Changes

Added new formula for Effective LoS
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* '''Effective LoS''', 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 ([http://kancolle.wikia.com/wiki/World_2:_%E5%8D%97%E8%A5%BF%E8%AB%B8%E5%B3%B6%E6%B5%B7%E5%9F%9F#Stage_Guide_2 2-5], [http://kancolle.wikia.com/wiki/World_3:_%E5%8C%97%E6%96%B9%E6%B5%B7%E5%9F%9F#World_3-5_.E3.80.90Extra_Operation.E3.80.91_.E5.8C.97.E6.96.B9AL.E6.B5.B7.E5.9F.9F_Aleutian_Islands_Campaign 3-5]).
 
* '''Effective LoS''', 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 ([http://kancolle.wikia.com/wiki/World_2:_%E5%8D%97%E8%A5%BF%E8%AB%B8%E5%B3%B6%E6%B5%B7%E5%9F%9F#Stage_Guide_2 2-5], [http://kancolle.wikia.com/wiki/World_3:_%E5%8C%97%E6%96%B9%E6%B5%B7%E5%9F%9F#World_3-5_.E3.80.90Extra_Operation.E3.80.91_.E5.8C.97.E6.96.B9AL.E6.B5.B7.E5.9F.9F_Aleutian_Islands_Campaign 3-5]).
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== Effective Line of Sight ==
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== Effective Line of Sight (old formula) ==
 
* 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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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.
 
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.
 
[[Category:Game System]]
 
[[Category:Game System]]
[[Category:Game Mechanics]]
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== Effective Line of Sight (new formula)[[Category:Game Mechanics]] ==
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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])
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* 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)
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* √(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
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* 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.