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{{Under Construction
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{{CombatPortal}}
|Desc  = under construction, therefore the content below are subject to change
 
|Page Adopted  = Homuhomu123
 
}}
 
  
== Introduction: ==
+
Artillery Spotting, commonly referred to as ''ArtySpot'', ''Daytime CI'', or simply ''Spotting'', is a series of special attacks that allow ships with specific equipment setups to perform Cut-in attacks during the Day Battle. These attacks grant '''post-cap''' damage bonuses as well as increased shelling accuracy.
This page studies the trigger rates & effectiveness of Artillery Spotting, based on credible in-game testing. An optimal use of Artillery Spotting could considerably improve your fleet's daytime combat performances.
 
  
In brief, Artillery Spotting consists of two types of attack: Cut-In '''[CI] '''& Double Attack '''[DA]'''. When activated, the attacking ship receives a damage output (post-cap) & accuracy bonus. More detailed explanations could be found on the page [http://kancolle.wikia.com/wiki/Combat Game Mechanics -> Artillery Spotting] .
+
The Carrier-equivalent for Artillery Spotting is '''Aircraft Carrier Cut-in (CVCI)'''. Mechanically, they share the same core mechanics, but have different trigger conditions.
  
 +
=Artillery Spotting=
 +
Artillery Spotting is a feature for ships that can launch {{Seaplane}} [[Seaplane]]s. Using special equipment setups, those ships may perform one of multiple special attacks. These attacks are often referred to as Cut-ins due to the way the equipment is displayed in the screen before the attacks are performed. Particular Cut-ins are often referred to by their acronym, such as APCI for Main AP Shell Cut-in, Sec CI for Secondary Gun Cut-in, etc.
  
 +
Cut-ins may be activated during a ship's turn and will override its normal shelling attack. Do note that the specific equipment being shown during the Cut-ins have no influence on the damage output.
  
== Typical Set Ups for Artillery Spotting: ==
+
==Trigger Conditions==
 +
[[File:Air_Superiority_Aquired.png|thumb|right|The fleet attains Air Supremacy. Artillery Spotting and Aircraft Carrier Cut-ins can now be performed]]
 +
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or {{color|green|'''Air Supremacy (AS+)'''}} Air State.
 +
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 +
* The ship must be equipped with at least one {{SPR}}[[SPR|Seaplane Recon]] or {{SPB}}[[SPB|Seaplane Bomber]] on a slot with size '''higher than 0'''.
 +
** {{SeaplaneFighter}} [[SPF|Seaplane Fighters]] or {{YellowPlane}} [[:Category:Carrier-based Reconnaissance Aircraft|Reconnaissance Aircraft]] '''do not''' enable Artillery Spotting.
 +
** '''Main Suisei Cut-in''' specifically ignores this condition.
 +
* The ship must be equipped with at least one {{RedGunHeavy}}{{RedGunMedium}}{{RedGunLight}}{{Main Green}} '''[[Main Gun]]'''.
 +
* The ship must target another ship and attack it with Surface Shelling.
 +
** ASW shelling has no Artillery Spotting setups.
 +
* The ship must not be {{color|red|'''Heavily damaged (大破)'''}}
  
==== Double Attack ====
+
==Setups and Attack Types==
* 2 x Main + 1 Seaplane........................................(basic setup)
+
[[File:Main_Main_Cutin.png|thumb|right|Musashi performing Main AP Shell Cut-in (APCI)]]
* 2 x Main + 1 Seaplane + 1 Seaplane
+
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previously stated trigger conditions.
* 2 x Main + 1 Seaplane + 1 Radar       
 
  
''>> DA Damage: 120% (post cap) x 2. More powerful for ships with high shelling accuracy and against higher evasion, lighter armor units.''      
+
For a given Cut-in, any other equipment can be added on the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from '''top to bottom'''.
  
==== Cut-In ====
+
For clarity purposes:
* 1 x Main + 1 x Sec + 1 Seaplane...................................(basic setup)
+
* {{Large Gun}} is used to indicate a '''[[Main Gun]]''' of ''any size'',
* 1 x Main + 1 x Sec + 1 Seaplane + Radar......................(highest CI chance)
+
* {{Seaplane}} is used to indicate a '''"[[Seaplane]]" ''' ([[SPR|Recon]] or [[SPB|Bomber]]),
* 1 x Main + 1 x Sec + 1 Seaplane + AP Shell
+
* {{Sec Gun}} is used to indicate a '''[[Secondary Gun]]''' of ''any size'',
''>> CI Damage: 110% / 120% / 130%. Works well for ships with high firepower while giving more chances for Artillery Spotting.''
+
* {{AP Shell}} is used to indicate an '''[[AP Shell]]''',
 +
* {{Radar}} is used to indicate a '''[[Radar]]''' of ''any type'',
 +
* {{RedPlane}} is used to indicate any '''{{Equipment/Link|Suisei Model 22 (634 Air Group)|Suisei Model 22 (634 Air Group/Skilled)|Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)|text="634 Air Group" Suiseis}}'''.
 +
* {{ZuiunPlane}} is a custom icon used to indicate any '''Zuiun''' variant:
 +
{{Zuiun}}
  
''>> Set up #2 triggers either secondary gun CI (110%) or radar CI (120%).''
 
  
==== Hybrid (DA+CI) ====
+
{|class="wikitable" style="text-align:center; margin:auto"
* 2 x Main + 1 x Sec + 1 Seaplane
+
!Attack Type
* 2 x Main + AP Shell + 1 Seaplane
+
!Prerequisites
''>> CI Damage: 130% / 150%. More CI expected than DA. Giving the highest base rate for triggering Artillery Spotting.''
+
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
+
!Accuracy<br>Modifier
 
+
!Hits
 
+
!Notes
== The Trigger Chance of Artillery Spotting: (Beta ver.) ==
 
Possible factors are listed below, followed by their '''''estimated''''' effects from experiments. These are best fit values from experiments, ''might ''be different from the actual ones, but they do give good estimates on the activation rates. To see how effects from each factor were evaluated, you may consult [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Mid-Term_Report_on_the_ASTRE_Project Mid-Term Report on the ASTRE Project]
 
 
 
The first 5 factors are assumed to have more solid basis: 
 
# '''<u>Being the flagship / </u>'''旗艦  (+15% for both rates) 
 
# '''<u>Radar & type / </u>'''電探  (+30% CI chance, +10% DA chance, maximum) 
 
# '''<u>Air control state (AS. AS+) / </u>'''制空権の状態  (-12% on both if only Air Superiority is achieved)
 
# '''<u>Fleet total LoS (FLoS) / </u>'''艦隊合計索敵値  (+8% DA rate, +10% CI rate, per 100 additional LoS)
 
# <u>'''LoS stats on Seaplane / '''</u>水上機の索敵補正値  (minimal effects)
 
The following factors have negligible effects on the trigger rates:
 
*'''Type / number of caliber guns''' / 砲種 / 砲の数 (to be further evaluated)
 
The following factors ''might'' have an effect on the trigger rates:
 
# '''Fatigue / 疲労度'''  (No effect ?)
 
# '''Health state / HP''' (??)
 
# '''Level / レベル '''(Negligible effect ?)
 
# '''Formation / 陣形'''
 
 
 
<br>  
 
 
 
=== Detailed Explanation: ===
 
1. Before we start, let's assume a ''standard situation'', in which '''''Fleet total LoS = 300,''''' test ships are ''beyond minor damage(小破未満) and morale condition = 49''. Fleet formation'' Line Ahead'', and ''Air Supremacy (AS+)'' is achieved. Based on preliminary test results from [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting 艦これ-チラ裏検証] & [http://kancolle.wikia.com/wiki/User:Homuhomu123#-_Homu_Test:_Trigger_Rates_of_Artillery_Spotting_.2F_.E3.83.9B.E3.83.A0.E3.83.86.E3.82.B9.E3.83.88.EF.BC.9A.E5.BC.BE.E7.9D.80.E8.A6.B3.E6.B8.AC.E5.B0.84.E6.92.83.E3.81.AB.E3.81.A4.E3.81.84.E3.81.A6 Homu Test], we may come up with the following hypothesis:
 
 
 
- BB(V) equipped with 2 x Main & 1 Seaplane has '''DA rate ~ 50%'''.
 
 
 
- CA(V) quipped with 2 x Main & 1 Seaplane has '''DA rate ~ 47%'''
 
 
 
- BB(V) equipped with 1 x Main + Secondary & 1 Seaplane has '''CI rate ~ 50%'''
 
 
 
- CA(V) equipped with 1 x Main + Secondary & 1 Seaplane has '''CI rate ~ 50%'''
 
 
 
 
 
 
 
2. As '''total fleet LoS''' incremented from 300 -> 400, the trigger rates increase slightly:
 
 
 
- DA rate + 8%, per 100 additional LoS.   
 
 
 
- CI rate + 10%, per 100 additional LoS.
 
 
 
- Linear relation at any LoS level ??
 
 
 
 
 
 
 
3. If an '''additional seaplane''' is added onto the 4th slot:
 
 
 
- DA rate +5%
 
 
 
- CI rate +0%  
 
 
 
- Actual effects are to be further determined. 
 
 
 
 
 
 
 
4. If we use a '''radar''' on the 4th slot''',''' and compare it with the standard situation:
 
 
 
- DA rate rises by 3% ~ 10%
 
 
 
- CI rate rises by ~30%.
 
 
 
===== - List of Radars with Estimated Artillery Spotting Rate Modifier =====
 
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" |
+
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
! scope="col" |
+
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
''CI chance bonus Estimate''
+
|1.35||?||1
! scope="col" |
+
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
''LoS stat''
 
! scope="col" |
 
DA chance bonus Estimate
 
! scope="col" |
 
Accuracy stat
 
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Type_22_Surface_RADAR No.22 (S) Surface]
+
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
|''+26%''
+
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
|''+5''
+
|1.3||?||1
|<nowiki>+3%</nowiki>
 
|<nowiki>+3</nowiki>
 
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Type_33_Surface_RADAR No.33 (S) Surface]
+
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
 +
|1.5||1.2||1
 
|
 
|
|''+5''
 
|<nowiki>+4%</nowiki>
 
|<nowiki>+7</nowiki>
 
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Type_22_Surface_RADAR_Kai_4 No.22 (S) Surface Kai4]
+
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
 +
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
 +
|1.3||1.3||1
 
|
 
|
|''+5''
 
|<nowiki>+7%</nowiki>
 
|<nowiki>+8</nowiki>
 
 
|-
 
|-
 
+
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
|'''[http://kancolle.wikia.com/wiki/Type_32_Surface_RADAR No.32 (L) Surface]'''
+
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
|'''''+30%'''''
+
|1.2||1.5||1
|'''''+10'''''
+
|
|'''+10%'''
 
|'''+8'''
 
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/FuMO25_Radar FuMO25 (L) Radar]
+
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
|''+26% ''
+
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}
|''+9''
+
|1.1||1.3||1
|<nowiki>+7%</nowiki>
+
|
|<nowiki>+10</nowiki>
 
|-
 
|[http://kancolle.wikia.com/wiki/Type_14_Air_RADAR No.14 (L) Air Radar]
 
|''+30%''
 
|''+5''
 
|<nowiki>+3%</nowiki>
 
|<nowiki>+4</nowiki>
 
 
|-
 
|-
|[http://kancolle.wikia.com/wiki/Type_21_Air_RADAR No.21 (L) Air Radar]
+
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
|''+22%  ''
+
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}
|''+4''
+
|1.2||1.1||2
 
|
 
|
|<nowiki>+2</nowiki>
 
 
|}
 
|}
  
 +
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
 +
* If an Artillery Spotting attack is evaded, it will deal [[Damage_Calculations#Chip_Damage|chip damage]] instead.
 +
* If valid set-ups for both Suisei-CI and Zuiun-CI are used, only the Zuiun-CI may trigger.
  
 +
=Aircraft Carrier Cut-In=
  
5. Different seaplane scouts vary slightly in the DA chance bonus.  
+
Aircraft Carrier Cut-in, or CVCI for short, is a feature for ships that can launch {{BluePlane}}{{RedPlane}}{{GreenPlane}}Carrier-based planes. Similar to Artillery Spotting, using special equipment setups, those ships may perform one of multiple special attacks.  
  
'''Type 0 Observation Plane''' & '''Prototype Seiran''' ''(+ 6 LoS)'' give the highest bonus. (+2%) ??
+
CVCI may be activated during a ship's turn and will override its normal shelling attack.
  
- Night Scout ''(+ 3 LoS)'' provides less bonus on DA chance (-2%) ??
+
==Trigger Conditions==
  
- Different seaplanes have no effect on CI chance ??
+
* The fleet must have attained <span style="color:green;">'''Air Superiority (AS)'''</span> or <span style="color:green;">'''Air Supremacy (AS+)'''</span> Air State.
 +
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 +
* The carrier must fulfill one of the equipment setups.
 +
* The carrier must be shelling a '''surface ship'''.
 +
** Installations cannot be attacked by CVCI.
  
<s>- ''This part is currently neglected in DA/CI rate estimation.''</s>
+
==Setups and Attack Types==
 +
[[file:CVCI_Example.png|thumb|right|Zuihou performing Fighter-Bomber-Attacker Cut-in (FBA)]]
 +
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previous state trigger conditions.
  
===== - List of Seaplanes with Estimated DA Rate Modifier (Rough estimates) =====
+
For a given Cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from '''top to bottom'''.
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
+
 
|-
+
* {{BluePlane}} is used to indicate a '''[[Torpedo Bomber]]'''. In the game, is referred to as ''Attacker''.
! scope="col" |
+
* {{RedPlane}} is used to indicate a '''[[Dive Bomber]]'''. In the game, is referred to as ''Bomber''.
! scope="col" |
+
* {{GreenPlane}} is used to indicate a '''[[Fighter]]'''.
LoS stat
+
 
! scope="col" |
+
{|class="wikitable" style="text-align:center; margin:auto"
DA chance bonus Estimate
+
!Attack Type
! scope="col" |
+
!Prerequisites
Accuracy stat
+
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
|-
+
!Accuracy<br>Modifier
|Night Scout
+
!Hits
|'''+3'''
 
|'''-2%  '''
 
|<nowiki>+1</nowiki>
 
 
|-
 
|-
|Type 0 Recon
+
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
|'''+5'''
+
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
|'''+0% '''
+
|1.25||1.2~1.3?||1
|<nowiki>+1</nowiki>
 
 
|-
 
|-
|Zuiun
+
!style="background-color:#ff7f50" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
|'''+6'''
+
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}}
|'''+1%  '''(??)
+
|1.2||1.2~1.3?||1
|<nowiki>+1</nowiki>
 
 
|-
 
|-
|Type 0 Observation
+
!style="background-color:#59f" |{{color|black|Bomber-Attacker<br>(BA)}}
|'''+6'''
+
|nowrap|{{RedPlane}}{{BluePlane}}
|'''+2%  '''
+
|1.15||1.2~1.3?||1
|<nowiki>+2</nowiki>
 
 
|}
 
|}
  
 +
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
 +
* If a CVCI attack is evaded, it will deal [[Damage_Calculations#Chip_Damage|chip damage]] instead.
  
  
6. For standard BB(V)s, aka non-Yamato class BBs, radars could be replaced by '''AP Shells''' for a cut-in setup (Main / Secondary / AP / seaplane), which gives a 20% trigger chance bonus on CI. However, you could also use AP shells (or Secondary)''' '''for a''' <u>hybrid set up</u>''' (2 Main / AP (or Secondary) / seaplane). In the standard situation, the combined Artillery Spotting chance is about '''70%'''.
+
'''Note:''' The Critical Damage modifier granted by Aircraft [[Proficiency#Critical Bonus|Proficiency]] works differently when performing a CVCI.
 
 
- AP shell hybrid setup (with ''41cm x 2''): ''CI = ~38% & ''DA = ~32%.  ?
 
 
 
- AP shell hybrid setup (with ''46cm x 2''):  ''CI = ~43% & ''DA = ~27%.  ?
 
 
 
- Secondary gun hybrid setup:              ''CI = ~50% & ''DA = ~20%.  ?
 
 
 
- For hybrid setup, every 100 additional LoS <u>''will only increase CI chances by 5%.''</u>'' ?''
 
 
 
- Replacing Type 0 Recon by ''<u>Type 0 Observation Seaplane</u>'' will increase DA rate by ''3%''. ?
 
 
 
- These estimates are based on very limited test results, thus lower credibility.
 
 
 
- '''Brief Conclusion:''' Huge caliber guns and/or secondary gun on standard BB(V) would trade some DA for more CI chances.
 
 
 
 
 
 
 
7. If Air Superiority [AS] rather than '''Air Supremacy [AS+]''', then both rates fall significantly:
 
 
 
- Both CI & DA chance falls by at least 12%
 
 
 
- In the case of a hybrid setup, CI chance falls by 11% while DA rate -7%. ?
 
 
 
- If you're using the hybrid setup, it's more recommended to achieve Air Supremacy (AS+) for your fleet.
 
 
 
 
 
 
 
8. The '''flagship''' has a significantly higher chance (+15%) of triggering Artillery Spotting 
 
 
 
- In the case of a hybrid setup, CI chance +7.5% while DA rate +7.5%. ?
 
 
 
===<nowiki/>===
 
[[File:-チラ裏検証-.jpg|none|thumb|800x800px]]
 
 
 
Image source: [http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証-]
 
.
 
 
 
Explanation: Blue = DA, Yellow = CI, Brown = Single attacks.
 
# ''TOP LEFT: Trigger rates for flagship (outer) & companion ship (inner) with hybrid setup''
 
# ''TOP RIGHT: The plotting of artillery spotting rate versus fleet total LoS (flagship status &/or equipment bonus NOT excluded) ''
 
# ''BOTTOM LEFT: Flagship & her companion ships with DA basic setup.''
 
# ''BOTTOM RIGHT: Flagship & her companion ships with CI basic setup. ''
 
 
 
 
 
  
== Artillery Spotting Trigger Rate Estimate: (Beta ver.) ==
+
=Trigger Rates=
NOTE: As mentioned before, these calculation only serves as rough estimates on your ship's artillery spotting chances. More credible tests (#ATK > 170 for p > 70%, while #ATK > 256 for p < 60%, minimun) are required to come up with a better formula. Deviations from actual test results are supposed to be less than 5%, otherwise reworking on the formula itself could be considered. This does not include effects from HP status(小破・中破), and undetermined factors like formation & special ships / maps, etc. The estimates on which the true probability is closer to 50% will be less accurate.
+
Artillery Spotting and Aircraft Carrier Cut-Ins share the same trigger rate formula. The chance of successfully rolling and triggering a cut-in is mainly affected by the [[Air State]] and the "raw [[LoS]]", as well as some other factors like the type of CI, the ship's luck, and the Recons/Bombers currently in the fleet.
  
Here's an example calculation in chart format, with sign convention:
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
+
!colspan=2|Trigger Rates
 
|-
 
|-
! scope="col" |
+
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>Trigger rate</div>
Base Rate
+
|
! scope="col" |
+
The chance for a ship to roll a cut-in and perform it is given by:
Flagship Status
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
! scope="col" |
+
|valign="center"| <math>\text{Trigger %}_\text{Cut-in} = \dfrac{\text{Base}_\text{ship}}{\text{Base}_\text{attack}} \times 100</math>
Air Supremacy Penalty
+
|}
! scope="col" |
 
Radar Modifier
 
! scope="col" |
 
Fleet LoS Modifier
 
! scope="col" |
 
Seaplane Modifier
 
 
|-
 
|-
|50%
+
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>''Base ship</div>
|
 
<nowiki>+15%</nowiki>
 
|
 
<nowiki>-12%</nowiki>
 
|
 
[+13%]
 
|
 
(+10%)
 
 
|
 
|
<+2%>
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Base}_\text{ship} = \left \lfloor
 +
10 + \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{AS1} + \text{Mod}_\text{Flag}
 +
+
 +
\left \lfloor
 +
\left(
 +
\text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship}
 +
\right)
 +
\right \rfloor \times \text{Mod}_\text{AS3}
 +
\right \rfloor
 +
</math>
 
|}
 
|}
==== Sample Calculation for DA: ====
 
1)  Fuso Kai, AS+, FLoS = 300, equipped with 2 main, #32 radar & Zuiun. will have a:
 
* DA chance of ...
 
* 50%''(BB Base)'' + 10%''[Radar Modifier] ''+ 0%''(LoS Modifier) +1%<Seaplane>'' = '''61%'''
 
 
 
2)  Prinz Eugen Kai, AS+, FLoS = 300, equipped with 2 main, FuMO32 & Ar196 will have a:
 
* DA chance of ...
 
* 47%''(<s>CA</s> Base)''+ 8%''[Radar Modifier]''+ 0%''(LoS Modifier)'' +1''%<Seaplane> ''= '''56%'''<nowiki/>'''<nowiki/>'''
 
 
 
3)  Chikuma Kai, AS+, FLoS = 400, equipped with 2 main, #22 radar & Type 0 Observation will have a:
 
* DA chance of ...
 
* 47%''(CA Base)''+ 3%''[Radar Modifier]''+ 8%''(LoS Modifier) ''+2''%<Seaplane> ''= '''60%'''
 
 
 
4)  Haruna Kai, {flagship}, AS+, FLoS = 300, equipped with 2 main, #22 radar & Type 0 Recon will have a:
 
* DA chance of ...
 
* 50%''(BB Base)''+ 15%''{Flagship Modifier}'' + 3%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''68%'''
 
 
 
5)  Mutsu Kai, {flagship}, '''AS''', FLoS = 300, equipped with 2 main guns, #22 radar & Type 0 Recon will have a:
 
* DA chance of ...
 
* 50%''(BB Base)''+ 15%''{Flagship Modifier} - 12%(Air Superiority)'' + 3%''[Radar Modifier]''+ 0%''(LoS Modifier)''= '''56%'''
 
 
 
 
==== Sample Calculation for CI: ====
 
1)  Fuso Kai, AS+, FLoS = 300, equipped with 1 main + 1 sec, #22 Surface radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>BB</s> Base)''+ 26%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''76%'''
 
 
 
2)  Atago Kai, AS+, FLoS = 300, equipped with 1 main + 1 sec, FuMO25 radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>CA</s> Base)''+ 26%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''76%'''
 
 
 
3)  Mutsu Kai, AS+, FLoS = 400, equipped with 1 main + sec, AP shell & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>BB</s> Base)''+ 20%''[AP Shell Modifier]''+ 10%''(LoS Modifier) ''= '''80%'''
 
 
 
4)  Kumano Kai, AS+, FLoS = 400, equipped with 1 main + 1sec, #32 Surface radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>CA</s> Base)''+ 30%''[Radar Modifier]''+ 10%''(LoS Modifier)''= '''90%'''
 
 
 
 
==== Sample Calculation for Hybrid Setup: (Rough estimate) ====
 
1)  Mutsu Kai, AS+, FLoS = 400, Type 0 Recon, AP shell setup with 41cm x 2:
 
* Total artillery spotting rate = 70%''(BASE)'' + 5%''(LoS Modifier)'' = '''75%'''.
 
** CI% = 38%''(AP BASE)'' + 5%''(LoS Modifier)'' = '''''43%'''''
 
** DA% = 32%''(AP BASE) = '''32%'''''
 
 
 
2)  Kongou Kai Ni, AS+, FLoS = 400, Type 0 Obsv., AP shell setup with 46cm x 2:
 
* Total artillery spotting rate = 70%''(BASE)''+ 5%''(LoS Modifier) + 3%<Type 0 Obsv.> ''= '''78%'''
 
** CI% = 43%''(AP BASE, Overload) ''+ 5%(LoS) ='' '''48%'''''
 
** DA% = 27%''(AP BASE, Overload) + 3%(Obsv.Seaplane) = '''30%'''''
 
 
 
3) Nagato Kai, '''AS''', FLoS = 400, Type 0 Obsv., AP shell setup with 46cm x 2:
 
* Total artillery spotting rate = 70%''(BASE) - ''18%''(Air Superiority)''+ 5%''(LoS Modifier) + 3%<Type 0 Obsv.> ''= '''60%'''
 
** CI% = 43%''(AP BASE, Overload) - ''11%''(Air Superiority)''+ 5%(LoS) = '''''37%'''''
 
** DA% = 27%''(AP BASE, Overload) - ''7%''(Air Superiority)+ 3%(Obsv.Seaplane) = '''23%'''''
 
 
 
 
== Effectiveness of Artillery Spotting ==
 
=== DA: ===
 
- Lower activation rate compared to daytime CI. 
 
 
- If each attack is counted separately, DA doesn't seem to increase shelling accuracy.
 
 
- More dependent on shelling accuracy if you wish to maximize your damage output ('''''120% post cap''''' x 2)
 
 
- Using appropriate caliber gun set up (eg. 35.6cm x 2 on Fuso), ceteris paribus, BB would have higher DA accuracy than CA.
 
 
- If Head-On, T-disadvantage and/or low firepower, DA would usually be a double-scratch on the enemy with heavy armor (unless critical).
 
 
- Not feasible with AP shell, unless using hybrid setup (much less DA chance expected).
 
 
- If high activation rate (eg. flagship) guaranteed, DA is recommended when facing enemy with lower armor than or equivalent to [http://kancolle.wikia.com/wiki/Battleship_Ru-Class Ru-Class Battleships].
 
 
- Same as above, if either attack could wreck the enemy (eg. low armor w/ high evasion), preferably use DA due to higher chance of hitting the target. 
 
 
=== CI: ===
 
- Activate frequently during daytime battle (w/ radar), more reliable trigger-rate-wisely.
 
 
- Despite highest activation rate, CI + radar setup provides a chance (~40%) to trigger secondary gun CI, which has only '''''110%''''' damage modifier post-cap. This could be awkward when facing heavy armor enemies.
 
 
- It gives accuracy boost. (equivalent to DA ??)
 
 
- If you're confident with your firepower, avoiding overkill on weak enemies and/or pursuing higher activation rate, CI + radar is a good choice.
 
 
- Works well with AP shells. Recommended when dealing with Ru-Class Battleships and above.
 
 
- Highest damage (single strike): '''''130%''''' damage for AP shell CI, o''r '''150%, '''for AP shell hybrid setup.''
 
 
- Accuracy plays an important role in CI, since you have only one chance to hit the enemy (2 for DA).
 
 
- Since AP shells are not accessible to CA(V), their maximum CI damage is '''''120% post cap''''' with radar. However, if secondary-gun hybrid is used for CA, it could be 130%, but reliability has not been tested. ''(Lower shelling accuracy expected? Same trigger rate as BB(V)?).''
 
 
- [http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower#How_much_damage_will_I_deal.3F Comparative study on DA vs CI with sample enemies]  .   
 
 
 
 
== Practical Use in Game & Suggestions ==
 
# '''Level up your ships & marry them.''' Ship level correlates with their individual LoS stat, and a high FLoS would guarantee your ships to DA/CI frequently in battles. Also, if we assume a linear LoS growth, lv150 ships would have 50% more LoS than lv99 ships. It means if your central fleet is at lv99, they'd have FLoS ~400 (+10% DA/CI chance). When they're leveled to lv150, you'll have FLoS ~600 (+30% DA/CI chance). No wonder how lv150 ships could do DA/CI so frequently in the videos uploaded.
 
# Since fatigue doesn't seem to penalize the trigger rates while DA / CI boosts shelling accuracy, you could use it to counter fatigue. For example, '''leveling your ships at 3-2a with red faces.''' This method could drastically speed up your leveling, but less resource friendly (more buckets & repair cost).
 
# If ELoS (effective LoS) is prioritized, you wish to have more seaplane bombers, and/or you don't have good radars, ''equip an extra seaplane on your 4th slot'' is usually a good choice.
 
# '''For newer players, hybrid setup is recommended''' since your FLoS (fleet total LoS) is usually very low, which in turn will greatly penalize your ship's artillery spotting chances. Hybrid setup, however, has the highest base trigger chances while not so affected by FLoS. However, you should always get AS+(制空権確保). Also be aware that using 2 x Main + 1 x Sec would shift your DA into CI in night battles, which is very dependent on luck stat & placement (flagship).. 
 
  
 +
;With
 +
* <math>\text{Mod}_\text{ASx}</math> the [[Air State]] modifiers:
 +
{|class="wikitable"
 +
!Mod!!AS!!AS+
 +
|-
 +
|<math>\text{Mod}_\text{AS1}</math>||0||10
 +
|-
 +
|<math>\text{Mod}_\text{AS2}</math>||1.2||1.6
 +
|-
 +
|<math>\text{Mod}_\text{AS3}</math>||0.6||0.7
 +
|}
  
 +
* <math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise,
 +
* <math>\text{LoS}_\text{Ship}</math> the Sum of the equipment's displayed base LoS values (excluding [[Visible Bonus]]es) on the attacking ship,
 +
* <math>\text{LoS}_\text{Fleet} = \left \lfloor \sqrt{\text{Total}_\text{LoS}} + \frac{\text{Total}_\text{LoS}}{10} \right \rfloor</math>
 +
** Where <math>\text{Total}_\text{LoS} = \sum^{\text{All ships}}\text{Base}_\text{LoS} + \sum^{\text{All Recons/Bombers}}\text{Equip}_\text{LoS} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor</math>
 +
*** <math>\text{Base}_\text{LoS}</math> being the ships' base LoS value without any equipment,
 +
*** <math>\text{Equip}_\text{LoS}</math> being the displayed base LoS value of Recons/Bombers (excluding [[Visible Bonus]]es) currently in the fleet.
 +
*** <math>\text{Plane}_\text{Count}</math> being the count of each individual Recons/Bombers currently in the fleet.
 +
|-
 +
!width=20px|<div style=writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;>''Base attack</div>
 +
|
 +
<math>\text{Base}_\text{attack}</math> is the "Value" used by each type of Cut-in:
 +
{|class="wikitable"
 +
!<math>\text{Base}_\text{attack}</math>
 +
!Value
 +
!''% per Base Value
 +
|-
 +
!colspan=3|Artillery Spotting
 +
|-
 +
|Main Zuiun Cut-in||120||0.83%
 +
|-
 +
|Main Suisei Cut-in||130||0.77%
 +
|-
 +
|Main AP Shell Cut-in||150||0.66%
 +
|-
 +
|Secondary AP Shell Cut-in||140||0.71%
 +
|-
 +
|Secondary Radar Cut-in||130||0.77%
 +
|-
 +
|Secondary Cut-in||120||0.83%
 +
|-
 +
|Double Attack||130||0.77%
 +
|-
 +
!colspan=3|Aircraft Carrier Cut-ins
 +
|-
 +
|Fighter-Bomber-Attacker||125||0.86%
 +
|-
 +
|Bomber-Bomber-Attacker||135||0.80%
 +
|-
 +
|Bomber-Attacker||150||0.66%
 +
|}
 +
|}
  
== Uncertainty ==
+
=See Also=
*  In [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting K-Test], if we compare no.7.8.9 versus no.15, we could see as FLoS increased from ~250 to 356, DA chance from Takao Class CAs didn't change at all. According to the FLoS calibration method, this gives an error of 8.5%, which is way above our tolerance. Is that a coincidence or something?
+
{{Mechanics}}
[[Category:Game Mechanics]]
 
[[Category:Calculation]]
 

Latest revision as of 10:08, 17 February 2024

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
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


Artillery Spotting, commonly referred to as ArtySpot, Daytime CI, or simply Spotting, is a series of special attacks that allow ships with specific equipment setups to perform Cut-in attacks during the Day Battle. These attacks grant post-cap damage bonuses as well as increased shelling accuracy.

The Carrier-equivalent for Artillery Spotting is Aircraft Carrier Cut-in (CVCI). Mechanically, they share the same core mechanics, but have different trigger conditions.

Artillery Spotting

Artillery Spotting is a feature for ships that can launch Seaplane Seaplanes. Using special equipment setups, those ships may perform one of multiple special attacks. These attacks are often referred to as Cut-ins due to the way the equipment is displayed in the screen before the attacks are performed. Particular Cut-ins are often referred to by their acronym, such as APCI for Main AP Shell Cut-in, Sec CI for Secondary Gun Cut-in, etc.

Cut-ins may be activated during a ship's turn and will override its normal shelling attack. Do note that the specific equipment being shown during the Cut-ins have no influence on the damage output.

Trigger Conditions

The fleet attains Air Supremacy. Artillery Spotting and Aircraft Carrier Cut-ins can now be performed
  • The fleet must have attained Air Superiority (AS) or Air Supremacy (AS+) Air State.
  • The ship must be equipped with at least one Reconnaissance SeaplaneReconSeaplane Recon or Seaplane BomberBomberSeaplane Bomber on a slot with size higher than 0.
  • The ship must be equipped with at least one Large Caliber Main GunMedium Caliber Main GunSmall Caliber Main GunMain High-Angle GunMain Main Gun.
  • The ship must target another ship and attack it with Surface Shelling.
    • ASW shelling has no Artillery Spotting setups.
  • The ship must not be Heavily damaged (大破)

Setups and Attack Types

Musashi performing Main AP Shell Cut-in (APCI)

Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previously stated trigger conditions.

For a given Cut-in, any other equipment can be added on the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from top to bottom.

For clarity purposes:

Zuiun Model Seaplane Bomber Zuiuns
Equipment Card Zuiun.png
Zuiun
Equipment Card Zuiun (631 Air Group).png
Zuiun (631 Air Group)
Equipment Card Zuiun (634 Air Group).png
Zuiun (634 Air Group)
AAR
Equipment Card Zuiun Model 12.png
Zuiun Model 12
AAR
Equipment Card Zuiun Model 12 (634 Air Group).png
Zuiun Model 12 (634 Air Group)
AAR
Equipment Card Zuiun (634 Air Group Skilled).png
Zuiun (634 Air Group/Skilled)
AAR
Equipment Card Zuiun Kai 2 (634 Air Group).png
Zuiun Kai 2 (634 Air Group)
AAR
Equipment Card Zuiun Kai 2 (634 Air Group Skilled).png
Zuiun Kai 2 (634 Air Group/Skilled)
AAR
Equipment Card Prototype Night Zuiun (Attack Equipment).png
Prototype Night Zuiun (Attack Equipment)
AAR


Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Notes
Main Zuiun Cut-in
(Zuiun CI)
Large Caliber Main GunZuiun Model Seaplane BomberZuiun Model Seaplane Bomber 1.35 ? 1 Ise-class Kai NiIse Kai Ni
Hyuuga Kai Ni
only
Main Suisei Cut-in
(Suisei CI)
Large Caliber Main GunDive BomberDive Bomber 1.3 ? 1
Main AP Shell Cut-in
(APCI)
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 1.5 1.2 1
Secondary AP Shell Cut-in
(Sec APCI)
Large Caliber Main GunSecondary GunSeaplaneArmor-Piercing Shell 1.3 1.3 1
Secondary Radar Cut-in
(Radar CI)
Large Caliber Main GunSecondary GunSeaplaneRADAR 1.2 1.5 1
Secondary Cut-in
(Sec CI)
Large Caliber Main GunSecondary GunSeaplane 1.1 1.3 1
Double Attack
(DA)
Large Caliber Main GunLarge Caliber Main GunSeaplane 1.2 1.1 2
  • If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
  • If an Artillery Spotting attack is evaded, it will deal chip damage instead.
  • If valid set-ups for both Suisei-CI and Zuiun-CI are used, only the Zuiun-CI may trigger.

Aircraft Carrier Cut-In

Aircraft Carrier Cut-in, or CVCI for short, is a feature for ships that can launch Torpedo BomberDive BomberFighterCarrier-based planes. Similar to Artillery Spotting, using special equipment setups, those ships may perform one of multiple special attacks.

CVCI may be activated during a ship's turn and will override its normal shelling attack.

Trigger Conditions

  • The fleet must have attained Air Superiority (AS) or Air Supremacy (AS+) Air State.
  • The carrier must fulfill one of the equipment setups.
  • The carrier must be shelling a surface ship.
    • Installations cannot be attacked by CVCI.

Setups and Attack Types

Zuihou performing Fighter-Bomber-Attacker Cut-in (FBA)

Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previous state trigger conditions.

For a given Cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from top to bottom.

  • Torpedo Bomber is used to indicate a Torpedo Bomber. In the game, is referred to as Attacker.
  • Dive Bomber is used to indicate a Dive Bomber. In the game, is referred to as Bomber.
  • Fighter is used to indicate a Fighter.
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits
Fighter-Bomber-Attacker
(FBA)
FighterDive BomberTorpedo Bomber 1.25 1.2~1.3? 1
Bomber-Bomber-Attacker
(BBA)
Dive BomberDive BomberTorpedo Bomber 1.2 1.2~1.3? 1
Bomber-Attacker
(BA)
Dive BomberTorpedo Bomber 1.15 1.2~1.3? 1
  • If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
  • If a CVCI attack is evaded, it will deal chip damage instead.


Note: The Critical Damage modifier granted by Aircraft Proficiency works differently when performing a CVCI.

Trigger Rates

Artillery Spotting and Aircraft Carrier Cut-Ins share the same trigger rate formula. The chance of successfully rolling and triggering a cut-in is mainly affected by the Air State and the "raw LoS", as well as some other factors like the type of CI, the ship's luck, and the Recons/Bombers currently in the fleet.

Trigger Rates
Trigger rate

The chance for a ship to roll a cut-in and perform it is given by:

[math]\displaystyle{ \text{Trigger %}_\text{Cut-in} = \dfrac{\text{Base}_\text{ship}}{\text{Base}_\text{attack}} \times 100 }[/math]
Base ship
[math]\displaystyle{ \text{Base}_\text{ship} = \left \lfloor 10 + \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{AS1} + \text{Mod}_\text{Flag} + \left \lfloor \left( \text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship} \right) \right \rfloor \times \text{Mod}_\text{AS3} \right \rfloor }[/math]
With
  • [math]\displaystyle{ \text{Mod}_\text{ASx} }[/math] the Air State modifiers:
Mod AS AS+
[math]\displaystyle{ \text{Mod}_\text{AS1} }[/math] 0 10
[math]\displaystyle{ \text{Mod}_\text{AS2} }[/math] 1.2 1.6
[math]\displaystyle{ \text{Mod}_\text{AS3} }[/math] 0.6 0.7
  • [math]\displaystyle{ \text{Mod}_\text{Flag} }[/math] being 15 if the ship is the flagship, 0 otherwise,
  • [math]\displaystyle{ \text{LoS}_\text{Ship} }[/math] the Sum of the equipment's displayed base LoS values (excluding Visible Bonuses) on the attacking ship,
  • [math]\displaystyle{ \text{LoS}_\text{Fleet} = \left \lfloor \sqrt{\text{Total}_\text{LoS}} + \frac{\text{Total}_\text{LoS}}{10} \right \rfloor }[/math]
    • Where [math]\displaystyle{ \text{Total}_\text{LoS} = \sum^{\text{All ships}}\text{Base}_\text{LoS} + \sum^{\text{All Recons/Bombers}}\text{Equip}_\text{LoS} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor }[/math]
      • [math]\displaystyle{ \text{Base}_\text{LoS} }[/math] being the ships' base LoS value without any equipment,
      • [math]\displaystyle{ \text{Equip}_\text{LoS} }[/math] being the displayed base LoS value of Recons/Bombers (excluding Visible Bonuses) currently in the fleet.
      • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] being the count of each individual Recons/Bombers currently in the fleet.
Base attack

[math]\displaystyle{ \text{Base}_\text{attack} }[/math] is the "Value" used by each type of Cut-in:

[math]\displaystyle{ \text{Base}_\text{attack} }[/math] Value % per Base Value
Artillery Spotting
Main Zuiun Cut-in 120 0.83%
Main Suisei Cut-in 130 0.77%
Main AP Shell Cut-in 150 0.66%
Secondary AP Shell Cut-in 140 0.71%
Secondary Radar Cut-in 130 0.77%
Secondary Cut-in 120 0.83%
Double Attack 130 0.77%
Aircraft Carrier Cut-ins
Fighter-Bomber-Attacker 125 0.86%
Bomber-Bomber-Attacker 135 0.80%
Bomber-Attacker 150 0.66%

See Also