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− | =Introduction=
| + | 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. |
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− | 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. | |
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− | For a details on the LoS {{LOS}} stat, please see [[Stats#Line of Sight|Stats]].
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| + | For details on the LoS {{LOS}} stat, please see [[Stats#Line of Sight|Stats]]. |
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| =Calculating LoS= | | =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. |
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− | <math> | + | *<math>M</math> the number of empty ship slots in the fleet: |
− | \begin{align}
| + | **'''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 0.4 H \rceil + 2M \\
| + | **'''+1''' increase per missing ship, |
− | S_l^{\star} &= C_l^{\star} \cdot \sqrt{\bigstar_l}
| + | ***This value can increase mid-sortie if a ship is ''sunk'' or ''[[Evacuation|evacuated]]''. |
− | \end{align}
| + | **'''-1''' for a full [[Striking Force Fleet]] (7 ships). |
− | </math>
| + | |Notes=Equipment LoS weight more than ship LoS. |
| + | }} |
| | | |
− | *<math>L_s</math> is the ship's base LoS.
| + | ===Equipment Types=== |
− | *<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.
| + | {|class="wikitable" style="text-align:center" |
− | *<math>C_{l}</math> is the equipment multiplier:
| + | !colspan=2|Equipment type |
− | **Carrier-Based Fighter: 0.6
| + | !width=50px|<math>C_{e}</math> |
− | **Carrier-Based Dive Bomber: 0.6
| + | !width=50px|<math>C_e^{\star}</math> |
− | **Carrier-Based Torpedo Bomber: 0.8
| + | |- |
− | **Carrier-Based Reconnaissance Aircraft: 1
| + | !{{SPR}}!![[SPR|Seaplane Recons]] |
− | **Reconnaissance Seaplane: 1.2
| + | |1.2 |
− | **Seaplane Bomber: 1.1
| + | |1.2 |
− | **Small Radar: 0.6
| + | |- |
− | **Large Radar: 0.6
| + | !{{SPB}}!![[SPB|Seaplane Bombers]] |
− | **ASW Patrol Aircraft: 0.6
| + | |1.1 |
− | **Searchlight (Small and Large): 0.6
| + | |1.1 |
− | **Fleet Command Facility: 0.6
| + | |- |
− | **SCAMP: 0.6
| + | !{{YellowPlane}}!![[Carrier Recon]]s |
− | **Skilled Lookouts: 0.6
| + | |1 |
− | **Sonar: 0.6
| + | |1.2 |
− | **Large Flying Boat: 0.6
| + | |- |
− | **Seaplane Fighter: 0.6
| + | !{{BluePlane}}!![[Torpedo Bomber]]s |
− | *<math>S_{l}</math> is the displayed LoS value of the equipment.
| + | |0.8 |
− | *<math>S_l^{\star}</math> is the equipment's improvement bonus to eLoS. | + | |rowspan=5|0 |
− | **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)
| + | !{{GreenPlane}}!![[Fighter]] |
− | *<math>H</math> is your HQ level. The result is rounded up to the nearest whole number.
| + | |rowspan=17|0.6 |
− | *<math>M</math> is the number of empty ship slots in your fleet.
| + | |- |
− | **It is unknown whether this value increases mid-sortie if a ship disappears from your fleet (e.g. sinking).
| + | !{{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> |
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| ===Equipment LoS weighting modifier=== | | ===Equipment LoS weighting modifier=== |
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| * Depending on the map, equipment is weighted with more importance. | | * Depending on the map, equipment is weighted with more importance. |
| * It is denoted as C<sub>n</sub> in the formula. | | * It is denoted 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. | + | * See the [[#Estimated LoS|table below]] for C<sub>n</sub> values used by each map. |
− | ** This means equipment LoS is 3 times more important in 6-2 and 6-3 compared to 2-5 and 4 times as important in 3-5 and 6-1.
| + | * Ship LoS is less effective in those maps with higher equipment weight modifiers. |
− | ** Ship LoS is less effective in those maps with higher equipment weight modifiers.
| + | |
− | *In 2-5, F33(C<sub>n</sub>=1) have to be 31< to have a chance to enter boss and 33≤ to guarantee branching to the boss.
| + | ===Estimated LoS=== |
− | *In 6-2, F33(C<sub>n</sub>=3) have to be 43> to guarantee F>H and 40< to guarantee H>K.
| + | ''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" |
| + | !Map!!C<sub>n</sub>!!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. |
| + | |- |
| + | !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. |
| + | |} |
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| =FAQ= | | =FAQ= |
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| '''Q: Why do I keep getting offrouted?''' | | '''Q: Why do I keep getting offrouted?''' |