IntroductionEdit
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 Edit
2-5 old formula Edit
To avoid confusion, content here is archived into 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 old formula Edit
Deprecated, click this link for details.
new fall simplified Edit
It is a tidy up version of 2-5 fall formula. Click this link for details.
Formula 33Edit
Requires further testing. Similar to the New Fall Simplified formula, but reportedly more accurate. Using this model, a value of 31 eLoS would guarantee failing the 2-5 LoS check, while a value of 33 eLoS would succeed 100% of the time. It is described as follows^{[2]}:
$ \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} $
- $ L_s $ is the ship's base LoS
- $ C_{n} $ 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_{n} = 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.
- $ C_{l} $ 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
- $ S_{l} $ is the displayed LoS value of the equipment
- $ S_l^{\star} $ is the equipment's improvement bonus to eLoS
- This is calculated by multiplying$ C_l^{\star} $, the improvement multiplier of that equipment, with the square root of the equipment's improvement level.
- The improvement multiplier of Small Radars is 1.25, Large Radars is 1.4, Reconnaissance Seaplanes is 1.2, and Searchlight is 0 (that is, it receives no eLoS bonus when improved)
- This is calculated by multiplying$ C_l^{\star} $, the improvement multiplier of that equipment, with the square root of the equipment's improvement level.
- $ H $ is the HQ level. The ceil operation means that the value is rounded up every 2.5 HQ levels.
- $ N $ 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 modifierEdit
- Also known as node factor
- In some maps, weighting of equipment would be higher than that others.
- It is represented as C_{n} in the formula.
- For all tested nodes, C_{n} 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(C_{n}=1) have to be larger than 31 to have a chance to enter boss and 33 to guarantee boss entry.
- In 6-2, F33(C_{n}=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 softwareEdit
- Please update your software to a more recent version which patched a calculation mistake.