• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Difference between revisions of "Combat/Artillery Spotting"

From Kancolle Wiki
Jump to navigation Jump to search
m (Undo revision 185363 by Jigaraphale (talk))
Tag: Undo
 
(4 intermediate revisions by 2 users not shown)
Line 153: Line 153:
 
{{Formula
 
{{Formula
 
|Title=Trigger rate formula
 
|Title=Trigger rate formula
|Math= \text{Trigger %}_\text{Cut-in} = \dfrac{10 + \text{Base}_\text{ship} }{\text{Base}_\text{attack} } \times 100
+
|Math=\begin{cases}
|Var=<math>\text{Base}_\text{ship} = \left \lfloor \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{Flag} + \text{Mod}_\text{AS1} + \left \lfloor \text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship}
+
\ \text{Trigger %}_\text{Cut-in} =& \dfrac{10 + \text{Base}_\text{ship} + \text{Mod}_\text{Flag} }{\text{Base}_\text{attack} } \times 100
\right \rfloor \times \text{Mod}_\text{AS3}\right \rfloor</math>
+
\\
*<math>\text{Base}_\text{attack}</math> the Value used by each type of Cut-in. See the above tables for value.
+
\ \text{if AS} &
 +
\ Base_{ship} = \Big\lfloor \lfloor \sqrt{Luck} \rfloor + 0.6 \times \bigg( \sum^{\text{Ship} }\text{LoS}_\text{Equip} + 1.2 \times \big\lfloor \sqrt{\text{LoS}_\text{Fleet} } + \frac{\text{LoS}_\text{Fleet} }{10} \big\rfloor \bigg) \Big\rfloor
 +
\\
 +
\ \text{if AS+} &
 +
\ Base_{ship} = \Big\lfloor \lfloor \sqrt{Luck} \rfloor + 0.7 \times \bigg( \sum^{\text{Ship} }\text{LoS}_\text{Equip} + 1.6 \times \big\lfloor \sqrt{\text{LoS}_\text{Fleet} } + \frac{\text{LoS}_\text{Fleet} }{10} \big\rfloor \bigg) +10 \Big\rfloor
 +
\end{cases}
 +
 
 +
|Var=<math>\text{Base}_\text{attack}</math> the Value used by each type of Cut-in. See the above tables for value.
  
 
*<math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise,
 
*<math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise,
 
+
* <math>\text{LoS}_\text{Equip}</math> being the displayed base {{LOS}} [[LoS]] value of an equipment.
*<math>\text{Mod}_\text{ASx}</math> the [[Air State]] modifiers:
+
* <math>\text{LoS}_\text{Fleet} =  \sum^{\text{All ships}}\text{LoS}_\text{Base} + \sum^{\text{All Recons/Bombers}}\text{LoS}_\text{Recon} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor</math>
{{{!}}class="wikitable"
+
** <math>\text{LoS}_\text{Base}</math> being the ship's base {{LOS}} [[LoS]] value without any equipment,
!Mod!!AS!!AS+
+
** <math>\text{LoS}_\text{Recon}</math> being the displayed base {{LOS}} [[LoS]] value of {{Seaplane}}/{{Night Recon}}/{{Night SPB}} [[Seaplane]] recons and bombers (excluding [[Visible Bonus]]es),
{{!}}-
+
** <math>\text{Plane}_\text{Count}</math> being the current count of each individual plane slot.
{{!}}<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{LoS}_\text{Ship} = \sum^{\text{Attacking Ship}}\text{LoS}_\text{Equip}</math>
 
* <math>\text{LoS}_\text{Fleet} = \left \lfloor \sqrt{\text{LoS}_\text{total} } + \frac{\text{LoS}_\text{total}}{10} \right \rfloor</math>
 
* <math>\text{LoS}_\text{total} = \sum^{\text{All ships}}\text{LoS}_\text{Base} + \sum^{\text{All Recons/Bombers}}\text{LoS}_\text{Equip} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor</math>
 
* <math>\text{LoS}_\text{Base}</math> being the ship's base [[LoS]] value without any equipment,
 
* <math>\text{LoS}_\text{Equip}</math> being the displayed base [[LoS]] value of recons and bombers (excluding [[Visible Bonus]]es),
 
* <math>\text{Plane}_\text{Count}</math> being the current count of each individual plane slot.
 
 
}}
 
}}
  
 
=See Also=
 
=See Also=
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 18:20, 29 November 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  · Drop
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 use a Surface Shelling attack.
    • This therefore excludes carrier and ASW shellings.
  • 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 Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
% per Base Value
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
120 0.83%
Main Suisei Cut-in
(Suisei CI)
Large Caliber Main GunDive BomberDive Bomber 1.3 ? 1 130 0.77%
Main AP Shell Cut-in
(APCI)
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 1.5 1.2 1 150 0.66%
Secondary AP Shell Cut-in
(Sec APCI)
Large Caliber Main GunSecondary GunSeaplaneArmor-Piercing Shell 1.3 1.3 1 140 0.71%
Secondary Radar Cut-in
(Radar CI)
Large Caliber Main GunSecondary GunSeaplaneRADAR 1.2 1.5 1 130 0.77%
Secondary Cut-in
(Sec CI)
Large Caliber Main GunSecondary GunSeaplane 1.1 1.3 1 120 0.83%
Double Attack
(DA)
Large Caliber Main GunLarge Caliber Main GunSeaplane 1.2 1.1 2 130 0.77%
  • 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 Scratch 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.

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 Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
% per Base Value
Fighter-Bomber-Attacker
(FBA)
FighterDive BomberTorpedo Bomber 1.25 1.2~1.3? 1 125 0.86%
Bomber-Bomber-Attacker
(BBA)
Dive BomberDive BomberTorpedo Bomber 1.2 1.2~1.3? 1 135 0.80%
Bomber-Attacker
(BA)
Dive BomberTorpedo Bomber 1.15 1.2~1.3? 1 150 0.66%
  • 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 Scratch 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 rate formula
[math]\displaystyle{ \begin{cases} \ \text{Trigger %}_\text{Cut-in} =& \dfrac{10 + \text{Base}_\text{ship} + \text{Mod}_\text{Flag} }{\text{Base}_\text{attack} } \times 100 \\ \ \text{if AS} & \ Base_{ship} = \Big\lfloor \lfloor \sqrt{Luck} \rfloor + 0.6 \times \bigg( \sum^{\text{Ship} }\text{LoS}_\text{Equip} + 1.2 \times \big\lfloor \sqrt{\text{LoS}_\text{Fleet} } + \frac{\text{LoS}_\text{Fleet} }{10} \big\rfloor \bigg) \Big\rfloor \\ \ \text{if AS+} & \ Base_{ship} = \Big\lfloor \lfloor \sqrt{Luck} \rfloor + 0.7 \times \bigg( \sum^{\text{Ship} }\text{LoS}_\text{Equip} + 1.6 \times \big\lfloor \sqrt{\text{LoS}_\text{Fleet} } + \frac{\text{LoS}_\text{Fleet} }{10} \big\rfloor \bigg) +10 \Big\rfloor \end{cases} }[/math]
With
  • [math]\displaystyle{ \text{Base}_\text{attack} }[/math] the Value used by each type of Cut-in. See the above tables for value.
  • [math]\displaystyle{ \text{Mod}_\text{Flag} }[/math] being 15 if the ship is the flagship, 0 otherwise,
  • [math]\displaystyle{ \text{LoS}_\text{Equip} }[/math] being the displayed base Line of Sight LoS value of an equipment.
  • [math]\displaystyle{ \text{LoS}_\text{Fleet} = \sum^{\text{All ships}}\text{LoS}_\text{Base} + \sum^{\text{All Recons/Bombers}}\text{LoS}_\text{Recon} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor }[/math]
    • [math]\displaystyle{ \text{LoS}_\text{Base} }[/math] being the ship's base Line of Sight LoS value without any equipment,
    • [math]\displaystyle{ \text{LoS}_\text{Recon} }[/math] being the displayed base Line of Sight LoS value of Seaplane/Night Reconnaissance Seaplane/Night Seaplane Bomber Seaplane recons and bombers (excluding Visible Bonuses),
    • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] being the current count of each individual plane slot.

See Also