Difference between revisions of "Drop"

m
 
(45 intermediate revisions by 4 users not shown)
Line 4: Line 4:
  
 
=Overview=
 
=Overview=
When scoring a victory on certain combat nodes, depending on the situation, a ship might be dropped and added to the ship list.
+
When scoring a victory on certain combat nodes, a ship might drop and be added to the ship list.
* Ship drops are always level 1 and on base remodel and modernization.
+
* Ship drops are always level 1 and on base remodel with no modernization.
* Having either ship slots or equipment slots full will prevent any drop (similar to ship construction).
+
* Having insufficient spare ship slots or equipment slots will prevent any drop (similar to ship construction).
 
* The drop tables of each map are listed here on the wiki, as well as on each map page and ship page, please refer to those tables for each situation.
 
* The drop tables of each map are listed here on the wiki, as well as on each map page and ship page, please refer to those tables for each situation.
 +
**Those tables are an approximation, as they fuse all formations drop tables. For the exact formation drop tables, please use [https://tsunkit.net/nav KcNav] drop tables.
  
 
For a given node drop pool, each droppable ship will have a given base drop rate which is then affected by the factors detailed below:
 
For a given node drop pool, each droppable ship will have a given base drop rate which is then affected by the factors detailed below:
  
 
;Combat Rank
 
;Combat Rank
* "Victories" (S, A, and B ranks) are the only way to drop a ship.
+
* Ships only drop on S, A, and B ranks.
 
* Scoring a greater victory will usually yield more and better drops.
 
* Scoring a greater victory will usually yield more and better drops.
 
;Nodes
 
;Nodes
Line 19: Line 20:
 
** Some nodes will have a higher chance of dropping nothing,
 
** Some nodes will have a higher chance of dropping nothing,
 
** Some nodes do not drop ship in any situation (mostly minor event nodes),
 
** Some nodes do not drop ship in any situation (mostly minor event nodes),
* Boss nodes always dropping ships (only applicable to the final boss on most multi-boss maps),
+
* Boss nodes always drop ships (only applicable to the final boss on most multi-boss maps, and if the above-mentioned conditions are met),
 +
**In the rare cases devs misimplement limited drops, it is possible to drop nothing even if all right conditions are met (notably if a drop cap is present with no proper replacement drop [https://discord.com/channels/749742270252843008/781602079319916546/1362111532300767404]).
 
;Enemy Formation
 
;Enemy Formation
* Some "easier" formations may not drop the rarer ship
+
* Drop tables are not determined by the node only, but each enemy formation that can be encountered on the node.
 +
**Some nodes have the same drop tables for all formations
 +
* Usually, "easier" formations may not drop some rarer ships, and some ship may be locked to few or even a single formation.
 
;Specific Mechanic
 
;Specific Mechanic
 
* In the case of [[Drop List#Limited Time Drops|limited time drops]] on normal maps, they usually overlap or replace existing drop rates.
 
* In the case of [[Drop List#Limited Time Drops|limited time drops]] on normal maps, they usually overlap or replace existing drop rates.
 
* Some individual drop rates might also be affected by [[#Drop Caps]], proportionally increasing the rest of the drop rates of the list.
 
* Some individual drop rates might also be affected by [[#Drop Caps]], proportionally increasing the rest of the drop rates of the list.
 +
* Some ships are affected by [[scrap]]ping, notably all DE and some limited ones (''see [[#Scrap Locking|below]]'').
 
* The difficulty ([[event]] only) changing the enemy formations, with better drops being limited to higher difficulties' formations.
 
* The difficulty ([[event]] only) changing the enemy formations, with better drops being limited to higher difficulties' formations.
**HQ 1+ for Casual and Easy, limited "rare drops" available,
+
**Casual & Easy: limited "rare drops" available,
**HQ 35+ for Medium, some "rare drops" available,
+
**Medium: some "rare drops" available,
**HQ 80+ for Hard, all "rare drops" available.
+
**Hard: all "rare drops" available.
  
 
Drops do '''NOT''' depend on:
 
Drops do '''NOT''' depend on:
 
*"Perfect S Victory", being exactly the same as a regular S rank.
 
*"Perfect S Victory", being exactly the same as a regular S rank.
 
*Items drops (e.g. [[Saury]]), where it is possible to drop both a ship and an item when applicable, the two being independent.
 
*Items drops (e.g. [[Saury]]), where it is possible to drop both a ship and an item when applicable, the two being independent.
*Some "mercy mechanic", improving the odds of dropping something after a given amount of attempts.
+
*Some "mercy/pity mechanic", improving the odds of dropping something after a given amount of attempts.
 
*Any direct effect of HQ level is currently unproven. However HQ level has an indirect effect as it affects enemy formation.
 
*Any direct effect of HQ level is currently unproven. However HQ level has an indirect effect as it affects enemy formation.
*The fact that a ship was [[scrap]]ped rectly.
 
**''Certain rumors pretend that scrapping given ships will prevent said ships from dropping for a long time, but so far this has never been verified, being additionally an unlikely odd/arbitrary mechanic by itself.
 
  
 
=Drop Caps=
 
=Drop Caps=
The "drop cap" (only applicable for few ships), is when some "rarer/more valuable" ships are limited in how many copies can be owned at once ("dupe cap") or on how many can be dropped in a certain period of time ("overfishing cap"). This way, the majority of ships can be dropped an infinite amount of time (certain players have 200+ copies of a ship), but certain ships will have an arbitrary limit:
+
The "drop cap" (only applicable for few ships), is when some "rarer/valuable" ships are limited in how many copies can be obtained. It is believed to be mostly node-based, but some reports suggest it can be also world-wide, or even game-wide. It can take the form of a "'''[[#Dupe Cap|Dupe Cap]]'''" or an "'''[[#Overfishing Cap|Overfishing Cap]]'''".
*Unlikely, for [[Akashi]] on [[1-5]] and [[3-5]], and [[Ooyodo]] on [[1-6]], they will drop '''only''' if currently not possessed, meaning that duplicates cannot be dropped here (dupes are still possible on any other location).
+
*This way, the majority of ships can be dropped an infinite amount of times (certain players have 200+ copies of a ship), but certain ships will have an arbitrary limit.
*For the '''"dupe caps"''', some ships will be limited on how many can be owned at once, with their drop rate falling to zero on all locations when this cap is reached.
+
*Ships affected by a cap are notably replaced with "alternative drop slots" instead (''see [[#Drop Theory|below]]'').
**Usually, the amount of a given ship being possessed will affect the drop rate, the more ships the worse the rate, down to 0 %, and being reseted back if the duplicates are "removed" (scrapped, fodder uses, sunk...).
+
 
**As this mechanic is not fully understood and is not very limiting, there is no clear list of the affected ships.
+
==Dupe Cap==
**Famously, for the first few events after their introduction, [[Intrepid]], [[Nelson]], and [[Atlanta]] were each limited to only 1, meaning that it was impossible to drop duplicates. As of {{GameUpdates|2024-06-27}} update, those limitations have been raised to at least 3 for all ships in the game.
+
The "'''Dupe Cap'''" is for how many duplicates of a ship can be '''possessed at once'''.
*For the '''"overfishing cap"''', there might be a limit on how many DE can be dropped by an account on ALL maps (normal and event) for a given amount of time or period.
+
*This can also come in a diminishing drop rate as the amount of duplicates increases, with their drop rate falling to zero when this cap is reached, and being reseted back if the duplicates are "removed" (scrapped, fodder uses, sunk...), unless it is also affected by some "[[#Scrap Locking|Scrap Locking]]".
**''So far only observed for [[Kaiboukan]]s and maybe just a fluke [https://note.com/shiroos/n/nc69eeb09585f][https://note.com/shiroos/n/nf94178915b6c][https://twitter.com/Sashimi91640578/status/1807745269595025450].
+
*Famously, for [[Akashi]] on [[2-5]]'s boss node, she will drop '''only''' if currently not possessed, meaning that duplicates cannot be dropped here (dupes are still possible on any other location).
 +
*Usually, the amount of a given ship being possessed will affect the drop rate, the more ships the worse the rate, down to 0 %,  
 +
*''See [[#Dupe Cap List|below]] for a list of the known ships with such a cap.
 +
 
 +
===Dupe Cap List===
 +
Ships who are known to be limited in how many dupes can be obtained, as of the {{GameUpdates|2025/06/27}} update.
 +
*Do note that this list may be erroneous or not up to date.
 +
*Some ships were known to be limited to zero dupes when they were introduced, but so far, all ships except Valiant can be duped at least once.
 +
*Some ships may also have a diminishing drop rate, but no clear drop cap.
 +
''Are listed below only ships who have never been recorded as more than a 5th dupe.
 +
*''Some ships may have lower caps on some specific nodes.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed"
 +
!Ship
 +
!Cap
 +
|-
 +
|[[Thonburi]]|| 2
 +
|-
 +
|[[Minneapolis]]|| 2
 +
|-
 +
|[[Drum]]|| 2
 +
|-
 +
|[[Wahoo]]|| 2
 +
|-
 +
|[[Lexington]]|| 2
 +
|-
 +
|[[Kaya]]|| 2
 +
|-
 +
|[[Sugi]]|| 2
 +
|-
 +
|[[Shimane Maru]]|| 2
 +
|-
 +
|[[Ootomari]]|| 3
 +
|-
 +
|[[Richard P. Leary]]|| 3
 +
|-
 +
|[[Gloire]]|| 3
 +
|-
 +
|[[Rodney]]|| 3v
 +
|-
 +
|[[Natsugumo]]|| 3
 +
|-
 +
|[[Heian Maru]]|| 3
 +
|-
 +
|[[No.101 Transport Ship]]|| 3
 +
|-
 +
|[[Nisshin]]|| 3
 +
|-
 +
|[[Phoenix]]|| 4
 +
|-
 +
|[[Heywood L. Edwards]]|| 4
 +
|-
 +
|[[Asahi]]|| 4
 +
|-
 +
|[[Hayashio]]|| 4
 +
|-
 +
|[[Honolulu]]|| 4
 +
|-
 +
|[[Atlanta]]|| 4
 +
|-
 +
|[[Javelin]]|| 4
 +
|-
 +
|[[Maestrale]]|| 4
 +
|-
 +
|[[I-47]]|| 4
 +
|-
 +
|[[Akishimo]]|| 4
 +
|-
 +
|[[Suzunami]]|| 4
 +
|-
 +
|[[Tamanami]]|| 4
 +
|-
 +
|[[Makinami]]|| 4
 +
|-
 +
|[[Fuyutsuki]]|| 4
 +
|-
 +
|[[Kumano Maru]]|| 4
 +
|-
 +
|[[Yuugure]]|| 5
 +
|-
 +
|[[Nelson]]|| 5
 +
|-
 +
|[[Prinz Eugen]]|| 5
 +
|-
 +
|[[Noumi]]|| 5
 +
|-
 +
|[[Hayanami]]|| 5
 +
|-
 +
|[[Kishinami]]|| 5
 +
|-
 +
|[[Tuscaloosa]]|| 5
 +
|}
 +
 
 +
==Overfishing Cap==
 +
The "'''Overfishing Cap'''" is for how many duplicates of a ship can be '''dropped in a certain limit quantity and in a certain period of time'''.
 +
*''So far only observed for some rarer ships and all [[Kaiboukan]]s [https://twitter.com/Sashimi91640578/status/1852977074488897829][https://twitter.com/Sashimi91640578/status/1852977245671076129][https://twitter.com/Sashimi91640578/status/1852977384565460998].
 +
*This cap can be further exacerbated by "Scrapping" said ships.
 +
 
 +
===Scrap Locking===
 +
It is currently believed that there is a system ("scrap locking") preventing players from obtaining a disproportionately high amount of some "rarer/valuable" ships.
 +
*This system seems to target ships that specifically grant desirable equipment such as [[Prinz Eugen]], {{Class|Fletcher}}, [[USN]] battleships, and ships that have other desirable uses such as [[DE]] with [[Modernization#Special Modernizations|special modfodding]].
 +
*This is assumed to be a way to nerf workarounds of the above-mentioned dupe limitations, notably scrapping ships as soon as their desirable equipment obtained, in order to keep a lower "dupe count" and so a better drop rate.
 +
 
 +
This system's inner workings are not fully understood, however, there is substantial evidence of its existence through statistical feasibility: [https://x.com/zekamashinet/status/1713210060938379475].
 +
*"Scrapping" here refers to any way of "decommissioning" a ship, aka '''"[[Scrap|dismantling]]", "[[Modernization|modfodding]]", or "sinking"'''.
 +
 
 +
Currently, it is believed the system works in three different possible ways:
 +
*Scrapping a ship will trigger a flag for a specific node, which prevents said node from dropping the ship (i.e. multiple users reported that scrapping Johnston made it impossible for them to obtain Johnston from the 2-3 limited boss drop specifically, whereas she would drop normally from other nodes). This flag is supposedly cleared after an arbitrary time has passed, allowing the ship to be obtained again.
 +
*Scrapping a ship would not decrease the "dupe count" of a specific node, meaning that scrapping ships to enjoy a higher drop rate would not be possible (i.e. Iowa drops during the Winter 2018 Event, where no more than a total of 2 Iowas would be obtainable from the last boss node, whether still having them or not).
 +
*A combination of the above-mentioned systems with some dupe. [[DE]] drops are notably suspected to behave similarly (''see [[#DE Drop Cap|below]]'')
 +
 
 +
===DE Drop Cap===
 +
[[DE]] seem to be affected by a mix of "dupe limitation", "scrap locking", and an "hard drop limit".
 +
 
 +
;Possession Penalty
 +
*When owning '''3 copies''' of a DE and farming for her 4th copy onwards, her drop rate will decrease. So try to '''keep 2 copies''' of each DE at most.
 +
 
 +
;Cumulative Penalty
 +
*For every time that DE is '''scrapped, sunk, or used as fodder''', the game will add '''+1''' to the player's "cumulative decommission" counter for that DE. If this counter '''reaches 10 or higher''', that DE's drop rate will also be decreased.
 +
**This counter is '''invisible and will keep going up for each DE''', making it really hard to get more copies of each given DE after a certain amount of copies have been removed, unless there is a '''"hard reset of drop pool"'''.
 +
***So far, only one "hard reset of drop pool" has been observed, with the {{GameUpdates|2023/11/02}} update [https://x.com/shiroos/status/1738122210588647929]. When this reset happens, every player's '''cumulative penalties''' are reseted back to 0, allowing to farm for all DE with their normal rate. However, it is unknown when/if the devs will reset the drop pool again.
 +
**The cumulative penalty effects depend on the map, some being more or less affected.
 +
***For map [[1-3]], it kicks in when the counter is '''10 or higher''' [https://x.com/shiroos/status/1728817901686452653], for [[Early Spring 2024 Event]] E2 Boss, the effect kicked in when the counter was '''14 or higher''' [https://x.com/shiroos/status/1772304298669457604].
 +
**There is no fixed amount for this counter as it may change, so the safest bet is still to try to keep the counter at '''9 or less''' to avoid the penalty.
 +
**When cumulative penalty kicks in, it '''does not reduce that DE drop rate to 0%''', but might get close to it.
 +
 
 +
Both '''penalties''' applies to the player in '''every maps, including events''' (as seen in map [[2-3]] [https://x.com/shiroos/status/1772303252454854707] and [[Early Spring 2024 Event]] E2 Boss [https://x.com/Sashimi91640578/status/1807745269595025450]), so it is possible to exhaust a DE's drop rate, with no possibility to get anywherelse easier.
 +
 
 +
''For full details of how it works, please check out these articles: [https://note.com/shiroos/n/nc69eeb09585f], [https://note.com/shiroos/n/nf94178915b6c].
  
 
=Drop Theory=
 
=Drop Theory=
On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or events) only the last one is considered a boss node and the other are considered normal nodes.
+
On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or events), only the last one is considered a boss node and the other are considered normal nodes.
 +
 
 
These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. A same ship can be on multiple rows. Boss tables never have empty rows.
 
These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. A same ship can be on multiple rows. Boss tables never have empty rows.
 
*Note that rare ships are at the beginning of the table and the empty rows are always at the end.
 
*Note that rare ships are at the beginning of the table and the empty rows are always at the end.
  
 
Once the battle is finished, the process choosing the drop is as follows:
 
Once the battle is finished, the process choosing the drop is as follows:
# The game rolls if there is a drop or not with the following rates:
+
* The game rolls if there is a drop or not with the following rates:
#* Normal nodes:
+
{|class="wikitable" style="text-align:center"
#** S: 70%,
+
!rowspan=2|Rank!!colspan=2|Node type
#** A: 60%,
+
|-
#** B: 70%,
+
!Normal!!Boss
#* Boss nodes:
+
|-
#** 100%,
+
!S
# The game will roll a random whole number between two boundaries included <math>ID=Rand(a,b)</math>,
+
|70 %||rowspan=3|100 %
#* The boundaries depend on the victory rank,
+
|-
#** S: 1-50,
+
!A
#** A: 20-70,
+
|60 %
#** B: 51-100,
+
|-
# An "offset" is added to the generated number. <math>ID=ID+OFFSET</math>,
+
!B
#* The offset is solely determined by the enemy formation, each one has a fixed offset,
+
|70 %
#** As a general rule easy enemy formation especially on normal nodes have a higher offset,
+
|-
# The resulting number <math>ID</math> determines which row of the table will be chosen (the row may be empty resulting in no drop).
+
!C / D / E
 +
|colspan=2|0 %
 +
|}
 +
 
 +
* Then the game rolls a random whole number between two boundaries included, depending on the victory rank, and adds a certain "offset".
 +
** The offset is solely determined by the enemy formation, each one having a fixed offset,
 +
** As a general rule, easier enemy formation, especially on normal nodes, have a higher offset.
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>ID = Rand[a;b] + \text{Offset}</math>
 +
|}
 +
 
 +
{|class="wikitable" style="text-align:center"
 +
!rowspan=2|Rank!!colspan=2|Boundaries
 +
|-
 +
!a!!b
 +
|-
 +
!S
 +
|1||50
 +
|-
 +
!A
 +
|21||70
 +
|-
 +
!B
 +
|51||100
 +
|}
 +
 
 +
The resulting number <math>ID</math> determines which row of the drop table will be chosen.
 +
*If the row is empty, there will be no drop, even if a drop was rolled.
 
[https://kancolle.fandom.com/wiki/User_blog:Fouryuu/Drop_Mechanics]
 
[https://kancolle.fandom.com/wiki/User_blog:Fouryuu/Drop_Mechanics]
  
Line 79: Line 238:
 
In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met. This is notably used for the following mechanics:
 
In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met. This is notably used for the following mechanics:
 
* Limited time drop, when a ship is added to the list,
 
* Limited time drop, when a ship is added to the list,
** This case can rarely happen in events with some specific ships, in order to massively increase their drop rate as a gimmick.
+
** This case can also rarely happen in events with some specific ships, in order to massively increase their drop rate as a gimmick.
 
* Drop caps, where a capped ship is faded out of the list in profit of a single other ship not being capped.
 
* Drop caps, where a capped ship is faded out of the list in profit of a single other ship not being capped.
  
Line 85: Line 244:
 
*[[Drop List]]
 
*[[Drop List]]
 
*[[Sortie]]
 
*[[Sortie]]
 +
*[[Help:Ship Farming]] (For guide of farming specific limited drops)
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 22:37, 3 January 2026

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet  · Drop
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting

Dropping ships from combat nodes in sorties is the main way to obtain new girls in the game, with a majority of "good" ships being only obtainable this way.

  • See Drop List to view all the ship drop locations.

Overview

When scoring a victory on certain combat nodes, a ship might drop and be added to the ship list.

  • Ship drops are always level 1 and on base remodel with no modernization.
  • Having insufficient spare ship slots or equipment slots will prevent any drop (similar to ship construction).
  • The drop tables of each map are listed here on the wiki, as well as on each map page and ship page, please refer to those tables for each situation.
    • Those tables are an approximation, as they fuse all formations drop tables. For the exact formation drop tables, please use KcNav drop tables.

For a given node drop pool, each droppable ship will have a given base drop rate which is then affected by the factors detailed below:

Combat Rank
  • Ships only drop on S, A, and B ranks.
  • Scoring a greater victory will usually yield more and better drops.
Nodes
  • Most nodes drop ships on higher ranks only (mostly "A and S only", or even "S only"),
  • Normal nodes have a base rate of 30-40% to drop nothing,
    • Some nodes will have a higher chance of dropping nothing,
    • Some nodes do not drop ship in any situation (mostly minor event nodes),
  • Boss nodes always drop ships (only applicable to the final boss on most multi-boss maps, and if the above-mentioned conditions are met),
    • In the rare cases devs misimplement limited drops, it is possible to drop nothing even if all right conditions are met (notably if a drop cap is present with no proper replacement drop [1]).
Enemy Formation
  • Drop tables are not determined by the node only, but each enemy formation that can be encountered on the node.
    • Some nodes have the same drop tables for all formations
  • Usually, "easier" formations may not drop some rarer ships, and some ship may be locked to few or even a single formation.
Specific Mechanic
  • In the case of limited time drops on normal maps, they usually overlap or replace existing drop rates.
  • Some individual drop rates might also be affected by #Drop Caps, proportionally increasing the rest of the drop rates of the list.
  • Some ships are affected by scrapping, notably all DE and some limited ones (see below).
  • The difficulty (event only) changing the enemy formations, with better drops being limited to higher difficulties' formations.
    • Casual & Easy: limited "rare drops" available,
    • Medium: some "rare drops" available,
    • Hard: all "rare drops" available.

Drops do NOT depend on:

  • "Perfect S Victory", being exactly the same as a regular S rank.
  • Items drops (e.g. Saury), where it is possible to drop both a ship and an item when applicable, the two being independent.
  • Some "mercy/pity mechanic", improving the odds of dropping something after a given amount of attempts.
  • Any direct effect of HQ level is currently unproven. However HQ level has an indirect effect as it affects enemy formation.

Drop Caps

The "drop cap" (only applicable for few ships), is when some "rarer/valuable" ships are limited in how many copies can be obtained. It is believed to be mostly node-based, but some reports suggest it can be also world-wide, or even game-wide. It can take the form of a "Dupe Cap" or an "Overfishing Cap".

  • This way, the majority of ships can be dropped an infinite amount of times (certain players have 200+ copies of a ship), but certain ships will have an arbitrary limit.
  • Ships affected by a cap are notably replaced with "alternative drop slots" instead (see below).

Dupe Cap

The "Dupe Cap" is for how many duplicates of a ship can be possessed at once.

  • This can also come in a diminishing drop rate as the amount of duplicates increases, with their drop rate falling to zero when this cap is reached, and being reseted back if the duplicates are "removed" (scrapped, fodder uses, sunk...), unless it is also affected by some "Scrap Locking".
  • Famously, for Akashi on 2-5's boss node, she will drop only if currently not possessed, meaning that duplicates cannot be dropped here (dupes are still possible on any other location).
  • Usually, the amount of a given ship being possessed will affect the drop rate, the more ships the worse the rate, down to 0 %,
  • See below for a list of the known ships with such a cap.

Dupe Cap List

Ships who are known to be limited in how many dupes can be obtained, as of the 2025/06/27 update.

  • Do note that this list may be erroneous or not up to date.
  • Some ships were known to be limited to zero dupes when they were introduced, but so far, all ships except Valiant can be duped at least once.
  • Some ships may also have a diminishing drop rate, but no clear drop cap.

Are listed below only ships who have never been recorded as more than a 5th dupe.

  • Some ships may have lower caps on some specific nodes.
Ship Cap
Thonburi 2
Minneapolis 2
Drum 2
Wahoo 2
Lexington 2
Kaya 2
Sugi 2
Shimane Maru 2
Ootomari 3
Richard P. Leary 3
Gloire 3
Rodney 3v
Natsugumo 3
Heian Maru 3
No.101 Transport Ship 3
Nisshin 3
Phoenix 4
Heywood L. Edwards 4
Asahi 4
Hayashio 4
Honolulu 4
Atlanta 4
Javelin 4
Maestrale 4
I-47 4
Akishimo 4
Suzunami 4
Tamanami 4
Makinami 4
Fuyutsuki 4
Kumano Maru 4
Yuugure 5
Nelson 5
Prinz Eugen 5
Noumi 5
Hayanami 5
Kishinami 5
Tuscaloosa 5

Overfishing Cap

The "Overfishing Cap" is for how many duplicates of a ship can be dropped in a certain limit quantity and in a certain period of time.

  • So far only observed for some rarer ships and all Kaiboukans [2][3][4].
  • This cap can be further exacerbated by "Scrapping" said ships.

Scrap Locking

It is currently believed that there is a system ("scrap locking") preventing players from obtaining a disproportionately high amount of some "rarer/valuable" ships.

  • This system seems to target ships that specifically grant desirable equipment such as Prinz Eugen, Fletcher-class, USN battleships, and ships that have other desirable uses such as DE with special modfodding.
  • This is assumed to be a way to nerf workarounds of the above-mentioned dupe limitations, notably scrapping ships as soon as their desirable equipment obtained, in order to keep a lower "dupe count" and so a better drop rate.

This system's inner workings are not fully understood, however, there is substantial evidence of its existence through statistical feasibility: [5].

  • "Scrapping" here refers to any way of "decommissioning" a ship, aka "dismantling", "modfodding", or "sinking".

Currently, it is believed the system works in three different possible ways:

  • Scrapping a ship will trigger a flag for a specific node, which prevents said node from dropping the ship (i.e. multiple users reported that scrapping Johnston made it impossible for them to obtain Johnston from the 2-3 limited boss drop specifically, whereas she would drop normally from other nodes). This flag is supposedly cleared after an arbitrary time has passed, allowing the ship to be obtained again.
  • Scrapping a ship would not decrease the "dupe count" of a specific node, meaning that scrapping ships to enjoy a higher drop rate would not be possible (i.e. Iowa drops during the Winter 2018 Event, where no more than a total of 2 Iowas would be obtainable from the last boss node, whether still having them or not).
  • A combination of the above-mentioned systems with some dupe. DE drops are notably suspected to behave similarly (see below)

DE Drop Cap

DE seem to be affected by a mix of "dupe limitation", "scrap locking", and an "hard drop limit".

Possession Penalty
  • When owning 3 copies of a DE and farming for her 4th copy onwards, her drop rate will decrease. So try to keep 2 copies of each DE at most.
Cumulative Penalty
  • For every time that DE is scrapped, sunk, or used as fodder, the game will add +1 to the player's "cumulative decommission" counter for that DE. If this counter reaches 10 or higher, that DE's drop rate will also be decreased.
    • This counter is invisible and will keep going up for each DE, making it really hard to get more copies of each given DE after a certain amount of copies have been removed, unless there is a "hard reset of drop pool".
      • So far, only one "hard reset of drop pool" has been observed, with the 2023/11/02 update [6]. When this reset happens, every player's cumulative penalties are reseted back to 0, allowing to farm for all DE with their normal rate. However, it is unknown when/if the devs will reset the drop pool again.
    • The cumulative penalty effects depend on the map, some being more or less affected.
    • There is no fixed amount for this counter as it may change, so the safest bet is still to try to keep the counter at 9 or less to avoid the penalty.
    • When cumulative penalty kicks in, it does not reduce that DE drop rate to 0%, but might get close to it.

Both penalties applies to the player in every maps, including events (as seen in map 2-3 [9] and Early Spring 2024 Event E2 Boss [10]), so it is possible to exhaust a DE's drop rate, with no possibility to get anywherelse easier.

For full details of how it works, please check out these articles: [11], [12].

Drop Theory

On every map in the game, there are two tables determining the ship being dropped. One table is for the boss node and the other is for normal nodes. In regards to the drop mechanic if there are multiple boss nodes on the map (W7 or events), only the last one is considered a boss node and the other are considered normal nodes.

These tables have 100 rows numbered from 1 to 100 and each row contains a ship or is empty. A same ship can be on multiple rows. Boss tables never have empty rows.

  • Note that rare ships are at the beginning of the table and the empty rows are always at the end.

Once the battle is finished, the process choosing the drop is as follows:

  • The game rolls if there is a drop or not with the following rates:
Rank Node type
Normal Boss
S 70 % 100 %
A 60 %
B 70 %
C / D / E 0 %
  • Then the game rolls a random whole number between two boundaries included, depending on the victory rank, and adds a certain "offset".
    • The offset is solely determined by the enemy formation, each one having a fixed offset,
    • As a general rule, easier enemy formation, especially on normal nodes, have a higher offset.
[math]\displaystyle{ ID = Rand[a;b] + \text{Offset} }[/math]
Rank Boundaries
a b
S 1 50
A 21 70
B 51 100

The resulting number [math]\displaystyle{ ID }[/math] determines which row of the drop table will be chosen.

  • If the row is empty, there will be no drop, even if a drop was rolled.

[13]

Practical conclusion
  • In a specific node, in a specific enemy formation, in a specific victory rank, 50 rows from the drop table will be selectable by the procedure and each one of them has a 2% chance to be selected.
  • If a correctly filtered drop sample shows drop rates that are not multiple of 2%, that means these drops are conditional.
Conditional Drops

In some cases, some rows in a table may have a second ship that will replace the normal drop when some conditions are met. This is notably used for the following mechanics:

  • Limited time drop, when a ship is added to the list,
    • This case can also rarely happen in events with some specific ships, in order to massively increase their drop rate as a gimmick.
  • Drop caps, where a capped ship is faded out of the list in profit of a single other ship not being capped.

See Also