Kancolle Sortie Simulator - Calculations
(Last updated: 2016-10-25)
This page describes calculations as used by the simulator, as well as sources suggesting their accuracy. It is intended to describe the simulator only; they MAY NOT reflect actual in-game calculations.
Confidence Ratings:
Green: Backed by sources, and any changes are expected to be minor and not affect results much.
Yellow: Has a source, but not well verified.
Red: Likely to change as new information is found.
Accuracy and Evasion
Accuracy Term
Evasion Term
precapEV = (EV + sqrt(LUK*2))*formationMod
postcapEV =
55 + 2*sqrt(precapEV - 65) | | if precapEV ≥ 65 |
40 + 3*sqrt(precapEV - 40) | | if 40 ≤ precapEV < 65 |
precapEV | | if precapEV < 40 |
Evasion Term = (postcapEV - fuelPenalty + sonarImproveBonus + CABonus)*searchlightPenalty
Source: http://s.webry.info/sp/bs-arekore.at.webry.info/201502/article_4.html
formationMod:
Formation | Day Shelling | Torpedo | ASW | Night Battle | Airstrike |
 | 1 | 1 | 1 | 1 | 1 |
 | 1 | 1 | 1 | 1 | 1.2 |
 | 1.1 | 1.1 | 1 | 1 | 1.6 |
 | 1.2 | 1.3 | 1.3 | 1.1 | 1 |
 | 1.3 | 1.4 | 1.1 | 1.2 | 1 |
fuelPenalty = 75 - % Fuel Leftif % Fuel Left < 75
sonarImproveBonus = sum( 1.5*sqrt(★) ) for each sonar if Torpedo Phase
CABonus = 5 if Night Battle and ship is a CA/CAV
searchlightPenalty = 0.2 if Night Battle and ship has a Searchlight equipped
Determining Result
Hit Rate = (Accuracy Term - Evasion Term)*targetMoraleMod + proficiencyAccBonus
*(Accuracy Term - Evasion Term) is max 96, min 10
targetMoraleMod:
Morale | Modifier |
53 - 100 | 0.7 |
33 - 52 | 1 |
23 - 32 | 1.2 |
0 - 22 | 1.4 |
Critical Chance
Crit Rate = critMod*sqrt(Hit Rate) + nightScoutBonus + proficiencyCritBonus
critMod
Phase | Modifier |
Day Shelling | 1.3 |
Torpedo | 1.5 |
ASW | 1.3 |
Airstrike | 0.2 |
Night Battle | 1.5 |
Support Shelling | 1 |
Support Torpedo | 1.2 |
nightScoutBonus = 7 if Night Battle and activated
Aircraft Proficiency
Planes may have EXP values ranging from 0 to 120. The EXP range determines the rank.
Rank | EXP Range | EXP used by simulator | accValue | critRateValue | critDamageValue |
None | 0 - 9 | 0 | 0 | 0 | 0 |
| | 10 - 24 | 10 | 0 | 0 | 0 |
|| | 25 - 39 | 25 | 1 | 0 | 0 |
||| | 40 - 54 | 40 | 2 | 0 | 0 |
\ | 55 - 69 | 55 | 3 | 0 | 0 |
\\ | 70 - 79 | 70 | 4 | 0 | 0 |
\\\ | 80 - 99 | 80 | 6 | 4.2 | 5.6 |
>> | 100 - 120 | 120 | 9 | 6 | 8 |
proficiencyAccBonus = sqrt(EXP) + accValue for the AVERAGE rank/EXP of all equipped planes
proficiencyCritBonus = SUM( critRateValue ) of all equipped planes
proficiencyCritMultiplier = SUM( sqrt(EXP*1.2) + critDamageValue ) of all equipped planes, doubled for plane in first slot
Source: http://kankoregouchin.blog.fc2.com/blog-entry-54.html
To determine hit result:
Roll a random integer r from 0 to 99 (inclusive).
If r ≤ Crit Rate, attack is a critical.
Else if r ≤ Hit Rate, attack is a normal hit.
Else, attack misses.
Air Battle
Fighter Combat
In Air Phase Stage 1, fighter power is compared and planes on each side are shot down depending on result.
This is applied to all fighters, torpedo bombers, dive bombers, seaplane bombers, and seaplane fighters.
Enemy Plane Loss:
Air State | % Planes Lost | Calculation (randInt inclusive) |
AS+ | 0% - 10% | 10*(.35*randInt(0,1) + .65*randInt(0,1)) |
AS | 0% - 40% | 10*(.35*randInt(0,4) + .65*randInt(0,4)) |
AP | 0% - 60% | 10*(.35*randInt(0,6) + .65*randInt(0,6)) |
AI | 0% - 80% | 10*(.35*randInt(0,8) + .65*randInt(0,8)) |
AD | 0% - 100% | 10*(.35*randInt(0,10) + .65*randInt(0,10)) |
Source: http://ja.kancolle.wikia.com/wiki/%E3%82%B9%E3%83%AC%E3%83%83%E3%83%89:1542
Source: https://cdn.discordapp.com/attachments/230559622711345152/234134364198273024/-4ada3Q2f-5czcK2sT3cS1gr-ib.jpg
Anti-Air Cut-In
Ship Anti-Air
Artillery Spotting Chance
if AS+: AS chance = floor(20 + 1.12*equipLOS + 0.7*fleetLOS + floor(sqrt(LUCK)))/typeMod
if AS: AS chance = floor(10 + 0.72*equipLOS + 0.6*fleetLOS + floor(sqrt(LUCK)))/typeMod
equipLOS = sum LOS from equipment
fleetLOS = floor(sqrt(x) + x/10), where x = sum base LOS from all ships in fleet + sum LOS from all recon planes in fleet
AS Type | typeMod |
Double Attack | 1.3 |
Sec. Gun Cut-In | 1.2 |
Sec. + Radar Cut-In | 1.3 |
Sec. + AP Cut-In | 1.4 |
AP Shell Cut-In | 1.5 |
Night Battle Cut-In Chance
if double attack: 99%
if LUCK < 50: NB chance = (15 + LUK + 0.75*sqrt(LVL) + flagshipBonus + chuuhaBonus + lookoutBonus + searchlightBonus + starshellBonus)/typeMod
if LUCK ≥ 50: NB chance = (65 + sqrt(LUK-50) + 0.8*sqrt(LVL) + flagshipBonus + chuuhaBonus + lookoutBonus + searchlightBonus + starshellBonus)/typeMod
flagshipBonus = 15 if flagship
chuuhaBonus = 18 if medium damaged
lookoutBonus = 5 if lookout equipped
searchlightBonus: +7 if self, -5 if enemy
starshellBonus: +4 if self, -10 if enemy
NB Attack | typeMod |
Mixed Cut-In | 1.15 |
Torpedo Cut-In | 1.22 |
Sec. Gun Cut-In | 1.3 |
Main Gun Cut-In | 1.4 |
Installation Damage
Miscellaneous
Searchlight Targeting
Roll randomly for a target.
If small searchlight was activated and target is not holding a searchlight, reroll once for a new target. (With 6 ships, searchlight ship targeted chance = (1/6) + (5/6)*(1/6) = 30.56%.)
If large searchlight was activated and target is not holding a searchlight, reroll up to twice for a new target. (With 6 ships, searchlight ship targeted chance = (1/6) + (5/6)*(1/6) + (5/6)2*(1/6) = 42.13%.)
Source: http://i.imgur.com/ElrJxcM.jpg
Combined Fleet
Shelling power bonuses are applied to both player and enemy side.
Shelling uses same formula, but with different base value (instead of 90).
Carrier Task Force:
Player Main: 90
Player Escort: 55
Enemy vs Main: 90
Enemy vs Escort: 65
Surface Task Force:
Player Main: 50
Player Escort: 75
Enemy vs Main: 65
Enemy vs Escort: 75
Transport Task Force:
Player Main: 50
Player Escort: 75
Enemy vs Main: 65
Enemy vs Escort: 75
Source: https://docs.google.com/spreadsheets/d/1Nw8ykFYlAPv2znhYy_hRBX3HRtEAB7oclEh3XaAYv5A/edit#gid=0
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