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# Aerial Combat

(Redirected from AACI)

# Aerial Combat Breakdown

Aerial Combat is one of the daytime combat intermediary phases. In this phase, the allied and enemy fleets fight each other indirectly for aerial dominance and airstrike potential, granting either fleet substantial advantages in the subsequent combat phases.

Aerial Combat has the following structure:

• Jet Assault Phase
• Stage 1 - Battle for Air Superiority
• Stage 2 - Fleet Anti-Air Defense
• Stage 3 - Airstrike

Other phases that may happen before Jet Assault Phase:

If a LBAS phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions. For more information, check the LBAS article.

In case neither fleets meet the requirements, the sub-phase will be skipped.

# Jet Assault Phase

Planes that participate in this phase:

• , Jet-type Fighter-Bombers

If any carriers on either side are equipped with jet-powered aircraft, the Jet Assault Phase will commence first of all. You may only commence a Jet Assault Phase during a combat where you are allowed to perform an Airstrike. The Jet Strike follows the same rules as the Stage 3 - Airstrike phase.

The defending side is allowed to defend against the Jets following the same rules as the ones from Stage 2 - Fleet AA Defense, however Jets possess increased resistance against enemy anti-air fire specifically during the Jet Assault Phase.

Jets are not excluded from the Stage 3 - Airstrike phase, but in exchange they are subject to enemy Anti-Air prior the Jet Strike, and again on Stage 2 - Fleet AA Defense.

Additionally, every time the Jet Assault Phase is triggered, is automatically subtracted from your stockpile.

$\displaystyle{ \text{Jet Phase Cost} = \sum^{\text{All Jets}} \lceil \text{Slot Size} \times \text{Steel Cost} \rceil }$

Steel Cost is 2.6 for and 2.8 for .

# Stage 1 - Battle for Air Superiority

Planes that participate in this phase:

• Carrier-based Fighters
• Carrier-based Bombers
• Seaplane Fighters
• Seaplane Bombers
Green text at the bottom of the screen indicating an Air Supremacy result.

Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is defining the Air State imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as Fighter Power (FP).

Fighter Power is defined by each plane equipped in the fleet that participates in this phase.

$\displaystyle{ \text{Fighter Power} = \sum^{\text{All planes}} \left(\text{AA}_\text{plane} \times \sqrt{\text{Slot Size}_\text{plane}} \right) + \text{Proficiency} }$

Where:

• $\displaystyle{ \text{AA}_\text{plane} }$ is the stat of the plane.
• $\displaystyle{ \text{Slot Size}_\text{plane} }$ is the number of planes in the slot prior to Stage 1's start.
• $\displaystyle{ \text{Proficiency} }$ is the bonus granted by Aircraft Proficiency.
• The value is $\displaystyle{ 25 }$ for >> ranked fighters, see Plane Proficiency for more details

After Fighter Power is calculated for each fleet (FP and EFP for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:

Air State Fighter Power Range Allied Planes Shot Down Enemy Planes Shot Down Airstrike Contact Artillery Spotting Night Contact
Air Supremacy (AS+)

$\displaystyle{ \text{FP} \ge 3\text{EFP} }$ 3/120 - 7/120 0% - 100% Allied Only Allied Only Allied Only
Air Superiority (AS)

$\displaystyle{ 3\text{EFP} \gt \text{FP} \ge 1.5\text{EFP} }$ 9/120 - 21/120 0% - 80% Allied and Enemy Allied Only Allied and Enemy
Air Parity (AP)
No text
$\displaystyle{ 1.5\text{EFP} \gt \text{FP} \gt \frac{2}{3}\text{EFP} }$ 15/120 - 35/120 0% - 60% Neither Neither Neither (Sorties)

Allied and Enemy (PvP)

No text
$\displaystyle{ \frac{2}{3}\text{EFP} \ge \text{FP} \gt \frac{1}{3}\text{EFP} }$ 21/120 - 49/120 0% - 40% Allied and Enemy Enemy Only Allied and Enemy
Air Incapability (AI)

$\displaystyle{ \frac{1}{3}\text{EFP} \ge \text{FP} }$ 30/120 - 70/120 0% - 10% Enemy Only Enemy Only Enemy Only

After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.

Proportional Air State Shootdown Formulas

For each slot of the Allied Fleet:

$\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Slot Size} \times \left[ \text{random} \left( 0, \frac{\text{Airstate}_\text{mod}}{3} \right) + \frac{\text{Airstate}_\text{mod}}{4} \right] \times 0.1 \times \text{Jet}_\text{mod} \right \rfloor }$

For each slot of the Enemy Fleet:

$\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Slot Size} * \left ( 0.035 \times \text{random} \left [ 0 , A \right ] + 0.065 \times \text{random} \left [ 0 , A \right ] \right ) \right \rfloor }$

Where:

• $\displaystyle{ \text{Slot Size} }$ is the plane's slot size.
• $\displaystyle{ \text{Airstate Mod} }$ is the Air State modifier for each side, with:
• $\displaystyle{ \text{Airstate Mod} = \begin{cases} 1, & \text{ for Air Supremacy} \\ 3, & \text{ for Air Superiority } \\ 5, & \text{ for Air Parity } \\ 7, & \text{ for Air Denial } \\ 10, & \text{ for Air Incapability } \end{cases} }$
• $\displaystyle{ \text{Jet}_\text{mod} }$ is the Jet-type aircraft modifier. Assumes 0.6 if the plane is a Jet, otherwise assumes 1.
• The random function takes a random integer within the range in a linear distribution.

Notes:

• Aircraft will be launched regardless of the carrier's state (except Sunk).
• The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
• If both sides launch no planes, the Air State will be Air Parity.
• By solely using planes with no stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
• In such case, the allied fleet will attain AS+ even if no planes are launched.

# Stage 2 - Fleet Anti-Air Defense

Planes that participate in this phase:

• Carrier-based Bombers
• Seaplane Bombers

Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.

• Each bomber is assigned to a random enemy ship.
• Ships are picked regardless of damage state, ship class, and position in fleet have no influence.
• Even sunk ships, or ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
• When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50% chance of success:
• The first roll, denominated Proportional Shootdown, or Prop for short, reduces the slot size by a given % value.
• The second roll, denominated Fixed Shootdown, or Fixed for short, reduces the slot size by a given X value.
• There is therefore a chance of 25% to trigger both effects, 25% to trigger only Prop, 25% to trigger only Fixed, and 25% to trigger neither, for each bomber.
• Player side ships are also guaranteed to shoot down at least +1 plane in addition to this, see Anti-Air Cut-in for details.

Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value has the objective of further increase the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.

For the Allied Fleet, the Ship Adjusted AA of each ship is defined by:

$\displaystyle{ \text{AdjAA}_\text{ship} = \text{AA}_\text{base} + \sum^{\text{All equip}} \left( \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) + \left( \text{Equip}_\text{★mod} \times \sqrt{★} \right) \right) }$

While the Fleet Adjusted AA is defined by:

$\displaystyle{ \text{AdjAA}_\text{fleet} = 1.54 \times \left \lfloor \text{Formation}_\text{mod} \times \sum^{\text{All ships}} \left \lfloor \sum^{\text{All equip}} \left( \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) + \left( \text{Equip}_\text{★mod} \times \sqrt{★} \right) \right) \right \rfloor \right \rfloor }$

For the Enemy Fleet, the Ship Adjusted AA of each ship is defined by:

$\displaystyle{ \text{AdjAA}_\text{enemy ship} = \left( 2 \times \sqrt{\text{AA}_\text{base}} + \sum^{\text{All equip}} \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) \right) }$

While the Enemy Fleet's Fleet Adjusted AA is defined by:

$\displaystyle{ \text{AdjAA}_\text{enemy fleet} = 2 \times \left \lfloor \text{Formation}_\text{mod} \times \sum^{\text{All ships}} \left \lfloor \sum^{\text{All equip}} \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) \right \rfloor \right \rfloor }$

Where:

• $\displaystyle{ \text{AA}_\text{base} }$ is the base stat of the ship (without equipment).
• $\displaystyle{ \text{★} }$ is the improvement level for the equipment.
• $\displaystyle{ \text{Equip}_\text{★mod} }$ is the improvement modifier for the equipment.
• High-Angle Gun Mounts: 3
• Anti-Air Machine Guns: 4, for Ship Adjusted AA only.
• $\displaystyle{ \text{Equip}_\text{AA} }$ is the displayed stat of the equipment.
• $\displaystyle{ \text{Formation}_\text{mod} }$ is the Formation modifier.
• $\displaystyle{ \text{Equip}_\text{mod} }$ is the equipment type modifier, with each value used in its respective formula:
Equipment Type Ship AA Modifier Fleet AA Modifier

High-angle Mounts, Anti-Aircraft Fire Directors
4 0.35

Machine Guns & Rocket Launchers
6 0.2

3 0.4

Main Gun, Seaplanes
0 0.2

Type 3 Shell
0 0.6
Other Abyssal AA Equipment
Including CIC, High-angle Single-Mount
0 0.2

## Proportional and Fixed shootdowns

With the Adjusted AA values calculated, it's now possible to determine the shootdown for each ship. The same ship may defend against multiple bombers at once. For each bomber a ship defends against, it will roll an independent activation of both Prop and Fixed and then decrease the slot by the resulting values.

Shootdown Formulas

For an Allied Fleet's ship defending against Enemy planes:

$\displaystyle{ \text{Prop}= \left \lfloor \frac{\text{AdjAA}_\text{ship} \times \text{CF}_\text{mod}}{400} \times \text{Slot Size} \right \rfloor }$

$\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left( \text{AdjAA}_\text{ship} + \left \lfloor \text{AdjAA}_\text{fleet} \right \rfloor \right) \times \text{CF}_\text{mod} \times \text{K}_\text{value}}{10} \right \rfloor }$

For an Enemy Fleet's ship defending against Allied planes:

$\displaystyle{ \text{Prop}= \left \lfloor \frac{\left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} \right \rfloor}{400} \times \text{Slot Size} \right \rfloor }$

$\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} + \text{AdjAA}_\text{enemy fleet} \times \text{AA Resist}_\text{fleet} \right \rfloor}{10.6} \right \rfloor }$

Where:

• $\displaystyle{ \text{AdjAA} }$ are the previously calculated Adjusted AA values.
• $\displaystyle{ \text{Slot Size} }$ is the attacking plane's slot size.
• $\displaystyle{ \text{CF}_\text{mod} }$ is the Combined Fleet modifier.
• Assumes 1 if Single Fleet.
• 0.72 if the ship is in Combined Fleet's main fleet, 0.48 if the ship is in the Combined Fleet's escort fleet.
• $\displaystyle{ \text{K}_\text{value} }$ is the Anti Air Cut-in (AACI) multiplier.
• Assumes 1 if no AACI triggers.
• $\displaystyle{ \text{AA Resist}_\text{ship} }$ is the attacking plane's Ship AA Resist.
• $\displaystyle{ \text{AA Resist}_\text{fleet} }$ is the attacking plane's Fleet AA Resist.

### Anti-Air Resistance

Specific planes, in particular skilled variants, remarkable aces or state-of-the-art aircraft may present a special AA resistance property. AA resistance is presented in form of "Ship AA Resistance/Fleet AA Resistance", with each value being used in the respective above formulas.

This property is arbitrary to each aircraft, but loosely fit in the following categories:

• Extremely high resistance: Aircraft that presents a resistance of 0.5/0.5
• High resistance: Aircraft that presents a resistance of 0.5/0.7
• Average resistance: Aircraft that presents a resistance of 0.6/0.7
• Low resistance: Aircraft that presents a resistance of 0.6/1.0
AA Resist Planes
Plane Air State Modifier Ship AA Modifier Fleet AA Modifier
Torpedo Bombers
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
Dive Bombers
1 0.6 1
1 0.6 0.7
1 0.6 0.7
1 0.6 1
1 0.6 1
Seaplane Bombers
1 0.6 1
1 0.6 1
1 0.6 0.7
1 0.6 0.7
1 0.5 0.7
1 0.5 0.5
Jet-type Aircraft
0.6 0.5 0.7
0.6 0.5 0.5
Land-based Aircraft
1 0.6 1
1 0.6 0.7
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
1 0.6 1
[1]

## Anti-Air Cut-in

Akizuki performing the API 1 (BBR) AACI.

Using special equipment setups, ships may perform one of multiple special anti-air maneuvers during Stage 2. These moves are often referred to as AA Cut-ins, or AACI due to the way the equipment is displayed in the screen before they are performed. Particular AACI are often referred to by their acronym, such as BBR for AACI 5.

AACI grants a multiplier to the Fixed Shootdown of all Allied Fleet ships regardless of what ship uses it, referred to as K-value. On top of that effect, AACI will remove a fixed number of planes from each enemy bomber slot. These effects make depleting the entirety of enemy bombers much more feasible.

Although several ships can be equipped with a proper AACI setup, only one ship can perform an AACI. If Stage 2 happens multiple times, like in an Air Battle node, then each Air Phase's Stage 2 might roll an AACI.

If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, an animation will not be shown, but the effects will function normally.

The trigger chance of a given AACI is solely determined by its API value, and is arbitrary. Fleet AA, Ship AA, Adjusted AA, Air State or any other parameter like Luck and LoS have no bearing in AACI trigger rates. Most trigger chances were datamined from KanColle Vita, and tests in the Browser version corroborated the results.

• is a custom icon used to indicate a Built-in AAFD High-angle Gun.
• The can be a Main Gun or Secondary Gun.
• Any High-angle Gun with stat of 8 or higher is considered a Built-in AAFD High-angle Gun, even if not explicitly stated by the game.
• is a custom icon used to indicate a Concentrated Deployment Machine Gun (also written as CDMG).
• Any Machine Gun with stat of 9 or higher is considered a CDMG, even if not explicitly stated by the game.
• is used to indicate an Air Radar.
• Any Radar with stat of 2 or higher is considered an Air Radar, even if not explicitly stated by the game.

AACI Patterns
API value Type Shot down
per slot
K-value Rate User Notes
None - +1 1.0 N/A Player's fleet only Triggers if no other AACI is activated
1 HHR
+8 1.7 65% HA mount x2 + Radar
2 HR
+7 1.7 58% HA mount + Radar
3 HH
+5 1.6 50% HA mount x2
4 MSAR
+7 1.5 52% Battleships Large Main Gun + Sanshiki + AAFD + Air Radar
5 BBR
+5 1.5 55% All Built-in HA mount x2 + Air Radar
6 MSA
+5 1.45 40% Battleships Large Main Gun + Sanshiki + AAFD
7 HAR
+4 1.35 45% All HA mount + AAFD + Air Radar
8 BR
+5 1.4 50% Built-in HA mount + Air Radar
9 HA
+3 1.3 40% HA mount + AAFD
10 HCR
+9 1.65 60% HA + CDMG + Air Radar
11 HC
+7 1.5 55% HA + CDMG
12 CGR
+4 1.25 45% All CDMG + AA Gun + Air Radar
13 Cannot be activated:

+4 1.35 35% All except Built-in HA mount + CDMG + Air Radar
14 HGR
+5 1.45 62% HA + AA Gun + Air Radar
15 HG
+4 1.3 55% HA + AA Gun
16 HGR
+5 1.4 62% &
(not /)
HA + AA Gun + Air Radar
17 HG
+3 1.25 55% HA + AA Gun
18 C
+3 1.2 60% CDMG
19 HC
+6 1.45 58% HA + CDMG
(Cannot be Built-in HA)
20 C
+4 1.25 65% CDMG
21 HR
+6 1.45 60% HA + Air Radar
22 C
+3 1.2 60% CDMG
23 G
+2 1.05 80% AA Gun (Cannot be CDMG)
24 HG
+4 1.25 40% &
HA + AA Gun (Cannot be CDMG)
25 GRS
+8 1.55 60% + Air Radar + Sanshiki
26 HR
+7 1.4 55% + Air Radar
27 Unknown
28 GR
+5 1.4 55% &
29 HR
+6 1.55 60% &
Using Built-in HA mounts has a high chance to proc AACI 5/8 instead.
30 HHH
+4 1.3 45% &
HA + HA + HA
31 HH
+3 1.2 52% HA + HA
32
16inch Mk.I Triple Gun Mount Kai + FCR Type 284
QF 2-pounder Octuple Pom-pom Gun Mount

OR
20-tube 7inch UP Rocket Launchers
20-tube 7inch UP Rocket Launchers

OR
20-tube 7inch UP Rocket Launchers
QF 2-pounder Octuple Pom-pom Gun Mount
+4 1.2 50% &
+
OR
+ /
33 HG
+4 1.35 45% HA + AA Gun
34
5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
+8 1.6 55%
35
5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
5inch Single Gun Mount Mk.30
+7 1.55 55% The variant can also be used in place of the variant.
The variant of the gun cannot be used as substitute.
36
5inch Single Gun Mount Mk.30
5inch Single Gun Mount Mk.30
GFCS Mk.37
+7 1.55 50%
37
5inch Single Gun Mount Mk.30 Kai
5inch Single Gun Mount Mk.30 Kai
+5 1.45 40% Both HA guns must be variant.
The variant of the gun cannot be used.
38
GFCS Mk.37 + 5in Dual Purpose Gun (CD)
GFCS Mk.37 + 5in Dual Purpose Gun (CD)
+11 1.85 ?
39
GFCS Mk.37 + 5in Dual Purpose Gun (CD)
5in Dual Purpose Gun (CD)
+11 1.7 57%
40
5in Dual Purpose Gun (CD)
5in Dual Purpose Gun (CD)
GFCS Mk.37
+11 1.7 56% The variant of the gun can also be used.
41
5in Dual Purpose Gun (CD)
5in Dual Purpose Gun (CD)
+10 1.65 55%

Notes:

• If multiple ships can trigger AACI, the ship that rolls the highest API number takes priority.
• If API numbers are tied, priority goes by fleet slot order from top to bottom.
• If a single ship fulfils multiple AACI requirements:
• A single roll is done to check for all AACIs.
• This means that an AACI with higher priority and higher trigger rate completely blocks lower priority AACI from activating.
• For example, Akizuki with a setup fulfils the requirements of the AACIs with API values 1, 2, 3, 5 and 8, with 1 being the highest priority. Due to this, the only API that Akizuki can trigger is 1, because a success will activate it, and a failure implies that the roll wouldn't meet the 58%, 50%, 55% and 50% trigger rates as it has failed to meet a 65% rate roll.
• Conversely, an AACI with lower priority but higher trigger rate has a chance of occurring, if the roll fails to pass the higher priority AACI.
• For example, Isokaze B Kai with fulfils 5 (55% rate) and 29 (60% rate), with 5 having priority. This means that in total, 5 will occur 55% of the time, and 29 will occur the leftover 5% of the time (60% - 55%).
• Priority is: (1 > 2 > 3, 10 > 11, 14 > 15, 16 > 17, 19, 21, 25) > 4 > 5 > 6 > 8 > 7 > (26 > 28, 29) > 9 > (33) > 12 > 13 > (18, 20, 22, 23, 30 > 31 > 24, 32)[1]
• Examples:
• Kinu Kai Ni can trigger both API 20 and 19.
• The same ship can activate APIs 20, 5 and 29.
• Note: At some point during 2018-2019(?), priority was changed from 7 > 8 to 8 > 7. Prior to this, both 7 and 8 could be triggered with [2], whereas now only 8 can be triggered.

### Sequential AACIs

The Sequential AACIs are the Cut-ins introduced with the implementation of Johnston onwards. So far, they are exclusive to the and . Different from Original AACIs, each eligible AACI will be rolled independently if the previous roll has failed. If all Sequential rolls fail, an additional Original Type roll is performed. This grants the specific ships with access to Sequential AACIs extremely high combined trigger rates.

• Example: Atlanta with + + fulfils 39, 40, 41, and 5. Rolled independently, this gives 57% for 39, ~24% for 40, ~10.4% for 41, ~4.7% for 5, for a total of ~96% chance of some AACI occurring.

Sequential AACIs are, in order of priority: (34 > 35 > 37 > 36, 38 > 39 > 40 > 41) > (Original AACI)[1]

# Stage 3 - Airstrike

Planes that participate in this phase:

• Reconnaissance Seaplanes
• Carrier-based Reconnaissance Aircraft
• Carrier-based Bombers
• Seaplane Bombers

With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as Shelling target selection. The targeted ship is not necessarily the ship that has defended against said bomber during Stage 2.

See Damage Calculations for details on airstrike damage.

Notes:

• Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
• The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
• Submarines are untargetable by Airstrike

## Contact

Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.

Contact is a special mechanic that increases the damage of all bombers participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text Making contact! (触接中!, shokusetsu-chū!).

• Contact may be triggered only under AS+, AS, and AD. It cannot trigger under AP and AI.
• At least one Carrier-based Reconnaissance Aircraft, Reconnaissance Seaplane, or Torpedo Bomber must be present.
• Seaplane Bombers cannot perform contact.

### Step 1: Contact Trigger

Each plane that can perform Contact has an independent trigger rate based on the plane's stat, type, and slot size. The Final Trigger Rate is equal to the sum of all independent trigger rates.

Contact Trigger Rate Formula

$\displaystyle{ \text{Contact Rate}= \sum^{\text{All planes}} \left( \frac{\sqrt{\text{Slot Size}} \times \text{Plane}_\text{LoS}} {\text{Air State}_\text{mod}} \right) }$

Where:

• $\displaystyle{ \text{All planes} }$ refer specifically to all planes that can perform Contact ( and Recon). Bomber cannot perform contact.
• $\displaystyle{ \text{Slot Size} }$ is the plane's slot size.
• $\displaystyle{ \text{Plane}_\text{LoS} }$ is the plane's displayed stat.
• $\displaystyle{ \text{Air State}_\text{mod} }$ is the Air State modifier.
• AS+: 25
• AS: 40

A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.

### Step 2: Aircraft Selection

After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:

• stat, starting from highest.
• The Carrier's position in the fleet, starting from Flagship.
• The Equipment slot position, starting from the first.
Aircraft Selection Formula

$\displaystyle{ \text{Selection Rate}= \frac{\text{Plane}_\text{LoS}} {\text{Air State}_\text{mod}} }$

Where:

• $\displaystyle{ \text{Plane} }$ refer specifically to a planes that can perform Contact ( and Recon). Bomber cannot perform contact.
• $\displaystyle{ \text{Plane}_\text{LoS} }$ is the plane's displayed stat.
• $\displaystyle{ \text{Air State}_\text{mod} }$ is the Air State modifier.
• AS+: 14
• AS: 16

The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, Contact will not trigger, even if Step 1 was successful.

If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's stat.

Accuracy Damage
Modifier
Example Planes
+0 112% Ryuusei Kai
+1 112% Type 0 Recon Seaplane, Ryuusei (601 Air Group), Type 2 Flying Boat
+2 117% Type 0 Observation Seaplane, Saiun, PBY-5A Catalina, Prototype Keiun
+3 or more 120% Type 2 Recon Aircraft, Tenzan Model 12 (Tomonaga Squadron), Type 97 Torpedo Bomber (Tomonaga Squadron)

## Anti-Air Rocket Barrage

Ise successfully triggers AARB, while Choukai triggers a Type 3 Shell barrage, during Airstrike Stage.

Certain classes of ships have the ability to completely negate airstrike damage when certain conditions are fulfilled.

• The ship must be a AV, BBV, CAV, CVL or CV.
• It only applies to ships within those categories.
• The ship must be equipped with a .

The trigger rate is given by:

$\displaystyle{ \text{AARB %} = \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck}}{281} + \left( \text{N}_\text{rocket} - 1 \right) \times 15 + \text{Mod}_\text{Ise-class} }$

Where:

• $\displaystyle{ \text{AdjAA}_\text{ship} }$ is the previously calculated Adjusted AA of the ship.
• $\displaystyle{ \text{Luck} }$ is the ship's stat.
• $\displaystyle{ \text{N}_\text{rocket} }$ is the number of .
• $\displaystyle{ \text{Mod}_\text{Ise-class} }$ is the Ise-class bonus of $\displaystyle{ 25 }$.

If the ship takes no damage during the airstrike phase, the ship will slide forward and Rocket Barrage Successful (噴進弾幕成功, funshindan maku seikō) will be displayed over the ship's card, regardless of whether the ship actually targeted by a bomber or not, whether Rocket Barrage actually triggered or not. Generally when a ship is targeted by any bomber and takes no damage, the text "miss" will be displayed over the ship's card. But if Rocket Barrage actually triggered, nothing will be displayed instead.

Notes:

• It is possible to achieve more than 100% activation rate.
• The combination of s and the is supposed to have the same effects of negating damage. Extra effects still unknown.
• There is another anti-air barrage animation in-game for only Type 3 Shells. No effects were found for it.