User blog:DynamitMC/How to OHKO an enemy - or increase your chance to sink it efficiently

THIS POST IS INCOMPLETE. It will probably take a few more days to finish.





Hi again fellow teitokus. Here, we will discuss about how to OHKO (one hit knock out) enemy abyssal ships.

This is a collaboration project between me and Hayashi H who came up with the idea and created a document first.

 Before reading this guide, you are supposed to:

1-)Have general knowledge about game mechanisms (formations, night battle special attacks etc..)

2-)Be able to calculate your firepower (consult to this page : Damage Calculation)

Otherwise, this may be confusing, especially for the newbies.

3-)Keep the abbreviations that we use in mind : SA(single attack), DA(double attack), APSA(single attack with AP shell), APDA (double attack with AP shell), APCI(cut-in with AP shell),NBCI(night battle cut-in) and also ship classes such as CAV,BB etc..

Contents

-Why would I want this?

-Teach me how to do this!

-A few comparison examples between different ship types

-How do I increase my damage?

-Plan your set-ups

<p class="MsoNormal">-General comparison report

<p class="MsoNormal">-Tactical ideas

<p class="MsoNormal">-Extra examples

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<p class="MsoNormal">Why would I want this?

<p class="MsoNormal">All of you had this, I know it. That one enemy surviving with 1-5 hp and ruining the turns of your other ships who are supposed to hit another enemy, or that not only your ships fail to kill an enemy, they also fail to damage them heavily enough to stop them from going rampage on your ships.

<p class="MsoNormal">By doing this research, I have come across some surprising results about some ships being capable/incapable of sinking some enemies with some certain firepower values.

<p class="MsoNormal">Your CA being incapable of sinking an enemy DD,your BB failing to kill a Tsu-class cruiser, your Night battle cut-in not killing the boss. By making some preparations, you can actually prevent these. Not all of them though, because you know, RNG. Still, what we can change will give you more peaceful runs.

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<p class="MsoNormal">Me and Hayashi H have prepared an excel file which has 2 separate goals.

<p class="MsoNormal">1st one is that, it will calculate your chance to sink an enemy.

<p class="MsoNormal">2nd one is that, it will give you the exact FP values which will kill an enemy 100%.

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<p class="MsoNormal">1-)Calculation of a kanmusu’s chance to sink an enemy

<p class="MsoNormal">I’ll start by showing an example: (These are generated by the excel file.)

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<p class="MsoNormal"> <p class="MsoNormal">   (Percentages show the rate to successfully sink an enemy Ri-class flagship by using a Daytime Double Attack set-up)

<p class="MsoNormal">As you see above, Naka-chan has issues killing an enemy Ri. 90% chance to kill it in green T but it won’t happen often. 41% in parallel which is not really reliable. And 0% in head-on aaargh, scratch.

<p class="MsoNormal">Myoukou is better than Naka-chan in this case. Guarantees to kill it in green T, 76% in parallel which is okay, but 19% in head-on.

<p class="MsoNormal">Then there is Tone, a CAV which can equip a SCAMP to increase her DA(double attack) damage. This grants her 97% chance to kill that Ri in parallel, and ~1/3 chance on head-on which isn’t that good but still much better than the idol, and than Myoukou who has around half the chance of Tone’s.

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<p class="MsoNormal">2-)Analyzing the firepower values that will OHKO an enemy.

<p class="MsoNormal">For every enemy, there is a treshold firepower value. If your attacking ship has the same value or even higher, she will kill that enemy all the time. And these are related with a number of things. Such as :

<p class="MsoNormal">Enemy HP and armor values; basically an enemy’s survivalability.

<p class="MsoNormal">Engagement; which is the biggest factor that effects our plans.

<p class="MsoNormal">Your formation

<p class="MsoNormal">Firepower caps; these prevent us from dealing heavy hits to the enemies.

<p class="MsoNormal">Firepower of your ships; this includes their equipment bonuses, even Akashi improvements, and the special attacks that they are using.

<p class="MsoNormal">(An example will be given just below)

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<p class="MsoNormal">Teach me how to do this!

<p class="MsoNormal">It’s simple. Just reach the optimum FP value against that enemy. Let’s see it in an example that I’ve promised 3 seconds ago:

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<p class="MsoNormal"> <p class="MsoNormal">(These are the required FP values for your ships to OHKO He-class light cruiser flagship with Single Attack and Double Attack set-ups in daytime)

<p class="MsoNormal">As we don’t know how often critical hits happen, I’ll discard them from my line of thought.

<p class="MsoNormal">If we can bring saiun, red T will be prevented. If we can’t, we will need 179FP to reliably kill that thing in case a SA triggers(179? Hello Yamato class). And 110 FP to kill it with a DA. Here is the issue : Only battleships can reach 110 FP value with DA. [Or you may be able to reach it with some other alternatives that I’m gonna discuss below]

<p class="MsoNormal">In Head-on, CAs can easily kill that thing with DA (83 is very easy to achieve with CAs). However, their SA won’t do much damage to it. But BBs and carriers can easily kill it since 134 FP is easy to achieve with both.

<p class="MsoNormal">In parallel, even light cruisers can kill it with DA. CA’s SA will do it most of the time too, but they will sometimes leave the enemy with very low HP.

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<p class="MsoNormal">Wanna check another situation? Just find the enemy in the excel sheet, and try to adjust your firepower adequately. For instance, in the example above, if my fleet had a BB, a CA, a CL and DDs, I would have arranged them like this :

<p class="MsoNormal">BB will have at least 134FP. But I would adjust her FP for another possible enemy such as a Ru or Ta if the map had any. (Ise class fails this)

<p class="MsoNormal">CA will have at least 90 FP. The more, the higher possibility to kill that thing.

<p class="MsoNormal">It might be hard for the choosen CL to reach 90 FP. Still, she will have very high chance to kill it.

<p class="MsoNormal">DDs won’t kill that thing (consider yourself lucky if that happens) I’d gear them for other reasons (such as a NBCI set-up for a boss)

<p class="MsoNormal">[An Important Note : The DA values you see here have the “engagement” and “x1.2 DA” modifiers included, you don’t need to multiply them again. 2*(37*1,5*1,2*1,2-(39*1,3-0,6)) = 2*(79,92-50,1)=59,64 which kills that 57 HP monster. ] These numbers that you see on the table are Basic Attack Power of your girls. (Check Damage Calculation page for the formulas)

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<p class="MsoNormal">A few comparison examples between different ship types

<p class="MsoNormal">Ships have a maximum FP value that they can reach (you don’t expect Shimakaze to hit 150 in daytime shelling, do you?). We will determine their FP limit, so that we can use it in our planning. (This will be a general assumption for now)

<p class="MsoNormal">-Destroyers

<p class="MsoNormal">                 DDs can only trigger SA at day. And I won’t include Mutsuki-class in my calculations. So our DDs will have 50-82 FP. (Ranges from Ushio K2 with 3 torpedos to Poi with 3 red guns)

<p class="MsoNormal">-Light Cruisers

<p class="MsoNormal">                 Most favourable setup for CLs is DA. With 2 main guns and 1 seaplane, they can have 76-90 FP.

<p class="MsoNormal">-Heavy Cruisers

<p class="MsoNormal">                 I tend to use DA setups on CAs. So here I’ll assume that they will have 2xMain Guns, 1 Seaplane, and 1 auxillary equipment. With these, FP limit of CAs change between 95-105 with 2x20.3cm(3) guns.

<p class="MsoNormal">-Aviation Cruisers

<p class="MsoNormal">                 I made a separate category for CAV because they can boost their DA dmg greatly with SCAMP. So their FP limit in DA would be 105-107. (2xMain,1xPlane,1xSCAMP)

<p class="MsoNormal">-Battleships

<p class="MsoNormal">                 Their FP with 2xMain Guns,1 Seaplane and 1 AP Shell ranges between 142-157(uncapped). Attack type can be SA,DA or CI. For ise class it is 117. For Yamatos, it is 187(uncapped).

<p class="MsoNormal">-Light Carriers (Will be calculated later)

<p class="MsoNormal">-Standard Carriers (Will be calculated later)

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<p class="MsoNormal">In this categorization, i tried to use equipments which aren’t hard to find/craft. And Akashi improvements aren’t included here. You can add a bit more additional FP to these values here.

<p class="MsoNormal">Go ahead, gear one of your kanmusu and calculate her FP. Then see how she does against an enemy.

<p class="MsoNormal">Note : You shouldn’t calculate the extra damage that AP shell grants.Nor the special attack bonuses. They are calculated in the excel file for convenience. All you need is = kanmusu base FP   + equipment FP + akashi improvements +5. (Briefly, Basic Attack Power)

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<p class="MsoNormal">Okay we have these values, now what do we do?

<p class="MsoNormal">Let’s say that you are going with Haruna(96),Italia(102), Maya(77),Sendai(67),Hibiki and a CV. And your enemies consist of Ta-flagship,Nu Flagship,Tsu elite,3xI Late Model DDs.

<p class="MsoNormal">We will assign our kanmusu differently. Heavy ones will be able to ohko the heavy enemies, and the same for the light ones.

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<p class="MsoNormal"> <p class="MsoNormal">(I didnt make any values bold in red-T because we assume that we will have saiun. The bold values show the acvieveable FP values depending on the ship classes which are using those attack types)

<p class="MsoNormal">I’ve grouped heavy enemies together so we can try to adjust our BBs,CA and CV according to them. BBs will have AP shells (APSA,APDA,or APCI). CA and CL will use DA. CV will carry saiun. So;

<p class="MsoNormal">To kill Ta flag with APSA will be hard. A kill in this situation is only guaranteed in critical hits in green T and parallel. A crit in head-on will require some luck to kill it (66% chance to kill with 150FP, increases until 166FP which definitely kills it – same for green T normal). Otherwise, you won’t deal much damage to it.

<p class="MsoNormal">With APDA, it will be a piece of cake. A kill is guaranteed in any situation except Head-on normal (in which it is 66% chance to kill it if we assume that your BB has 150FP)

<p class="MsoNormal">With APCI, we see that the FP requirements are higher. This means that APDA deals higher damage than APCI against this enemy. Still, you will almost always kill it with APCI. You can guarantee this by having exactly 153FP. [I am going to give an example with equipments for this case below]

<p class="MsoNormal">For Nu, its easier to kill it. The only times u can fail to kill it can be caused by “head-on APSA”, “head-on APCI” but this has 9% chance to happen, and “parallel APSA” which has 29% chance to happen. If you want, you can force your kanmusu to have 156FP(capped) to get rid of that 9% chance. But this is overcap so actually you would need 186FP for that.

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<p class="MsoNormal">For CAs, keep in mind that if their SA triggers, they won’t sink any of them. So we should look at DA values. The highest guaranteed value here is 94 which all CA can manage. However, in the situations where they can’t kill the enemies with DA, the more FP you have, the higher possibility you’ll have to kill them. For instance with a green T normal hit, your CA’s DA will have 58% chance to kill that Ta(If you have 100 FP) [You can try to see the possibility of other values from the excel sheet.] So, the higher will give you more chance as we have guaranteed 94 FP.

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<p class="MsoNormal">For the CL, the limit of 74FP is guaranteed, however 94FP may not be possible. (For instance with 91FP, you’ll have 94% chance to kill Ta flag in a parallel crit hit.) Depending on the kanmusu you are using, you may prefer improved equipments. (This will be discussed later below) <p class="MsoNormal">(Again, bold values show FP values which can be reached by our destroyers. None in red-T again because of the assumption that we’d bring saiun. So we don’t need to check red-T values now)

<p class="MsoNormal">For our DD, she should have at least 79FP to reliably kill them. In this case, as we have 3 enemy DDs, i think the FP value of our DD will be important. But Hibiki can’t reach 79 FP. Only Poi and Ayanami are able to do so. So i might consider switching Hibiki with 1 of them.

<p class="MsoNormal">But also, we need to check the others especially the CL again to make sure she has 79FP to kill this particular enemy. Okay, she does have, no problem.

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<p class="MsoNormal">-How do I increase my damage?

<p class="MsoNormal">Okay we know the required FP values, but how do we reach them?

<p class="MsoNormal">There are a few ways to do so.

<p class="MsoNormal">1-)Pick a kanmusume with high base FP value. For instance, Nagato might be a better option than Hiei.

<p class="MsoNormal">2-)Change the class of the kanmusume. You can pick a CAV instead of a CA, or even Yuudachi K2 instead of Isuzu K2.

<p class="MsoNormal">3-)Equip weapons which give a higher FP value. 38cm<41cm<46cm<51cm but you need to beware of 2 things. The accuracy penalty and not to change your attack type. (If you add a yellow gun or an AP shell to a BB that has 2 main guns and a seaplane, you may turn her attack type from DA to CI. And this will change the required FP values. And especially, I don’t recommend going from DA to CI, because required FP values for CI are higher than DA, which makes it harder to achieve) **This may not be correct against some bosses with high armor. Needs testing.

<p class="MsoNormal">Also adding SCAMP on your ships will help them hit much heavier. –Yes, 10FP is a big difference.

<p class="MsoNormal">4-)Akashi improvements. I don’t have to point out how important this is. Just don’t waste your daily improvement quests. As for the equipments to improve, that is up to you. If you can’t decide, you can check some posts done by other players. And if you don’t happen to have an Akashi yet, make her your first priority because she is very very very helpful.

<p class="MsoNormal">5-)If you can’t reach the required FP value for a specific type of attack, you may try to aim for another type of attack . For instance, killing AV Hime with NBCI is much easier than NBDA (this is true for any kind of enemy we have in kancolle, NBCI rocks). Also the same thing that I’ve mentioned in the #3. Prefer DA instead of CIs.

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<p class="MsoNormal">-Plan your set-ups

<p class="MsoNormal">There are different equipments, thus we have many different options to go with in certain setups.

<p class="MsoNormal">For instance, with 2 main guns, we can trigger a DA. But if u add a yellow gun, it turns into a mixed attack. If you add an AP shell, it turns into a mixed AP attack. 1 red + 1 yellow makes a CI but with lower damage modifiers. Here, I will discuss about the setups that give you the highest damage output.



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<p class="MsoNormal">As you see here, I don’t know how to make a table in wiki.

<p class="MsoNormal">As you see here, the only option for a 3-slot-ship is DA, and the best way to achieve it is to use 2 red guns which give higher FP at day, and it is equally same with the other option at night.

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<p class="MsoNormal">For 4-slot-ships, if you wanna go with a CI, the best setup to use it would be;

<p class="MsoNormal">On BBs : 2xMain,1xAP,1xPlane. Gives APSA,APDA with x1.2 bonus, and APCI with either x1.5 or 1.3 bonus.

<p class="MsoNormal">On CAs : 2xMain,1xSec,1xPlane. Gives SA,DA with x1.2 bonus, and CI with either x1.5 or x1.1 bonus. *Confirmation needed. (3xMain guns would have triggered a DA, not CI)

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<p class="MsoNormal">If you wanna go with a DA;

<p class="MsoNormal">A)3xMain,1xPlane - Gives the highest daytime FP for DA, however forces a NBCI.

<p class="MsoNormal">B)2xMain,1xYellow,1xPlane   - Slightly worse than the 1st option when it triggers DA. It can also trigger a CI which has higher FP requirements to kill an enemy. This one also forces a NBCI.

<p class="MsoNormal">C)2xMain,1xAuxillary,1xPlane   – Considerably worse than the options above for daytime. But gives a NBDA.

<p class="MsoNormal">D)2xMain,1xAP,1xPlane   – Only available for BBs. Can trigger a cut-in as well. Gives a NBDA.

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<p class="MsoNormal">So, option A is preferred for ships which are intended to use “Gun Cut-Ins” for night battles.

<p class="MsoNormal">I don’t see any reason to prefer option B, honestly.

<p class="MsoNormal">Option C is intended for those who have to trigger NBDA. If night battle is not an issue, go with the option A. (Unless you have other things to carry such as searchlights, sanshikis, drums etc..)

<p class="MsoNormal">Analyzing option D will be kinda troublesome. I have to provide an example for this. <p class="MsoNormal">(These are the FP values to successfully sink a Ru-Flagship. Bold ones are reachable )

<p class="MsoNormal">As you see here, the easiest way to kill this Ru is to use APDA, then DA, then APCI, then APSA, then SA. So we pick the easiest one to achieve, which is APDA. However, there is something wrong in this way of thinking because equipping an AP shell to a BB won’t only trigger a APDA, it will also trigger an APCI which is actually worse than normal DA.

<p class="MsoNormal">For instance, in a parallel engagement normal hit, if normal DA is triggered, we can always kill that Ru. Yes, it is easier to kill it with APDA, but if RNG triggers an APCI, we may not be able to oneshot it. [Here, I have to remind you that these numbers are not must to have, even if the number over there is 162, you still have a chance to kill it in one hit, but the chance will be lower. For instance, with 150FP, you’ll have 81% chance to kill it, which is actually a big number]

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<p class="MsoNormal">To test this complicated issue, we will just calculate the chances to ohko on those setups.

<p class="MsoNormal">For normal setup : 50% SA(0% kill rate), 50% DA(100% kill rate) = (50*0 +50*100)/100 = 50% overall kill chance

<p class="MsoNormal">For AP-shell setup : 30% APSA(0% kill rate), 35%APDA(100% kill rate), 35%APCI(81% kill rate) = (30*0+35*100+35*81)/100 = 63,35 overall kill chance

<p class="MsoNormal">*Confirmation needed for the trigger rates. (Assumption of 150FP)

<p class="MsoNormal">So in this case, it looks like using AP shells give us ~13% higher chance to kill that Ru, under the conditions that we maintain 150FP in both cases, in a parallel engagement normal hit.

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<p class="MsoNormal">Let’s take it into the next step. What if i used a gun instead of that AP shell? Wouldn’t it increase my FP and thus my overall chance to kill that Ru? Let’s see it in the example :

<p class="MsoNormal">Comparison 1-)Either 150FP with an AP shell, or 161FP with 3 guns. (Put a 41cm just as an example)

<p class="MsoNormal">Comparison 2-)Either 139FP with an AP shell, or 150FP with 3 guns. (Just to see another example, especially for undercap)



<p class="MsoNormal">When you look at the overall difference, it is quite clear that AP shells indeed give us an advantage even with considerably lower FP. So yes, option D is to-go for our Battleships.

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<p class="MsoNormal">-General comparison report

<p class="MsoNormal">I will need to conduct some more test before saying anything.