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To judge whether the comp is good for ranking, and to measure the efficiency, the KC simulator will be used to gauge the value and put in the following table as reference data. While '''it is true that the simulator code is not 100% correct as the game code, simulator code might miss some modifier here and there, this is still the closest data to the game that we players can reference to'''. After all, having some close numbers that we can base our comps on is still better than measuring a comp efficiency without any numbers to back it up.
 
To judge whether the comp is good for ranking, and to measure the efficiency, the KC simulator will be used to gauge the value and put in the following table as reference data. While '''it is true that the simulator code is not 100% correct as the game code, simulator code might miss some modifier here and there, this is still the closest data to the game that we players can reference to'''. After all, having some close numbers that we can base our comps on is still better than measuring a comp efficiency without any numbers to back it up.
 
*Due to this reason, some of the numbers down here might not reflect the true rate in the game, but since they are the closest rate to the game we can get, it is still a good reference that we can use to estimate the true reality rate around the expected range in the table below.
 
*Due to this reason, some of the numbers down here might not reflect the true rate in the game, but since they are the closest rate to the game we can get, it is still a good reference that we can use to estimate the true reality rate around the expected range in the table below.
All the simulations are done with 10K samples. Probability variance might cause the rate to be a little off, but eventually they will end up at the expected value in the table with more samples.
+
All the simulations are done with 50K samples. Probability variance might cause the rate to be a little off, but eventually they will end up at the expected value in the table with more samples.
 
*To test the comp in the simulator yourself, please do as the following:
 
*To test the comp in the simulator yourself, please do as the following:
 
**Step 1. Download the kcsim file provided in the external link of any comp in the '''Map & Comp''' column.
 
**Step 1. Download the kcsim file provided in the external link of any comp in the '''Map & Comp''' column.
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!Average Bucket per run <ref name="Resource Consumption"/>
 
!Average Bucket per run <ref name="Resource Consumption"/>
 
!Ranking Points per run (per 100 runs) <ref name="S-Rank">Assuming S rank all nodes. Also, this is point gained per run (or 100 runs), not per hour, it might not reflect the real amount of point that can be earned in an hour.</ref> <ref name="100 Runs">Ranking point gained per 100 runs (shown in the parentheses) is calculated as '''ranking point gained per run X victory rate X 100'''. This also includes retreat, where the ranking point gained is considered lost as they are insignificant (i.e for map 6-3, it's 2.18 x 95.6% x 100 = 208.41 points per 100 runs).</ref>
 
!Ranking Points per run (per 100 runs) <ref name="S-Rank">Assuming S rank all nodes. Also, this is point gained per run (or 100 runs), not per hour, it might not reflect the real amount of point that can be earned in an hour.</ref> <ref name="100 Runs">Ranking point gained per 100 runs (shown in the parentheses) is calculated as '''ranking point gained per run X victory rate X 100'''. This also includes retreat, where the ranking point gained is considered lost as they are insignificant (i.e for map 6-3, it's 2.18 x 95.6% x 100 = 208.41 points per 100 runs).</ref>
!Rpt gained per resource used ratio <ref name="rptprsr">This is calculated as '''ranking point gained per run / Sum of fuel ammo steel and bauxite used per run'''. This column also displays number in 10E-3 unit to avoid leading zeroes. To get the correct value, you need to multiply it with 10<sup>-3</sup>.</ref>
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!Rpt gained per resource used ratio <ref name="rptprsr">This is calculated as '''ranking point gained per run / sum of fuel ammo steel and bauxite used per run'''. This column also displays number in '''10E-3''' unit to avoid leading zeroes. To get the correct value, you need to multiply it with 10<sup>-3</sup>.</ref>
 
!Notes
 
!Notes
 
|-
 
|-
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|'''[[7-5]] <br> 1CVL 1CL 2CAV 2DD''' [https://drive.google.com/file/d/1hf1TZ4jzInDqWviag4zdR8F7pMSQ34OY/view?usp=sharing]
 
|'''[[7-5]] <br> 1CVL 1CL 2CAV 2DD''' [https://drive.google.com/file/d/1hf1TZ4jzInDqWviag4zdR8F7pMSQ34OY/view?usp=sharing]
 
|style="background-color: #00FF00"|Low
 
|style="background-color: #00FF00"|Low
|95% / 95.7%
+
|97% / 97.3%
|4.3%
+
|style="background-color: #FFFF00"|2.7%
|style="background-color: #FF0000"|<font color="white">265{{Fuel}}<br>200{{Ammo}}<br>187{{Steel}}<br>85</font>{{Bauxite}}
+
|style="background-color: #FF0000"|<font color="white">258{{Fuel}}<br>203{{Ammo}}<br>171{{Steel}}<br>85</font>{{Bauxite}}
|style="background-color: #FF0000"|<font color="white">1.51</font> {{IR}}
+
|style="background-color: #FF0000"|<font color="white">1.43</font> {{IR}}
|style="background-color: #FFFF00"|2.15 ('''205.75''')
+
|style="background-color: #FFFF00"|2.15 ('''209.19''')
|style="background-color: #FF0000"|<font color="white">2.917</font>
+
|style="background-color: #FF0000"|<font color="white">2.998</font>
 
|style="text-align: left"|
 
|style="text-align: left"|
 
# <font color="red">'''Recommended to only rank post-clear here as CL {{Enemy/Link|Light_Cruiser_Tsu-Class|Light_Cruiser_Tsu-Class_Elite|text=Tsu-Class}} doesn't appear once the map is cleared, which helps reduce bauxite usage.'''</font>
 
# <font color="red">'''Recommended to only rank post-clear here as CL {{Enemy/Link|Light_Cruiser_Tsu-Class|Light_Cruiser_Tsu-Class_Elite|text=Tsu-Class}} doesn't appear once the map is cleared, which helps reduce bauxite usage.'''</font>
 
# {{Ship/Link|Yukikaze Kai Ni|text=Yukikaze K2}} and {{Ship/Link|Ryuuhou Kai Ni|Ryuuhou Kai Ni E|text=Ryuuhou K2/E}} are set to be '''sparkled since they are likely to get MVP during the sortie'''. Assuming you will alway sortie this fleet at 49 morale, it is also worth noting that '''if you manage to S-rank all preboss nodes, the entire fleet will be sparkled by the time you reached the boss node'''. The simulator currently doesn't apply sparkle for everyone else though so do expect the actual clear rate might be higher than the rate shown in the table.
 
# {{Ship/Link|Yukikaze Kai Ni|text=Yukikaze K2}} and {{Ship/Link|Ryuuhou Kai Ni|Ryuuhou Kai Ni E|text=Ryuuhou K2/E}} are set to be '''sparkled since they are likely to get MVP during the sortie'''. Assuming you will alway sortie this fleet at 49 morale, it is also worth noting that '''if you manage to S-rank all preboss nodes, the entire fleet will be sparkled by the time you reached the boss node'''. The simulator currently doesn't apply sparkle for everyone else though so do expect the actual clear rate might be higher than the rate shown in the table.
# This map also has historical bonus which is not applied by the simulator as the bonus is still being investigated (as of January 22). The rate shown in the table is calculated based on the raw damage of the shipgirls without any bonuses.''<br/><br/>
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# This map also has <font color="green">'''historical bonus'''</font> which can be checked in 7-5 page. In this comp, the bonus is applied for the following shipgirls:
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*{{Ship/Link|Yukikaze Kai Ni|text=Yukikaze}}: '''1.08x''' (Overworld), '''1x''' (Boss)
 +
*{{Ship/Link|Mogami Kai Ni Toku|text=Mogami}}: '''1.06x''' (Overworld), '''1.15x''' (Boss)
 +
<br/>
 
|-
 
|-
 
|style="text-align: left" colspan=9|<references/>
 
|style="text-align: left" colspan=9|<references/>
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|?
 
|?
 
|style="text-align: left"|{{Diamond}} A <br> {{LineAbreast}} B <br> {{LineAhead}} Other
 
|style="text-align: left"|{{Diamond}} A <br> {{LineAbreast}} B <br> {{LineAhead}} Other
|style="text-align: left"|<font color="red">CL {{Enemy/Link|Light_Cruiser_Tsu-Class|Light_Cruiser_Tsu-Class_Elite|text=Tsu-Class}} will disappear once the map is cleared.<br><br>HP gauge resets every month.</font><br><br>
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|style="text-align: left"|<font color="red">CL {{Enemy/Link|Light_Cruiser_Tsu-Class|Light_Cruiser_Tsu-Class_Elite|text='''Tsu-Class'''}} will disappear once the map is cleared.<br><br>HP gauge resets every month.</font><br><br>
 
|}
 
|}
 
</div>
 
</div>
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