KanColle Night Battle Enemy Ship Destruction Rate (Destroyers Only)
Author: opennohageExecutions: 4341
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Based on the activation rates of destroyer-exclusive cut-ins such as “Shu-Gyoden” and “Gyogyosui,” this calculates the probability distribution of how much damage will be dealt to enemy ships.
I created this because I wanted functionality that wasn’t covered by the Operations Room (Update 03/05/2022: It appears the latest version now supports this, but I’m keeping this here because I personally want to see the cumulative damage distribution when there are multiple Critical Hits).
I wanted to calculate night battle firepower all at once as well, but I gave up on that.
I think the quickest way is to use the Operations Room or similar tools to calculate values that include modifications and bonuses.
Please enter: Base Attack Power = Firepower + Torpedo Power + Modification/Enhancement Values (Night Battle)
You can enter a level, but the calculation is set up so that skills like “Fish-Fish-Water” activate even at levels below 80.
Since it’s unlikely any destroyer will reach the firepower cap, I’ve ignored the cap adjustment.
I wanted to calculate night battle firepower all at once as well, but I gave up on that.
I think the quickest way is to use the Operations Room or similar tools to calculate values that include modifications and bonuses.
Please enter: Base Attack Power = Firepower + Torpedo Power + Modification/Enhancement Values (Night Battle)
You can enter a level, but the calculation is set up so that skills like “Fish-Fish-Water” activate even at levels below 80.
Since it’s unlikely any destroyer will reach the firepower cap, I’ve ignored the cap adjustment.
| Percentage of HP or more (one-hit KO) | % |
| A cumulative percentage of over 90% of HP | %A ratio of 100–90% of HP % |
| A cumulative percentage of over 80% of HP | %90–80% of the website % |
| A cumulative percentage of 70% or more of HP | %A ratio of 80–70% of HP % |
| A cumulative percentage of 60% or more of HP | %70–60% of HP % |
| A cumulative percentage of 50% or more of HP | %A ratio of 60–50% of HP % |
| A cumulative percentage of 40% or more of HP | %A ratio of 50–40% of HP % |
| A cumulative percentage of 30% or more of HP | %A ratio of 40–30% of HP % |
| A cumulative percentage of 20% or more of HP | %A ratio of 30–20% of HP % |
| A cumulative percentage of 10% or more of HP | %A ratio of 20% to 10% of HP % |
| Cumulative percentage of HP at 00% or higher | %HP's 10–00% range % |
| Cumulative percentage exceeding percentage damage | %The percentage that results in percentage damage % |
Even if the equipment configuration is "Torpedo-Torpedo," you can still enter the D-gun mounting status, but the calculation results should remain the same.
Refer to the wiki for type coefficients, etc. I’ve seen the theory that the attack rate for "Torpedo-Torpedo-Water" is 1:5, so I’m using that for my calculations.
Calculations are based on a 15% critical hit rate and 1.5x night battle attack power when a critical hit occurs (see wiki).
Since the product of “number of trials” and “activation rate” is rounded down, the total displayed activation rate may not strictly equal 100%.
This calculation does not account for hit probability; it simply shows what happens when a hit occurs.
Because enemy armor random numbers are handled using random generation, results may vary slightly from calculation to calculation even under the same conditions.
I think there are quite a few bugs, so if you could contact me via Twitter (@rityousituraiyo) or similar, I’d like to address them to the best of my ability.
Refer to the wiki for type coefficients, etc. I’ve seen the theory that the attack rate for "Torpedo-Torpedo-Water" is 1:5, so I’m using that for my calculations.
Calculations are based on a 15% critical hit rate and 1.5x night battle attack power when a critical hit occurs (see wiki).
Since the product of “number of trials” and “activation rate” is rounded down, the total displayed activation rate may not strictly equal 100%.
This calculation does not account for hit probability; it simply shows what happens when a hit occurs.
Because enemy armor random numbers are handled using random generation, results may vary slightly from calculation to calculation even under the same conditions.
I think there are quite a few bugs, so if you could contact me via Twitter (@rityousituraiyo) or similar, I’d like to address them to the best of my ability.
No customer feedback for this calculation yet.