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Tsubakura

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  • I live in Wikia
  • My occupation is Demon King
  • I am a tsundere
A FANDOM user
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  • Is there a way to pull data for particular map into excel or somethhing workable?/ Cause browsing manually is hell and I wanted to chheck some hypothesis regarding 5-5

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    • Sorry for the late reply, but yes, it is technically possible, but it requires direct access to the TsunDB database. Come over to the redditcord and seek me out, I will provide you the necessary info to access our database.

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    • A FANDOM user
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  • Ammo Farming[1]

    Bring 1 Fodder with Damage Control Crew or Damage Control Goddess, continue the sortie to the ammo node after node A. Damage control will not be consumed. This works for DD/CL/CA/AV/SS



    Does damecon really work this way? 

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  • Hi.

    I added some info to W1-6, the usage of for example Yura Kai Ni to get rid of the auto-loss at node F. The question is, how relevant the block about the auto-loss still is. I marked it in Italic. On the one hand, it is not really given anymore that you lose at node F, so the win-loss-ratio will be okay anyways. But only, if you can use the hint of using CLs capable of transporting seaplane bombers (Yura needs 80+ and BP) what is something a beginner might not have.

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    • Then shall I remove the hint for the working Yura-strategy from Wiki at W1-6? And leave the paragraph about this win-ratio-D-rank (I did not write it) as it is (that was my original question to you)?



      My points are:

      - less morale loss in farming session (+2, +2, +2 did sum up)

      - a bit more exp (just realized that while gazing on a D-Rank with Seaplane fighters)



      Your points are:

      - losing no baux

      - a better chance of y.x% survivability if using seaplane fighters (? I would need reliable data to state the amount of increase) 

      The latter point is not mentioned at that wiki page at the moment though. Shall it be added?

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    • What I think is the most important is that you can utilize air power in 1-6 through the use of a CL without having to compromise the shortest route due to the branching rules, not the fact that you can use seaplane bombers on CLs. The content should be okay in the tips section, but what you can do is elaborate on the fact that obtaining air power is possible with the use of certain CLs, instead of advertising the use of Zuiuns in a suicide mission in order to get a "chance" on avoiding a D-rank lol.

      I'll leave the editing to you based on what we discussed, I'll fix things if necessary at a later date. ;)

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    • A FANDOM user
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  • Hi, I finally make a small edit on the LBAS page (http://kancolle.wikia.com/wiki/Land_Base_Aerial_Support).

    I would like to add some estimated effects of Anti Bomber stat but I cannot judge by myself whether the data I have already collected is enough to deduce a reliable conclusion. Don't you know somebody who is good at statistics? I have never learned statistics and will never to do, as it is totally alien to my occupation... 

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    • Most people over at the strategy corner in discord are probably familiar with the concept of statistics, at least I am lol. You can drop by and get a helping hand on it if you're having trouble to decide what kind of result you want.

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    • Thanks for your reply, I am going to post a message in discord!

      It may be too bad that a person without the knowledge of statistics might have great trouble to raise even a very simple hypothesis... 

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    • I'm currently kinda busy as well and it's also in the middle of an event, but I will see what I can do when I'm finally available and no one has picked this up yet. ;)

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    • Thank you, if the representation of my data was problematic, please let me know :)

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    • A FANDOM user
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  • Great to see a TRULY capable guy taking over the work on Combat Mechanics :)

    Thanks for all the work doing so far.

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    • But after seeing what you've been doing with the work done by the older contributor, well, good luck for you lol. Not for an argument or something, at least do one of those probability experiments yourself, you will respect their work and try to read their reports by heart.

      Being cooperative, objective and non-biased, that is how Kancolle game mechanics had developed since the very start. I'm telling these because I was like you, just less extreme.

      Well I'm just saying, don't get blinded by your talent and close-mindness. Respect works from the past and the other researchers, is the way to improve this community. It was, it is, and it will always be.

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    • Good to have met ya, thanks and you're welcome.

      Reading reports and building up content is the basis of a scientific pursuit on the mechanics, I definitely respect people's work that is done 2 years ago as I know personally that it is never really easy to test mechanics that have a randomness factor involved, even if a day comes where I have to clean them up due to it being outdated. Nowadays, we have access to the source codes of vitacolle and tests being done are now done to prove whether the vitacolle data is accurate or not, which is actually the case for the majority. Your proposed theories is actually very close to the mark, which you definitely can view it as an achievement and be proud of it.

      I don't know about improving the community here, but I cannot be afford to be close-minded. ;)

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    • Nice to meet ya too. Thanks for the reply and explaining Tsubakura san (:

      Sorry for the arbitrary tagging, At first I was kinda surprised by the message on page Artillery Spotting, which made me think our data were viewed as "fabricated" (Since credibility was top priority to me). But after your explanation now it is okay. Outdated things need to be changed, if necessary.

      Thanks for the info. Testing methods are much more advanced.today, Access to source codes is surely the best way to help formulate something. Glad to see how the old stuffs are changing though, guess less people would have to watch their screen, counting on a notepad over hundreds of times, just to evaluate a single variable over a certain effect lol.

      Anyway, your rennovation works are very appreciated. Although personally may not play KC anymore, but this place kept some effort and memory which I view as precious. If something I could help out, please let me know.

      Regards

      Homuhomu123 / Michikawa

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    • A FANDOM user
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  • Hey Tsubakura, since I've noticed you've been helping out a lot on the event page, I was wondering if you could include this guide [1] as a tentative guide for some players. I've stumbled on it a while ago and its been surprisingly helpful this event. Thanks for the good work, keep it up!

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    • Heya, glad to be able to help out =D.
      I think its a better idea that you talk to Fujihita himself, since whether he wants his guide to be included or not is up for the author to decide, I only check people's contents to see if it doesn't raise any red flags in my book. Since we're talking about Fuji here, he can do it himself as well if there's nobody against it. Preferably, I much rather want to avoid Fuji as I can't stand people like him.

      The guide looks pretty decent, although there are some stuff which he really should amend because people will take it at face value. Although I can clearly see that its a dupe KTKM, the sample fleet is already giving me the ideas of sortieing a CLT to the first map, which I don't think its a good idea. All in all, I dont think any problems will arise in general if people were to follow the guide I guess.

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    • A FANDOM user
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  • E3 NodeI Routing Proof A






















    Hello, this was my first time editing on this wiki page. This is my proof for the routing rule for node I that 1 of the rule to route from I to K instead of J is to choose node F at node D. The fleet used were completely same, only difference being choosing F and H at node D. Thank you.

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    • Thanks for your submission =), I have this reviewed immediately. We'll have to see how far this extents.

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    • Alright, done verifying. I've added it to the branching rule as well to resolve the conflict. Thanks a lot for your nice find. :)

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    • A FANDOM user
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  • E-6 TP Gauge hq99 1150
    HQ lvl 99, in E-6 Easy the TP Gauge is 1150.
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    • The TP Gauge being different than displayed is caused by a mechanic called HQ Scaling. Basically, people with higher HQ level will have a bigger TP/HP gauge to deal with. We will have to think of a solution for this in the future, but just keep in mind that the TP value submitted right now is someone who had a higher HQ level.

      Regardless, thanks for the report =)

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    • Ok  :>

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    • Someone Create a Table with TP/HP Gauge.

      I have put in comment the value for easy mode HQ 99 here:

      http://kancolle.wikia.com/wiki/Summer_2017_Event/Info

      If they are needed.

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    • A FANDOM user
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  • Who would do you scrap first? It has always a dilemma for me to decide who to keep under the 95 cap.  What would you do in this situation? 

    PS GOOD NEWS

    I finally got the main battleship Mutsu. 

    2017-05-29 21-15-52 30
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  •  :3
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