The Admirals' Lounge (Month 10 Week 5)

  1. Recon can fail. Higher Line of Sight stat and using better recon plane or radar might reduce that failure chance. According to the wiki, your ship will have better evasion and accuracy if they succeeds in detecting the enemy fleet. I rarely fail in this phase so cannot confirm what it said though.
    2 and 3. Yes, the difference between good health and damaged will be large enough for you to check it yourself.
  2. It's too hard for me to explain any better than the wiki can do :/ There are 2 steps to calculate the final damage output. The 1st phase is (pre)cap step. Just think that after exceeding the precap, the same increase in stat will lead to diminishing returns. For example, if you increase your firepower stat by 20 damage before reaching the (pre)cap, you will increase the real damage in battle by 25. But if you increase it by 20 after the (pre)cap, you will only get 5-10 more in reality. 2nd step is postcap calculation. This step use mostly % modifiers from extra combat mechanic like Double Attack, Cut-In, Bonus from successful recon etc... that will be calculated after you get the initial result from the precap calculation step.
  3. Critical hit damage = 150% damage of normal hit, but everything higher than 40 damage will show as Critical so you cannot know if your ship really does a critical one if her firepower or torpedo stats are high enough.
  4. All planes.
  5. No, sub node still cost you the same amount of ammo. Check it yourself at 1-5.
  6. More noticable in a combined fleet (which will be used in events). In normal fleet, the accuracy penalty when you use 41cm on Kongou class compared to 35,6cm should not be enough to be clearly seen. I always use 2x 41cm on them for normal fleet.
/r/kancolle Thread Parent