iamadooddood

A guide to upgrading luck

May 18th, 2015
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  1. Full title:
  2. A guide to upgrading luck: Who to give luck to (other than your shipfu)
  3.  
  4. Accurate as of 30 May 2015.
  5.  
  6. With the revamped calculations to determine cut-in chances, the target for each girl's luck to reach is now either 50 (for torp cut-ins, which are the most common, and will be the default unless stated otherwise; mixed is 60, gun is 40) or their luck cap, whichever is lower.
  7.  
  8. As of now, only Maruyu (both pre-Kai and Kai) is capable of modernising luck. Luck determines cut-in chance, and cut-ins are highly important for taking down bosses with extremely high HP and armour. Pre-Kai Maruyu gives 1.2 luck, which in effect has a 20% chance of giving 2 luck, and an 80% chance of giving 1 luck. Maruyu Kai gives 1.6 luck, which in effect has a 60% chance of giving 2 luck, and an 40% chance of giving 1 luck. Two Maruyu Kai used together give 3.2 luck, which in effect has a 20% chance of giving 4 luck, and an 80% chance of giving 3 luck. And so on.
  9.  
  10. The standard procedure of feeding luck to your girls is in batches of 5 Maruyu Kai, which always gives 8 luck per batch. This guide assumes that you don't marry your girls (which gives a random amount of luck from 3 to 6); if you do, the amount of Maruyu fed to them changes accordingly, depending on how much extra luck they get. It's also advisable to marry them before their luck reaches either 6 below their cap, or 44 total, whichever is lower.
  11.  
  12. The amount of luck to be fed will be listed in the form of X batches + Y, where X is 8 luck fed in the form of 5 Maruyu Kai, and Y is the remaining amount of luck to top up.
  13.  
  14. There are 6 phases in total, and it is best if you do the phases in order (except phases III and IV, which you can do together).
  15.  
  16. Phases I and II: Escort essentials
  17. Phases III and IV: Torp or mixed
  18. Phases V and VI: Mopping up
  19.  
  20. Within each phase, you can feed your girls in any order. There are certain set orders you can follow, but it's fine if you don't follow them. In fact, if you like, you can even complete phase IV before you start on phase III.
  21.  
  22. You can feed the girls one by one (i.e. feed luck to one girl until her luck is 50, then move on to the next one), to increase cut-in consistency. There are two main ways to go about it:
  23. -Highest luck first, so you can get the easier to get to 50 luck girls out of the way first
  24. -Most favourite girls first (self-explanatory)
  25.  
  26. You can also equalise the luck of all the girls in each phase you're adding luck to, to increase potential. This is if you want to use all the essential girls right away, for whatever reason (having all your girls cut-in can be very damaging, indeed, but it can be inconsistent). It is normally done by having the lower luck girls catch up to the higher luck girls, then having them take turns receiving batches of 5 Maruyu Kai (or if you're crazy enough, 1 Maruyu Kai at a time; but hey, if you keep getting lucky rolls, if it works for you, go for it). There are also two main ways to go about it:
  27. -Taking into account flagship spot for one of them (the flagship is allowed 10-15 luck less than the others; exact allowance is unknown) until the other girls all have 50 luck, then increasing the flagship's luck straight to 50
  28. -Not taking into account flagship spot for any of them
  29.  
  30.  
  31. Phase I (6 batches + 9)
  32. -Ooi (13/49), 4 batches + 5
  33. -Kitakami (30/79), 2 batches + 4
  34.  
  35. CLTs are THE go-to ships for killing bosses; Kitakami and Ooi in particular. Naturally, one should increase their luck as soon as possible, so they can cut-in on the boss and deal massive damage. Kiso is not included here because you aren't usually allowed 3 CLTs in your fleet (which is the max you can stuff in) if you want to reach the boss.
  36.  
  37.  
  38. Phase II (10 or 12 batches + 15-19)
  39. -Yuudachi (20/59), 3 batches + 6
  40. -Shimakaze (12/59), 4 batches + 6
  41. -Ayanami (40/77), 1 batch + 2
  42. -Any ONE of the following:
  43. --Ooyodo (30/79), 2 batches + 4
  44. --Jintsuu (13/79), 4 batches + 5
  45. --Yuubari (17/69), 4 batches + 1
  46. -Any ONE ship from phase IV
  47.  
  48. In combined fleet, 2 DD and 1 CL is required for the escort fleet, so by feeding them luck, you make sure they can help you kill the boss rather than hinder you.
  49.  
  50. The 3 destroyers listed have the highest night battle damage, so make use of them. If you need 5 destroyers for any reason, use Shigure and Yukikaze to fulfill the requirement. In the meantime, you can use Yukikaze and Shigure (and maybe Hatsushimo, if you have her) to take over the duty that Yuudachi and Shimakaze will eventually take.
  51.  
  52. Pick ONE of the light cruisers, since you can't have more than one CL in the escort fleet. Each of them has their own uses.
  53. -Ooyodo has 4 slots, has the most planes in a slot (6), has average durability by CL standards and has the highest base luck of the three, but her night battle damage is found wanting. She is thus best used for utility purposes.
  54. -Of all CLs in the game, Jintsuu has the highest night battle damage, and is also the most durable. She can also make use of scout planes, having 1 plane in each slot. However, she only has 3 slots. She is thus best used for pure damage purposes.
  55. -Yuubari has 4 slots and average night battle damage by CL standards, but her durability is lacking and all her plane slots have 0 planes (this last point makes her the least used of the three CLs). She is thus best used for damage/utility hybrid purposes.
  56.  
  57. Finally, bring forward the schedule of one of the ships in phase IV. After 2 CLTs, 2 DDs and 1 CL, the next best to add into the escort fleet for the purpose of pure damage is them (Kiso will more likely than not be hampered by branching rules).
  58.  
  59.  
  60. Phase III (8 batches + 7 for torp, 10 batches + 11 for mixed)
  61. -Tone (15/69), 4 batches + 3 (torp) / 5 batches + 5 (mixed)
  62. -Chikuma (14/67), 4 batches + 4 (torp) / 5 batches + 6 (mixed)
  63.  
  64. For phases III and IV, both torp (either 4 torp, or 2 gun 2 torp) and mixed cut-in (2 gun 1 plane 1 torp) setups are viable. With that in mind, depending on whether you want torp or mixed cut-in, the luck to modernise to will be different.
  65.  
  66. These 2 are the best CAVs to use, no question. 2 CAVs is also a likely branching rule (more than 2 is not likely because escort fleet can only have up to 2 CAVs, and main fleet doesn't take part in night battle. This thought is likely to carry over to single fleet as well). May be done together with phase IV, instead of before. It's just placed before CAs because there are already 2 CAs with high luck (Prinz Eugen and Myoukou), but Tone and Chikuma are already the CAVs with the highest luck around.
  67.  
  68.  
  69. Phase IV (8 batches + 13 or 9 batches + 18 for torp, 12 batches + 11 or 14 batches + 8 for mixed)
  70. Bismarck (22/84), 3 batches + 4 (torp) / 4 batches + 6 (mixed)
  71. Any TWO of the following:
  72. Choukai (19/68), 3 batches + 7 (torp) / 5 batches + 1 (mixed)
  73. Haguro (19/70), 3 batches + 7 (torp) / 5 batches + 1 (mixed)
  74. Myoukou (32/79), 2 batches + 2 (torp) / 3 batches + 4 (mixed)
  75.  
  76. This phase is more for damage than for branching rules, but 2 CAs is also a likely branching rule (more than 2 is not likely because escort fleet can only have up to 2 CAs, and main fleet doesn't take part in night battle. This thought is likely to carry over to single fleet as well). Bismarck is here because her utility in escort fleet is around this level (she can hit as hard at night; she has higher damage in the day to clear out enemy fodder, but fast BB is less likely to be a compass rule than CA(V)).
  77.  
  78. Of the 3 CAs, Choukai has the highest night battle damage but is not among the essential CAs (see http://pastebin.com/4Wk2hy0B), Haguro is an essential CA but has low base luck and is not much stronger than Myoukou in the day (and is as strong at night), and Myoukou is an essential CA and has the highest base luck of the three but is the weakest.
  79.  
  80. May be done together with phase III, instead of after.
  81.  
  82.  
  83. Phase V (8 batches + 8)
  84. Kiso (13/69), 4 batches + 5
  85. Akatsuki (15/67), 4 batches + 3
  86.  
  87. To reinforce phases I (3 CLTs are the maximum allowed in escort fleet) and II (Akatsuki has higher night battle damage than Shigure so she'll take her place in a 1 CL 5 DD fleet which also consists of Yuudachi, Shimakaze, Ayanami and Yukikaze), respectively. If you're scared of ship locking you can throw another of those 3 choice CLs listed in phase II, in this section.
  88.  
  89.  
  90. Phase VI (3-7 batches + 5-12)
  91. I-168 (10/49), 3 batches OR Ro-500 (44/77), 0 batches + 6
  92. I-401 (20/59), 3 batches + 6 OR I-19 (13/59), 4 batches + 5
  93.  
  94. The last phase, and the most pointless, but there's still a point of sorts. Future branching rules may end up differentiating SS from SSV (eg. a Midway remake may use SS over SSV due to I-168 sinking Yorktown, and an event with a map based off Panama may use SSV over SS because of I-400-class submarines).
  95.  
  96. I-168 has higher HP and damage but Ro-500 has higher durability and evasion.
  97. I-401 has higher HP and durability but I-19 has higher damage and evasion.
  98.  
  99. In the meantime, Ro-500 (if you've chosen to use I-168) and I-58 will be used as the high luck submarines.
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