment weight modifiers.

Estimated LoS

Data sourced from 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.

Map Cn Origin Node Lower Threshold Upper Threshold Destination Node Fail Destination Notes
1-6 3 M 29.7 159.6 J L Not meeting composition requirements also routes to L.
2-5 1 G 37.3 87.8 L K
I 31.2 59.4 O H
J 42.4 91.2 O H
3-5 4 G 24 337 K I
H 39.1 321.4 K J
7-2 ?? E -32.1 136.5 G F Appears to be fixed routing based on composition but still plays the LoS routing animation.
4 I 66.1 294.5 M L
7-4 ?? G ?? ?? L F
?? E ?? ?? K/P L Not meeting composition requirements also routes to L.
4 M 50? ?? O N Not meeting composition requirements also routes to N or P.
7-5 4 O 57 ?? M L
P 58 ?? T/R S Composition determines the T/R route.
4-5 2 K 64.8 146.5 T L
Q 62 167 N/O P Low number of reports.
?? O 62 167 T N Appears to be fixed routing based on composition but still plays the LoS routing animation.
5-2 2 F 64 147 O H
L 73.8 81 K N Low number of reports.
5-4 2 L 57 185 P N
M 42.3 150.1 P O
5-5 2 O 63.8 134.5 S R
P 74.4 167.7 S Q
6-1 4 G 16.7 218.1 H I
H
(With AS)
25.4 201.4 K E
H
(Without AS)
23.3 218.1
6-2 3 E 46 179.8 J I
H 42.8 42.8 K G Low number of reports.
I 35.7 205.8 K G
6-3 3 E 19.4 180 G F Routing is heavily influenced by composition as well.
6-5 3 G 56.3 196.2 M K
?? J 37.2 193 M L Appears to be fixed routing based on composition but still plays the LoS routing animation.

FAQ

Q: Why do I keep getting offrouted?

A: Double check that your fleet LoS according to relevant formula meets the LoS threshold for the map. Viewers such as KanColle Command Center Kai, Poi Viewer, KCANotify, KanColle Viewer and Electronic Observer can calculate your fleet's LoS easily for you.


Q: How do I increase my LoS?

A: Reconnaissance seaplanes are the fastest way to raise LoS. The other easy way is to stack radars. Upgrades to reconnaissance seaplanes are also a good way to increase LoS when slots are limited. It is not recommended to stack carrier-based recons or seaplane bombers because too many can compromise the combat ability of your fleet. Another way is to level your ships. Because LoS increases as you level, marrying your ships means their LoS stat can go even higher.


Q: I had enough LoS, how did I get off routed?

A: Planes that are wiped out no longer contribute to LoS. If you were depending on bombers to hit the LoS threshold, you can fall under the threshold when encountering heavy enemy anti-air.

See Also