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Revision as of 05:57, 9 May 2015

Aerial Combat

Aerial Combat Stages

Stage Notes
Fighter Combat Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible.
Anti-bomber Combat Number of bombers shot down by fighters is affected by the result of the previous phase
Anti-Air Cut-In An Anti-Air Director may cause heavy damage to enemy bombers
Fleet Anti-air Defense Fleet defends against enemy bombers
Bombing See Damage Calculation for details

Fighter Combat

[math]\displaystyle{ \text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number planes in slot}} \times \text {Plane anti-air stat} \text{)} }[/math]
  • Fighter Fighter planes, and specific Torpedo BomberDive BomberSeaplane Torpedo / Dive / Seaplane bombers with an +AA stat participate in the Fighter Combat.
  • Recon planes (carrier basedReconnaissance Aircraft or seaplane reconSeaplane) will NOT participate in Fighter Combat.
  • The allied fleet and enemy fleet's Fighter Powers are compared to determine the result of Fighter Combat:
Fighter Power
(FP = Own Fighter Power,
EFP = Enemy Fighter Power)
Result Text Display % Shot Down Contact Artillery Spotting Night Spotting
FP ≥ 3×EFP
or Enemy Failed Detection
or EFP=0 and Planes launched
Air Supremacy (AS+) 制空権確保!
Seikuuken Kakuho!
0~90% Allied only Allied only Allied only
3×EFP > FP ≥ 1.5×EFP Air Superiority

(AS)

航空優勢!
Koukuu Yuusei!
0~80% Both sides Allied only Both sides
1.5×EFP > FP ≥ 2/3×EFP
or Aerial Combat Stage did not occur
Air Parity No text displayed 0~60% Both sides Impossible for either side Impossible for regular combat nodes
Both sides for PvP as well as Night Combat Only nodes
2/3×EFP > FP ≥ 1/3×EFP Air Incapability No text displayed 0~40% Both sides Enemy only Both sides
FP < 1/3×EFP Air Denial 制空権喪失!
Seikuuken Soushitsu!
0~10% Enemy only Enemy only Enemy only
  • This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
  • The percentage of planes shot down applies for both sides' respective outcomes, and is calculated per slot.
  • For example, securing Air Superiority means allied planes shoot down up to 80% of enemy planes, and the enemy under Air Incapability will shoot down up to 40%.
  • As this is applied per slot, 80% of one enemy bomber group can be shot down while a second has 0% shot down.
  • Contact can be triggered by having at least 1 carrier scout plane, seaplane scout, and/or torpedo bomber equipped. It increases damage during the bombing phase depending on the accuracy bonus of the squad triggering Contact.
  • Even if allied planes secure air supremacy, planes can still be lost (up to 10%), and the subsequent anti-air defense stage can eliminate more bombers.

Enemy Ship Fighter Power

Enemy Ship Type Fighter Power Enemy Ship Type Fighter Power
Light Carrier Nu-Class 8 Armored Carrier Demon 44
Light Carrier Nu-Class Elite 24 Armored Carrier Princess 48
Light Carrier Nu-Class Flagship 23 Floating Fortress 27
Standard Carrier Wo-Class 10 Escort Fortress 29
Standard Carrier Wo-Class Elite 27 Southern War Demon 41
Standard Carrier Wo-Class Flagship 28 Southern War Princess 47
Standard Carrier Wo-Class Flagship 2 84 Northern Princess World 3-5 76
Standard Carrier Wo-Class Kai Flagship 102 Northern Princess World 3-5 (HQ < 85) 72
Battleship Re-Class 94 Northern Princess World 3-5 Final Form 109
Battleship Re-Class Elite 107 Northern Princess World 3-5 Final Form (HQ < 85) 105
Aircraft Carrier Demon 96 Anchorage Water Demon 0

Anti-Air Cut-In

An Anti-Air Cut-In

Certain equipment combinations will provide a chance for an Anti-Air Cut-In (AACI) during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). Although there's currently no conclusion on how it's applied onto the Fleet Anti-air Defense formula, a general consensus suggests the effectiveness scales with the AA stat (Anti-Air) of the ship triggering it.

Requirement

  • One of the following sets:
    1. Heavy Main GunLarge Caliber Main Gun, Type 3 Shell Anti-Aircraft Shell, plus Anti-Aircraft Fire Director (AAFD) Anti-Aircraft Fire Director
      • Can be supplemented with an AA RADAR RADAR
      • Only available for BB(V)s due to Heavy Gun requirement.
    2. High-Angle mount (main gun or secondary) High-Angle Gun plus AAFDAnti-Aircraft Fire Director
      • Can be supplemented with an AA RADAR RADAR
      • Achievable by any surface ship.
    3. 10cm Twin High-angle Mount + AAFD plus AA RADARRADAR
      • Can be supplemented with an HA mount High-Angle Gun or another 10cm Twin High-angle Mount + AAFD
      • Available to any ship capable of equipping a Light Main Gun.
    4. 25mm Triple Autocannon Mount (Concentrated Deployment), AA Gun (any) Anti-Aircraft Gun, plus AA RADAR RADAR
      • Achievable by any surface ship.
    5. Either 12.7cm Twin High-angle Mount + AAFD or 90mm Single High Angled Gun, plus AA RADAR RADAR
      • Can be supplemented with an High-angle Mount + AAFD
      • As both 12.7cm Twin High-angle Mount + AAFD and 90mm Single High Angled Gun are considered secondary guns, only ships capable of equipping them may use this setup.
  • Akizuki has a built-in AA fire director, which allows her to trigger AACI without an AAFD with the following setup
  • High-Angle mount (any) High-Angle Gun plus either or both:
  • RADAR (any kind) RADAR
  • High-Angle mount (any) High-Angle Gun
  • Can be supplemented with an AA RADAR RADAR

Notes

  • 10cm Twin High-angle Mount + AAFD, 12.7cm Twin High-angle Mount + AAFD and 90mm Single High Angled Gun can substitute for a regular High-angle mount. Their built-in AAFD functions when paired with an AA RADAR.
  • Slots otherwise empty can be equipped with anything else without disabling the Anti-Air Cut-In.
  • A maximum of 1 ship will perform AACI per battle (regardless of how many ships are capable of doing so, or whether it is a Combined Fleet engagement), and due to AA stat of the ship performing the cut-in affecting the number of planes shot down, it may be desired to limit the number of ships with AACI setup.
  • Successful enemy AACI will not display; typically, greater than normal losses of planes after a battle can be contributed to enemy AACI.
  • Does not affect the determination of Air Superiority.
  • Cannot shoot down pure enemy fighters, as usual.

Effect

  • Provide an AoE blast on all the incoming enemy bombers, from the ship who is triggering it. (source 1, 2, 3)

Trigger Chance

  • AA stat (Anti-Air) of the ship performing the cut-in (equipment bonuses included) affects trigger rate. The correlation seems to be about +0.4% trigger rate for every point of AA ? (source 1, 2)
  • Air radars provide marginal bonuses on AACI:
  • For HA + AAFD setup, Air radar on CA does not increase the trigger chance on a large scale ??. (source)
  • Type 13 Air radar Kai on Akizuki (and other DDs?) increases the trigger chance by ~10%. When AACI was activated, it also helps with shooting down more bombers. (source)

With an AA Cut-In from a ship with high AA stat (Anti-Air), it is possible to obliterate all incoming bombers before they inflict any damage, and even prevent opposing carriers from shelling since they have 0 bombers left. In PVP Exercises, opposing fleets can do AA Cut-Ins, but the animation is not shown.

There are reports that enemy ships in map 6-2 might be capable of doing AACI. Other than that, there is currently no enemy ship capable to blast all your bombers with AA weapons.

Fleet Anti-air Defense

Each enemy bomber slot is assigned at random to a defending ship. Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes. The number of planes shot down is given by the equations below:

[math]\displaystyle{ \text{Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air} \times \text{Formation Modifier))} \times 0.2125\text{)} }[/math], where
[math]\displaystyle{ \text{Fleet Anti-air} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)} }[/math]

The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).