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Difference between revisions of "Line of Sight"

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* '''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]]).
 
* '''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.
 
* 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.
 +
 +
===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>:
 +
 +
<math>
 +
\begin{align}
 +
\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}
 +
\end{align}
 +
</math>
 +
 +
*<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====
 +
*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
 +
  
 
== Effective Line of Sight (old formula) ==
 
== 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.
 
* 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. '''
 
* '''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. '''
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== Effective Line of Sight (new formula) ==
 
== Effective Line of Sight (new formula) ==
 +
*'''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])
 
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)
 
* 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)

Revision as of 20:09, 9 February 2017

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) positively correlates with the trigger chance of 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 event maps and extra operations maps (2-5, 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.

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[1]:

[math]\displaystyle{ \begin{align} \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} \end{align} }[/math]

  • [math]\displaystyle{ L_s }[/math] is the ship's base LoS
  • [math]\displaystyle{ 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 Cn = 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]\displaystyle{ 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]\displaystyle{ S_{l} }[/math] is the displayed LoS value of the equipment
  • [math]\displaystyle{ S_l^{\star} }[/math] is the equipment's improvement bonus to eLoS
    • This is calculated by multiplying [math]\displaystyle{ 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]\displaystyle{ H }[/math] is the HQ level. The ceil operation means that the value is rounded up every 2.5 HQ levels.
  • [math]\displaystyle{ 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]\displaystyle{ M }[/math] would be 4 and thus [math]\displaystyle{ 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

  • Also known as node factor
  • In some maps, weighting of equipment would be higher than that others.
  • It is represented as Cn in the formula.
  • For all tested nodes, Cn 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(Cn=1) have to be larger than 31 to have a chance to enter boss and 33 to guarantee boss entry.
  • In 6-2, F33(Cn=3) have to be less than 43 to guarantee F>H and more than 40 to guarantee H>K


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.
  • 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. [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

  • You can have a high total LoS and still fail the effective LoS requirement. Do not use the total LoS as a guide.
  • 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

(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)

  • 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. (Source 1) (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 Kouma231)