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<math>\text{Accuracy}_\text{torpedo} = \left( 85 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math>
 
<math>\text{Accuracy}_\text{torpedo} = \left( 85 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale}</math>
  
* <math>\text{Mod}_\text{vanguard}</math> is an accuracy malus when the opposite fleet is in Vanguard formation. See ''[[#Vanguard Formation|below]]'' for more details
+
With:
* <math>\text{Attack}_\text{torp}</math> is the final basic torpedo attack power of the ship. See ''[[Damage_Calculations#Torpedo_Attacks|here]]'' for more details.
+
* <math>\text{Mod}_\text{vanguard}</math> an accuracy malus when the opposite fleet is in Vanguard formation. See ''[[#Vanguard Formation|below]]'' for more details
 +
* <math>\text{Attack}_\text{torp}</math> the final basic torpedo attack power of the ship. See ''[[Damage_Calculations#Torpedo_Attacks|here]]'' for more details.
 
** The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
 
** The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
 
** This means that engagement and damage state play a role in torpedo accuracy.
 
** This means that engagement and damage state play a role in torpedo accuracy.
* <math>\text{Mod}_\text{ship}</math> is the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above '''0'''.
+
* <math>\text{Mod}_\text{ship}</math> the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above '''0'''.
 
|}
 
|}
  

Revision as of 08:58, 8 January 2023

Accuracy, Evasion, and Criticals are three mechanics intertwined together, representing the ability of a ship to hit another one. The formulas presented on this page are still subject to change as more testing is done.

  • Please note that all formulas between [math]\displaystyle{ \lfloor \ \rfloor }[/math] are rounded down.

Hit Rate

The hit rate is the probability of an attack hitting the target. It's the same for all attacks as well as abyssals. It stems from the difference between the Accuracy of the attack and the evasion of the target.

Hit Rate

[math]\displaystyle{ \text{Hit %} = \bigl\lfloor \text{Hit}_\text{cap} \bigr\rfloor + \text{Acc}_\text{proficiency} +1 }[/math]

Where, the Capped Hit Rate [math]\displaystyle{ \left( \text{Hit}_\text{cap} \right) }[/math] is:

[math]\displaystyle{ \text{Hit}_\text{cap} = \text{cap}_\text{max}\left( \text{cap}_\text{min} \left(\text{Accuracy}_\text{atk} - \text{Evasion}_\text{post-cap}\right) \times \text{Morale}_\text{defender} \right) }[/math]

  • [math]\displaystyle{ \text{Accuracy}_\text{atk} }[/math] is the calculated accuracy of the attack. Please see below for the various accuracy formulas.
  • [math]\displaystyle{ \text{Evasion}_\text{post-cap} }[/math] is the calculated evasion of the defending ship. Please see below for the evasion formula.
  • [math]\displaystyle{ \text{Morale}_\text{defender} }[/math] is the morale state modifier of the defending ship. Morale is referring to the value of attacking timing, not the value before entering battle. Please see Morale and Fatigue for more details.
    • Sparkled is 0.7,
    • Normal is 1.0,
    • Orange is 1.2,
    • Red is 1.4.
  • [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] is the average plane proficiency accuracy bonus. Please see Plane Proficiency for more details.
    • The average is calculated only from dive bombers, torpedo bombers, seaplane bombers and large flying boats.
    • The value is 12 for ❱❱ planes.

Hit Rate Caps

There is a minimum and maximum hit rate in the game.

  • The minimum of [math]\displaystyle{ \text{cap}_\text{min}\left(x\right) }[/math] is 10.
  • The maximum of [math]\displaystyle{ \text{cap}_\text{max}\left(x\right) }[/math] is 96.

Notes:

  • Hit rate has an effective minimum of 11% and a maximum of 97%.
  • Plane proficiency is the only factor that allows a ship to go beyond 100% hit rate.
  • The effect of sparkle is reduce the closer Hit rate is to the caps.

Critical Hit Rate

Critical Hits are hits that do more damage than normal. The critical hit rate stems directly from hit rate with different proportion depending of the attack type.

Critical Rate

[math]\displaystyle{ {??}_\text{??} = \lfloor \text{Mod}_\text{type} \times \sqrt{\text{Hit}_\text{cap}} \rfloor + \text{Crit}_\text{proficiency} + 1 }[/math]

With:

  • [math]\displaystyle{ {Mod}_\text{type} }[/math] the attack type modifier :
[math]\displaystyle{ {Mod}_\text{type} }[/math]
Attack type Attack modifier
Shelling 1.3
ASW
Torpedo 1.5
Airstrike 0.2
Night Battle [math]\displaystyle{ 1.5 + \text{Const}_\text{contact} }[/math]
Shelling Support 1.0
Airstrike Support 0.2
  • [math]\displaystyle{ \text{Const}_\text{contact} }[/math] the night contact constant from Night Reconnaissance Seaplane Night ReconsType 98 Reconnaissance Seaplane (Night Recon)
    Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)
    Loire 130M
    , being 0.07 if night contact is triggered, and 0 otherwise,
  • [math]\displaystyle{ \text{Hit}_\text{cap} }[/math] the Hit Rate Cap defined above,
  • [math]\displaystyle{ \text{Crit}_\text{proficiency} }[/math] the plane proficiency critical bonus. See here for more details.

Hit Rate & Critical Roll

There is a single roll for both normal and critical hits.

For example, for a hit rate of 50% on a shelling attack, the crit rate is then 10%. The roll can be represented as followed:

Roll Example
Critical Hit 10% Hit 40% Miss 50%

The normal hit rate is 40% and the remaining 10% is the critical hit rate.

Notes
  • The effect of accuracy and sparkling on crit rate is limited
  • Because it stems directly from hit rate, it is also affected by the caps.
  • With low accuracy, a disproportionately high amount of successful hits will be "criticals".

Damage Animations

When a ship takes a hit, the game will display the damage animation following in 3 possible outcomes (e.g. with 25 damages):

  • miss (no damage),
  • 25 (normal damage)
  • 25 Critical hit! (critical damage).

However, for no apparent reason, the damage status displayed is mostly defined by the amount of damage dealt, and not the real damage status happening in the game.

  • This causes that displayed critical hits are rarely true critical hits, and misses are rarely true misses.

The displayed damage status is as followed:

Display Behavior
Damage Dealt Damage Displayed
Miss Miss displayed normally
0 Always displayed as a miss
≤14 Never displayed as Critical hit!
[15;39] Criticals displayed normally
≥40 Always displayed as Critical hit!
Notes
  • A patch exists to fix this misleading behavior and display the real damage status, see here.

Accuracy

Below are the common variables used in all accuracy formulas:

  • [math]\displaystyle{ \text{Level} }[/math] is the level of the attacking ship.
  • [math]\displaystyle{ \text{Luck} }[/math] is the luck Luck of the attacking ship.
  • [math]\displaystyle{ \text{Acc}_\text{equip} = \text{Acc}_\text{equip base} + \text{Acc}_\text{equip bonus} + \text{Acc}_\bigstar }[/math] is the total accuracy Accuracy provided by an equipment, with:
    • [math]\displaystyle{ \text{Acc}_\text{equip base} }[/math] is the base accuracy Accuracy of the equipment,
    • [math]\displaystyle{ \text{Acc}_\text{equip bonus} }[/math] is the visible accuracy Accuracy bonuses,
    • [math]\displaystyle{ \text{Acc}_\bigstar }[/math] is the equipment's accuracy Accuracy gained from Improvement,
  • [math]\displaystyle{ \text{Mod}_\text{fit} }[/math] is the Hidden Fit Bonuses bonuses or penalties when applicable.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] is the formation modifier for the applicable attack. See Combat for more details.
[math]\displaystyle{ \text{Mod}_\text{formation} }[/math]
Formation Day Shelling &
Carrier Attacks
Torpedo Attacks ASW Night Battles
Line Ahead 1.0 1.0 1.0 1.0
Double Line 1.2 0.8 1.2 0.9
Diamond 1.0 0.4 1.0 0.7
Echelon 1.2 0.75 1.2 0.9
Line Abreast 1.2 0.3 1.2 0.8
Vanguard (Top) 0.8 0.7 ? ?
Vanguard (Bottom) 1.2 0.9 ? ?
Vanguard (Both) vs DD 1.1 1.2 ? ?
Double Line vs Line Abreast 1.0 N/A 1.0 N/A
Echelon vs Line Ahead
Line Abreast vs Echelon
Combined Fleet Cruising Formation 1 ? ? ? ?
Combined Fleet Cruising Formation 2 1.0 ? ? ?
Combined Fleet Cruising Formation 3 ? ? ? ?
Combined Fleet Cruising Formation 4 1.1 ? ? ?
  • [math]\displaystyle{ \text{Mod}_\text{morale} }[/math] is the morale modifier of the attacking ship. Morale is referring to the value of attacking timing, not the value before entering battle. See Morale and Fatigue for more details.
[math]\displaystyle{ \text{Mod}_\text{morale} }[/math]
Sparkled 1.2
Normal 1.0
Orange 0.8
Red 0.5
Notes
  • Because of the number of modifiers to accuracy in-game, it is trivial to increase accuracy. Therefore it is more important to prioritize firepower.

Combat

Daytime Shelling

This formula applies to both surface shelling and carrier attacks during daytime combat. It does not apply to carrier airstrikes.

[math]\displaystyle{ \text{Accuracy}_\text{shelling} = \bigg\lfloor \bigg( \Big( \text{Acc}_\text{base} + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \Big) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} + \text{Mod}_\text{fit} \bigg) \times \text{Mod}_\text{spotting} \times \text{Mod}_\text{AP} \bigg\rfloor }[/math]

With:

  • [math]\displaystyle{ \text{Acc}_\text{base} }[/math] the base accuracy value of the attack.
    • These values apply to the Player as the "attacker" and the Enemy as the "target". Values for Enemy attacker vs Player target are unclear/unknown, except for single vs single = 90.
Fleet type base accuracy values for Player side[1][2]
vs. Enemy
Single Fleet Combined Fleet
Player Single Fleet 90 80
CTF Main 78 77
CTF Escort 45 67
STF Main 45 77
STF Escort 67 67
TCF Main 54 54
TCF Escort 45 67
  • [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] an accuracy malus when the opposite fleet is in Vanguard formation. See below for more details.
  • [math]\displaystyle{ \text{Mod}_\text{spotting} }[/math] the artillery spotting bonus if applicable. See here for more details.
[math]\displaystyle{ \text{Mod}_\text{spotting} }[/math]
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Notes
Main Zuiun Cut-in
(Zuiun CI)
Large Caliber Main GunZuiun Model Seaplane BomberZuiun Model Seaplane Bomber 1.35 ? 1 Ise-class Kai NiIse Kai Ni
Hyuuga Kai Ni
only
Main Suisei Cut-in
(Suisei CI)
Large Caliber Main GunDive BomberDive Bomber 1.3 ? 1
Main AP Shell Cut-in
(APCI)
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 1.5 1.2 1
Secondary AP Shell Cut-in
(Sec APCI)
Large Caliber Main GunSecondary GunSeaplaneArmor-Piercing Shell 1.3 1.3 1
Secondary Radar Cut-in
(Radar CI)
Large Caliber Main GunSecondary GunSeaplaneRADAR 1.2 1.5 1
Secondary Cut-in
(Sec CI)
Large Caliber Main GunSecondary GunSeaplane 1.1 1.3 1
Double Attack
(DA)
Large Caliber Main GunLarge Caliber Main GunSeaplane 1.2 1.1 2
  • [math]\displaystyle{ \text{Mod}_\text{AP} }[/math] the Armor-Piercing Shell AP ShellsType 91 Armor Piercing Shell
    Type 1 Armor Piercing Shell
    Type 1 Armor Piercing Shell Kai
    accuracy modifier:
[math]\displaystyle{ \text{Mod}_\text{AP} }[/math]
Type Modifier
Armor-Piercing ShellLarge Caliber Main Gun 1.1
Armor-Piercing ShellLarge Caliber Main GunSecondary Gun 1.2
Armor-Piercing ShellLarge Caliber Main GunRADAR 1.25
Armor-Piercing ShellLarge Caliber Main GunSecondary GunRADAR 1.3
Notes
  • It is inadvisable to run any of the other setups beyond the most basic Gun+AP. This is because the other setups will interfere with artillery spotting and cost you better attack bonuses.
  • Unlike when calculating damage, the bonus applies to all targets.
Shelling Support

This formula applies to surface shelling and carrier attacks during shelling support.

[math]\displaystyle{ \text{Accuracy}_\text{shelling support} = \bigg\lfloor \Big( 64 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip base} \Big) \times \text{Mod}_\text{formation}? \times \text{Mod}_\text{morale} \bigg\rfloor }[/math]

  • [math]\displaystyle{ \text{Acc}_\text{equip base} }[/math] does not include any Visible Bonus nor Improvement.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] exists in KanColle Kai, but it is unclear if it applies to browser KanColle using the Daytime Shelling formation modifier of the main fleet.
Torpedo Attacks

This formula only applies to opening and closing torpedo attacks during day battles.

[math]\displaystyle{ \text{Accuracy}_\text{torpedo} = \left( 85 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} + \left \lfloor{\frac{\text{Attack}_\text{torp}}{5}} \right \rfloor + \text{Mod}_\text{ship} \right) \times \text{Mod}_\text{vanguard} \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} }[/math]

With:

  • [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] an accuracy malus when the opposite fleet is in Vanguard formation. See below for more details
  • [math]\displaystyle{ \text{Attack}_\text{torp} }[/math] the final basic torpedo attack power of the ship. See here for more details.
    • The figure incorporates any pre-cap and post-cap modifiers and takes into account the attack cap.
    • This means that engagement and damage state play a role in torpedo accuracy.
  • [math]\displaystyle{ \text{Mod}_\text{ship} }[/math] the innate torpedo accuracy of the ship. Currently, only Abyssal ships have values above 0.
Aerial Combat

This formula applies to the airstrikes performed during the aerial combat phase and support. Although ASW support functions like an airstrike for damage, it does not use this formula.

[math]\displaystyle{ \text{Accuracy}_\text{airstrike} = 95 }[/math]

Notes
  • Airstrike accuracy is a constant and not affected by any outside factors.
Anti-Submarine Warfare

This formula applies to all ASW attacks in the combat phase and support.

[math]\displaystyle{ \text{Accuracy}_\text{ASW} = \left( 80 + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\bigstar + 2 \times \sum \text{ASW}_\text{sonar} \right) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{synergy} }[/math]

With:

  • [math]\displaystyle{ \text{Acc}_\bigstar }[/math] the Accuracy "ASW accuracy" given from Improvement (SONAR Sonar only)
  • [math]\displaystyle{ \text{ASW}_\text{sonar} }[/math] the base ASW stat of any Small SONARSmall Small Sonars equipped.
  • [math]\displaystyle{ \text{Mod}_\text{synergy} }[/math] the synergy bonus from equipping certain combinations of ASW equipment.
    • Synergy bonus is either currently bugged or so small it cannot be tested.
Notes
  • The base Accuracy accuracy stat of the equipment is not included here.
  • Equipping more sonars is the best way to boost ASW accuracy.
Night Battles

This formula applies to all night battle attacks.

[math]\displaystyle{ \text{Accuracy}_\text{NB} = \bigg( \text{Mod}_\text{contact} \times \Big( 69 + \text{Mod}_\text{star shell} \Big) + 2 \times \sqrt{\text{Level}} + 1.5 \times \sqrt{\text{Luck}} + \sum_{\text{All Equips}} \text{Acc}_\text{equip} \bigg) \times \text{Mod}_\text{formation} \times \text{Mod}_\text{morale} \times \text{Mod}_\text{special} + \text{Mod}_\text{searchlight} + \text{Mod}_\text{fit} }[/math]

  • [math]\displaystyle{ \text{Mod}_\text{contact} }[/math] is 1.1 if a Night Reconnaissance Seaplane Night ReconType 98 Reconnaissance Seaplane (Night Recon)
    Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)
    Loire 130M
    triggered, 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{star shell} }[/math] is 5.0 if a FlareIcon.png Star ShellStar Shell is triggered, 0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] is 7.0 if a Searchlight SearchlightSearchlight
    Type 96 150cm Searchlight
    is triggered, 0 otherwise,
  • [math]\displaystyle{ \text{Mod}_\text{special} }[/math] is the night battle special attack modifier. See Night Battle for more details.
    • Torpedo Cut-in: 1.65,
    • Gun Cut-in: 2.0,
    • Mixed Cut-in: 1.5,
    • Secondary Cut-in: 1.5,
    • Double Attack: 1.1,
    • Other multipliers are unknown.

Land-Based Air Squadron

This formula applies to attacks made by Land-Based Air Squadrons. The accuracy is calculated independently per squadron.

LBAS

[math]\displaystyle{ \text{Accuracy}_\text{LBAS} = \left( ( {\text{Acc}_\text{equip}} + \text{Acc}_\text{Sp} ) \times 7 + 95 \right) \times \text{Mod}_\text{morale} + \text{Acc}_\text{proficiency} }[/math] [1]

With:

  • [math]\displaystyle{ \text{Acc}_\text{equip} }[/math] the accuracy stat of the plane.
  • [math]\displaystyle{ \text{Acc}_\text{Sp} }[/math] accuracy bonus for LBAS Special Bombers on some targets.
  • [math]\displaystyle{ \text{Mod}_\text{morale} }[/math] the morale modifier of the plane;
    • Normal/Orange morale: 1.0
    • Red morale: 0.8
  • [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] the plane proficiency accuracy bonus. See here for more details.
    • Unclear if applied here or after [math]\displaystyle{ \text{Hit}_\text{cap} }[/math]. If applying here, skip [math]\displaystyle{ \text{Acc}_\text{proficiency} }[/math] for hit rate.
    • The value is 12 for ❱❱ planes.
Notes
  • For Land-based Fighter/Land-based Fighter Interceptors, the Anti-Bomber and Interception stats are respectively "Anti-Bomber" and "Interception" and not Accuracy Accuracy and Evasion Evasion.

Evasion

Evasion has two caps depending on the calculated base evasion of the ship. Base evasion is calculated as follows:

Evasion

[math]\displaystyle{ \text{Evasion}_\text{pre-cap} = \bigl\lfloor \left( \text{Evasion}_\text{ship} + \sqrt{2\text{Luck}} \right) \times \text{Mod}_\text{formation} \bigr\rfloor }[/math]

  • [math]\displaystyle{ \text{Evasion}_\text{ship} }[/math] is the evasion Evasion of the ship including any visible equipment bonuses.
  • [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] is the formation modifier. It varies based on the attack being received. Please see Combat for more details.
    • Currently modifiers for Vanguard are unknown.

The evasion is then capped as follows:

  • [math]\displaystyle{ \text{Evasion}_\text{base} \lt 40: \text{Evasion}_\text{cap} = \text{Evasion}_\text{pre-cap} }[/math]
  • [math]\displaystyle{ 40 \lt \text{Evasion}_\text{base} \lt 65: \text{Evasion}_\text{cap} = \lfloor 40 + 3\sqrt{\text{Evasion}_\text{pre-cap} - 40} \rfloor }[/math]
  • [math]\displaystyle{ \text{Evasion}_\text{base} \gt 65: \text{Evasion}_\text{cap} = \lfloor55 + 2\sqrt{\text{Evasion}_\text{pre-cap} - 65}\rfloor }[/math]

Capped evasion is then modified by post-cap modifiers:

[math]\displaystyle{ \text{Evasion}_\text{post-cap} = \biggl\lfloor \text{Mod}_\text{searchlight} \times \left( \text{Evasion}_\text{cap} + \text{Mod}_\text{sonar} + \text{Mod}_\text{CA} + \text{Mod}_\text{DD} - \text{Mod}_\text{fuel} \right) \biggr\rfloor }[/math]

  • [math]\displaystyle{ \text{Mod}_\text{searchlight} }[/math] is the Searchlight SearchlightsSearchlight
    Type 96 150cm Searchlight
    evasion penalty. It is 0.2 for any ship equipped with a searchlight (even if not triggered) and 1.0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{sonar} }[/math] is the SONAR Sonars Improvement modifier that only applies to opening and closing torpedo attacks. It is 0 otherwise.
    • [math]\displaystyle{ \text{Mod}_\text{sonar} = \sum_{\text{All Sonars}} 1.5\sqrt{\bigstar} }[/math]
  • [math]\displaystyle{ \text{Mod}_\text{CA} }[/math] is the CA/CAV night battle evasion bonus. It is 5 for heavy/aviation cruisers and 0 otherwise.
  • [math]\displaystyle{ \text{Mod}_\text{DD} }[/math] is the DD night battle evasion bonus. If the DD is equipped with a Surface RADARSurface Surface Radar AND a Lookout Skilled LookoutSkilled Lookouts
    Torpedo Squadron Skilled Lookouts
    , then it is 10.
  • [math]\displaystyle{ \text{Mod}_\text{fuel} }[/math] is the remaining fuel penalty.
    • [math]\displaystyle{ \text{Mod}_\text{fuel} = 75 - \text{Fuel} }[/math]
    • If fuel is above 75%, the penalty is 0.
    • The penalty is an integer and not a percentage.
Remaining Fuel Penalty
Battle #[1] Remaining Fuel Penalty
2nd Battle 80% 0
3rd Battle 60% 15
4th Battle 40% 35
5th Battle 20% 55
6th+ Battle 0% 75
  1. This only takes into account normal day battles. Special nodes have different resource consumption.
Notes
  • The speed of the fleet is supposed to play a role in evasion. Currently, said increase is either nonexistent or too small to test,
  • Using AO equipped with Supplies Underway ReplenishmentUnderway Replenishment is a way to medigate fuel penalties,
  • Because of the evasion cap, trying to increase evasion above 65 has negligible effects,
  • As most ships are capable of reaching 65 Evasion, trying to increase evasion using pre-cap means, has little to no effect, this includes:
    • Increasing the Evasion (e.g. with boilers, even if improved),
    • Luckmoding Luck,
    • Choosing a weaker formation with an evasion bonus (except for Vanguard).
  • Historical evasion bonus is believed to exist but is not measured due to the limited-time nature of events.

Special Cases

Vanguard Formation

This mechanic's effects are still under evaluation, so values are subject to change.

When a fleet is in Vanguard Formation it gives an accuracy malus to the opposite fleet. This malus is determined by 4 factors:

  • Ship position in the fleet,
  • Ship type,
  • Normal or event map,
  • Combat phase,

It is the same for the Abyssals.

It is called [math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math] in the accuracy formulas above.

[math]\displaystyle{ \text{Mod}_\text{vanguard} }[/math]
Shelling Phase
Fleet Position Non-DD DD (normal map) DD (event)
1 0.95 0.95 0.95
2
3 0.8 0.6
4
5 0.86 0.69 0.52
6 0.8 0.64 0.48
7 0.7 - <0.4
Torpedo Phase
1 0.9 0.9 0.9
2
3 0.77 0.65 0.55
4 0.67 0.58 0.475
5 0.64 0.5 0.4?
6 0.55 0.42 0.35?
7 0.51 - ?
ASW
?
Night Battle
?

Arctic Map Bonuses

On all "arctic maps", namely all World 3 maps, as well a some Event maps, the Armor Arctic Camouflage (+ Arctic Equipment)Arctic Camouflage (+ Arctic Equipment) gives:

  • 3 Armor Armor,
  • Some Evasion Evasion.

Sources: [1] [2]

20.3cm Japanese Guns

So far, no hidden evasion bonus has been observed from equipping any gun on any ship.

  • This idea comes from a misinterpretation of an ambiguous tweet by the devs [3].

PT Imps

Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp PackPT Imp Pack & Schnellboot Imp PackSchnellboot Imp Pack) are "very small and fast".
  • All ship types suffer a severe Accuracy accuracy and Firepower firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion Evasion described bellow,
PT boats stats
Type Luck Luck Eva Evasion [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line AheadLineAhead.png EchelonEchelon.png Line AbreastLineAbreast.png
PT Imp PackPT Imp Pack ? ? 81? 87? ?
PT Imp Pack IIPT Imp Pack II 60 220 80 87 85
PT Imp Pack IIIPT Imp Pack III 60 250 82 89 88
PT Imp Pack IVPT Imp Pack IV ? ? ? 84? ?
Schnellboot Imp PackSchnellboot Imp Pack ? ? ? ? ?
Schnellboot Imp Pack IISchnellboot Imp Pack II ? ? ? ? ?
Schnellboot Imp Pack EliteSchnellboot Imp Pack Elite ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/DAmagiri Kai Ni
Amagiri Kai Ni D
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
Small Caliber Main GunSmall Caliber Main High-Angle GunSmall Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
Secondary GunSecondary High-Angle GunSec Secondary Guns[12] 1.55 1 1.3
Anti-Aircraft Gun Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
Lookout Skilled LookoutsSkilled Lookouts
Torpedo Squadron Skilled Lookouts
1.75 1 1.1
Landing CraftArmed Soukoutei (Armored Boat Class)Soukoutei (Armored Boat Class) 1.45 1.3 1.2 1.1
Armed DaihatsuArmed Daihatsu 1.45 1.3 1.2 1.1
Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
Special Type 4 Amphibious Tank Kai
[13][14]
1 1.3 1 1.1
Seaplane BomberBomberSeaplane Fighter Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
Dive BomberJetFighterBomber1.pngJetFighterBomber2.png Dive Bombers & JetsKikka Kai
Jet Keiun Kai
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The Amphibious Vehicle Ka-Tsu TanksSpecial Type 4 Amphibious Tank
    Special Type 4 Amphibious Tank Kai
    bonus does not stack with the Landing Craft Armed BoatsSoukoutei (Armored Boat Class)
    Armed Daihatsu
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]

See Also