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

Shelling: ((90 + sqrt(LUK*1.5) + sqrt(LVL)*2 + equipACC + improveBonus)*formationMod*moraleMod + fitBonus)*artillerySpotMod*APShellMod

Torpedo: (85 + sqrt(LUK*1.5) + sqrt(LVL)*2 + equipACC + improveBonus + floor(torpedoPower/5) + shipTorpAcc)*formationMod*moraleMod

ASW: (80 + sqrt(LUK*1.5) + sqrt(LVL)*2 + sonarASW*2 + improveBonus)*formationMod*moraleMod

Airstrike: 95

Night Battle: ((69 + starShellBonus)*scoutMod + sqrt(LUK*1.5) + sqrt(LVL)*2 + equipACC + improveBonus)*formationMod*specialAttackMod*moraleMod + CABonus + searchlightBonus + fitBonus

Source: http://s.webry.info/sp/bs-arekore.at.webry.info/201502/article_4.html

formationMod

FormationDay ShellingTorpedoASWNight Battle
Line Ahead1111
Line Ahead1.20.91.20.9
Line Ahead10.410.7
Line Ahead1.20.61.20.8
Line Ahead1.20.31.20.8

moraleMod:

MoraleShelling/ASW/NBTorpedo
53 - 1001.21.3
33 - 5211
23 - 320.80.7
0 - 220.50.35

artillerySpotMod:

Attack TypeModifier
Double Attack1.1
Sec. Gun Cut-In1.3
Sec. + Radar Cut-In1.5
Sec. + AP Cut-In1.3
AP Shell Cut-In1.2

APShellMod:

EquipsModifier
Main Secondary Radar APshell 1.3
Main Secondary APshell 1.2
Main Radar APshell 1.25
Main APshell 1.1

specialAttackMod:

NB AttackModifier
Double Attack1.1
Mixed Cut-In1.5
Torpedo Cut-In1.65
Sec. Gun Cut-In1.5
Main Gun Cut-In2


starShellBonus = 5 if star shell activated

scoutMod = 1.1 if night scout activated

searchlightBonus = 7 if searchlight activated

CABonus = 10 if 20.3cm Twin Cannon equipped, 15 if 20.3(no.3) Twin Cannon equipped, 10 if both are equipped

improveBonus = sqrt(★)*improveMod

improveMod:

Equip TypeDay ShellingNight BattleTorpedoASW
Main Gun (S)11.3
Main Gun (M)11.3
Main Gun (L)11.3
Secondary Gun11.3
Torpedo2
Radar
w/ ACC ≤ 2
1.71.3
Radar
w/ ACC ≥ 3
1.71.6
AP Shell11.3
AA Gun2
Depth Charge1.3
Sonar11.3
Searchlight11.3
Fire Director11.3
Landing Craft11.3
Tank11.3

Source: http://akashi-list.me/

Fit Bonus

Fit Value:
All 35.6cm, 38cmAll 381mmAll 41cmProto 46cm46cmAll 16inch51cmAll 38.1cm
Kongou6-2-5-7-10-203
Bismarck41-5-7-10-201
Vittorio-Veneto4-2-5-7-10-203
Iowa41-5-7-10001
Warspite622-3-7006
Ise/Fusou420-3-7-204
Fusou Kai Ni424-3-7004
Nagato220-3-3002
Yamato00000000

BB Fit Acc = sum Fit Value * sqrt(# of gun class equipped)

CL Fit FP = 1*(# 14cm/15.2cm single equipped) + 2*(# 14cm/15.2cm double equipped)
CL Fit Acc = 4*(# 14cm/15.2cm single equipped) + 3*(# 14cm/15.2cm double equipped)

Source: http://i.imgur.com/ng7hl1P.png
Source: http://ch.nicovideo.jp/pixy_for_ever/blomaga/ar994724

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
precapEVif 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:

FormationDay ShellingTorpedoASWNight BattleAirstrike
Line Ahead11111
Double Line11111.2
Diamond1.11.1111.6
Echelon1.21.31.31.11
Line Abreast1.31.41.11.21


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:

MoraleModifier
53 - 1000.7
33 - 521
23 - 321.2
0 - 221.4

Critical Chance

Crit Rate = critMod*sqrt(Hit Rate) + nightScoutBonus + proficiencyCritBonus

critMod

PhaseModifier
Day Shelling1.3
Torpedo1.5
ASW1.3
Airstrike0.2
Night Battle1.5
Support Shelling1
Support Torpedo1.2

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.
RankEXP RangeEXP used by simulatoraccValuecritRateValuecritDamageValue
None0 - 90000
|10 - 2410000
||25 - 3925100
|||40 - 5440200
\55 - 6955300
\\70 - 7970400
\\\80 - 998064.25.6
>>100 - 120120968

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.

Player Plane Loss:

Air State% Planes Lost (distributed linearly)
AS+2.5% - 5.83%
AS7.5% - 17.5%
AP12.5% - 29.17%
AI17.5% - 40.83%
AD25% - 58.33%

Source: http://kancolle-calc.net/stage1losttable.html

Enemy Plane Loss:

Air State% Planes LostCalculation (randInt inclusive)
AS+0% - 10%10*(.35*randInt(0,1) + .65*randInt(0,1))
AS0% - 40%10*(.35*randInt(0,4) + .65*randInt(0,4))
AP0% - 60%10*(.35*randInt(0,6) + .65*randInt(0,6))
AI0% - 80%10*(.35*randInt(0,8) + .65*randInt(0,8))
AD0% - 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

Enemies cannot AACI.
ID# shot downActivation RateAACImod
1765%1.75
2658%1.7
3450%1.6
4652%1.5
5455%1.55
6440%1.5
7345%1.35
8450%1.45
9240%1.3
10860%1.65
11655%1.5
12345%1.25
14435%1.35
15335%1.35
16435%1.35
17235%1.35
18235%1.35
Source: http://i.imgur.com/SDVf61K.png
Source: AACImod http://ja.kancolle.wikia.com/wiki/%E5%AF%BE%E7%A9%BA%E3%82%AB%E3%83%83%E3%83%88%E3%82%A4%E3%83%B3#.E8.BF.BD.E5.8A.A0.E3.83.9C.E3.83.BC.E3.83.8A.E3.82.B9.E3.83.87.E3.83.BC.E3.82.BF

Ship Anti-Air

50% chance to shoot down Proportional AA.
50% chance to shoot down Flat AA.
100% chance to shoot down 1 if player side.

Proportional AA = floor(weightedAA*#inSlot*0.0025)
Flat AA (Player) = floor((weightedAA + fleetAA)*.1)*AACImod
Flat AA (Enemy) = floor((weightedAA + fleetAA)*0.09375)

weightedAA = baseAA + sum( AA*equipMod + improveBonus) of the ship's equips

Equip TypeequipModimproveMod
High-Angle Gun42
High-Angle Gun + FD43
Fire Director42
Air Radar30
Machine Gun62
Other00
improveBonus = improveMod * sqrt(★)

fleetAA (Player) = 1.54*formationMod*sum( equipMod*AA ) for all equipment in the fleet
fleetAA (Enemy) = 2*formationMod*sum( equipMod*AA ) for all equipment in the fleet

FormationformationMod
Line Ahead1
Double Line1.2
Diamond1.6
Echelon1
Line Abreast1

Equip TypeequipMod
High-Angle Gun0.35
Fire Director0.35
Air Radar0.4
Type 3 Shell0.6
46cm Gun0.25
Other0.2

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 TypetypeMod
Double Attack1.3
Sec. Gun Cut-In1.2
Sec. + Radar Cut-In1.3
Sec. + AP Cut-In1.4
AP Shell Cut-In1.5

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 AttacktypeMod
Mixed Cut-In1.15
Torpedo Cut-In1.22
Sec. Gun Cut-In1.3
Main Gun Cut-In1.4

Installation Damage



Miscellaneous

Flagship Protection

FormationProtection Rate
Line Ahead0.45
Double Line0.6
Diamond0.75
Echelon0.6
Line Abreast0.6

Source: https://www.reddit.com/r/kancolle/comments/431uqp/discussion_flagship_protection_rates_calculated/

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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