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Currently, there are three known purposes for Line of Sight (LoS):
 
Currently, there are three known purposes for Line of Sight (LoS):
 
* Increasing success rate in the detection phase, which allows participation in aerial combat.
 
* Increasing success rate in the detection phase, which allows participation in aerial combat.
* A higher '''Fleet total LoS''' (FLoS, or known as '''Simple LoS''') [http://kancolle.wikia.com/wiki/Artillery_Spotting#The_Trigger_Chance_of_Artillery_Spotting:_.28Beta_ver..29 positively correlates] with the '''trigger chance of [http://kancolle.wikia.com/wiki/Combat#Combat_Equipment_Setups artillery spotting]''' for a ship's double/cut-in attack in day battle.
+
* A higher '''Fleet total LoS''' (FLoS, or known as '''Simple LoS''') [[Artillery_Spotting#The_Trigger_Chance_of_Artillery_Spotting:_(Beta_ver.)|positively correlates]] with the '''trigger chance of [[Combat#Combat_Equipment_Setups|artillery spotting]]''' for a ship's double/cut-in attack in day battle.
 
** Fleet total LoS is simply the summation of all LoS stats from your ships, including bonuses from the equipment.
 
** Fleet total LoS is simply the summation of all LoS stats from your ships, including bonuses from the equipment.
 
* '''Effective LoS '''(eLoS), which allows the fleet to '''reach a specific node''' (usually a pre-boss or boss node) instead of being diverted to a dead end.
 
* '''Effective LoS '''(eLoS), which allows the fleet to '''reach a specific node''' (usually a pre-boss or boss node) instead of being diverted to a dead end.
** Effective LoS has been employed in many [[Events|Event Maps]] since [[2014 Spring Event]], Extra Operation Maps (including 1-6, 2-5, 3-5, 4-5), and some [[World 6: 中部海域|World 6]] Maps.
+
** Effective LoS has been employed in many [[Events|Event Maps]] since [[Spring 2014 Event]], Extra Operation Maps (including 1-6, 2-5, 3-5, 4-5), and some [[World 6]] Maps.
** There are special formula being used to calculate eLoS. As a general consensus, LoS bonuses from equipment (especially reconnaissance seaplanes) are more important than an individual ship's LoS stats.
+
** There are special formulas being used to calculate eLoS. As a general consensus, LoS bonuses from equipment (especially reconnaissance seaplanes) are more important than an individual ship's LoS stats.
** See sections below for the current established formula on how to calculate eLoS.
+
** See sections below for the currently established formula on how to calculate eLoS.
 
*Reconnaissance Seaplane equipped on a light cruiser with no plane slots can contribute to LoS.<ref>http://kancolle.aemedia.org/forum.php?mod=viewthread&tid=44&extra=page%3D1</ref> But if it is equipped onto ships and then shot down, it cannot contribute to LoS check performed afterward.
 
*Reconnaissance Seaplane equipped on a light cruiser with no plane slots can contribute to LoS.<ref>http://kancolle.aemedia.org/forum.php?mod=viewthread&tid=44&extra=page%3D1</ref> But if it is equipped onto ships and then shot down, it cannot contribute to LoS check performed afterward.
   
 
== Effective Line of Sight calculation method ==
 
== Effective Line of Sight calculation method ==
  +
<!--
 
=== 2-5 old formula ===
 
=== 2-5 old formula ===
 
To avoid confusion, content here is archived into [[Line_of_Sight/Deprecated_Formula#Effective_Line_of_Sight_.282-5_old_formula.29|a sub-page]] which only serves as a reference. Note that the values obtained from the 2-5 old formula are not compatible with those from 2-5 new/fall formula nor the simplified formula.
 
To avoid confusion, content here is archived into [[Line_of_Sight/Deprecated_Formula#Effective_Line_of_Sight_.282-5_old_formula.29|a sub-page]] which only serves as a reference. Note that the values obtained from the 2-5 old formula are not compatible with those from 2-5 new/fall formula nor the simplified formula.
   
=== 2-5 fall formula 【current de facto standard】===
+
=== 2-5 old formula ===
  +
Deprecated, click [[Line_of_Sight/Deprecated_Formula#2-5_fall_formula|this link]] for details.
With the advent of the 2014 Fall Event, a new formula for Effective LoS has been devised to account for inconsistencies of the old formula. <ref>http://wikiwiki.jp/kancolle/?%C6%EE%C0%BE%BD%F4%C5%E7%B3%A4%B0%E8#area5</ref><ref>http://ch.nicovideo.jp/biikame/blomaga/ar663428</ref>
 
 
Also known as '''2-5 autumn formula''', '''2-5 new formula''' or '''new eLoS formula''' in some places. It is also '''the eLoS formula''' or '''the LoS formula''' as it has already become a de-facto standard on how to calculate (e)los.
 
* Effective LoS = Dive Bomber LoS x (1.04) + Torpedo Bomber LoS x (1.37) + Carrier-based Reconnaissance Plane LoS x (1.66) + Reconnaissance Seaplane LoS x (2.00) + Seaplane Bomber LoS x (1.78) + Small Radar LoS x (1.00) + Large Radar LoS x (0.99) + Searchlight LoS x (0.91) + √(base LoS of each ship) x (1.69) + (HQ level rounded up to the next multiple of 5) x (-0.61)
 
* √(base LoS of each ship) x (1.69) = Calculate the square root of each ship's LoS (base value without any equipment) separately, then add the values together and multiply by 1.69
 
* Regarding the HQ Level: For example, if your HQ level is 101~105, use 105. If it's 106~110, use 110. And so on.
 
Excel file that calculates the fleet's LoS for you: http://1drv.ms/1IlzXGX (courtesy of [[User:Kouma231|Kouma231]])
 
   
 
=== new fall simplified ===
 
=== new fall simplified ===
  +
It is a tidy up version of 2-5 fall formula. Click [[Line_of_Sight/Deprecated_Formula#new_fall_simplified|this link]] for details.
This formula is newer than the formula mentioned above, the difference between this one and the 2-5 fall formula is that it simplified the calculation process a bit by dividing the 2-5 fall formula with a factor of 1.6841056 and tidying up (round off and matching test result graph) some numbers. However, values obtained from this formula are NOT compatible with 2-5 fall eLoS values, and thus it is not yet in active use as of today.
 
  +
-->
 
The formula to obtain a new fall simplified eLoS value is as follows:
 
 
Dive Bomber × 0.6 + Torpedo Bomber × 0.8 + Reconnaissance Aircraft × 1.0 + Reconnaissance Seaplane × 1.2 + Seaplane Bomber × 1.0 + Radar × 0.6 + Search Light × 0.5
 
- HQ Level ×0.4 + Sum of square root of individual kanmusu LoS value
 
<ref>http://jbbs.shitaraba.net/bbs/read_archive.cgi/netgame/12394/1416371100/#237</ref><ref>http://jbbs.shitaraba.net/bbs/read_archive.cgi/netgame/12394/1418551798/#344</ref>
 
   
  +
===Formula 33===
[[List of Fighters by stats|Fighters]], [[Fleet Command Facility|FCF]], [[Skilled Carrier-based Aircraft Maintenance Personnel|SCAMP]], as well as [[Type 3 Command Liaison Aircraft (ASW)]] values are still unknown, and can be treated with a 0.5 multiplier when factored into the formula here.
 
   
 
The current standard for LoS routing calculations.  It is described as follows<ref>http://ja.kancolle.wikia.com/wiki/%E3%83%9E%E3%83%83%E3%83%97%E7%B4%A2%E6%95%B5</ref>:
====Model====
 
There are two different models applied to calculate the new fall simplified eLoS.<ref name=HoppoAlpha>http://nekokan333.blog.fc2.com/blog-entry-345.html</ref> Model A is used by tools like Hoppo Alpha, while Model B is used by tools like Electronic Observer.<ref>http://jbbs.shitaraba.net/bbs/read_archive.cgi/netgame/12394/1428728232/#566</ref>
 
   
  +
<math>
The difference is that, in model A, after the eLoS value from the kanmusu is added, they are first rounded off before being added up together, and so as with the multiplied HQ level. On the other hand, in model B, kanmusu and HQ level values are added together before being rounded down. According to post from Hoppo Alpha's author, applying model A onto existing data gives a more linear increase in boss entry rate per every point increment, and thus he applied Model A onto Hoppo.Alpha. <ref name="HoppoAlpha" />
 
  +
\begin{align}
  +
\phi &= \sum_{s \in \text{Ships}} \sqrt{L_s} + C_{n} \sum_{l \in \text{Slots}}C_{l} ( S_{l} + S_l^{\star} ) - \lceil 0.4 H \rceil + 2(6-N) \\
  +
S_l^{\star} &= C_l^{\star} \cdot \sqrt{\bigstar_l}
  +
\end{align}
  +
</math>
   
  +
*<math>L_s</math>is the ship's base LoS
* P.S. The LoS value from kanmusu in the above paragraph = summation of all equipment's LoS value following the rule (equipment LoS value multiply by equipment multiplier) plus the square root of kanmusu's own naked LoS value (without equipment) after.
 
  +
*<math>C_{n}</math>is the node factor, it represents the weighting of the formula that is '''known to vary''' across different maps and nodes. For example, in 6-2, the node factor of C<sub>n</sub> = 3 means that equipment is 3 times as important compared to the original formula (as tested in 6-2-F/H). See following section for more details.
  +
*<math>C_{l}</math>is the equipment multiplier:
  +
**Carrier-Based Fighter: 0.6
  +
**Carrier-Based Dive Bomber: 0.6
  +
**Carrier-Based Torpedo Bomber: 0.8
  +
**Carrier-Based Reconnaissance Aircraft: 1
  +
**Reconnaissance Seaplane: 1.2
  +
**Seaplane Bomber: 1.1
  +
**Small Radar: 0.6
  +
**Large Radar: 0.6
  +
**ASW Patrol Aircraft: 0.6
  +
**Searchlight (Small and Large): 0.6
 
**Fleet Command Facility: 0.6
  +
**SCAMP: 0.6
  +
**Skilled Lookouts: 0.6
  +
**Sonar: 0.6
  +
**Large Flying Boat: 0.6
  +
**Seaplane Fighter: 0.6
  +
**Midget Submarine: 0.6
  +
*<math>S_{l}</math>is the displayed LoS value of the equipment
  +
*<math>S_l^{\star}</math>is the equipment's improvement bonus to eLoS
  +
**This is calculated by multiplying<math>C_l^{\star}</math>, the improvement multiplier of that equipment, with the square root of the equipment's improvement level.
  +
***The improvement multiplier of Small Radars is 1.25, Large Radars is 1.4, Reconnaissance Seaplanes is 1.2, and Searchlight is 0 (that is, it receives no eLoS bonus when improved)
  +
*<math>H</math>is the HQ level. The ceil operation means that the value is rounded up every 2.5 HQ levels.
  +
*<math>N</math>represents the amount of ships you have in your fleet.
  +
**It is unknown whether this value increases mid-sortie if a ship disappears from your fleet (e.g. sinking).
   
  +
====Equipment LoS weighting modifier====
===Unknown Factor in calculation===
 
  +
*Also known as node factor
Currently, how the ELoS would be affected by following items are still unknown.
 
  +
*In some maps, weighting of equipment would be higher than that others.
* [[List of Fighters by stats|Fighters]]
 
  +
*It is represented as C<sub>n</sub> in the formula.
* [[Fleet Command Facility]] (FCF)
 
  +
*For all tested nodes, C<sub>n</sub> for 2-5 is 1, for 3-5 and 6-1 are 4, for 6-2 and 6-3 are 3.
* [[Skilled Carrier-based Aircraft Maintenance Personnel]] (SCAMP)
 
  +
**That mean equipment LoS are 3 times more important in 6-2 and 6-3 compare to 2-5 and four time as important in 3-5 and 6-1.
* [[Type 3 Command Liaison Aircraft (ASW)]]
 
  +
**In other words, ship LoS are less effective in those maps with higher equipment weighting modifier.
* [[Improvement]]
 
  +
*In 2-5, F33(C<sub>n</sub>=1) have to be larger than 31 to have a chance to enter boss and 33 to guarantee boss entry.
* [[Aircraft Proficiency]]
 
  +
*In 6-2, F33(C<sub>n</sub>=3) have to be less than 43 to guarantee F>H and more than 40 to guarantee H>K
   
  +
====Special Notice to users of KCV v.4.2.5 as well as older version of some other software====
===Other suggested formula===
 
  +
*Please update your software to a more recent version which patched a calculation mistake.
*Formula 33<ref>http://ja.kancolle.wikia.com/wiki/%E3%83%9E%E3%83%83%E3%83%97%E7%B4%A2%E6%95%B5</ref>
 
**Require further test
 
**Similar to the above New Fall Simplified formula (those factors not mentioned below are same as the New Fall Simplified Formula), but:
 
***Seaplane Bomber multiplier become 1.1 instead of 1.0
 
***Searchlight multiplier become 0.6 instead of 0.5
 
***Seaplane Fighter, Carrier-based Fighter, Large-size Flying Boats, Type 3 Command Liaison Aircraft (ASW), FCF, SCAMP, Sonar, Skilled Lookout get a 0.6 multiplier estimate.
 
***The (HQ Level ×0.4) would have to be rounded up (i.e. It would round up for every 2.5 HQ level)
 
***There's an additional part 2M being added into the formula, in which M mean the amount of empty shipslot in your fleet. For instance, if your fleet only have two ships, M would be 4 and 2M would be 8.
 
****It's unknown that if some ships disappears from the sorting fleet, will this value increase when the fleet reach the LoS-check position
 
***Under this model it's found that improvement multiplier for Radar are 1.25, Reconnaissance Seaplane are 1.2, and Searchlight are 0.
 
****These multipliers would multiply by square root of equipment improvement level (stars), and then multiply by equipment multipliers
 
***Having a value of 31 in this model will 100% fail to enter 2-5 boss and having a value of 33 in this model will 100% enter the 2-5 boss.
 
   
 
==References==
 
==References==

Latest revision as of 18:54, 23 July 2020

Introduction[]

Currently, there are three known purposes for Line of Sight (LoS):

  • Increasing success rate in the detection phase, which allows participation in aerial combat.
  • A higher Fleet total LoS (FLoS, or known as Simple LoS) positively correlates with the trigger chance of artillery spotting for a ship's double/cut-in attack in day battle.
    • Fleet total LoS is simply the summation of all LoS stats from your ships, including bonuses from the equipment.
  • Effective LoS (eLoS), which allows the fleet to reach a specific node (usually a pre-boss or boss node) instead of being diverted to a dead end.
    • Effective LoS has been employed in many Event Maps since Spring 2014 Event, Extra Operation Maps (including 1-6, 2-5, 3-5, 4-5), and some World 6 Maps.
    • There are special formulas being used to calculate eLoS. As a general consensus, LoS bonuses from equipment (especially reconnaissance seaplanes) are more important than an individual ship's LoS stats.
    • See sections below for the currently established formula on how to calculate eLoS.
  • Reconnaissance Seaplane equipped on a light cruiser with no plane slots can contribute to LoS.[1] But if it is equipped onto ships and then shot down, it cannot contribute to LoS check performed afterward.

Effective Line of Sight calculation method[]

Formula 33[]

The current standard for LoS routing calculations.  It is described as follows[2]:

  • is the ship's base LoS
  • is the node factor, it represents the weighting of the formula that is known to vary across different maps and nodes. For example, in 6-2, the node factor of Cn = 3 means that equipment is 3 times as important compared to the original formula (as tested in 6-2-F/H). See following section for more details.
  • is the equipment multiplier:
    • Carrier-Based Fighter: 0.6
    • Carrier-Based Dive Bomber: 0.6
    • Carrier-Based Torpedo Bomber: 0.8
    • Carrier-Based Reconnaissance Aircraft: 1
    • Reconnaissance Seaplane: 1.2
    • Seaplane Bomber: 1.1
    • Small Radar: 0.6
    • Large Radar: 0.6
    • ASW Patrol Aircraft: 0.6
    • Searchlight (Small and Large): 0.6
    • Fleet Command Facility: 0.6
    • SCAMP: 0.6
    • Skilled Lookouts: 0.6
    • Sonar: 0.6
    • Large Flying Boat: 0.6
    • Seaplane Fighter: 0.6
    • Midget Submarine: 0.6
  • is the displayed LoS value of the equipment
  • is the equipment's improvement bonus to eLoS
    • This is calculated by multiplying, the improvement multiplier of that equipment, with the square root of the equipment's improvement level.
      • The improvement multiplier of Small Radars is 1.25, Large Radars is 1.4, Reconnaissance Seaplanes is 1.2, and Searchlight is 0 (that is, it receives no eLoS bonus when improved)
  • is the HQ level. The ceil operation means that the value is rounded up every 2.5 HQ levels.
  • represents the amount of ships you have in your fleet.
    • It is unknown whether this value increases mid-sortie if a ship disappears from your fleet (e.g. sinking).

Equipment LoS weighting modifier[]

  • Also known as node factor
  • In some maps, weighting of equipment would be higher than that others.
  • It is represented as Cn in the formula.
  • For all tested nodes, Cn for 2-5 is 1, for 3-5 and 6-1 are 4, for 6-2 and 6-3 are 3.
    • That mean equipment LoS are 3 times more important in 6-2 and 6-3 compare to 2-5 and four time as important in 3-5 and 6-1.
    • In other words, ship LoS are less effective in those maps with higher equipment weighting modifier.
  • In 2-5, F33(Cn=1) have to be larger than 31 to have a chance to enter boss and 33 to guarantee boss entry.
  • In 6-2, F33(Cn=3) have to be less than 43 to guarantee F>H and more than 40 to guarantee H>K

Special Notice to users of KCV v.4.2.5 as well as older version of some other software[]

  • Please update your software to a more recent version which patched a calculation mistake.

References[]