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Huge changes; I am essentially forking the Combat#Combat_Equipment_Setup section here. As this page stood, it was not something that should be outside of a sandbox.
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== Introduction: ==
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==Introduction==
This page studies the trigger rates & effectiveness of Artillery Spotting (弾着観測射撃), based on preliminary in-game testing. An optimal use of Artillery Spotting could considerably improve your fleet's daytime combat performances.
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Artillery Spotting is a means of increasing the damage your ships deal and their accuracy during the day, and manifests in either a double attack or a cut-in.
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In brief, Artillery Spotting ''(aka. Day Battle Special Attacks) ''consists of two types of attack: Cut-In '''[CI] '''& Double Attack '''[DA]'''. When activated, the attacking ship receives a damage output ([[Combat#Post-Cap_Modifiers post-cap]]) & accuracy bonus. You need to achieve at least Air superiority (AS) during aerial combat, and at least 1 [[List_of_Seaplanes_by_stats]] equipped on the ship. The remaining plane count can't be 0. More details could be found on the page (-).
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The following are universal requirements for a ship to perform artillery spotting:
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*At least one slot of seaplanes must be equipped.
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*Air superiority or supremacy must be achieved that battle.
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*Ships cannot perform these while heavily damaged (大破).
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The following ships are unable to perform artillery spotting either because of a 0 plane capacity or the inability to equip any appropriate setups.
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*All destroyers
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*Torpedo cruisers ([[Kitakami]], [[Ooi]] and [[Kiso|Kiso Kai Ni]])
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*Certain light cruisers ([[Isuzu]], [[Tenryuu]], [[Tatsuta]] and [[Yuubari]])
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*Submarines
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*All carriers
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*Auxiliary vessels [[Akashi]], [[Akitsu Maru]] and [[Katori]]
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==Equipment Setups==
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{| class="wikitable"
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|-
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! scope="col" style="text-align:center;" |Attack Mode
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! scope="col" style="text-align:center;" |Prerequisite
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! scope="col" style="text-align:center;" |The Remaining Slot
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! scope="col" style="text-align:center;" |Damage Modifier
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! scope="col" style="text-align:center;" |Trigger Chance
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|-
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| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
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| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
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|Any auxiliary equipment
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| '''120%''' '''x 2'''
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|'''~50%'''
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|-
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| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
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| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
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| {{Template:Radar}}
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| '''120%''' '''x 2'''
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|''Additional 3%~10% ?''
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|-
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| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
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| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
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| {{Seaplane}}
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| '''120%''' '''x 2'''
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|''Additional ~6% ?''
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|-
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| style="background-color: Gold;" |'''Cut-In'''
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| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}
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|Any auxiliary equipment
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| '''110%'''
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|'''~50%'''
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|-
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| style="background-color: Gold;" |'''Cut-In ( Radar )'''
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| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:Radar}}
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| '''-'''
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| '''110%'''......(Sec.Gun) ?
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'''120%'''......''(RADAR)''
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|''Additional 22%~30% ?''
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|-
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| style="background-color: Gold;" |'''Cut-In ( AP Shell )'''
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| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:RedAmmo}}
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|'''-'''
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|'''110%'''......(Sec.Gun) ?
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'''130%'''......''(AP SHELL)''
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|''Additional ~20%''
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|-
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| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (AP)'''</font>
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| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:RedAmmo}}
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| '''-'''
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| '''120% x 2'''.....(DA)
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'''150%'''...........(CI)
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|~'''70%''' (Total)
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|-
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| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (Sec.Gun)'''</font>
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| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:YellowGun}}
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| '''-'''
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| '''120%''' '''x 2'''.....(DA),
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'''110%'''...........(CI) ?
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|'''~70%''' (Total)
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|}
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== Typical Set Ups for Artillery Spotting: ==
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*The slot order does not matter, though be mindful that putting your planes in a ship's largest slot can improve your chances of triggering a special attack.
All the typical set ups are listed below, click (-) to see more possible combinations. Notice that any other combination will NOT change their attack modes or trigger rates. The damage modifiers are all applied post-cap (150).
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*When neither special attack is triggered, the ship will just do a single attack, dealing 100% damage.
==== Double Attack ====
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* {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}} ....................2 x [[List_of_Main_Guns_by_stats]] + Seaplane..........................................(basic setup)
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* {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{Seaplane}}............2 x Main + Seaplane + '''Seaplane'''
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* {{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{Radar}}............2 x Main + Seaplane + '''[[List_of_Radars_by_stats]]'''       
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''>> DA Damage: 120% x 2. More powerful for ships with higher activation chances & shelling accuracy. Double attack = An extra chance to hit or crit the target.''       
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''>> Set up #2 and #3 gives ~10% extra trigger chances on DA.''       
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==== Cut-In ====
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* {{RedGunMedium}}{{YellowGun}}{{Seaplane}}..........................1 x Main + [[List_of_Secondary_Guns_by_stats]] + Seaplane....................................(basic setup)
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* {{RedGunMedium}}{{YellowGun}}{{Seaplane}}{{Radar}}.................1 x Main + Sec + Seaplane +''' Radar'''.......................(highest CI chance)
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* {{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}.................1 x Main + Sec + Seaplane + '''[[List_of_Shells_by_stats]]'''
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''>> CI Damage: 110% / 120% / 130%. Works well for ships with high firepower while giving more chances for Artillery Spotting.''
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''>> Set up #2 triggers either radar CI (120%).or secondary gun CI (110%).''
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''>>Set up #3 triggers either AP shell CI (130%) or secondary gun CI (110%). Highest base trigger chances, less dependent on FLoS.''
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==== Hybrid (DA+CI) ====
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* {{RedGunMedium}}{{RedGunMedium}}{{YellowGun}}{{Seaplane}}......................2 x Main + '''Sec''' + [[List_of_Seaplanes_by_stats]]
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* {{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}}......................2 x Main + '''AP shell''' + Seaplane..........................(most powerful)
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''>> CI Damage: 110% / 150%. DA Damage 120% x 2. Both gives the highest base trigger chances (more dependent on FLoS).''
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''>> Set up #1 triggers either DA (120% x 2) or secondary gun CI (110%).''
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''>> Set up #2 triggers either CI (130%) or DA (120% x 2).''
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== The Trigger Chance of Artillery Spotting: (Beta ver.) ==
 
== The Trigger Chance of Artillery Spotting: (Beta ver.) ==
3,623

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